Saffith wrote:Ah, that? That's not from Trace(). It's just some debugging stuff in the current build.
Ouch, that's probably my fault. I'll try to remove it from the next build.
Saffith wrote:Ah, that? That's not from Trace(). It's just some debugging stuff in the current build.
Ouch, that's probably my fault. I'll try to remove it from the next build.
Saffith wrote:Just to be sure, you have tried putting a call to Trace() somewhere where it can't possibly be missed (like as the first statement in run()) to be absolutely certain whether it works, right?
The thing is, I haven't heard of any problems with it before, and I haven't seen any myself. If you're the only one it's not working for, well, I'm having trouble thinking of a reason that might be.Huh? Oh. I put it in the enemy call..... XD
Isn't that the one that works with Link->Warp() but not Link->PitWarp()?
If that's the one, I really think it must just be a bug, or else the function simply hasn't been implemented yet.I haven't tried Link->Warp() yet...
My responses are in bold.
Are you sure Type is being set to 1 like you think it is? In the code you've posted, Type is set to 0 and then isn't changed anywhere.
DarkDragon wrote:Are you sure Type is being set to 1 like you think it is? In the code you've posted, Type is set to 0 and then isn't changed anywhere.
Yes- I change it in the compiler. And I just now tested it in build 240 (The last one I tested it in, I have a test quest in it.)- It STILL works wrong. Maybe it falters when I change screens?