Screen State Carryover?
#16
Posted 16 May 2011 - 07:32 PM
#17
Posted 16 May 2011 - 08:25 PM
Anyway, it is now fixed.
#18
Posted 16 May 2011 - 08:45 PM
#19
Posted 16 May 2011 - 10:32 PM
#20
Posted 17 May 2011 - 05:19 PM
Sorry for all the trouble
#21
Posted 17 May 2011 - 08:56 PM
int i;
ffc script BlockToEnemy{
void run(int pos, int num){
bool HTriggered = true;
while(HTriggered==true){
if(Screen->ComboD[pos]==num){
for(i=1; i<=Screen->NumNPCs(); i++){
npc deadman = Screen->LoadNPC(i);
deadman->HP = 0;
}
HTriggered=false;
}
Waitframe();
}
}
}
This tests to see whether or not the combo at position number D0 is combo number D1; if so, it kills all enemies. Set the block puzzle up as normal, then have it change the combo at position D0 to combo number D1 by triggering temporary secrets when it is solved.
Edited by Isdrakthül, 19 May 2011 - 04:49 PM.
#22
Posted 18 May 2011 - 03:58 PM
Oh, and how do you set it up?
Edited by Lynker, 18 May 2011 - 03:59 PM.
#23
Posted 18 May 2011 - 04:35 PM
For setup, you have the block puzzle trigger temporary secrets, setting the combo at position D0 to be combo number D1.
#24
Posted 19 May 2011 - 03:21 PM
#25
Posted 19 May 2011 - 04:50 PM
Anyway, fixed.
#26
Posted 19 May 2011 - 05:13 PM
And it didn't work, it just kills the enemy on the screen I want the secret to be on before I even do the block puzzle.
I think i'll just put a switch to undo this madness.
Edited by Lynker, 19 May 2011 - 05:13 PM.
#27
Posted 19 May 2011 - 05:48 PM
And it didn't work, it just kills the enemy on the screen I want the secret to be on before I even do the block puzzle.
I think i'll just put a switch to undo this madness.
What do you mean? I thought killing the enemy in order to trigger enemies->secret and enemies->item was the whole point.
#28
Posted 19 May 2011 - 05:50 PM
#29
Posted 19 May 2011 - 05:53 PM
#30
Posted 19 May 2011 - 06:05 PM
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