Quote:
Originally Posted by Sir Ementaler
Here's the kind of code I meant:
The number in red should be modified to the palshift parameter value you want to use. Notice this code doesn't require a snow event in the level.
|
Works like charm! One question left, though: is there a way to make it appear above all layers (layer 3, mainly)? Currently it reveals all secret passages in my level. If not, I'll just make it react with mask tiles immediately.
EDIT: Violet, I seem to have found a bug.
I've currently set:
Code:
jjWeapons[WEAPON::BLASTER].infinite = false;
jjWeapons[WEAPON::BLASTER].maximum = 99;
p.ammo[WEAPON::BLASTER]==99;
However, when I run out of blaster, my ammo switches to the remaining bouncers I have, and correctly shows their number, but it never goes down. Basically it seems that it makes them "infinite".
|