Reply to 3 Answers
If you don't have an account, just leave the password field blank.
1) in the item script... load graphics for the new weapon in the arm() procedure, unload them (or in reality replace them) is the holdingdrop() procedure. Best example to look at is the item-sw1 (or any sword script, or bow script from the original game)
2) It depends on what is meant to be happening in each of the scripts? Is it complicated? Are you checking things like what the current weapon is?
3) Inside the editor you can assign a sound to a warp sprite - SHIFT 7 I think is the combo. But to have no sound... just create a hard sprite, and attach a script that does the warp on touch... so set touch_damage to -1 in the main() procedure and then in the touch procedure do the warp. Have a look at the scripts for the hole/crawl stuff, and just remove the crawling animation
2) It depends on what is meant to be happening in each of the scripts? Is it complicated? Are you checking things like what the current weapon is?
3) Inside the editor you can assign a sound to a warp sprite - SHIFT 7 I think is the combo. But to have no sound... just create a hard sprite, and attach a script that does the warp on touch... so set touch_damage to -1 in the main() procedure and then in the touch procedure do the warp. Have a look at the scripts for the hole/crawl stuff, and just remove the crawling animation