setting new char lines
I would like to finalise this new character *Shady* and upload him before I go. He is finished but I want to get him working properly in a demo if possible. I can't do a final test to see how it all runs through, unless I can figure what parts of the ini I still need to change (or do I change base_stuff in start-1.c argg I have no idea)
He has the following
walk 4 directions (working fine)
push 4 directions (working but he over reaches where he pushes - unlike dink)
idle 4 directions (working fine)
Summon magic (working fine)
Reveals into 3 different characters (Milder, Dink, Dinks mum) (working fine)
Appear sequence (working fine)
Attack - I changed the dsword.c script to show the new icon for the staff in the menu (working fine)
BUT
Attack with his staff (doesnt work - shows dink with sword)I even changed his base attack in start-1.c but it still doesnt work so obviously thats not where it needs done...
Punch (now doesnt work - still shows dink)
walk with staff (doesn't work just shows Shady walking normally)
Shoot fireball (now doesn't work - shows dink)
Idle with staff (doesn't work - shows shady idling)
Everything worked when I tried using Dinks ini lines but,as this character is able to remove the cloak and one of the options is to turn into dink - dink needs to keep his lines intact. Can some kind soul please tell me where else in there I need to change to get this working with shadys graphic slot numbers and not dinks please
He has the following
walk 4 directions (working fine)
push 4 directions (working but he over reaches where he pushes - unlike dink)
idle 4 directions (working fine)
Summon magic (working fine)
Reveals into 3 different characters (Milder, Dink, Dinks mum) (working fine)
Appear sequence (working fine)
Attack - I changed the dsword.c script to show the new icon for the staff in the menu (working fine)
BUT
Attack with his staff (doesnt work - shows dink with sword)I even changed his base attack in start-1.c but it still doesnt work so obviously thats not where it needs done...
Punch (now doesnt work - still shows dink)
walk with staff (doesn't work just shows Shady walking normally)
Shoot fireball (now doesn't work - shows dink)
Idle with staff (doesn't work - shows shady idling)
Everything worked when I tried using Dinks ini lines but,as this character is able to remove the cloak and one of the options is to turn into dink - dink needs to keep his lines intact. Can some kind soul please tell me where else in there I need to change to get this working with shadys graphic slot numbers and not dinks please

Attack with his staff (doesnt work - shows dink with sword)I even changed his base attack in start-1.c but it still doesnt work so obviously thats not where it needs done...
Punch (now doesnt work - still shows dink)
walk with staff (doesn't work just shows Shady walking normally)
Shoot fireball (now doesn't work - shows dink)
Idle with staff (doesn't work - shows shady idling)
Everything worked when I tried using Dinks ini lines but,as this character is able to remove the cloak and one of the options is to turn into dink - dink needs to keep his lines intact. Can some kind soul please tell me where else in there I need to change to get this working with shadys graphic slot numbers and not dinks please
For the staff, the sequence is not changed (still the Dink punch seq or sword seq if you have two in the ini), it's overwritten in the item script itself with init(). The same is true for the idle animation and walk animation while holding the staff.
Hope this helps
Punch (now doesnt work - still shows dink)
walk with staff (doesn't work just shows Shady walking normally)
Shoot fireball (now doesn't work - shows dink)
Idle with staff (doesn't work - shows shady idling)
Everything worked when I tried using Dinks ini lines but,as this character is able to remove the cloak and one of the options is to turn into dink - dink needs to keep his lines intact. Can some kind soul please tell me where else in there I need to change to get this working with shadys graphic slot numbers and not dinks please
For the staff, the sequence is not changed (still the Dink punch seq or sword seq if you have two in the ini), it's overwritten in the item script itself with init(). The same is true for the idle animation and walk animation while holding the staff.
Hope this helps

more specific would help lol I am seriously dumb when it comes to this baby steps
You need to rewrite the scripts for punching and attacking with the staff.
There is an easy way out here. You can use 'init' to load the .ini lines on the fly. So you can overload all of Dink's movements by the shady individual ones and vice versa when doing the morph. This is also used in the original game to load the walking and idling animation for Dink with a sword over Dink walking and idling without a sword. (And vice versa when you load the fist instead of the sword.) You can simply extend this to include pushing, walking and the like in the morph script. Here's a part of item-sw1.c where the idling and walking sequences are overwritten:
You can pretty much copy paste all of your .ini lines for your character in the morph script like that. Don't forget to do it both for all of the Dink lines and all of the shady character lines. You're probably best off if you load the staff and non-staff walking and hitting animations inside the weapon scripts just like the main game does.
init("load_sequence_now graphics\dink\sword\walk\d-sw1- 71 43 64 69 -14 -10 14 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw2- 72 43 35 70 -21 -10 19 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw3- 73 43 28 69 -13 -9 13 9"); init("load_sequence_now graphics\dink\sword\walk\d-sw4- 74 43 66 75 -14 -12 20 12"); init("load_sequence_now graphics\dink\sword\walk\d-sw6- 76 43 27 69 -23 -10 23 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw7- 77 43 38 94 -20 -10 20 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw8- 78 43 30 96 -15 -12 15 12"); init("load_sequence_now graphics\dink\sword\walk\d-sw9- 79 43 31 80 -13 -9 13 9"); init("load_sequence_now graphics\dink\sword\idle\d-si2- 12 250 74 73 -17 -12 16 9"); init("load_sequence_now graphics\dink\sword\idle\d-si4- 14 250 57 103 -11 -12 16 10"); init("load_sequence_now graphics\dink\sword\idle\d-si6- 16 250 30 92 -15 -9 11 9"); init("load_sequence_now graphics\dink\sword\idle\d-si8- 18 250 35 106 -15 -12 15 9");
You can pretty much copy paste all of your .ini lines for your character in the morph script like that. Don't forget to do it both for all of the Dink lines and all of the shady character lines. You're probably best off if you load the staff and non-staff walking and hitting animations inside the weapon scripts just like the main game does.
Thanks guys. So dont see what you are telling me tho
*shrugs* ah well.

What meta is saying pertains to if you're using the same sequence numbers over Dink's (sequences 1_, 7_, 10_). This is what the original game does. The ini lines in the arm procedure actually add the sword animation graphics in the same slot as the unarmed graphics thus overriding whatever was in that slot previously.
If you loaded your graphics into say 85_, 86_,87_ there's a different line you need to change.
You'll notice this uses 100, Dink's base for his attack sequence. You should change that to what your base attack should be (850 for the example) What the script is doing is actually emulating sp_base_attack by getting the direction, adding the base and playing that sequence via script.
If you loaded your graphics into say 85_, 86_,87_ there's a different line you need to change.
&basehit += 100; //100 is the 'base' for the hit animations, we just add
You'll notice this uses 100, Dink's base for his attack sequence. You should change that to what your base attack should be (850 for the example) What the script is doing is actually emulating sp_base_attack by getting the direction, adding the base and playing that sequence via script.