Reply to Re: Equipping magic during a cutscene
If you don't have an account, just leave the password field blank.
I don't know but i've found in WInDInkEdit Help about this script:
"# Categories: Inventory; Weapon; Undocumented
# Prototype:
# void arm_magic( void );
[Magic-item counterpart of arm_weapon(), below. Arms the magic in the magic-inventory slot (1-8) specified in &cur_magic, or disarms magic if &cur_magic is 0. This command does not update the status area: you will usually want to draw_status() after using this command. Example:
// disarm Dink's magic:
&cur_magic = 0;
arm_magic();
draw_status();
There is no direct way to know whether a given slot is empty or what is in it -- command compare_magic() is non-functional.]
See also: arm_weapon(), draw_status(); variable &cur_magic"
Maybe this script will help.
"# Categories: Inventory; Weapon; Undocumented
# Prototype:
# void arm_magic( void );
[Magic-item counterpart of arm_weapon(), below. Arms the magic in the magic-inventory slot (1-8) specified in &cur_magic, or disarms magic if &cur_magic is 0. This command does not update the status area: you will usually want to draw_status() after using this command. Example:
// disarm Dink's magic:
&cur_magic = 0;
arm_magic();
draw_status();
There is no direct way to know whether a given slot is empty or what is in it -- command compare_magic() is non-functional.]
See also: arm_weapon(), draw_status(); variable &cur_magic"
Maybe this script will help.