Does the engine change the life color display anywhere?
This thought crossed my mind the other day while in WDED+ - the life bar is usually a standard red color defined by the dink.ini lines
load_sequence_now graphics\inter\health\hm-w- 190 LEFTALIGN
load_sequence_now graphics\inter\health\hm-r- 451 LEFTALIGN
But there are two other variations of these graphics, green and bright red: hm-g- and hm-br- that come with the standard game, and although the standard game never used these, at least as far as I can remember, and with a script search for "451 LEFT" returning no result, I assume that is the case.
I did a quick search of COTPATD and found that the Crosslink DMOD changed the life health bar green once Dink has been poisoned. (I do not remember the specifics of this DMOD as such, but I'm sure I played it back in the 2000s) Maybe that green health as poison was something that was planned for the original game but never implemented, like the attacking vine graphics that Dan used to suck life from the lifebar/health meter in one of his DMODs. I wonder...
So is the 451 slot and 190 slot hard coded in some way in the Dink Engine?
Is there any code in the Engine for the other slots - 191 (green) and 450 (bright red)?
load_sequence_now graphics\inter\health\hm-w- 190 LEFTALIGN
load_sequence_now graphics\inter\health\hm-r- 451 LEFTALIGN
But there are two other variations of these graphics, green and bright red: hm-g- and hm-br- that come with the standard game, and although the standard game never used these, at least as far as I can remember, and with a script search for "451 LEFT" returning no result, I assume that is the case.
I did a quick search of COTPATD and found that the Crosslink DMOD changed the life health bar green once Dink has been poisoned. (I do not remember the specifics of this DMOD as such, but I'm sure I played it back in the 2000s) Maybe that green health as poison was something that was planned for the original game but never implemented, like the attacking vine graphics that Dan used to suck life from the lifebar/health meter in one of his DMODs. I wonder...
So is the 451 slot and 190 slot hard coded in some way in the Dink Engine?
Is there any code in the Engine for the other slots - 191 (green) and 450 (bright red)?
The sequence 190 bar is drawn first in accordance with the lifemax variable, with the seq 451 drawn over the top of that as per the life var. There doesn't appear to be anything in the 1.07 source suggesting that there was to be another set of bars.
Unsure about changing it through the engine; Previously I attempted simply editing the sprite graphic file instead for this. Shouldn't be too difficult to have different graphics sprites for the healthbar and changing the load_seq on the fly though, e.g if you were to implement a Poison dot.