Comments
justin
Posted 05 January 2015 - 12:03 AM
small bug. when Link falls in pit, he respawns and is flashing to show hurt. when Link scrolls screen, and gets hurt, the pit warp gets triggered, he respawns on the old screen but doesn't flash hurt. the pitwarp cancels out the LA_GOTHURTLAND, and the HitDir = -1. A quick fix is to add a waitframe or waitnoaction to the different dmap/scr if statement, and move the hurt stuff to after the if statement.
E.g.
Also, is there a specific reason why the variables that store Link's position are declared inside the Global run, as opposed to as global variables? Only reason I ask is that I wrote a script that functions the same way (thus uses the same variables) with drowning in water and jumping. It doesn't conflict at all with your Hole script, in fact, I wrote mine to work with yours.
E.g.
Game->PlaySound(SFX_OUCH); if(Game->GetCurDMap()!=dmap || Game->GetCurDMapScreen()!=scr){ Link->PitWarp(dmap, scr); WaitNoAction(); } Link->Action = LA_GOTHURTLAND; Link->HitDir = -1;
Also, is there a specific reason why the variables that store Link's position are declared inside the Global run, as opposed to as global variables? Only reason I ask is that I wrote a script that functions the same way (thus uses the same variables) with drowning in water and jumping. It doesn't conflict at all with your Hole script, in fact, I wrote mine to work with yours.