Reply to Re: End of Kingdom 1.0
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ducks and pigs have their own brains (3 and 4 respectively), you just have to set the amount of hp and defense, touch damage, speed, and whatever other attributes you want them to have.
visions...well, whatever is in vision 0 shows up on every other vision of that screen. so, let's say you have a duck and a tree in vision 0, that would be in vision 1, 2, 3, 4, etc...but, let's say you wanted a pig in vision 1...that would only show up in vision 1. if you want a bridge to be there in one vision and broken in another, then you should probably have vision 0 without any bridge, the repaired bridge in something like vision 1, and the broken one in vision 2. to script where visions change, then you have to have a few global variables that determine which vision is active. once you have that...you can attach a script to the screen with the vision that has something like this:
if (&globalstuff <= 3)
//just a random variable and number
{
&vision = 1;
}
if (&globalstuff >= 4)
{
&vision = 2;
}
visions...well, whatever is in vision 0 shows up on every other vision of that screen. so, let's say you have a duck and a tree in vision 0, that would be in vision 1, 2, 3, 4, etc...but, let's say you wanted a pig in vision 1...that would only show up in vision 1. if you want a bridge to be there in one vision and broken in another, then you should probably have vision 0 without any bridge, the repaired bridge in something like vision 1, and the broken one in vision 2. to script where visions change, then you have to have a few global variables that determine which vision is active. once you have that...you can attach a script to the screen with the vision that has something like this:
if (&globalstuff <= 3)
//just a random variable and number

{
&vision = 1;
}
if (&globalstuff >= 4)
{
&vision = 2;
}