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scripts_used
Prototypeint scripts_used(void)
scripts_used()
will return the number of scripts being used right now.
In a well-behaved, well-debugged dmod, the count will be a total of the following:
- 1 if a script is attached to the screen Dink is currently on (in DinkEdit terms, if this "map" has a "base script").
- 1 for Dink's currently-armed weapon.
- 1 for Dink's currently-armed magic spell, if he knows magic.
- 1 for every sprite on the screen with an attached script, regardless of whether the same or different scripts are attached. (For example, in a screen with four pillbugs, the count will include 4 for the pillbugs, even though
en-pill.c
might be attached to each one. Every sprite gets its own separate "instance" of an attached script.) - 1 for any script that has done a script_attach(1000) and not done a kill_this_task().
- 1 for any script that has done a script_attach(0) while Dink was on the current screen. · 1 for any active
key-##
summoned scripts.
If there are more scripts than expected, you probably have not been using kill_this_task() from spawned or script_attach(1000) scripts.