Reply to Re: New Dev File: Spells
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Fun, but scripts could do with a bit of cleaning up. I don't like the rapid swapping of brains, especially because it isn't necessary, and the missile shield doesn't always work.
A better solution for the missile shield is to only use shadow brain and detect missiles with hit() and &missle_source (missiles still trigger hit even on a shadow brain and w/ sp_nohit 1).
For the offensive "shield" it may be better just to keep it as missile brain and code it in DinkC to follow Dink when he moves (he'll trigger damage()).
The code that makes enemies sleep until Dink gets close isn't worth a constant loop with an external() (and doesn't need it either). Plus it doesn't seem to work the first time you enter the screen. Better solution is to make the hardbox of the sleeping frame very large and wake up the enemy on touch() or use a large sp_distance & sp_speed of zero and wake up the sprite on first attack() (be careful what you set base_attack to in main() though, otherwise it'll look weird).
mlevel.c is weird. Why not just set &magic to zero..? Too many loops.. You could also make the same effect by playing with &update_status, but that would be a real pain.
You should also be using pseq not seq to return the seq.
Cool ideas though
A better solution for the missile shield is to only use shadow brain and detect missiles with hit() and &missle_source (missiles still trigger hit even on a shadow brain and w/ sp_nohit 1).
For the offensive "shield" it may be better just to keep it as missile brain and code it in DinkC to follow Dink when he moves (he'll trigger damage()).
The code that makes enemies sleep until Dink gets close isn't worth a constant loop with an external() (and doesn't need it either). Plus it doesn't seem to work the first time you enter the screen. Better solution is to make the hardbox of the sleeping frame very large and wake up the enemy on touch() or use a large sp_distance & sp_speed of zero and wake up the sprite on first attack() (be careful what you set base_attack to in main() though, otherwise it'll look weird).
mlevel.c is weird. Why not just set &magic to zero..? Too many loops.. You could also make the same effect by playing with &update_status, but that would be a real pain.
You should also be using pseq not seq to return the seq.
Cool ideas though