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October 11th 2013, 03:18 AM
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cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
Okay. Here is a script you can attach to an ordinary warp that will (if there's a sprite on screen with brain 20) cause it not to appear until you've killed all enemies. It kills the brain 20 sprite so that it will always appear after that. I've tested it and it works.

If you don't like the method of looking for a brain, use a global instead.

void main
{
wait(1)
int &kill = get_sprite_with_this_brain(20, 0)
if (&kill == 0)
{
kill_this_task()
}

sp_nodraw(¤t_sprite, 1)
sp_hard(¤t_sprite, 1)
draw_hard_sprite(&current_sprite)

loop:
wait(250)
if (get_sprite_with_this_brain(9, 0) == 0)
{
playsound(43, 22050,0,0,0)
int &eddy = sp_editor_num(&kill)
editor_type(&eddy, 1)
sp_nodraw(&current_sprite, 0)
sp_hard(&current_sprite, 0)
draw_hard_sprite(&current_sprite)
kill_this_task()
}
goto loop
}


Edit: I have got no idea what caused all my "&current_sprite" to be replaced by a weird character. Fixed.