Reply to Re: Missing Skulls...hack?
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July 20th 2004, 05:24 AM
Bullocks
This is the script for the skull in Land 3 which is created on opening a grave.
//this script is for a skull
void main( )
{
sp_touch_damage(¤t_sprite, -1);
int &acrap = free_items();
}
void touch( void )
{
if (&acrap < 1)
{
say("dang, I've no more room for this skull in my backpack!", 1);
return;
}
Playsound(10,22050,0,0,0);
say("Hmmm... an old skull", 1);
add_item("item-skl", 851, 26);
//shrink to this percent then die
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
sp_touch_damage(¤t_sprite, 0);
sp_timing(¤t_sprite, 0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//this was placed by the editor, lets make it not come back
editor_type(&hold, 1);
//kill food forever
}
}
So unless the variable limit is full you should've been told that your backpack was full and not been able to pick up the skull.
Ah... weird shoot happens with the Dink Engine.
//this script is for a skull
void main( )
{
sp_touch_damage(¤t_sprite, -1);
int &acrap = free_items();
}
void touch( void )
{
if (&acrap < 1)
{
say("dang, I've no more room for this skull in my backpack!", 1);
return;
}
Playsound(10,22050,0,0,0);
say("Hmmm... an old skull", 1);
add_item("item-skl", 851, 26);
//shrink to this percent then die
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
sp_touch_damage(¤t_sprite, 0);
sp_timing(¤t_sprite, 0);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
{
//this was placed by the editor, lets make it not come back
editor_type(&hold, 1);
//kill food forever
}
}
So unless the variable limit is full you should've been told that your backpack was full and not been able to pick up the skull.
Ah... weird shoot happens with the Dink Engine.