#102 Slime timer

v1.0_(example)
open
nobody
None
1
2014-02-02
2014-01-31
Palamedes
No

As of version 1.12, the slime timer appears above the player character, and doesn't obscure hints.

However, if the player enters a different map, or loads a saved game, or starts a new game, or starts the tutorial, without either waiting for timer to reach zero or running out of health first, then the counter will remain visible above the player in the new game or new map.

As far as I can tell, game play is not affected. Tested in version 1.14.

Discussion

  • Palamedes
    Palamedes
    2014-02-02

    I think I've found a fix for this bug.

    In the file src/player.c there is a function declaration on line 89, as follows:

    Entity loadPlayer(int x, int y, char name)

    The return of this function is on line 183, as follows:

    return &player;

    It seems that all you need to do is add the following line just before the return:

    setSlimeTimerValue(-1);

    Seems to work. With this line added, you can enter a different level, or load a saved game, or start a new game, or start a tutorial - and in all of these cases, the slime timer will disappear.

    I'm aware of another quirk of changing maps in-game when the slime timer has been running just before the map change: Edgar will not be equipped with any weapon or shield upon entering the new map. Upon doing a second map change, Edgar will be equipped with whatever weapon and shield Edgar was equipped with just before becoming a slime. Upon loading a saved game, Edgar will be equipped with weapons and shield as normal.

     


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