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Statues bug 635

6 replies · 2,130 views · Started 27 October 2007

Well this is great. I just made an overwold section and have drawn tons of animation that is completely useless. It seems that statues will not fire when changed to or cycled to. Meaning there might be a problem with any script accessing this combo type also.

std.zh wrote:const int CT_CENTERSTATUE = 35;

for example.

If that combo type isn't at screen start it seems they don't work. Please squash this one.

Here's a little programming secret - Statue combos have only the following effects in-game:

1) When the screen is initialised, "Shooter (Fireball)" enemies are automatically generated on all Statue combos.

And that's it.

So, what should we fix?

Make it so that Shooter (Fireball) enemies are generated BY the statues as opposed to S(F) enemies being generated at screen init?

Well if you can get rid of on screen statues by means of secret combos, etc. why not just reverse the process. Or maybe statues could be coded to produce a shooter if none are present when they are created?

Hmm, I can't verify this in 697. Haven't tried simply creating a statue via script, but the newly created statue combos don't shoot fireballs.

So should I wait for a newer build and test it again? Or maybe no one read the other post...