Thank you very much for the answer and the lesson!
Indeed I use a 3.0 build. My game shuts down with a 4.0 build. I'll probably open a new thread to try solving this problem if I definitly don't manage by myself.
Thanks @hechelion !
Sorry, my level of scripting isn't good enough to understand well what you wrote and I don't know how to but the lines you suggested. I put in a header 'srand(seed)' in the level 1 but nothing changed. I'm still stuck, then.
I created an none object meant to load randomly an item among four possible ones. It's very strange for me what happens and I'll give as much as details possible to explain.
The issue is the result is the same when I start for the first time a stage. It changes following the stage but in each...
Thanks for your answer!
Well, I didn't use drawmethod before. Maybe I'll dive into this problem later but at least I already have something that allows me to see in a good way when an enemy isn't juggleable anymore.
@Kratus : Thank you and congrats for finding how to do it!
But I'm frustrated, in my tests I strangely have the same result as the previous scripts. The damaged char is white without interval. I did make the changes for both scripts (and renamed old scripts), by example when I change the...
@Kratus : Thank you, it works like a charm‼ 👏
Still, the specific effect I'd like is a blink in white (I don't how to say and I tried probably too approximatively in my first post). I mean the entity who is taking the damage would get white at less twice in row before recovering his colors. IOW...
Could you tell me a function in didhitscript to make the hit char tints in white (I mean like for 0.5 sec he gets white and gets normal and gets white and gets normal and so on) when his jugglepoints reaches 0 (and therefore he's not juggleable anymore) please?
I think my script below starts...