The Dink Network

How?

May 31st 2005, 10:29 AM
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I've stopped making my dmod cause its just a bit too normal and boring, and there arnt very many oppertunities to create plots as it is about dink being captured and being made to fight as a gladiator. I started a new dmod that pretty much changes most things to do with the game. I intend for it to be quite large. but anyway, to my question. how would i go about changing things like the menu script, and dinks script, so i could have a script attached to dink. thanks.
May 31st 2005, 11:07 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Which menu? The escape menu is controlled by escape.c. The enter-key inventory menu isn't controlled by a script, and you'd have to modify the source code :-/

Dink doesn't have a script... and I don't think you can attach one to him. You might be able to, I've never tried. What are you trying to do?
May 31st 2005, 11:54 AM
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I'm trying to create a final fantasy style dmod with a traditional turn based battle system. I just noticed that somebody did attach a script to dink (i think) in fairy goodness online. Its dinfo.c, and it looks as if it's programmed in dinkc, you know, void die (void) which removes the load save game option when you die. I'll begin rummaging through the source code soon.
May 31st 2005, 12:56 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
dinfo.c only contains the death info for Dink. There's also lraise.c with the unique void raise( void ) wich controls levelraises. Both are needed by the engine. Only a file called dinfo.c can contain information about Dink's death, and only lraise.c can contain code for a levelraise. As far as I know there are no other scripts that could be interpreted as "attached to Dink".
May 31st 2005, 01:00 PM
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Would it suit your purposes to attach it to "1000"?
May 31st 2005, 03:25 PM
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All this code is making me dizzy, although I did just do a realy big fart, so that might have more to do with it.
May 31st 2005, 03:26 PM
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Wait, what do you mean by attach it to 1000?
May 31st 2005, 03:57 PM
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ikkejw
Peasant They/Them
 
dinfo.c sounds very familiar. I suppose I wrote it, or at least a part of it. I think that's why it's the only uncompressed file, I always liked open-source. (Even as a 11 or 12-year old, however I didn't knew that open-source existed back then)
May 31st 2005, 06:19 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
you wrote dinfo.c?

thinks....

no.
May 31st 2005, 07:23 PM
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Attaching a script to "1000" is a way of making the script 'follow' the player without the script dying when you go to a new screen. This is used in Crosslink for the poison.
It would look like this:

void main( void )
{
script_attach(1000);
<script goes here>
}

Then that script would be active wherever the player goes. When you want to get rid of it, you have to use kill_this_task.

June 1st 2005, 11:15 AM
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ikkejw
Peasant They/Them
 
you wrote dinfo.c?

thinks....

no.


I was talking about Fairy Goodness Online's dinfo.c.
June 1st 2005, 02:31 PM
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After a good bit of rummaging through the code, I've decided to just change the menu screen to say in the magic slot, ARMOUR, and in the weapons/items slot, WEAPON. Only problem is, i cant draw for shoot. If somebody would be willing to help me I'd be extreemly gratefull. ITs the menu that comes up when you press enter, and if you could sent it to, rorothimusthegreat@hotmail.com, I would be super gratefull. I know I'm asking a lot, so if you dont want to, thanks for reading to this point.

Thanks.

EDIT; If you dont have The dink graphics, I put this up; Thanks
June 2nd 2005, 02:31 PM
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Ok, heres a simple dinkc question, how do you make it so when someone says something using the "say" command, how do you make it stay, and not dissapear without looping it. thx.
June 2nd 2005, 02:47 PM
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ikkejw
Peasant They/Them
 
You might want to have the allmighty DinkC Reference v3.2. Grab it here.
June 2nd 2005, 02:56 PM
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int &say = say("THIS IS A TEXT SPRITE", 1);
sp_kill(&say, 99999999); //set duration to 1000000 seconds
June 2nd 2005, 02:59 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Actually, it's sp_kill(&text, 0); - 99999999 will still kill albeit after a while

And then sp_active(&text, 0); afterwards to get rid of it.
June 2nd 2005, 03:13 PM
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Bah. Who's going to stare at one screen for an entire day?
June 2nd 2005, 07:33 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Check s3-st2.c in the main game source. It's the text in the house with the text "The best in bows". sp_kill(&text, 0); is used there. This makes it so the text doesn't disappear at all.

EDIT: Beh, I'm stupid and completely reads over other people's posts. Besides that, I'm probably cross-eyed. Of course this posts content is the same as that of Simeons.
June 3rd 2005, 02:53 PM
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cheers guys.