I'm creating a game that has a potion system and health system based on what frames they are ( I dont know if it is the most efficient way, but it is working), and i'm trying to make potions but i'm having trouble with the .currentframe, when I click the button to use the potions it goes to the wrong frame. I dont know whats happening, a while ago it was working fine. Here's the code of the button. (sorry for any english mistakes, i'm brazilian)
on(release){ if(_root.myHp.currentframe = 1){ trace("Your hp is full!") } if(_root.myHp.currentframe < 4){ _root.myHp.gotoAndStop(1) _root.potion.prevFrame() } if(_root.myHp.currentframe = 4){ _root.myHp.gotoAndStop(2) _root.potion.prevFrame() } if(_root.myHp.currentframe = 5){ _root.myHp.gotoAndStop(3) _root.potion.prevFrame() } if(_root.myHp.currentframe = 6){ _root.myHp.gotoAndStop(4) _root.potion.prevFrame() } if(_root.myHp.currentframe = 7){ _root.myHp.gotoAndStop(5) _root.potion.prevFrame() } if(_root.myHp.currentframe = 8){ _root.myHp.gotoAndStop(6) _root.potion.prevFrame() } if(_root.myHp.currentframe = 9){ _root.myHp.gotoAndStop(7) _root.potion.prevFrame() } }
myHp is the health movie clip and potion is how many potions do you have, as i said before i am using frames (each frame has a quantity) and i switch this frames when i want to change the values.