Change the player
So I'm learning how to create Dmods and I can certainly say I've mastered a lot and I am able of creating something decent. But right now I want to change the player. I mean..I don't want to play with Dink. For example with Lyna's Story.
How do I do that?
How do I do that?
Take a look at my dmod "Pokemon: Bible Version". In one of the start scripts, I replaced the lines that load the Dink sequences with gyarados sprites.
I did it terribly, but you could probably find a way to get it to work right.
You also may be able to just put your sprites you want to use in your game's folder and name them all after the corresponding Dink sprites so it loads them instead of goes to the original game's resources. That could work I guess.
Ooh! You could replace the original game's files too! Then your character will appear in many dmods!
I did it terribly, but you could probably find a way to get it to work right.
You also may be able to just put your sprites you want to use in your game's folder and name them all after the corresponding Dink sprites so it loads them instead of goes to the original game's resources. That could work I guess.
Ooh! You could replace the original game's files too! Then your character will appear in many dmods!
I tried everything, yet nothing worked.
When I tried the first one, I didn't know what was wrong(or right)
the second one didn't work at all
and the third one I didn't even bother to do it because I don't want that to happen )
Can someone give me a good example of a script?
When I tried the first one, I didn't know what was wrong(or right)
the second one didn't work at all
and the third one I didn't even bother to do it because I don't want that to happen )
Can someone give me a good example of a script?
Open start-1.c, and look for sp_base_walk(1, 70). Changing that will change Dink's walking sequence. In addition, you need to change his base_idle.
In most alternative hero dmods, the base idle is changed to be the same as the walking sequence, so that the sprite will constantly walk in place like a doofus. I hate that, but it is traditional.
You could also change it to 0, so that he won't have an idle and will just stop when you stop moving, like a normal NPC.
^ That would change Dink into a little girl.
In most alternative hero dmods, the base idle is changed to be the same as the walking sequence, so that the sprite will constantly walk in place like a doofus. I hate that, but it is traditional.
You could also change it to 0, so that he won't have an idle and will just stop when you stop moving, like a normal NPC.
sp_base_walk(1,330) sp_base_idle(1,0)
^ That would change Dink into a little girl.
Note that you will still change back into dink when pushing, so you should either replace those sprites in the ini file if you have pushing sprites for your character, or disable the ability to push (there's a function for that, I don't remember the exact name at the moment).
Thanks a ton guys. I'll handle it from here
Open start-1.c, and look for sp_base_walk(1, 70). Changing that will change Dink's walking sequence. In addition, you need to change his base_idle.
You will also need to change base_attack and base_death, and will likely need to turn dink's ability to push off. I think it's push_active(0);
There's another way to go about doing this but it's slightly more complicated and a bit harder to describe without any references on hand.
You will also need to change base_attack and base_death, and will likely need to turn dink's ability to push off. I think it's push_active(0);
There's another way to go about doing this but it's slightly more complicated and a bit harder to describe without any references on hand.
and will likely need to turn dink's ability to push off. I think it's push_active(0);
What do you mean by that? Dink's ability to push off?
What do you mean by that? Dink's ability to push off?
You will also need to change base_attack and base_death
I don't think Dink actually uses those for anything, even if they're defined somewhere. It's all done from weapon scripts, and dinfo.c for the death animation.
I don't think Dink actually uses those for anything, even if they're defined somewhere. It's all done from weapon scripts, and dinfo.c for the death animation.
I usually change the pushing animation to whatever walking seq the sprite has.
I don't think Dink actually uses those for anything, even if they're defined somewhere. It's all done from weapon scripts, and dinfo.c for the death animation.
Oh really? I normally don't do it this way unless it's a quick temporary change so I wasn't sure if those were required or not.
Oh really? I normally don't do it this way unless it's a quick temporary change so I wasn't sure if those were required or not.
What do you mean by that? Dink's ability to push off?
Well, if you continue to walk into something it will load dink's push animation. If you don't want to load the animation you'll have to set the ability to push to be off. It's either push_active(0) or push_active(1), where 0 is off and 1 is on I believe. This way you won't change back into dink. You also however won't be able to push anything.
If you want to push things and not get dink's push animation you'll have to use marpo's work around and load the new player characters sequence that you want to be push animations to overwrite the dink push sequences.
Well, if you continue to walk into something it will load dink's push animation. If you don't want to load the animation you'll have to set the ability to push to be off. It's either push_active(0) or push_active(1), where 0 is off and 1 is on I believe. This way you won't change back into dink. You also however won't be able to push anything.
If you want to push things and not get dink's push animation you'll have to use marpo's work around and load the new player characters sequence that you want to be push animations to overwrite the dink push sequences.
Oh really?
Yes. All the base_* properties are only used if the brain sets them. Dink's brain never makes him attack, so base_attack is not used. I'm not sure if base_death can be used; I know the original game sets the animation in dinfo.c, but that may just be because it uses a single sequence, not a collection (base_* is only for collections of sequences, one per direction).
If base_death is not set, direction "5" of base_walk is used. But that isn't used for dink either. Perhaps because it doesn't animate it when it is used automatically (that is just a guess; all I know is that none of the death sprites have more than one frame).
Or because Seth felt like it. I should know better than to expect him to need a reason for doing something.
Yes. All the base_* properties are only used if the brain sets them. Dink's brain never makes him attack, so base_attack is not used. I'm not sure if base_death can be used; I know the original game sets the animation in dinfo.c, but that may just be because it uses a single sequence, not a collection (base_* is only for collections of sequences, one per direction).
If base_death is not set, direction "5" of base_walk is used. But that isn't used for dink either. Perhaps because it doesn't animate it when it is used automatically (that is just a guess; all I know is that none of the death sprites have more than one frame).
Or because Seth felt like it. I should know better than to expect him to need a reason for doing something.
Ok so I encountered another problem. The attack animation won't change. I changed the walk animation and the idle animation in the start-1.c, but with
sp_base_attack(1, 370);it won't work! It gives me the same dink animation
The attack animation for Dink is defined in the weapon script. base_attack doesn't really do anything. So you'll have edit any weapon Dink could get, which is why most DMODs having an alternative hero have only one weapon.
I have the sprites ready
How do I change the fist sprites? I have created sprites with my character with a sword in his hand when he attacks(which replaces the fist), but how do I use them?
I tried replacing the sprites in the dink.ini. STILL DOESN'T WORK
How do I change the fist sprites? I have created sprites with my character with a sword in his hand when he attacks(which replaces the fist), but how do I use them?
I tried replacing the sprites in the dink.ini. STILL DOESN'T WORK
if you look at the item-fst.c script in the arm proc it should have a bunch of lines like,
init("load_sequence....");
you'll have to replace those with your load_sequence lines you added because it's looking for a very specific line, not just a sequence.
init("load_sequence....");
you'll have to replace those with your load_sequence lines you added because it's looking for a very specific line, not just a sequence.
arm proc?
I get what i'm supposed to do, but I can't find the item-fst.c
I get what i'm supposed to do, but I can't find the item-fst.c
It's in the main game's source. If you want your own version copy it from there to your own story folder. You can find the source in a .zip in the 'develop' folder in the same folder where Dink is installed. (e.g. C:/Dink Smallwood/develop )
K! I got it all figured out, thanks a ton!
He meant, "You'll need to turn Dink's ability to push, off."
You'll need to turn off Dink's ability to push or replace all the sequence images to make it look like your character is pushing instead of Dink or your character will turn into Dink for the time you are trying to push something.
You'll need to turn off Dink's ability to push or replace all the sequence images to make it look like your character is pushing instead of Dink or your character will turn into Dink for the time you are trying to push something.