The Dink Network

Items+Windemere

September 6th 2004, 05:04 PM
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Some question about the Windemere items system:

1.Can you do kill_item(int inventory number)?

2.Can you retrieve a script id# from the inventory number?

3.Can you retrieve an inventory number from the script name? (I imagine not...)

By inventory number I mean the value refered to by &cur_weapon when the item is selected in the inventory. Sorry if I could have found this online. I did look, sort of.
September 6th 2004, 06:30 PM
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merlin
Peasant He/Him
 
Why exactly do you need to know this information?
September 6th 2004, 06:42 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Hey wise guy, just answer the question. Maybe he is planning on oh, I don't know, writting a d-mod?
September 6th 2004, 06:44 PM
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merlin
Peasant He/Him
 
I don't see how it would matter if he was writing a d-mod or not since he couldn't run it with Windemere anyway.
September 6th 2004, 06:54 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Uh... last I heard, Windemere was supposed to be backwards compatible with existing D-Mods, perhaps with a 'conversion' step? Was this dropped?
September 6th 2004, 07:05 PM
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merlin
Peasant He/Him
 
The only thing that would be converted are maps. I'll try to keep DinkC++ as backwards compatible as possible, but if a backwards-compatible feature is in the way of adding a new one, then the old one's most likely gonna get dropped, regardless of what I promised.

As far as those features being in there, I don't know (nor do I really care). I'll add whatever works as I go.
September 6th 2004, 07:09 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
...

Yeah, I can just imagine everyone volunteering to convert old, buggy scripts to DinkC++.

This sounds like a very, very bad idea. I thought one of the founding points of Windemere was to provide Linux et al with a version of Dink so they could play existing D-Mods with little-to-no hassle?
September 6th 2004, 07:10 PM
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I did ask the question in an arse-backward way. For all I know, you'll completely change the items system. The current system, however, is crap IMHO. And being able to run stuff within the actual script of some item seems very much in keeping with the DinkC++ idea.
September 6th 2004, 07:18 PM
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merlin
Peasant He/Him
 
Ric and I talked about this and what we decided on is a global database system of items (like a structure that could be accessed via script). The items screen would be redesigned for a greater capacity, also.
September 6th 2004, 08:15 PM
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Ric
Peasant They/Them Canada
 
The idea is that most modders will start with a skeleton that has the basics done for you. But if someone wants more control, its there. Like mabey having a page of spells for each level of spells. Lots of input was given on previous threads, trust me, Merlin was listening. It may take a bit of evolving to reach full potential, but this engine will be more open minded and stable.
September 7th 2004, 02:46 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
The items screen would be redesigned for a greater capacity, also.

In what sense? More item slots, or (what I would consider the better option) stackable items?
September 7th 2004, 03:09 AM
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Kyle
Peasant He/Him Belgium
 
How about both those options, Sabre?
September 7th 2004, 07:37 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
No. Only one.