Lol, well relatively speaking my scripts aren't THAT big are they? I mean the largest I have is only 2000 lines, and that is including comments, struct (one has about 100 entries), empty spaces, etc. Compared to code for an actual program, that isn't much. Either way though I haven't seen issues YET.
I do have a question.... I was trying to transfer the info from one structure to another but when I compile I keep getting various errors. What I want to do is take all the values in currentenemy2 and assign them to currentenemy, when whichvar is equal to 2. I searched over the net and tried many things, but none of them seem to work. They are both of type SPRITE, so how do I properly do this in your script?
//these 3 vars are declared globally
int whichvar;
extern SPRITE enemy[1] = { "", 0x0062d118 +0x003951e0};
extern SPRITE enemy2[1] = { "", 0x0062dcd8 +0x003951e0};
//function with an example of one thing that I tried to do that failed
void blah()
{
extern SPRITE currentenemy = { "", &enemy[count]};
extern SPRITE currentenemy2 = { "", &enemy2[count]};
if (whichvar == 2) {currentenemy = currentenemy2;}
}
Also, I intend to add a structure into your structure builder. But let's say that for 1 of the entries in the structure I want to be able to assign a different name to it in some of the scripts
So for example here is the structure:
struct SPRITE {
SHORT atknum;
SHORT usertag10;
SHORT usertag9;
SHORT usertag8;
SHORT usertag7;
SHORT usertag6;
SHORT usertag5;
SHORT usertag4;
SHORT boneswordtag;
SHORT fivetag;
SHORT novaballs;
SHORT tag1;
SHORT boom;
};
extern SPRITE currentenemy = { "", &enemy[count]};
In Script 1 I use currentenemy.novaballs, but in script 2, instead of currentenemy.novaballs I want to call it currentenemy.iceballs. How do I assign a different name to this structure entry just for this 1 script? Is this doable or do I need to just create this same structure more than once with different names for the desired slots in the struct builder?
And if I do declare my structure in your struct builder where is this info saved at so the next time you release a new version of mhs (or when I finally release the hack) I know which file to copy and save.
Also.... KUDOS on the help file.... I have learned a # of things in general about programming just from reading it. Very helpful.
Esco.... the name says it all. New Yorikan for life.