Intros and Beta Testers (Closed)
I am a nwebie dmod creator wanting to know how to create an intro for my upcoming dmod. Please reply or email me with help.
I also need some beta testers. Please email me or reply to this post if you are willing to do so. If you do act as a beta tester you will be personally credited in the Credits.txt file in my dmod.
New: I have sorted out the class options (of which there are now six) by attaching a script to the starting screen
New: I have sorted out the dragon and Dink talking to each other by putting her as a permanent sprite near Dink's house that you have to manually talk to. I feel this way works better since she will need to be available throughout the game since she will constantly be giving you missions.
So in short, please do not respond with any more intro help. Those that have already been of some help, I appreciate it. You know who you are since I done thankyou posts in response to your help.
I also need some beta testers. Please email me or reply to this post if you are willing to do so. If you do act as a beta tester you will be personally credited in the Credits.txt file in my dmod.
New: I have sorted out the class options (of which there are now six) by attaching a script to the starting screen
New: I have sorted out the dragon and Dink talking to each other by putting her as a permanent sprite near Dink's house that you have to manually talk to. I feel this way works better since she will need to be available throughout the game since she will constantly be giving you missions.
So in short, please do not respond with any more intro help. Those that have already been of some help, I appreciate it. You know who you are since I done thankyou posts in response to your help.
I can beta test for you

I will betatest your D-Mod.
How to create an intro depends completely on what kind of an intro you want to make. Simple intros consist mainly of say_stop and move_stop commands while the more complicated ones use all DinkC commands from changing visions to making Dink cast headless ducks.
I'm available for beta testing too - the christmas holiday's here.
I sent you an email.
I'm available for beta testing too - the christmas holiday's here.

If you want to beta test please email me at:
yalnar99.25aqi@gmail.com
yalnar99.25aqi@gmail.com
Well I want the option for Dink to be a Knight, Wizard or Warrior, which will alter his stats, as well as Dink talking to dragons.
I tried say_stop but it didn't work... could I be putting it in the wrong place perhaps? Is that probable or even possible?
I tried say_stop but it didn't work... could I be putting it in the wrong place perhaps? Is that probable or even possible?
Well, if you don't need to change what Dink looks like it's simple.
choice_start()
title_start();
What do you wish to be?
title_end();
"Knight"
"Wizard"
"Warrior"
choice_end()
if (&result == 1)
{
&strength = 10;
&defense = 5;
&magic = 0;
}
if (&result == 2)
{
&strength = 0;
&defense = 0;
&magic = 15;
}
if (&result == 3)
{
&strength = 15;
&defense = 0;
&magic = 0;
}
The above would give the player the option of being either a knight, wizard or a warrior and alter Dink's stats depending on what he chose.
If you wanted Dink to look like a knight or a wizard, it's more troublesome and requires editing more than one script..
As for the say_stop command, who are you trying to make say something?
choice_start()
title_start();
What do you wish to be?
title_end();
"Knight"
"Wizard"
"Warrior"
choice_end()
if (&result == 1)
{
&strength = 10;
&defense = 5;
&magic = 0;
}
if (&result == 2)
{
&strength = 0;
&defense = 0;
&magic = 15;
}
if (&result == 3)
{
&strength = 15;
&defense = 0;
&magic = 0;
}
The above would give the player the option of being either a knight, wizard or a warrior and alter Dink's stats depending on what he chose.
If you wanted Dink to look like a knight or a wizard, it's more troublesome and requires editing more than one script..
As for the say_stop command, who are you trying to make say something?
Thank you for the commands.
I am trying to make Dink and a dragon talk.
I am trying to make Dink and a dragon talk.
Which script do I put intro scripts in?
I also need Dink to have a sword if he is a knight or warrior and fireball if a wizard. How do i manage that?
This may sound harsh, but READ SOME OF THE TUTORIALS.
People here at the network can't explain everything to you... try and experiment a bit.
People here at the network can't explain everything to you... try and experiment a bit.
If the dragon's there to begin with, then it's simplest if you give the intro script to her. then you'd only have to do say_stop("`6I am the eternal dragon, har har har", ¤t_sprite); to make her talk. You could also put the intro into start-1.c or give it it's very own script, which you could run from start-1.c with the spawn("intro"); command. Then to make the dragon talk, you could either create her in the intro, give her a global which you could use to make her talk or use her sprite number...
To give Dink a long sword: add_item("item-sw1", 438, 7);
Fireball: add_magic("item-fb", 437, 1);
To give Dink a long sword: add_item("item-sw1", 438, 7);
Fireball: add_magic("item-fb", 437, 1);
Did it occur to you that I have very limited time on the internet and so don't have time to trawl through the many tutorials, hoping it has the information I want (not that many of them I have had the information I wanted at the time. In fact I have only found 4 ones that are at all useful).
*hug*
Don't despair.
Things could be worse, trust me!
Don't despair.
Things could be worse, trust me!
Just download The Rudiments of Scripting and Dink Goes Boating... they should get you on the right track.
Or, alternatively, try and look through other scripts (like the ones from the original game), as these are very useful when teaching yourself DinkC... which is what it comes down to in the end. I taught myself most of what I know about DinkC, and I expect most others did too.
Or, alternatively, try and look through other scripts (like the ones from the original game), as these are very useful when teaching yourself DinkC... which is what it comes down to in the end. I taught myself most of what I know about DinkC, and I expect most others did too.
Yeff, I've never read but the tutorial with all the commands... don't know if the best way to learn is to try, fail and try again but at least it's a lot more fun than going through all those dry and awfully long tutorials.
I think it follows a tutorial with all the comamnds in CEdit
I occasionally refer to tutorials when I'm confused about specific commands/functions, but usually I try to just stick with what I know.
SimonK's DinkC Reference file looks fantastic. Try using that... it explains a lot (although I admit to having almost never used it).
SimonK's DinkC Reference file looks fantastic. Try using that... it explains a lot (although I admit to having almost never used it).
I don't like tutorials. Life is a bunch of mistakes, and of our mistakes we learn. I've learned some DinkC by failing, and learning from what I did wrong. So I'll just continue to script and learn of my mistakes... until I'm a good-but-not-that-good DinkC scripter
"choice_start()
title_start();
What do you wish to be?
title_end();
"Knight"
"Wizard"
"Warrior"
choice_end()"
Multiply choice beginning, I like those

"choice_start()
title_start();
What do you wish to be?
title_end();
"Knight"
"Wizard"
"Warrior"
choice_end()"
Multiply choice beginning, I like those

By the way, you probably should create a variable to remember if Dink is a wizard or not. Otherwise any class could speak to the dragons.
If you haven't used &story yet..
(I'm using traditional DinkC)
choice_start();
"Knight"
"Wizard"
"Warrior"
choice_end();
if (&result) == 1
(
say_stop("I can't talk to dragons.", 1);
}
if (&result) == 2
{
&story = 1;
say_stop("I can talk to dragons.", 1);
}
if (&result == 3
{
say_stop("I can't talk to dragons.", 1);
}
Attatch the following to the dragon:
VOID TALK(VOID)
{
Dragon1:
say_stop("Die", ¤t_sprite);
if (&story) == 1
{
//note: gotos usually will be fine without a semi-colin
goto Dragon1
}
}
If you haven't used &story yet..
(I'm using traditional DinkC)
choice_start();
"Knight"
"Wizard"
"Warrior"
choice_end();
if (&result) == 1
(
say_stop("I can't talk to dragons.", 1);
}
if (&result) == 2
{
&story = 1;
say_stop("I can talk to dragons.", 1);
}
if (&result == 3
{
say_stop("I can't talk to dragons.", 1);
}
Attatch the following to the dragon:
VOID TALK(VOID)
{
Dragon1:
say_stop("Die", ¤t_sprite);
if (&story) == 1
{
//note: gotos usually will be fine without a semi-colin
goto Dragon1
}
}
Oh that's not fair.Everybody should be able to talk to the dragons.

Thankyou. The Rudiments of Sscripting has been quite useful so far, though I have yet to get &story and if &story = to work.
Thankyou I will try it.
I want them all to talk to the dragon though!! She is the one that sends you on all the missions in the game.
June 24th 2006, 08:26 PM

jami


AHHHHHHHHHHHHHHHHHH i cant find a dmod creator, can someone plz tell me where 1 is!!
Look at the D-Mod list, behind the D-Mods stand the ones who created them so those are D-Mod creators.
That was a funny bump.
