Reply to Button 6 issue etc.
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What am I doing wrong....
Okay, I started with
my scroll script...
void main ( void )
{
}
void talk(void)
{
if (&letter = 0);
if (&story = 1);
freeze(1); wait(2000); say_stop("`2Dear Dink,", ¤t_sprite); wait(250); say_stop("`2Seeing as how you get lost so easily,", ¤t_sprite); say_stop("`2I have included a map to help you get around.", ¤t_sprite); say_stop("`2I have no idea where Enos,Seth's son, is.", ¤t_sprite); say_stop("`2Try asking some people in the villages.", ¤t_sprite); say_stop("`2Good luck Dink.The fate of the world is in you hands.", ¤t_sprite); say_stop("`2Sincerely, Martridge", ¤t_sprite); wait(500); say_stop("Great.No pressure or anything.", 1); wait(500); say_stop("Hey! A map was enclosed!", 1); wait(500); &s2-map = 1; &letter = 1; &story = 2; say_stop_xy("`%(Press M or button 6 for map toggle)", 20,380); fade_down(); fill_screen(0); //move Dink &player_map = 33; sp_x(1, 362); sp_y(1, 303); load_screen(); draw_screen(); draw_status(); fade_up(); unfreeze(1); kill_this_task();
}
Then I went on to do the
s2-map script
//map stuff
void main( void )
{ &shipx = sp_x(1, -1); &shipy = sp_y(1, -1);
script_attach(1000);
//since this was spawned, it is attached to sprite 1000, which lives beyond
//a screen transition.
//lets kill the rest by loading a blank screen. &player_map = 11; sp_nodraw(1, 1);
load_screen(2);
draw_screen();
//screen is blank, now what
copy_bmp_to_screen("tiles\mymap.bmp");
playsound(46, 11010, 0,0,1);
int &math = 24;
&math *= &location;
&math += 200;
freeze(1);
//int &crap = say_xy("`%You are currently at location &location.", 0,385);
//make letters perm
//sp_kill(&crap, 0);
wait_for_button();
unfreeze(1);
kill_this_task();
}
And then the
button 6 script
void main ( void )
{
//player map
if (&s2-map == 0) { say("I don't own a map yet.",1); kill_this_task(); return; }
show_bmp("tiles\mymap.bmp", 1, 0);
kill_this_task();
}
*This works until I press 'm' and I get some kinda funk un-palleted version of whatever screen I'm on. ????????
Okay, I started with
my scroll script...
void main ( void )
{
}
void talk(void)
{
if (&letter = 0);
if (&story = 1);
freeze(1); wait(2000); say_stop("`2Dear Dink,", ¤t_sprite); wait(250); say_stop("`2Seeing as how you get lost so easily,", ¤t_sprite); say_stop("`2I have included a map to help you get around.", ¤t_sprite); say_stop("`2I have no idea where Enos,Seth's son, is.", ¤t_sprite); say_stop("`2Try asking some people in the villages.", ¤t_sprite); say_stop("`2Good luck Dink.The fate of the world is in you hands.", ¤t_sprite); say_stop("`2Sincerely, Martridge", ¤t_sprite); wait(500); say_stop("Great.No pressure or anything.", 1); wait(500); say_stop("Hey! A map was enclosed!", 1); wait(500); &s2-map = 1; &letter = 1; &story = 2; say_stop_xy("`%(Press M or button 6 for map toggle)", 20,380); fade_down(); fill_screen(0); //move Dink &player_map = 33; sp_x(1, 362); sp_y(1, 303); load_screen(); draw_screen(); draw_status(); fade_up(); unfreeze(1); kill_this_task();
}
Then I went on to do the
s2-map script
//map stuff
void main( void )
{ &shipx = sp_x(1, -1); &shipy = sp_y(1, -1);
script_attach(1000);
//since this was spawned, it is attached to sprite 1000, which lives beyond
//a screen transition.
//lets kill the rest by loading a blank screen. &player_map = 11; sp_nodraw(1, 1);
load_screen(2);
draw_screen();
//screen is blank, now what
copy_bmp_to_screen("tiles\mymap.bmp");
playsound(46, 11010, 0,0,1);
int &math = 24;
&math *= &location;
&math += 200;
freeze(1);
//int &crap = say_xy("`%You are currently at location &location.", 0,385);
//make letters perm
//sp_kill(&crap, 0);
wait_for_button();
unfreeze(1);
kill_this_task();
}
And then the
button 6 script
void main ( void )
{
//player map
if (&s2-map == 0) { say("I don't own a map yet.",1); kill_this_task(); return; }
show_bmp("tiles\mymap.bmp", 1, 0);
kill_this_task();
}
*This works until I press 'm' and I get some kinda funk un-palleted version of whatever screen I'm on. ????????
