![]() Now add to that variables used by spells that might be flying around, custom UI variables, variables used by the equiped weapon script and the full amount of globals which are always in use and you can see how that limit is easily reached (which breaks something every time it's exceeded). This already limits me to how many enemies I can have on screen (a compromise I was willing to make). I have a rather complicated battle system in my d-mod in development that requires about 15-20 variables in play per enemy sprite to track a variety of things such as poisonous, life steal, critical hits, elemental weakness. I was talking about the max amount of variables being available at any given time (around 250?). However, I wasn't even talking about the global variable limit in my previous post (though that is a concern). This would also partially solve the following issue. Oh yeah, I wish we could do that the more I think of it But that would mean this sp_custom is saved in the save file, which it isn't at this point unfortunately. ![]() Now, if we could use sp_custom() with the Dink sprite itself, THAT would open up a lot of options for variable usage. But it can not be retrieved without being able to refer to the sprite holding the value (which usually requires a variable xD) and it can only be used on the same screen the sprite is on. Like how often has Dink talked to this sprite, how often has it been hit, what is its order in a puzzle. It's used to have more sprite properties, custom properties. The sp_custom command isn't really used for more variable slots though.
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