Smbx 1.4.5: The interfering script(internal)

Description: Report bugs of SMBX-38A here.
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NESTED ERNEST M
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NESTED ERNEST M
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Post #1by NESTED ERNEST » 4 Sep 2020, 8:29

1)
I can conclude that when the player touches a power up, the effect of this is not completely finished and there is still "a saved copy of the itemrsrv".

Notice this: I run this script(On Start - Level event)
Spoiler

Code: Select all

call sleep(66*2)

char(1).status=6
char(1).itemrsrv=306

call sleep(66*2)

char(1).status=7
char(1).itemrsrv=170


on this level(gif image):
Spoiler
p3.gif
p3.gif (143.26 KiB) Viewed 596 times

You noticed that the first power up "survived" and it should no longer be in the itembox.(this this happens with any power up)

or this cases too:
(but I use npc as power up)

Spoiler
p1.gif
p1.gif (540.82 KiB) Viewed 596 times

2)
Also when I do an npc(AS power up) there is an interference in some cases because the game calls a script similar to this:

Spoiler

Code: Select all

select case char(1).status
         case 2
            char(1).itemRsrv=9
         case 3
            char(1).itemRsrv=14
         case 4
            char(1).itemRsrv=34
         case 5
            char(1).itemRsrv=169
         case 6
            char(1).itemRsrv=170
         case 7
            char(1).itemRsrv=264
         case 8
            char(1).itemRsrv=306
         case 9
            char(1).itemRsrv=320
         case 10
            char(1).itemRsrv=321
         case 11
            char(1).itemRsrv=322
         case 12
            char(1).itemRsrv=323
      end select

You could create something like sysval(disableitemrsrv) that disables the execution of players itemrsrv, I would run that script in the script editor by myself and not by default.
Programming NPCs in SMBX-38A is fun:
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