Gleeok
11-27-2007, 12:31 AM
...does absolutely nothing!
What it's supposed to do:
Use an item to call an ffc,
once the ffc touches an enemy it triggers a global int(true), and stores the enemy's X and Y in more global integers.
then the global script takes over duties and loads the appropriate npc, x and y of that npc, and holds the npc at the spot it came into contact with the ffc. (paralyzes up to 4 enemies at once.)
the ffc part appears to work just fine, and within the enemy loop it triggers global variabe is_held true. here is an example of that:
if(is_held1 == false){
statue1 = current_enemy_number;
held1_x = current_enemy->X;
held1_y = current_enemy->Y;
is_held1 = true; }
Here is the entire global script in question:
//GLOBAL VARS
int manifo_level = 4; // statue
int manifo_exp = 0;
int statue1;
int statue2;
int statue3;
int statue4;
bool is_held1 = false;
bool is_held2 = false;
bool is_held3 = false;
bool is_held4 = false;
int held1_x; int held1_y;
int held2_x; int held2_y;
int held3_x; int held3_y;
int held4_x; int held4_y;
global script Doomsday{
void run(){
npc paralyze1;
npc paralyze2;
npc paralyze3;
npc paralyze4;
bool set_statue1 = false;
bool set_statue2 = false;
bool set_statue3 = false;
bool set_statue4 = false;
bool manifo_init1 = false;
bool manifo_init2 = false;
bool manifo_init3 = false;
bool manifo_init4 = false;
while(true){
//===============================
// MANIFO SPELL EFFECT
//===============================
if(is_held1){
if(manifo_init1 == false){
npc paralyze1 = Screen->LoadNPC(statue1);
set_statue1 = true; manifo_init1 = true;
}
else{
if(set_statue1){
if(paralyze1->isValid()){
paralyze1->X = held1_x;
paralyze1->Y = held1_y;
}
else{
set_statue1 = false;
manifo_init1 = false;
is_held1 = false;
}
}
}
}
if(manifo_level >= 2){
if(is_held2){
if(manifo_init2 == false){
npc paralyze2 = Screen->LoadNPC(statue2);
set_statue2 = true; manifo_init2 = true;
}
else{
if(set_statue2){
if(paralyze2->isValid()){
paralyze2->X = held2_x;
paralyze2->Y = held2_y;
}
else{
set_statue2 = false;
manifo_init2 = false;
is_held2 = false;
}
}
}
}
if(manifo_level >= 3){
if(is_held3){
if(manifo_init3 == false){
npc paralyze3 = Screen->LoadNPC(statue3);
set_statue3 = true; manifo_init3 = true;
}
else{
if(set_statue3){
if(paralyze3->isValid()){
paralyze3->X = held3_x;
paralyze3->Y = held3_y;
}
else{
set_statue3 = false;
manifo_init3 = false;
is_held3 = false;
}
}
}
}
if(manifo_level == 4){
if(is_held4){
if(manifo_init4 == false){
npc paralyze4 = Screen->LoadNPC(statue4);
set_statue4 = true; manifo_init4 = true;
}
else{
if(set_statue4){
if(paralyze4->isValid()){
paralyze4->X = held4_x;
paralyze4->Y = held4_y;
}
else{
set_statue4 = false;
manifo_init4 = false;
is_held4 = false;
}
}
}
}
}
}
} // end manifo hold
Waitframe();
}
}
}
The problem with doing this stuff is, it's hard to figure out the problem when something goes horribly wrong.
Contribute to the "save the Gleeok mental agony" foundation..?
What it's supposed to do:
Use an item to call an ffc,
once the ffc touches an enemy it triggers a global int(true), and stores the enemy's X and Y in more global integers.
then the global script takes over duties and loads the appropriate npc, x and y of that npc, and holds the npc at the spot it came into contact with the ffc. (paralyzes up to 4 enemies at once.)
the ffc part appears to work just fine, and within the enemy loop it triggers global variabe is_held true. here is an example of that:
if(is_held1 == false){
statue1 = current_enemy_number;
held1_x = current_enemy->X;
held1_y = current_enemy->Y;
is_held1 = true; }
Here is the entire global script in question:
//GLOBAL VARS
int manifo_level = 4; // statue
int manifo_exp = 0;
int statue1;
int statue2;
int statue3;
int statue4;
bool is_held1 = false;
bool is_held2 = false;
bool is_held3 = false;
bool is_held4 = false;
int held1_x; int held1_y;
int held2_x; int held2_y;
int held3_x; int held3_y;
int held4_x; int held4_y;
global script Doomsday{
void run(){
npc paralyze1;
npc paralyze2;
npc paralyze3;
npc paralyze4;
bool set_statue1 = false;
bool set_statue2 = false;
bool set_statue3 = false;
bool set_statue4 = false;
bool manifo_init1 = false;
bool manifo_init2 = false;
bool manifo_init3 = false;
bool manifo_init4 = false;
while(true){
//===============================
// MANIFO SPELL EFFECT
//===============================
if(is_held1){
if(manifo_init1 == false){
npc paralyze1 = Screen->LoadNPC(statue1);
set_statue1 = true; manifo_init1 = true;
}
else{
if(set_statue1){
if(paralyze1->isValid()){
paralyze1->X = held1_x;
paralyze1->Y = held1_y;
}
else{
set_statue1 = false;
manifo_init1 = false;
is_held1 = false;
}
}
}
}
if(manifo_level >= 2){
if(is_held2){
if(manifo_init2 == false){
npc paralyze2 = Screen->LoadNPC(statue2);
set_statue2 = true; manifo_init2 = true;
}
else{
if(set_statue2){
if(paralyze2->isValid()){
paralyze2->X = held2_x;
paralyze2->Y = held2_y;
}
else{
set_statue2 = false;
manifo_init2 = false;
is_held2 = false;
}
}
}
}
if(manifo_level >= 3){
if(is_held3){
if(manifo_init3 == false){
npc paralyze3 = Screen->LoadNPC(statue3);
set_statue3 = true; manifo_init3 = true;
}
else{
if(set_statue3){
if(paralyze3->isValid()){
paralyze3->X = held3_x;
paralyze3->Y = held3_y;
}
else{
set_statue3 = false;
manifo_init3 = false;
is_held3 = false;
}
}
}
}
if(manifo_level == 4){
if(is_held4){
if(manifo_init4 == false){
npc paralyze4 = Screen->LoadNPC(statue4);
set_statue4 = true; manifo_init4 = true;
}
else{
if(set_statue4){
if(paralyze4->isValid()){
paralyze4->X = held4_x;
paralyze4->Y = held4_y;
}
else{
set_statue4 = false;
manifo_init4 = false;
is_held4 = false;
}
}
}
}
}
}
} // end manifo hold
Waitframe();
}
}
}
The problem with doing this stuff is, it's hard to figure out the problem when something goes horribly wrong.
Contribute to the "save the Gleeok mental agony" foundation..?