It won't!? Crap. I was way off then... Again.
GameBoy style Compass->sfx script
Started by
Bayta
, Feb 06 2008 08:24 PM
18 replies to this topic
#16
Posted 07 February 2008 - 06:24 PM
#17
Posted 07 February 2008 - 06:30 PM
Heh, Screen->NumItems(); loads the number of items that are actaully drawn on the screen at the current time.
So if you have an item loaded as the screen's special item, say in a treasure chest, Screen->NumItems(); would return '0' every frame up until when Link slashed the chest, showing the item's sprite on the screen.
Then it would return '1', until Link picked up the item, where it would be '0' again.
The same for if you used 'enemies->item', in that case it would return '0' until all enemies were killed.
You should also take into account the fact that enemy item drops would increase the value for Screen->NumItems.
I don't really get why you wanted to make that check though.
So if you have an item loaded as the screen's special item, say in a treasure chest, Screen->NumItems(); would return '0' every frame up until when Link slashed the chest, showing the item's sprite on the screen.
Then it would return '1', until Link picked up the item, where it would be '0' again.
The same for if you used 'enemies->item', in that case it would return '0' until all enemies were killed.
You should also take into account the fact that enemy item drops would increase the value for Screen->NumItems.
I don't really get why you wanted to make that check though.
#18
Posted 07 February 2008 - 08:09 PM
No, I was confused about what the command actually does.
#19
Posted 08 February 2008 - 02:25 AM
Oh right.
Well what did you want it to do?
Well what did you want it to do?
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