CODE
ffc script link_asleep{
void run (int layer, int xpos, int ypos, int tile, int width, int height, int cset, bool InputA, bool InputB, bool InputDown, bool InputLeft, bool InputR, bool InputRight, bool InputStart, bool InputUp, bool InputL){
int transparency;
int opacity = 128;
int i;
for(i=0;i<240;i++){
Link->InputA=false; InputB=false; InputDown=false; InputL=false; InputLeft=false; InputR=false; InputRight=false; InputStart=false; InputUp=false;
Screen->DrawTile(1, 96, 96, 4, 1, 1, 6, 1,0,0,0,0, 1, 128);
Waitframe();
}
Link->Warp(1, 77);
}
}
void run (int layer, int xpos, int ypos, int tile, int width, int height, int cset, bool InputA, bool InputB, bool InputDown, bool InputLeft, bool InputR, bool InputRight, bool InputStart, bool InputUp, bool InputL){
int transparency;
int opacity = 128;
int i;
for(i=0;i<240;i++){
Link->InputA=false; InputB=false; InputDown=false; InputL=false; InputLeft=false; InputR=false; InputRight=false; InputStart=false; InputUp=false;
Screen->DrawTile(1, 96, 96, 4, 1, 1, 6, 1,0,0,0,0, 1, 128);
Waitframe();
}
Link->Warp(1, 77);
}
}
This is supposed to draw a tile with Link asleep, and to not give the opportunity to the player to move (I could have done it with combos, but I prefer it that way) then after 4 seconds it warps to an another screen.
But there's the problem:
It compiles all well, but there's that window. What am I doing wrong?