colour codes
what is the colour codes for windink?
i would really like to know it...
i would really like to know it...
What do you mean by colour codes for windinkedit,
I did not understand your question
I did not understand your question
the numbers of the colours you use when people talk, like 8 is purple...
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
`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
That's why he said 'like'.
Hey thanks, I needed this too.
Hey thanks, I needed this too.
well thanks fr the help, but what do i do when my d-mod is done? How to add it to this site?
Geez, look around! There is an upload link on the left! Then you wait until the site mods accept it!
uhm... why dosent this code work? the d-mod jumps over the text and directly fade the screen.
void talk(void)
{
freeze(1)
freeze(¤t_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();
}
void talk(void)
{
freeze(1)
freeze(¤t_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
spacehoggy
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(¤t_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();
}
}
void talk(void)
{
if (&story == 3)
{
freeze(1)
freeze(¤t_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();
}
}
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 ).
(i dont know because i cheat and copy and paste my warps ).
Hey, i do the same!!
two cheaters meet in the big wide world!
two cheaters meet in the big wide world!
thanks, spacehoggy, it works perfectly!
(why do i have to be a so bad scripter!?)
(why do i have to be a so bad scripter!?)
Also don't forget the semicolons after freeze(1) and freeze(¤t_sprite):
freeze(1);
freeze(¤t_sprite);
freeze(1);
freeze(¤t_sprite);
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.
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.