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July 13th 2006, 11:21 PM
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Wow... that's very impressive. Just one question though... in the super_editor_seq(); procedure, you have to switch the player's location to the map screen in question... wouldn't doing that nuke what's going on on the current screen, so you couldn't load these values up in the middle of the action taking place on the original screen?

For my project I was worried about hitting the variable cap by having too large of a number of locals running, because all the values had to be used at the same time. So the solution would have been to use a modular script system, calling up each "module" as I needed it and loading up it's values so as not to engage all of them at the same time. (We're talking most likely 2-3 hundred at a time.) So, I'm not sure that I would have enough sprite sequences to work with on

So worst case scenario, if I'm not able to use this system, how much abuse do you think custom keys could handle? (i.e. about 1-200 values)

Also, you mentioned using editor_frame... does that mean 99*50 possible values per screen?! (i.e. 50 frames per sequence?) or am I just being a n00b?