Reply to Re: Summoning
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I created something like this yesterday actually, although not for a summon spell. First off missing semi-colons might be causing problems (they definitely will, but perhaps not this problem)
int &mapnum
int &mholdx
int &mholdy
&mapnum = &player_map
Further, I think the problem is that you aren't setting &mapnum = &player_map inside the loop. You need to constantly check to see if you switched screens, not just check initially... the script doesn't restart on a map switch.
loop:
wait(25);
if (&mapnum != &player_map)
{
//Do all your checks to see if summon is active. If not, kill the summon var and skip to the end
goto end;
//looks like we switched maps, time to create the beast again
...
//make beast code here
...
}
//now set the &mapnum to &player_map.
&mapnum = &player_map;
//after you restart the loop, if you change screens in the next 25ms then the beast will be re-summoned (created)
goto loop;
end:
//reset vars if needed
kill_this_task();
int &mapnum
int &mholdx
int &mholdy
&mapnum = &player_map
Further, I think the problem is that you aren't setting &mapnum = &player_map inside the loop. You need to constantly check to see if you switched screens, not just check initially... the script doesn't restart on a map switch.
loop:
wait(25);
if (&mapnum != &player_map)
{
//Do all your checks to see if summon is active. If not, kill the summon var and skip to the end
goto end;
//looks like we switched maps, time to create the beast again
...
//make beast code here
...
}
//now set the &mapnum to &player_map.
&mapnum = &player_map;
//after you restart the loop, if you change screens in the next 25ms then the beast will be re-summoned (created)
goto loop;
end:
//reset vars if needed
kill_this_task();