The Dink Network

New Dev File: Armour Demonstration

December 13th 2009, 04:29 AM
dinkdead.gif
Instead of relying on his lucky red bandana for protection, Dink can now wear real armour! Fireball5 has made a system where armour items go into their own slots in the inventory, but it's up to you to make the armour itself!

December 13th 2009, 06:12 AM
wizardg.gif
schnapper
Peasant He/Him Heard Island And Mcdonald Islands
Let us save our effort and just lie down and die. 
Hmmm, that armour's gonna take a while... over 500 graphics they say?
December 13th 2009, 03:17 PM
burntree.gif
Fireball5
Peasant He/Him Australia
Let me heat that up for you... 
Basically, my idea is that you can just increase defense points by equiping armour, much like the increase in attack you get from arming a sword. If you want to, you can write scripts to change Dink's appearance, but yeah, you will need a lot of graphics.
December 13th 2009, 03:24 PM
spike.gif
TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Ok I took a look Fireball... I am no critic but how will you allow the armor to be used without it being shown on the bottom right and still be worn? I was wondering if you could explain that for us... So far all I seen was a shop, perhaps if you explained numbers or how the effects are, or what your planning to do with this Dmod besides the obvious. I am quite interested in your idea, and would like to know some details of what your planning and how this works, or what its supposed to do for Dink besides the obvious.

What I mean is we want spoilers, well I do anyways. What you did to do this, and what you planning to do? I assume this is to help yourself and all of us make an inventory system for armor on Dink.
December 13th 2009, 04:05 PM
slayer.gif
rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
By adding the defense when you obtain it and decreasing it when you get rid of it.
You just need to make sure Dink never has 2 of the same kind of armor.

//part of item's script
void pickup(void)
{
&defense += 40;
}

void drop(void)
{
&defense -= 40;
}


You could also take a couple of the magic slots and make them into charms, accessories, etc.. Having 8 spells is a bit absurd for most cases.
December 13th 2009, 05:08 PM
spike.gif
TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
So what would activate it? Just the initial pick up or buy from shops? Or using it to activate, and it would stay permanent?
December 13th 2009, 05:24 PM
slayer.gif
rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
When the item is added to Dink's inventory (by whatever means) the Pickup procedure of the item script will run. When you get rid of it, the drop function will run. So when you pick it up, you will get +40 defense and when you sell it you get that same 40 deducted.
December 14th 2009, 12:25 AM
burntree.gif
Fireball5
Peasant He/Him Australia
Let me heat that up for you... 
TGA, the way I designed it was that merely having it in your inventory had an effect on you, much like the ice armour in Pilgrim's Quest. Once bought from the shop, no further action is required.
December 14th 2009, 04:45 PM
wizardb.gif
zackgamer100
Peasant He/Him Canada
say_stop("INSERT TEXT HERE",1); 
That's not very realistic...
Is there any way to change the script so that Dink gets the defense when he equips the armor and loses the defense when he unequips it?
December 14th 2009, 05:25 PM
dinkdead.gif
Just look at the way the sword scripts add strength.

But that's not the point, if that happened then Dink would only be able to punch while he has armour on, the same way you can't normally use the herb boots and a weapon at the same time. Just having the armour in the background seems more realistic to me, even if you can't actually see it on him.

Dink's Trunk changed the herb boots to work this way I think.
December 15th 2009, 03:53 AM
burntree.gif
Fireball5
Peasant He/Him Australia
Let me heat that up for you... 
Yeah, it makes more sense to have it change defense stasts just having it in your inventory, so you can still use other items, and you can have multiple armour 'items' at a time, like boots, leggings, breastplate and helm.
December 15th 2009, 05:17 AM
sob_scorpy.gif
DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
My 2 cents worth: have separate slots for (only) boots, leggings, breastplate, etc. As in, when you acquire one set of armoured boots, you can't acquire another pair until the first pair are dropped, sold etc. This way, if just having the armour in your pack makes it work, you can avoid having Dink wear 2 sets of boots, or two helmets, because... well... you get the idea.
December 16th 2009, 12:44 AM
burntree.gif
Fireball5
Peasant He/Him Australia
Let me heat that up for you... 
It only requires a slight modification to some of the scripts, but yeah it can easily be done