Reply to Re: Help with spikes...
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Note: compare_weapon only supports an script with 9 characters (letters, dashes, numbers) in it. Your script has 10. This may not be a problem, but it could cause some very unpredictable behavior.
Try this:
void main(void)
{
int &boots = 0;
loop:
&boots = compare_weapon("item-bts");
if (&boots == 0)
{
sp_touch_damage(¤t_sprite, 8000); //Or whatever
}
if (&boots == 1)
{
sp_touch_damage(¤t_sprite, 0);
}
wait(100);
goto loop;
}
If you have something in your touch procedure (like Dink saying "Oof! My feet have been skewered by spikey spikes!"), you will have to add a "goto loop;" command after it, if you want the script to continue changing touch damage depending on whether his boots are armed.
Try this:
void main(void)
{
int &boots = 0;
loop:
&boots = compare_weapon("item-bts");
if (&boots == 0)
{
sp_touch_damage(¤t_sprite, 8000); //Or whatever
}
if (&boots == 1)
{
sp_touch_damage(¤t_sprite, 0);
}
wait(100);
goto loop;
}
If you have something in your touch procedure (like Dink saying "Oof! My feet have been skewered by spikey spikes!"), you will have to add a "goto loop;" command after it, if you want the script to continue changing touch damage depending on whether his boots are armed.







