Reply to Re: File wanted:day to night
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I don't know what's wrong...Just please help me check it...
//for start button
void main( void )
{
int &crap;
}
void buttonon( void )
{
sp_pframe(¤t_sprite, 2);
Playsound(20,22050,0,0,0);
}
void buttonoff( void )
{
sp_pframe(¤t_sprite, 1);
Playsound(21,22050,0,0,0);
}
void click ( void )
{
//lets start a new game
Say_xy("`%Please wait. (Creating new game)", 0, 394);
wait(1);
//This is where you would change the room Dink starts in!!
&player_map = 1;
//This is where you would change the location Dink is going to show up
//on this first screen...
sp_x(1, 180);
sp_y(1, 250);
//Change dink from a mouse pointer into a human being.
sp_base_walk(1, 70);
sp_base_attack(1, 100);
set_mode(2); //turn game on
reset_timer();
sp_dir(1, 8);
sp_brain(1, 1);
sp_que(1, 0);
sp_noclip(1, 0);
//Now, if you WANTED, you could set Dink's orininal variables so he
//could start out with a little money & power if you want... Simply
//comment out these lines if you want Dink to have nothing as far as
//stats go when the game begins. Also, Dink starts with 10 LifeMax
//(hit points).
&strength = 30;
&defense = 20;
&magic = 1;
&gold = 25;
&don = 1;
//&lifemax = 20;
//&life = &lifemax;
//&level = 2;
//lets give him fists to start out with, and arm him with the fists.
add_item("item-fst",438, 1);
add_magic("watch",438, 14);
&cur_weapon = 1;
&cur_magic = 1;
arm_weapon();
//Clear the screen black in preparation for the first room of the game.
fill_screen(0);
//This turns on the "status bar" for the beginning of the game. If you
//want to have an "intro", simply comment out the next two lines, then
//do them both after your intro is over...
&update_status = 1;
draw_status();
//We're done, so let's kill this task & the game will begin!
kill_this_task();
script_attach(1000)
loop:
wait(10000);
&time = get_time_real();
//480 mins = 8am, 1200 mins = 8pm
if (&time = 480)
{
&don = 2;
}
if (&time = 1200)
{
&don = 1;
}
skip:
goto loop;
}
//for start button
void main( void )
{
int &crap;
}
void buttonon( void )
{
sp_pframe(¤t_sprite, 2);
Playsound(20,22050,0,0,0);
}
void buttonoff( void )
{
sp_pframe(¤t_sprite, 1);
Playsound(21,22050,0,0,0);
}
void click ( void )
{
//lets start a new game
Say_xy("`%Please wait. (Creating new game)", 0, 394);
wait(1);
//This is where you would change the room Dink starts in!!
&player_map = 1;
//This is where you would change the location Dink is going to show up
//on this first screen...
sp_x(1, 180);
sp_y(1, 250);
//Change dink from a mouse pointer into a human being.
sp_base_walk(1, 70);
sp_base_attack(1, 100);
set_mode(2); //turn game on
reset_timer();
sp_dir(1, 8);
sp_brain(1, 1);
sp_que(1, 0);
sp_noclip(1, 0);
//Now, if you WANTED, you could set Dink's orininal variables so he
//could start out with a little money & power if you want... Simply
//comment out these lines if you want Dink to have nothing as far as
//stats go when the game begins. Also, Dink starts with 10 LifeMax
//(hit points).
&strength = 30;
&defense = 20;
&magic = 1;
&gold = 25;
&don = 1;
//&lifemax = 20;
//&life = &lifemax;
//&level = 2;
//lets give him fists to start out with, and arm him with the fists.
add_item("item-fst",438, 1);
add_magic("watch",438, 14);
&cur_weapon = 1;
&cur_magic = 1;
arm_weapon();
//Clear the screen black in preparation for the first room of the game.
fill_screen(0);
//This turns on the "status bar" for the beginning of the game. If you
//want to have an "intro", simply comment out the next two lines, then
//do them both after your intro is over...
&update_status = 1;
draw_status();
//We're done, so let's kill this task & the game will begin!
kill_this_task();
script_attach(1000)
loop:
wait(10000);
&time = get_time_real();
//480 mins = 8am, 1200 mins = 8pm
if (&time = 480)
{
&don = 2;
}
if (&time = 1200)
{
&don = 1;
}
skip:
goto loop;
}