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October 10th 2013, 11:22 PM
custom_coco.gif
cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
It can't be the enemies. I haven't changed your enemy scripts except to mess with speed, hitpoints, exp, etc.

Maybe it's the event script. The brain 20 sprite checked for here exists to see if you've ever done this before. It's placed in the editor, but given a brain in a script (that and nodraw are all the script does).

//script to make stairs appear when you beat enemies and stay there later
void main
{
wait(1)

	if (get_sprite_with_this_brain(20, 0) == 0)
	{
	goto stairs
	}
	
loop:
wait(250)

if (get_sprite_with_this_brain(9, 0) == 0)
{
int &junk = get_sprite_with_this_brain(20, 0)
int &crap = sp_editor_num(&junk)
editor_type(&crap, 1)
playsound(43, 22050,0,0,0);
stairs:
	if (&player_map == 644)
	{
	&jugb = create_sprite(90, 47, 0, 428, 1)
	}

	if (&player_map == 675)
	{
	&jugb = create_sprite(56, 261, 0, 428, 1)
	}
	
	if (&player_map == 737)
	{
	&jugb = create_sprite(52, 264, 0, 428, 1)
	}
	
	if (&player_map == 739)
	{
	&jugb = create_sprite(112, 190, 0, 428, 4)
	}

sp_script(&jugb, "warper")
return
//for some danged reason if I used kill_this_task here it worked on some screens but not others
//I spent hours trying to figure this out
//DINKC, WHY CAN'T I QUIT YOU
}
goto loop
}


All "warper" does is move Dink around; it's what you'd expect. I don't bother with fading down and up because they are just stairs.

Just in case it's somehow responsible, here's part of it. It looks like that script up there in that I have it do different things depending on &player_map.

if (&player_map == 739)
	{
	playsound(39, 22050, 0, 0, 0)
	&player_map = 675
	sp_x(1, 184)
	sp_y(1, 136)
	goto draw
	}

draw:
load_screen()
draw_screen()


I'm at a loss. Why would monsters reappear? It doesn't make any sense. The monsters' die procedure looks like it did in DSIP.

That is to say, like this:

void die( void )
{
  &jug = sp_editor_num(&current_sprite);
  if (&jug != 0)
  editor_type(&jug, 6); 
	
	&save_x = sp_x(&current_sprite, -1);
	&save_y = sp_y(&current_sprite, -1);
	external("emake","small");
}