Reply to Re: Data type hacks...
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Working with &player_map is kinda buggy affair. I has an intro script:
For some reason, &player_map ends up having value of 0. If I force it one more time to be 197 after last script attach, walking to another screen on occasion throws you at screen 1 (meaning it's still set to 0)
fade_up(); sp_nodraw(1, 1); wait(1); freeze(1); dink_can_walk_off_screen(1); // doing stuff with editor seq int &old_map = &player_map; &player_map = 0; editor_seq(0, 26); editor_seq(1, 26); editor_seq(2, 15); editor_seq(3, 29); &player_map = 1; editor_seq(0, 1); editor_seq(1, 1); editor_seq(2, 1); editor_seq(3, 1); &player_map = &old_map; // intro blah blah fade_down(); &player_map = 197; script_attach(1000); load_screen(); draw_screen(); freeze(1); fade_up();
For some reason, &player_map ends up having value of 0. If I force it one more time to be 197 after last script attach, walking to another screen on occasion throws you at screen 1 (meaning it's still set to 0)