Reply to Re: Long DMOD Name
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...so, uh...
Since I duck up so many scripts, should I just turn this into a hybrid dev thread/help me not suck as much thread?
I feel wrong constantly asking how to fix something, but.
...
I can use the stairs before &story is set to 2. I can defeat the first boss by simply leaving and coming back.
Also, story variables are currently set, so when it becomes 2, I can't leave the first town anymore. I'm sure I can get that part down. Variables are just not fun in general. They turn simple addition into a mind game of remembering what the hell you have all your variables being set to and how and where and whatever.
EDIT: &kurrent is not in the script. Just avoiding the currency symbol. Thanks, Coco for pointing out what the hell it is.
Since I duck up so many scripts, should I just turn this into a hybrid dev thread/help me not suck as much thread?
I feel wrong constantly asking how to fix something, but.
...
void main
{
sp_touch_damage(&kurrent_sprite, -1);
}
void touch
{
if (&story == 2);
{
//warp
if (&life < 1) return;
playsound(39, 22050,0,0,0);
script_attach(1000);
&player_map = 70;
sp_x(1, 160);
sp_y(1, 124);
load_screen(131);
draw_screen();
kill_this_task();
}
else
{
say("Damn, looks like I can't get out of this screenlock using a warp...", 1);
}
}I can use the stairs before &story is set to 2. I can defeat the first boss by simply leaving and coming back.
Also, story variables are currently set, so when it becomes 2, I can't leave the first town anymore. I'm sure I can get that part down. Variables are just not fun in general. They turn simple addition into a mind game of remembering what the hell you have all your variables being set to and how and where and whatever.
EDIT: &kurrent is not in the script. Just avoiding the currency symbol. Thanks, Coco for pointing out what the hell it is.








