QuoteThis would be nice, but is work-aroundable
Right. Scratch that.
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Show posts MenuQuoteThis would be nice, but is work-aroundable
QuotePerhaps if warnings are generated the status bar could say so after the compile finished, and then there could be a "View Warnings" option on the File menu or something to see them.
QuoteIs there anything that you guys is particularly important that should be added before 2.7 goes Final?
QuoteWhatever items you pick up appear as the last one in the row.
function game_start() {
SetCharacterBaseline(SHADOW, player.y-1);
}
QuoteI have this script that says DisplaySpeech(HIST " &1 test test test test.");
Quote from: Pumaman on Sat 22/01/2005 11:50:18The "address too high" message you're getting indicates that an assumption I made when coding the feature was wrong, and so script modules won't work on all computers. Therefore, I'll re-code that bit for the next beta.
QuoteBy the way, it would be ultimately useful if we could declare event handler functions within script modules (i.e. repeatedly_execute, game_start, on_event, on_key_press, etc.)
Quotethe safest way is still "make sure both of the X and Y coordinates of the upper left corner are both even AND the width and height are both even pixel too."
QuoteOk, I just used the "SetGlobalInt(77, 2);" because it was in your original code, but I'll take it out.
if (GetGlobalInt(77) == 0) { // if GI 77 is 0
// part A
}
else { // if GI 77 is NOT 0, i.e. it is 1 OR 2
if (GetGlobalInt(77) == 1) { // if GI 77 is 1 (NOT 0, NOT 2)
// part B:
SetGlobalInt(77, 2); // set GI 77 to 2 so neither A nor B gets executed next time
}
// part C: gets executed if GI 77 is NOT 0, i.e. it is 1 OR 2
}
Quotenext time I do something like this, I just have to use a different number as the globalInt? Like 78 or something? What are the numbers I can use?
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