Considering that CAGE_SUCCUBE_TRAPPED is a correctly configured as SPECIAL type object. Whereas the CAGE object is a normal object.
I find it would be very useful to be able to use a procedure of this type instead of the second version.
With this method, in addition to immediacy, there is the advantage that UNEARTH shows the correct icon for the object, making it much easier to read the map.
STEP1
IF(PLAYER0,CAGE_SUCCUBE_TRAPPED > 0)
ADD_OBJECT_TO_LEVEL(CAGE,LAST_EVENT,-1)
ADD_CREATURE_TO_LEVEL(PLAYER0,SUCCUBE,LAST_EVENT,1,10,500,INITIALIZE)
SET_FLAG(PLAYER0,FLAG5,1)
ENDIF
no more step needed!
Old procedure.
STEP1
Create a AP 29 to place the object
STEP2
ADD_OBJECT_TO_LEVEL(CAGE_SUCCUBE_TRAPPED ,29,8)
STEP3
IF(PLAYER0,BOX8_ACTIVATED > 0)
ADD_OBJECT_TO_LEVEL(CAGE,LAST_EVENT,-1)
ADD_CREATURE_TO_LEVEL(PLAYER0,SUCCUBE,LAST_EVENT,1,10,500,INITIALIZE)
SET_FLAG(PLAYER0,FLAG5,1)
ENDIF
Considering that CAGE_SUCCUBE_TRAPPED is a correctly configured as SPECIAL type object. Whereas the CAGE object is a normal object.
I find it would be very useful to be able to use a procedure of this type instead of the second version.
With this method, in addition to immediacy, there is the advantage that UNEARTH shows the correct icon for the object, making it much easier to read the map.
STEP1
IF(PLAYER0,CAGE_SUCCUBE_TRAPPED > 0)
ADD_OBJECT_TO_LEVEL(CAGE,LAST_EVENT,-1)
ADD_CREATURE_TO_LEVEL(PLAYER0,SUCCUBE,LAST_EVENT,1,10,500,INITIALIZE)
SET_FLAG(PLAYER0,FLAG5,1)
ENDIF
no more step needed!
Old procedure.
STEP1
Create a AP 29 to place the object
STEP2
ADD_OBJECT_TO_LEVEL(CAGE_SUCCUBE_TRAPPED ,29,8)
STEP3
IF(PLAYER0,BOX8_ACTIVATED > 0)
ADD_OBJECT_TO_LEVEL(CAGE,LAST_EVENT,-1)
ADD_CREATURE_TO_LEVEL(PLAYER0,SUCCUBE,LAST_EVENT,1,10,500,INITIALIZE)
SET_FLAG(PLAYER0,FLAG5,1)
ENDIF