The Dink Network

colour codes

May 24th 2005, 10:37 AM
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what is the colour codes for windink?
i would really like to know it...
May 24th 2005, 11:34 AM
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dinkme
Peasant He/Him India
 
What do you mean by colour codes for windinkedit,
I did not understand your question
May 24th 2005, 11:40 AM
dragon.gif
the numbers of the colours you use when people talk, like 8 is purple...
May 24th 2005, 12:21 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
The map editor has nothing to do with the script colour codes; they're the same for all the map editors. They are (8 ain't purple ):

`1 = light magenta
`2 = light green
`3 = bold cyan
`4 = orange
`5 = magenta
`6 = light orange
`7 = light gray
`8 = dark gray
`9 = sky blue
`0 = bold green
`! = yellow (default)
`@ = yellow (default)
`# = hot pink
`$ = yellow (default)
`% = white
May 24th 2005, 12:34 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
That's why he said 'like'.

Hey thanks, I needed this too.
May 24th 2005, 12:42 PM
dragon.gif
well thanks fr the help, but what do i do when my d-mod is done? How to add it to this site?
May 24th 2005, 12:58 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Geez, look around! There is an upload link on the left! Then you wait until the site mods accept it!
May 24th 2005, 01:07 PM
dragon.gif
dont get angry! well, thanks again.... *hmpf*
May 24th 2005, 01:47 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Heh, don't worry
May 24th 2005, 01:56 PM
dragon.gif
uhm... why dosent this code work? the d-mod jumps over the text and directly fade the screen.

void talk(void)
{
freeze(1)
freeze(&current_sprite)
if (&story == 3)
if(&story== 3)
say_stop("look, a key! Maybe i can lock up the roadblock!", 1);
wait(250);
&story = 4;

fade_down();
fill_screen(0);
&player_map = 407;
sp_x(1, 122);
sp_y(1, 289);
script_attach(1000);
load_screen();
draw_screen();
draw_status();
fade_up();
unfreeze(1);

kill_this_task();
}
May 24th 2005, 02:01 PM
anon.gif
spacehoggy
Ghost They/Them
 
Youve seriously messed up the brackets, every time you use the if statement, you have to open a new set of brackets, also you used the if statement twice. try this.

void talk(void)
{
if (&story == 3)
{
freeze(1)
freeze(&current_sprite)
say_stop("look, a key! Maybe i can lock up the roadblock!", 1);
wait(250);
&story = 4;
fade_down();
fill_screen(0);
&player_map = 407;
sp_x(1, 122);
sp_y(1, 289);
script_attach(1000);
load_screen();
draw_screen();
draw_status();
fade_up();
unfreeze(1);
kill_this_task();
}
}
May 24th 2005, 02:03 PM
pig.gif
wait, im not sure, but i think that fill_screen(0); is wrong, i think its fill_screen();

(i dont know because i cheat and copy and paste my warps ).
May 24th 2005, 02:05 PM
dragon.gif
Hey, i do the same!!

two cheaters meet in the big wide world!
May 24th 2005, 02:19 PM
dragon.gif
thanks, spacehoggy, it works perfectly!
(why do i have to be a so bad scripter!?)
May 24th 2005, 02:34 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Also don't forget the semicolons after freeze(1) and freeze(&current_sprite):

freeze(1);
freeze(&current_sprite);
May 24th 2005, 04:28 PM
fish.gif
Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
draw_status();
freeze(1)
fade_up();
unfreeze(1);
kill_this_task();

A screen change like this unfreezes Dink, so if the cutscene continues, add a freeze command (bold). If it doesn't, the unfreeze command (in italics) isn't needed.

Also, magicman - in the case of the freeze and unfreeze command, the semicolons are not required.. but it's a good habit to put them there because they're needed (almost) everywhere else

Edit: it's fill_screen(0); as you fill the screen with a colour and the parameter specifies the colour, 0/black in this case.