Reply to Re: trigger
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Sorry if I'm not being very clear... the incomprehensibility is due to the crappiness of the idea.
But yeah, you get the idea. It would be pretty cool if you could make enemies react when Dink uses a weapon. So they could jump back when he attacks or something.
It's not like it's terribly hard to do this now by playing with globals (in the use() proc) and attaching a loop to the monster, but it'd be nice if Windemere had an actual procedure for it, because loops are complicated (and they eat into the script limit, but that shouldn't be a problem with Windemere.)
It's not important, just something that would be nice. The only procedure really missing from DS is a version of damage() for brain 9.
I suppose you could also have something which is run when an attack kills it's target, but you can already do that in a roundabout way with run_script_by_number.
But yeah, you get the idea. It would be pretty cool if you could make enemies react when Dink uses a weapon. So they could jump back when he attacks or something.
It's not like it's terribly hard to do this now by playing with globals (in the use() proc) and attaching a loop to the monster, but it'd be nice if Windemere had an actual procedure for it, because loops are complicated (and they eat into the script limit, but that shouldn't be a problem with Windemere.)
It's not important, just something that would be nice. The only procedure really missing from DS is a version of damage() for brain 9.
I suppose you could also have something which is run when an attack kills it's target, but you can already do that in a roundabout way with run_script_by_number.