# The Dink Network

## These things are absolutely not usable

### Elemental Swords

August 13th 2014, 05:14 AM
Skurn
can't flim flam the glim glam
I have tried to do this, and my result is always having multiple inis and folders open to try and get them written down and sorted properly and it's a ducking mess.

I suck at inis. Someone else do it. I'm sure there are people here who can look at them and go "Oh, easy" and just write them down as if typing regular sentences.

Goddamn.
August 13th 2014, 07:26 AM
DinkKiller
The world could always use more heroes
It took me 4 years to figure out how to do this (the time between my initial release of my first D-mod and the update that got the graphics working properly). I learned just by copy/pasting scripts and ini parts from other D-mods, and modifying what was necessary. It's a great way to learn.

This is in my ini file for the ice sword:
//ice sword swing animations
load_sequence_now graphics\ice\swing\down- 852 75 52 92 -23 -12 24 11
load_sequence_now graphics\ice\swing\left- 854 75 74 90 -23 -13 23 14
load_sequence_now graphics\ice\swing\right- 856 75 33 92 -18 -14 18 10
load_sequence_now graphics\ice\swing\up- 858 75 46 109 -17 -16 17 10

//set which frame can 'hit'

set_frame_special 852 3 1
set_frame_special 854 3 1
set_frame_special 856 3 1
set_frame_special 858 3 1
//make it delay on the third sprite for longer than 75

set_frame_delay 852 2 100
set_frame_delay 854 2 100
set_frame_delay 856 2 100
set_frame_delay 858 2 100

Then in the item script itself, there's a couple values you have to change in order for these graphics to be pulled up instead of the regular sword. The only bit of the sword script that needs to be changed is one specific line as far as I can tell.

&basehit += 100;

from the normal sword script needs to be changed to this:
&basehit += 850;

Or whatever your base number is for the swing animations, if you set it to something other than 85x. If you're using the improved scripts pack, the variable you change will instead be &jug += 100;

I hope that I explained this well enough and that it helps.
August 13th 2014, 09:09 AM
Skurn
can't flim flam the glim glam
You even wrote down lines for the sword I was going to put in. You are now on my to do list if you know what I mean.
August 13th 2014, 11:02 AM
leprochaun
Responsible for making things not look like ass
Alternatively you could rename them so they're same as the normal sword graphics. That way they don't use up a set of sequences.

Then in the item script you'd just use init("load_sequence_now graphics/ice/hit/.... ");
I don't remember what the regular sword uses.
But you'd just init() all the sequences of the ice sword. That's what I do for any graphics I use for dink.
August 13th 2014, 04:36 PM
Skurn
can't flim flam the glim glam
But then Dink's going to start off with a sword he's not meant to get super early. I guess that could be cool for testing purposes at least.
August 13th 2014, 05:08 PM
leprochaun
Responsible for making things not look like ass
No he won't. the "item-sw1.c" or whatever sword script you're using will init() the normal sword sequences.
August 13th 2014, 05:10 PM
Skurn
can't flim flam the glim glam
So you're just saying I can replace normal sword Dink with ice sword Dink, but I can still load up normal sword Dink from the core game?
August 13th 2014, 05:11 PM
leprochaun
Responsible for making things not look like ass
Yeap. I didn't explain how to do it very well though. I can show you some time if you want.
August 13th 2014, 05:23 PM
Skurn
can't flim flam the glim glam
But then wouldn't both sword Dinks use the same sequences?
August 13th 2014, 09:54 PM
The game would switch them out while you are playing if it's done correctly. I don't think it works great replacing with just any animation, they may have to have the same number of frames as each-other or something like that. I can't quite remember. It's very useful for saving sequences though, at any rate.
August 13th 2014, 09:57 PM
leprochaun
Responsible for making things not look like ass
They don't have to have the same number of frames. They can only have at most the amount of frames of the sequences originally loaded in the ini.
August 14th 2014, 02:48 PM
Thanks for the clarification, Leprochaun. This could be really useful for having extra bosses and such than the sequences allow too, I think.