The Dink Network

New/Updated Dev Files: DraconicDink releases a bunch of stuff.

December 21st 2005, 06:41 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
Always-busy DraconicDink has updated one script package and released two fresh ones for your perusal:

Treasury 1.5, which includes scripts for food, hearts, potions, and the like;
Bestiary, a set of monster scripts;
and Inventory Items, a set of scripts for things such as weapons, speed boots, and elixers.

December 21st 2005, 08:22 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Bestiary...
the example DMOD doesn't work properly. also, he mispelled slimes in the readme, and worse mispelled my name (in the credits as well). rabidwolf9 <> rapidwolf i haven't tested the scripts to see if they actually work, but i assume so since BinaryCode overlooked the scripts. so fix these things and you'll be ready for v1.02. btw nice new death graphics

Inventory...
this could use an example DMOD as well. but are elixers that restore a set amount of points really all that useful since Dink's lifemax changes so dramatically in most DMODs? maybe a percentage would be better (25% , 50% , 75% 100%)? also, maybe temporary stat boosting elixers could be put in this file? i know they've been done before, but it would be more convinient to have them in a dev file. again, haven't tested any of the scripts since i'm so lazy...

and i haven't messed with the new version of treasury, so that's all
December 21st 2005, 11:36 PM
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Firstly I don't know how to add percentages or how to do a temporary stat boost.

Secondly Bestiary has no example dmod. That's why it doesnt work. Same with Inventory Items. They are simply packaged as a dmod in order to make the file smaller.

Thirdly I am not going to bother to make an update for Bestiary that simply corrects spelling. I will correct them in a larger update. I am sorry about the name mistake. I must of been half asleep at the time (I was working on it at night at one stage). Nor am I gonna make a test/example dmod for now since I do not know how to overcome the problem that Dink would not be powerful enough to face the tougher enemies in the set, while also keeping the earlier enemies from being too easy.

Fourthly you could of said all of this in a review. I tend to check up that a lot so I can know what to do to improve my files. I am saying this because I do not understand why you did not do so.

As for Treasury, almost any gold/heart/food/etc script you could possibly want is there for use and unlike with Bestiary and Inventory Items there is a test dmod for it. Also they scripts are pretty easy to edit if you know what you're doing.
December 21st 2005, 11:45 PM
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In early test versions for these files I had skeleton scripts for all of the type of things the scripts were for, but then I removed them from the final version because I decided that they were unneccesary. But then BinaryCode said that he liked them and thought that they should be in them. What do you all think? Should I put them in future updates?
December 22nd 2005, 02:49 AM
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ehrmm...

haven't you thought about making a D-mod, DraconicDink?
December 22nd 2005, 03:10 AM
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Actually, I'm working on one right now. I plan to have it ready by New Year.
December 22nd 2005, 06:40 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Twenty-threely, if you package something as a .dmod, it should behave as a D-Mod, even if it just has something in start.c saying "Hey, you can't play this D-Mod, the game's gonna exit now, mmk?". The file sizes for these files are so insignificantly small that you saved, what, a few kilobytes?
December 22nd 2005, 07:16 AM
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I didn't think anyone would have a problem with it. And if you have a slow connection like mine (41.2-2.6Kbps) even the few KBs is appreciated if you are trying to surf as surfing can be painfully slow if you are downloading as well. The few seconds that saved is a blessing to people in my situation. So I done it that way because I knew what it is like. Besides if you're working in with DFArc already as I often am when doing these sorts of things (for testing reasons) it is easier to simply press the Package button than to go back to the folder for the file set and use WinZip or WinRAR through the context menu.
December 22nd 2005, 08:29 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Percentages:

//This adds 50% of the life, change to 75 for 75% etc.
int &percentage = 50;
int &crap = &lifemax;
&crap * &percentage;
&crap / 100;
//&crap is now 50% of lifemax
&life += &crap;
if (&life > &lifemax)
{
&life = &lifemax;
}

Temp stat boost (example: strength):

//not sure if it will work when used multiple times, on screenchanges, deaths, sword-equips, etc, but it's the base and it should work if you stay on one screen idling...

//5 seconds boosted stat (50*100 millisecond = 5 second)
//A value of 55 is 5 and a half second.
int &strboosttimer = 50;
//increase stat by 4
int &strboostamount = 4;
script_attach(1000);
&strength += &strboostamount;
strboostloop:
wait(100);
&strboosttimer -= 1;
if (&strboosttimer == 0)
{
&strength -= &strboostamount;
kill_this_task();
}
goto strboostloop;
December 22nd 2005, 10:32 AM
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metatarasal
Bard He/Him Netherlands
I object 
Problem is that if you save the game while under influence of this potion your stats will remain +4. This means that you have to disable saving while under the influence of a potion. So you need to have the savebot check for a global in which you state whether or not Dink is under the influence of a potion. This could also prevent Dink from having a boost from more then one potion at a time.

I probably said something very familiar for a lot of authors, but I still think it's worth saying.
December 22nd 2005, 01:17 PM
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
I remember Cloud Castle had some potions that tempoarily increase your attack.
December 22nd 2005, 02:47 PM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
This means that you have to disable saving while under the influence of a potion. So you need to have the savebot check for a global in which you state whether or not Dink is under the influence of a potion.

Yeah, we had to do this in Cloud Castle 2. It's only one global though, and is very easily scripted.
December 23rd 2005, 01:28 PM
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I will consider doing these in a future version. I don't know when that will be, however. Thanks for telling me.