The Dink Network

Dink ini

June 21st 2013, 10:13 PM
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I'm trying to find a complete explanation of how to modify the ini file, most of the ones I've found just name each number, without actually explaining what they do. Some are obvious, but things like sequence number are not. It also needs to explain how to use SET_SPRITE_INFO. Anyone know of any tutorial that does all this?

EDIT: Preferably, it would also include what set_frame_special and the all caps commands like NOTANIM do.
June 21st 2013, 10:24 PM
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The DinkC reference, included with the game. Specificly, the Depth Dots, Hardboxes, and Graphics section.
June 21st 2013, 10:39 PM
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Ahh, I see. Thank you.
June 21st 2013, 10:44 PM
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dinkkiller
Peasant He/Him United States
The world could always use more heroes 
One of Robj's video tutorials covers how to add new graphics and what all the numbers mean. Look for the sticky post of his on the main forums, it's video #15 I believe. I'm too lazy to post a link.

EDIT: One also covers the set_sprite_info stuff as well as the NOTANIM and BLACK commands

EDIT 2: Videos 14-17 of his tutorials should cover everything you need.

EDIT 3: Link to Robj's Video Tutorial thread. Very useful for any of the basic D-modding stuff
June 22nd 2013, 12:36 AM
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Leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
The first number is the sequence the graphics will be loaded into. The second is how fast it will animate. NOTANIM means NOT ANIMATED. I never implement the numbers following the first two though. If I want to set a hard box and depth dot I usually just select the sprite in the editor and hit the "Q" key. Holding the left click will allow you to adjust the hard box. Right clicking sets the depth dot to the cursor's position.

SET_SPRITE_INFO (seq) (frame) (other numbers) is used the set the hard box and depth dot of a singular sprite.

SET_FRAME_SPECIAL I've only seen used for weapons. I've never actually cared to figure out its use. Though I expect it has something to do with which frame is used to figure out when in a sequence the weapon "hits" the enemy. Though I could be wrong about that.
June 22nd 2013, 01:39 AM
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dinkkiller
Peasant He/Him United States
The world could always use more heroes 
I think set_frame_special is used to determine which frame of the animation can hit the enemy. It's used for weapons and monsters with attack animations.

Thanks Robj for this useless info that's actually extremely useful!

If I'm wrong, blame my inexperience with DinkC
June 22nd 2013, 04:41 AM
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metatarasal
Bard He/Him Netherlands
I object 
Personally I love this little file.
June 22nd 2013, 10:19 AM
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shevek
Peasant They/Them Netherlands
Never be afraid to ask, but don't demand an answer 
I think set_frame_special is used to determine which frame of the animation can hit the enemy. It's used for weapons and monsters with attack animations.

You are completely right. The attack of a monster hits only when the frame that is being displayed is "special". By default they aren't so, it's always set to 1. An animation can have more than one special frame, if you like (I think the spinning goblin does by default or in some dmods).

In the original dink.ini, Seth forgot to add a special frame to the purple bonca's attack sequence. For this reason, when it attacks, it never does any damage. It still has touch damage, but it significantly lowers its value on the "she dogometer".
June 22nd 2013, 07:02 PM
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dinkkiller
Peasant He/Him United States
The world could always use more heroes 
Yeah, when I watched Robj's tutorial about set_frame_special, I was like, "hey wait, wouldn't this fix the purple bonca bug?" so I went and looked for those lines in the ini and they weren't there. So I added them and the purple bonca worked again. I felt proud of myself at the time but I guess it's been done before.

Though at least that's one less bug that will be in my upcoming D-Mod.

And yay, I was right