I say use whatever version of the element allows you to build the puzzles you want to make. It's not really important how some other hold (even an official one) does things, if you want them to work a certain way for
your puzzles.
From an actual glance at your code this time, I think this is the best way to fix it:
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×Label Loop
If ...
Wait for event Player uses special command
If ...
Wait for entity Player 12,9,18,15
Set var "nearresonator" = 1
If ...
Wait until var "temporalTuned" = 0
Display Filter Sepia
Set var "temporalTuned" = 1
Else
Display Filter Normal
Set var "temporalTuned" = 0
If End
Else
Set var "nearresonator" = 0
If End
If End
Wait 0
Go to Loop
The issue with the way things were originally was that it went straight past all the conditionals and
ended the script if the player ever didn't hit special command on any turn. You need the "
wait 0, go to loop"
to
always happen, regardless of what happens in all those conditionals, or the code will just stop running. (And if it appears outside the conditionals, then it's redundant to have it also inside them. That's just "
code neatness"
, though.)
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[Last edited by Xindaris at 06-13-2023 05:26 PM]