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July 24th 2018, 08:49 PM
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Peasant He/Him
I disagree. 
It's cooking... slowly though...
Greetings from Newbielandistan, I present, and ask, yet another question. I have this script on one sprite (still bartender), and at some point, I need to move Dink to another screen (let's say 2), and have an interactive cutscene / quest. After that, Dink must be returned back to original screen (let's say 1), have a mini cutscene dialogue that informs him of his success/failure, and then unfreeze(1);
What would be the proper way to make that transition? I have an entire script done, but can't test it, 'cause transition.

excerpt of the bartender script, screen 1
void talk(void)
{
 //some crap
 fade_down();
 &help_var = 2; //global var, should activate script on screen 2
 &player_map = 2;
}
void main(void)
{
  //this is supposed activate that short cutscene
  //when Dink returns to this screen
  if(&help_var ==3)
  {
     fade_up();
     sp_nodraw(1,0);
     sp_x(1,220);
     sp_y(1,180); //nevermind if coordinates are right
     freeze(1);
     //the dialog goes here, it's all done
     &help_var = 10 //this ensures that some task is done
  }
}

excerpt of the script attached to a table, screen 2
void main(void)
{
  if(&help_var ==2)
  {
  fade_up();
  sp_nodraw(1,0);
  sp_x(1,220);
  sp_y(1,180);
  //cutscene and all that
  &job_done = 1; //needed for the first screen, also global
  fade_down();
  &player_map = 1;
  }
}

I've tried adding load_screen(), draw_screen(), script_attach()... But... Again, it's probably some dumb detail...