well i did setup the arguments likes:
D0: 1
D1: 1
D2: 9
but somehow i don't see something happens ^^'
and i did actived the run on scren init.
The arguments are:
D0: Delay before initial explosions.
D1: Time during which explosions run, before the cycle restarts.
D2: Sprite to use from Quest->Sprites->Weapons
D3: The maximum number of sprites to create per frame. I would suggest a value of 1 or 2.
D4: The sound to play for the explosion.
I would also suggest using this revision, as it eliminates a potential bug:
ffc script CreateRandomSprites
{
void run( int start_timer, int restart_timer, int wsprite, int max_poofs, int poof_sound)
{
if ( max_poofs < 1 ) max_poofs = 1;
int numpoofs;
while(1)
{
while( start_timer-- > 0 ) { Waitframe(); }
do
{
numpoofs = Rand(0,max_poofs);
while(numpoofs > 0)
{
if ( Screen->NumLWeapons() > 200 ) { continue; }
lweapon boom = Screen->CreateLWeapon(LW_SPARKLE);
boom->X = 1;
boom->Y = 1;
boom->HitXOffset = -32768;
boom->DrawXOffset = Rand(-8, 264);
boom->DrawYOffset = Rand(-8,184);
boom->UseSprite(wsprite);
--numpoofs;
}
Game->PlaySound(poof_sound);
Waitframe();
} while( restart_timer-- > 0 );
start_timer = this->InitD[0];
restart_timer = this->InitD[1];
Waitframe();
}
}
}
FWIW, I also turned this effect into an item, for the amusement-factor: item script StupidlyOverPoweredExplosion
I doubt that anyone would ever use that, as it is an infinite bombos-style effect.
Sans, what is your native language? I wonder if it might be easier for some of us to figure out what you want, if you post both in English, and your native language (in spoiler tags).