The Dink Network

Dink's World

April 3rd 2004, 03:31 AM
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legolas
Peasant He/Him
 
I'm working on a D-mod that has not really an end. The idea is that you have beside some quests, totally free control of what to do. Just train a bit, raise money for better weapons. Explore new areas and make yourself ready for a quest. I'm only not that good with graphics...

Give some comments if you like...

** Dink's World is just the bèta name **
April 3rd 2004, 08:35 AM
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Ric
Peasant They/Them Canada
 
You don't realy need to be good with graphics, in fact, some graphics in the dink folder have harly ever been used! After making a few subquest you may decide one or more can expand into something big. That the great thing about dink is that you can make whatever you want
April 14th 2004, 08:01 AM
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legolas
Peasant He/Him
 
That's the cool point , I start making a dmod that should be short and a month later I'm cursing the dink engine for having a limit on the screens you make :/, the best improvments to the enigine should be, more screens and a easier graphics system, caus e it took many time to understand dink.ini (also, here I don't like limits too I just wanted too start a dmod containing all creatures that ever appaered in a dmod )
April 14th 2004, 01:58 PM
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I think that is a GREAT idea!
April 14th 2004, 02:27 PM
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Drake
Peasant He/Him
 
WINDMERED!!

the ugly one: "Ah! my global variable count and screne limit"
April 14th 2004, 09:41 PM
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nice to see someone else is a fan of hsr. tgs forever!
April 18th 2004, 11:54 AM
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legolas
Peasant He/Him
 
I've got a big problem with empty graphic space... So, I've been thinking which creatures do you think should really excist in a dmod with as many creatures ever appeared in a dmod?
April 24th 2004, 07:28 AM
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legolas
Peasant He/Him
 
ok, I've made graphics of the forum submit button for the funquest with Tal. (If you find the DN-city...). I'm wondering how this game will be at the ending...
April 28th 2004, 04:45 AM
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legolas
Peasant He/Him
 
The quest where you have to kill the leader of the evil posters is finished. One question for it, who do you want to be the leader. So, name a dinker...
April 28th 2004, 05:29 AM
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i vote kat. prettay kittay. meow. purrrrrr. mew.
April 28th 2004, 09:46 AM
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legolas
Peasant He/Him
 
hmm, i don't have the goblin women graphics... where can I get them? Or are there other votes?
April 28th 2004, 09:55 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Me. I'm just a lousy bonca.
April 28th 2004, 01:23 PM
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Kat
Peasant She/Her Canada
We can out-drink most Americans! 
"Wonders what illusivefing is up to now??" (must want something?)

>^..^<
April 28th 2004, 01:32 PM
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Kyle
Peasant He/Him Belgium
 
I'd like to see such a free world where there's not really a point. There would have to be enough unique areas and weapons/items/magic to keep things interested though.

And you should keep expansions to the world in mind unless you want people to start over each time you expand the world.
April 28th 2004, 10:31 PM
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legolas
Peasant He/Him
 
I want to keep it as much a free world, but it contains some stupid quest, as idiot as me . But how do you create a good expansion on the map without forcing someone to restart?
April 29th 2004, 04:34 PM
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SimonK
Peasant He/Him Australia
 
Hmmm, I think your biggest problem is the variable limit (at least with the current version of the engine). As tracking quests is usually done with global variables.

Seeing as how there is a limit on the total number of variables (248 I think) per screen and all active scripts for that screen - you could try using the concept of "supervariables" - so that you only need one variable for each 3 quests... working along the lines of each quest has maximum of 100 possible plot points:

&quest = ...

Quest 1 uses values 0 to 99
Quest 2 uses values 1000 to 99000
Quest 3 uses values 100000 to 9900000
etc

And I'd recommned using redink.exe ver 0.04 as it supports extra math functios which make tracking these numbers a little easier.

So plot points for Quest 1 are
0, 1, 2, 3, 4, 5, 6, 7.... up to 99

Plot points for Quest 2 are (units of 100)
100, 200, 300, 400, 500 up to 9,900

Plot points for Quest 3 are (units of 10,000)
10,000; 20,000; 30,000; 40,000; up to 990,000

So if &quest equals:

49,856

Then
Quest 1 is at plot point 56
Quest 2 is at plot point 98
Quest 3 is at plot point 4

Quest 3 advances one story plot point and &quest becomes

59,856

Quest 1 advances one story plot point and &quest becomes

59,857

Quest 2 then advances one story plot point and finishes so &quest becomes

59,957

Of course you don't need to use all 0-99 plot points, but I think having only 10 (which would mean more quests per supervariable) may be too restrictive.
April 29th 2004, 09:56 PM
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legolas
Peasant He/Him
 
I use redink and I have been looking good at other scripts, but in quests I most times just use if (&q1 == 2) etc, how do I change that variable, or can the dink engine handle string so that I can say the last 2 numbers?
April 30th 2004, 04:00 AM
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SimonK
Peasant He/Him Australia
 
to increase a variable... (like &quest)... &quest += 1;
April 30th 2004, 04:06 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
I think the question is 'how can I check a part of a variable?'

So.. the variable &quest is 12345 - how can I check if the last part is 45?
April 30th 2004, 04:14 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
int &quest = 12345;
int &crap = ?
&crap / 100;
&crap * 100;
int &brap = ?
&brap -= &crap;

&brap is now 45

The trick is that Dink loses the fraction when dividing, so 12345/100 will give 123 and not 123.45.
Multiply 123 by 100, and you'll get 12300, substract 12300 from 12345, and you'll end up having 45.

EDIT: This works in the original Dink, I don't know what other math functions reDink might have that could make this easier for you.
May 8th 2004, 06:17 AM
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legolas
Peasant He/Him
 
ok, I will soon know if it works in redink...
May 9th 2004, 07:31 AM
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legolas
Peasant He/Him
 
So if I'm correct it's:

if &quest is 12345

for 45:

int &crap = ?
&crap / 100;
&crap * 100;
int &brap = ?
&brap -= &crap;

for 23:

int &crap = ?
&crap / 100;
int &brap = &crap;
&crap / 100;
&crap * 100;
&brap -= &crap;

for 01:

int &crap = ?
&crap / 10000;
int &brap = &crap;
May 9th 2004, 09:56 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Jup, that's correct