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Reply to Re: How To: High Score Saving (w/ Mayhem Implementation)

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August 6th 2003, 03:27 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I just found a bug: if you fail to get a new high score, it will go back to the title screen without resetting the editor_data or restarting the game, so all of the previous changes would still be in effect.

Maybe I'll release v1.1 tonight to fix that, and the sounds on the title screen.

One solution would be to give each game an ID number and let the script on each object keep track of whether they were modified in the current game or a previous one by saving that number in editor_seq.

Hmm... would that work? The script won't be run if it has an editor_type of 1, right? How would you get around that? And what about sprites that use editor_seq and editor_frame (like smashed barrels)?

And speaking of bugs, I found a couple (that aren't due to my high score support). On screen 36 (the upstairs of the weapon store), almost everything has the barrel-strength potion script It makes things kinda easy.

Also, the boot store (screen 54) exit warps you over to 'Fairy Inn' entrance (screen 370).