Reply to Re: Summoning
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It is working 100% properly now. Thanks everybody for helping out. Here is what the loop looks like now...
//set up a loop so it'll keep checking
loopy:
wait(25);
//if dink changed screens, we need to create summon anew
if (&mapnum != &player_map)
{
//is summon alive?
if (&summon >= 1)
{
//make him again and give him his script
&mholdx = sp_x(1, -1);
&mholdy = sp_y(1, -1);
&beast = create_sprite(&mholdx, mholdy, 9, 823, 1);
sp_script(&beast, "summoned");
&mapnum = &player_map;
}
}
//whether Dink changed screens or not...if he's dead, kill the script
if (&summon == 0)
{
kill_this_task();
}
//go to the begining of loop to keep checking infinitely,
//until he's dead at least
wait(1);
goto loopy;
//set up a loop so it'll keep checking
loopy:
wait(25);
//if dink changed screens, we need to create summon anew
if (&mapnum != &player_map)
{
//is summon alive?
if (&summon >= 1)
{
//make him again and give him his script
&mholdx = sp_x(1, -1);
&mholdy = sp_y(1, -1);
&beast = create_sprite(&mholdx, mholdy, 9, 823, 1);
sp_script(&beast, "summoned");
&mapnum = &player_map;
}
}
//whether Dink changed screens or not...if he's dead, kill the script
if (&summon == 0)
{
kill_this_task();
}
//go to the begining of loop to keep checking infinitely,
//until he's dead at least
wait(1);
goto loopy;