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November 17th 2005, 08:13 PM
custom_carrie2004.gif
carrie2004
Peasant She/Her Canada
*chomp* 
Oh! I'm offended.*rawr rawr*

But seriously, are you saying that 's2-map' is not needed but only 'button6'?
And what about attatching it to the sprite.
I mean, you need a script that will tell you that
map=1 now, right?You wouldn't just attatch
button6.c to the sprite?
Am I making things more confusing or what?

EDIT:

Okay, how about...

You take a scroll sprite and attatch 'map.c'

map.c would say...

void main ( void )
{
//player map

if (&map == 0)
{
say("Aha.A map!",1);
kill_this_task();
return;
&map = 1;
}

}

and then you would have 'button6.c'

button6.c qould say

void main ( void )
{
//player map

if (&map == 0)
{
say("I don't own a map yet.",1);
kill_this_task();
return;
}
if (&map == 1)

show_bmp("tiles\map1.bmp", 1, 0);
kill_this_task();

}

But you would still want the scroll to disappear after you have acknowledged
that you have the map.I did a vision change for the screen the map was on.
I think I also did a 'shrink' for the sprite but I don't recall the scripting for that.

So, can the above scripts be simplified even
moreso?