Reply to Re: trigger
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I'm not quite sure what you mean by 'make enemies react when Dink uses a weapon'. I have two main ideas:
1) Run the 'item_use' procedure for all of the sprites on the screen whenever Dink uses an item.
2) Run the 'item_use' procedure for enemies within the range of Dink's special hit frame.
Number 1 is fairly easy to do... in the item script, use a loop to go through all of the sprites on the screen, checking for sp_gold values, and using run_script_by_number to execute a procedure if available.
Number 2 will be easy to do with v1.08... &missile_source will be used for all attacks, not just missiles, so you could have something like this:
void hit(void)
{
if (&missile_source == 1)
{
say("`4Ouch, Dink hit me.", ¤t_sprite);
}
}
1) Run the 'item_use' procedure for all of the sprites on the screen whenever Dink uses an item.
2) Run the 'item_use' procedure for enemies within the range of Dink's special hit frame.
Number 1 is fairly easy to do... in the item script, use a loop to go through all of the sprites on the screen, checking for sp_gold values, and using run_script_by_number to execute a procedure if available.
Number 2 will be easy to do with v1.08... &missile_source will be used for all attacks, not just missiles, so you could have something like this:
void hit(void)
{
if (&missile_source == 1)
{
say("`4Ouch, Dink hit me.", ¤t_sprite);
}
}