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script_attach
Prototypevoid script_attach(int active_sprite)
script_attach()
will attach the active_sprite
number to the current script.
This is mostly used to attach fake sprite number 1000 to a script, so it will survive when the player changes screens.
c
// Sample script that will warp the player to screen 400
script_attach(1000);
&player_map = 400;
load_screen();
draw_screen();
kill_this_task();
Attaching the fake sprite number 0 is similar to sprite number 1000, except that the script will die when the player changes screens.
It should be noted that if you are using script_attach
to attach actual sprite numbers to a script (rather than just fake sprite numbers 0 or 1000), the script number attached to the sprites will not be updated, so the sprite will still look into their old script for predefined procedures such as talk()
, hit()
, etc. However the scripts survival will be tethered to the new sprite.
To delve into this deeper and get a full understanding of the difference between an active sprite number attached to a script, and vice-versa see the following thread on the Dink Network: Testing and demonstration of proper workings of script_attach()