Beta Link
02-20-2008, 06:58 PM
Ok, I tried to edit this script:
ffc script gopongaswampplant{
void run(int cmb, int sfx){
if(cmb == 0){cmb = 1;}
if(sfx == 0){sfx = 1;}
int itm = 1;
Screen->ComboD[ComboAt(this->X,this->Y)] = cmb;
while(true){
if((Abs(this->X+8-Link->X) < 32) && (Abs(this->Y+8-Link->Y) < 32) && Link->Item[itm]){
Screen->ComboD[ComboAt(this->X, this->Y)] = cmb+1;
Game->PlaySound(sfx);
Quit();
}
Waitframe();
}
}
}
And the outcome was this:
ffc script gopongaswampplant{
void run(int cmb, int sfx, int iid, int mag){
if(cmb == 0){cmb = 1;}
if(sfx == 0){sfx = 1;}
int itm = iid;
int MP = mag;
Screen->ComboD[ComboAt(this->X,this->Y)] = cmb;
while(true){
if((Abs(this->X+8-Link->X) < 32) && (Abs(this->Y+8-Link->Y) < 32) && Link->Item[itm] && Link->InputR){
Link->MP{
Screen->ComboD[ComboAt(this->X, this->Y)] = cmb+1;
Game->PlaySound(sfx);
Quit();
}
Waitframe();
}
}
}
}
Now this is actually the second time I edited it. The problem I'm having now, is getting it to take away a certain amount of magic when the script is activated. I thought I put everything in correctly, but it still won't compile correctly. What am I doing wrong?
ffc script gopongaswampplant{
void run(int cmb, int sfx){
if(cmb == 0){cmb = 1;}
if(sfx == 0){sfx = 1;}
int itm = 1;
Screen->ComboD[ComboAt(this->X,this->Y)] = cmb;
while(true){
if((Abs(this->X+8-Link->X) < 32) && (Abs(this->Y+8-Link->Y) < 32) && Link->Item[itm]){
Screen->ComboD[ComboAt(this->X, this->Y)] = cmb+1;
Game->PlaySound(sfx);
Quit();
}
Waitframe();
}
}
}
And the outcome was this:
ffc script gopongaswampplant{
void run(int cmb, int sfx, int iid, int mag){
if(cmb == 0){cmb = 1;}
if(sfx == 0){sfx = 1;}
int itm = iid;
int MP = mag;
Screen->ComboD[ComboAt(this->X,this->Y)] = cmb;
while(true){
if((Abs(this->X+8-Link->X) < 32) && (Abs(this->Y+8-Link->Y) < 32) && Link->Item[itm] && Link->InputR){
Link->MP{
Screen->ComboD[ComboAt(this->X, this->Y)] = cmb+1;
Game->PlaySound(sfx);
Quit();
}
Waitframe();
}
}
}
}
Now this is actually the second time I edited it. The problem I'm having now, is getting it to take away a certain amount of magic when the script is activated. I thought I put everything in correctly, but it still won't compile correctly. What am I doing wrong?