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Reply to Re: "Shadows of Death" script help thread

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December 20th 2013, 09:44 PM
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Disregard everything I said above... I seem to be excessively tired and confused.

it looks like it sets your current screen to a screen number right next to the screen you're warping to . Then when you step off the warp (as if you were leaving the initial screen), you go to the new screen as if you had entered it from a screen right next to it. I hope I explained that well enough.

It's not even that complicated, actually. When you change the value of &player_map, the game assumes you are on that screen. SO, let's assume you are on screen 66. You walk right, to screen 67. On screen 67, there is a script that says &player_map = 66. Because of that line, the game now thinks that you are on screen 66 (even though you are in reality on screen 67). So, if you then walk right, you will appear on another incarnation of screen 67 (the same screen you are on), or if you walk left, you will appear on screen 65.

EDIT: That sounded sane when I was writing it. If it doesn't anymore, sorry. In any case, the buttonoff stuff in the initiation warp bars is just there in case the player walks close to the edge of the screen, and then turns around and doesn't leave the screen. If you actually walk to the next screen, only the stuff in void buttonon matters.

Simpler explanation (I hope): If you set &player_map = 1, then walk right, you will appear on screen 2, regardless of which screen you were on previously.

I previously thought that a blank screen needs to exist beyond screen 67, so that the screen scrolling mechanic works, but that doesn't actually seem to be the case... Not sure how I could be mistaken about something like that. (I even built a stupid "buffer zone" of blank screens around an area in my dmod where I use this trick... worthless effort, apparently.)