Bug of final boss in original Dink
Before the old board went off-line, I remembered reading a post (posted by Paul, I believe) about fixing the script of final boss (& mog...) by using local variables instead of global variables &save_x and &save_y.
My question is: why they cause problems with magic animation script? Should I avoid using &save_x and &save_y in "die(void) procedure" of other non-boss monsters' scripts as well?
In fact, the script of "en-gmog.c" found in source.zip did not use &save_x and &save_y in die(void). But I believe that you still cannot kill mog with magic.
Any enlightening reply will be highly appreciated.
My question is: why they cause problems with magic animation script? Should I avoid using &save_x and &save_y in "die(void) procedure" of other non-boss monsters' scripts as well?
In fact, the script of "en-gmog.c" found in source.zip did not use &save_x and &save_y in die(void). But I believe that you still cannot kill mog with magic.
Any enlightening reply will be highly appreciated.