int i;
for (i=0;i<RPG_MAXSPRITES*2;i++) {
RPGSprite[i>=RPG_MAXSPRITES][i-(i>=RPG_MAXSPRITES)*10].InUse = false;
}
RPGBasicInfo[0].InUse = false;
RPGBasicInfo[1].InUse = false;
JanMulder wrote:It resets the RPG system.
Buck_7 wrote:JanMulder wrote:It resets the RPG system.
Will the code fix my problem of the " invisible blocks"?
DSGMACTS
If Variable,Stylus.X;>;[Me],this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_RIGHT,this
End Block,,this
If Variable,Stylus.X;<;[Me],this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_LEFT,this
End Block,,this
If Variable,Stylus.Y;>;[Me],this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_UP,this
End Block,,this
If Variable,Stylus.Y;<;[Me],this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_DOWN,this
End Block,,this
DSGMACTS
If,Stylus.Held,this
Start Block,,this
If Variable,Stylus.X;>;Instances[[Me]].X,this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_RIGHT,this
End Block,,this
If Variable,Stylus.X;<;Instances[[Me]].X,this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_LEFT,this
End Block,,this
If Variable,Stylus.Y;>;Instances[[Me]].Y,this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_UP,this
End Block,,this
If Variable,Stylus.Y;<;Instances[[Me]].Y,this
Start Block,,this
Move RPG Sprite,GoToColor;1;RPG_DOWN,this
End Block,,this
End Block,,this
JanMulder wrote:This should fix all problems switching rooms:
run this in the beginning of every room.
Execute Code:
- Code: Select all
int i;
for (i=0;i<RPG_MAXSPRITES*2;i++) {
RPGSprite[i>=RPG_MAXSPRITES][i-(i>=RPG_MAXSPRITES)*10].InUse = false;
}
RPGBasicInfo[0].InUse = false;
RPGBasicInfo[1].InUse = false;
replace RPG_MAXSPRITES with 10 for normal users.
This is C. Make sure it doesn't want DBAS.
TheMackshun wrote:Not quite sure why that would happen, if it works in the emulator then it should work on the flashcart. Maybe patch it just in case.
Return to Tutorials & Examples
Users browsing this forum: No registered users and 0 guests