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August 7th 2009, 07:05 AM
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Kyle
Peasant He/Him Belgium
 
Nope, unfortunately even the callback stops when I hit the enemy, even if I delete all the code in the hit procedure.

Let's illustrate what I tested:

// Basic pillbug

void main (void)
{
set_callback_random("checkstatus", 100, 0);
}

void hit (void)
{

}

void checkstatus (void)
{
&life += 1;
}


When I hit it the life stops being added. Now, I checked the dragon scripts, and they seem to work the same way, yet don't have the problem (I assume?).

EDIT: Okay it's far worse than I thought. The original game's dragon script is also broken by this. I assume a lot of original Dink scripts might be affected by it as well. Is Redink still around to fix stuff like this or has he bailed?