Reply to Re: Help with script please
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Don't kill him, please
From dinkc.chm, entry: draw_screen:
draw_screen draws the last screen loaded, either explicitly loaded by load_screen or implicitly loaded when Dink walked onto the current screen. It also runs the main() procedures of any scripts attached to the screen or its sprites.
This command is generally used after a load_screen or to redraw the current screen after it has been messed up by certain commands such as fill_screen or copy_bmp_to_screen. It can also be used to change visions, if the base script is setup accordingly (i.e. &vision can only be changed in the base script, not in the script calling draw_screen).
If the script executing draw_screen is attached to a screen or a sprite, that script is abandoned when the draw_screen command is started. Use script_attach(1000) to prevent this from happening. Alternatively, just make sure that main() in the new screen's script does any cleanup after the warp, such as a fade_up or sp_nodraw(1,0).
Everything after draw_screen will never happen, unless you put script_attach(1000) somewhere (before it). Everything before it just works. This means that &story will update. The vision change only happens if you have a script attached to the screen that does so. You wanted it to have vision 0, which is default, so unless you do some strange stuff in that script, it works.
From dinkc.chm, entry: draw_screen:
draw_screen draws the last screen loaded, either explicitly loaded by load_screen or implicitly loaded when Dink walked onto the current screen. It also runs the main() procedures of any scripts attached to the screen or its sprites.
This command is generally used after a load_screen or to redraw the current screen after it has been messed up by certain commands such as fill_screen or copy_bmp_to_screen. It can also be used to change visions, if the base script is setup accordingly (i.e. &vision can only be changed in the base script, not in the script calling draw_screen).
If the script executing draw_screen is attached to a screen or a sprite, that script is abandoned when the draw_screen command is started. Use script_attach(1000) to prevent this from happening. Alternatively, just make sure that main() in the new screen's script does any cleanup after the warp, such as a fade_up or sp_nodraw(1,0).
Everything after draw_screen will never happen, unless you put script_attach(1000) somewhere (before it). Everything before it just works. This means that &story will update. The vision change only happens if you have a script attached to the screen that does so. You wanted it to have vision 0, which is default, so unless you do some strange stuff in that script, it works.







