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April 10th 2012, 03:46 PM
custom_skull.gif
Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Thanks to Kyle, I now have an excellent sword which burns trees.

Although I am facing another problem. I'm trying to make it so when I punch a pillar (&current_sprite), a rock (&temp6hold) falls and hurts the enemy (&temphold). Well, to a certain point, it works perfectly, but after the rock has moved down, the script just completely stops working. Weird thing is, if I remove the move_stop -line, it works perfectly again. Here's the script:

void main( void )
{
freeze(&current_sprite);
sp_hitpoints(&current_sprite, 300);
sp_brain(&current_sprite, 9);
}
void talk(void)
{
say("This pillar looks weak.", 1);
}
void hit(void)
{
playmidi("45.mid");
}
void die(void)
{
sp_hard(&current_sprite, 1);
sp_nohit(&current_sprite, 1);
int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 1);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
&pillars += 1;

sp_speed(&temp6hold, 6);
freeze(&temp6hold);
sp_que(&temp6hold, 800);
sp_nodraw(&temp6hold, 0);
move_stop(&temp6hold, 2, 268, 1);

hurt(&temphold, 300);
wait(300);
sp_nodraw(&temp6hold, 1);
move_stop(&temp6hold, 8, 12, 1);
}