The Dink Network

Quest For King Michal

April 11th 2007, 08:24 PM
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megadog
Peasant He/Him New Zealand
Woof! 
Im Working On A New D MOD And Will Show My Progress Here.

So Far, I Have The Map Done. I'm Looking On The Network For Graphics And Would Be Happy For More ( Possibly A New Status Bar). This Will Definitely Not Be A Romp ( Size Wise).
April 11th 2007, 10:33 PM
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megadog
Peasant He/Him New Zealand
Woof! 
Oops.

I Forgot To Tell You That The Following Is A Kind Of Plot Line:

"King Daniel Sends Dink To King Michal To Get Something. But Due To A Cave-In Dink Takes A Wrong Turn Which Brings Him Into A New World, And Changes Him Into A Farmer."

Thanks Metatarasal For This Excellent Idea For A First Time Dmod ( I Edited The Idea A Bit.)
April 12th 2007, 06:49 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Sounds almost good, except Dink mysteriously changing back into a farmer sounds way illogical.

Sounds good, I hope your Dmod will follow proper grammar rules.
April 12th 2007, 02:29 PM
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Grammar ok, but since when did Dink have to follow rules of logic?
April 12th 2007, 02:38 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Ex falso sequitur quodlibet, that's why.
April 12th 2007, 06:31 PM
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megadog
Peasant He/Him New Zealand
Woof! 
DaVince

Dink Gets Turned Into A Smile Stein Style Farmer By A Wizard.

P.S. what Does Ex falso sequitur quodlibet Mean?
April 13th 2007, 05:46 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Ah yes, that makes more sense for a Dink game.

@Sparrowhawk: no logic is ok, but it seemed like there wasn't a reason. There is one now though, so it's all good. XD
April 17th 2007, 03:35 AM
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megadog
Peasant He/Him New Zealand
Woof! 
I'm Thinking Of Changing The Name.
The End Bosses Are Two Wizards.
April 17th 2007, 04:54 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Okay, cool, what were you planning to name it? Maybe we can give some input.
April 17th 2007, 05:54 PM
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megadog
Peasant He/Him New Zealand
Woof! 
All I Know Is That This Sequel (Maybe) Is Called Elemental Balance
Also The Wizards Have Similar Scripts To Seth.
One Is Fire, One Is Ice.
Also This Might Be A Romp In The End.
April 18th 2007, 02:14 AM
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metatarasal
Bard He/Him Netherlands
I object 
A romp is good enough. I mean it's not very likely that you'll actually finish it if you try to make it an epic. And finished projects are far more rewarding than unfinished ones.

Personally I wouldn't be bothered thinking about a sequel, finish what you're doing first.
April 18th 2007, 09:24 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
A good romp is much more enjoyable than a poor epic. Never forget that.
April 18th 2007, 06:57 PM
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megadog
Peasant He/Him New Zealand
Woof! 
When my people die, instead of dying they get faster.
can someone help.
these are the scripts:
ice:
//boss brain

void main( void )
{

int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(&current_sprite, 10);
sp_timing(&current_sprite, 33);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_exp(&current_sprite, 0);
sp_base_walk(&current_sprite, 580);
sp_touch_damage(&current_sprite, 30);
sp_hitpoints(&current_sprite, 300);
sp_defense(&current_sprite, 25);

sp_target(&current_sprite, 1);

}

void attack( void )
{
unfreeze(&current_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(&current_sprite, &mcounter);

&kcrap = sp_target(&current_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);

&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(&current_sprite);
sp_speed(&current_sprite, 0);
// sp_dir(&current_sprite, 0);
sp_seq(&current_sprite, 0);
sp_frame(&current_sprite, 0);
sp_pseq(&current_sprite, 581);
sp_pframe(&current_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(&current_sprite, 581);
sp_pframe(&current_sprite, 1);
wait(200);
sp_pseq(&current_sprite, 583);
sp_pframe(&current_sprite, 1);
wait(200);
sp_pseq(&current_sprite, 587);
sp_pframe(&current_sprite, 1);
wait(200);
sp_pseq(&current_sprite, 589);
sp_pframe(&current_sprite, 1);
wait(200);
say("`4<Casts Acid Rain>", &current_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-boom");
sp_brain(&current_sprite, 10);
sp_speed(&current_sprite, &speed);
unfreeze(&current_sprite);

return;
}
&resist = random(40, 1);

//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;

if (&resist > &magic)
{
say("`4<Casts ice>", &current_sprite);

playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);

&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 855);
sp_que(&spark, -70);
sp_speed(&spark, 5);
freeze(1)
wait(2000);
unfreeze(1)
return;
}

playsound(31, 44050,0,0, 0);
&fsave_y -= 29;
int &spark = create_sprite(&fsave_x, &fsave_y, 7, 166, 1);
sp_seq(&spark, 166);
sp_que(&spark, -70);
say("Magic resisted.", &kcrap);
}

void hit( void )
{
playsound(46, 3050, 4000, &current_sprite, 0);
sp_speed(&current_sprite, &speed);

sp_brain(&current_sprite, 10);
unfreeze(&current_sprite);

&dam = sp_hitpoints(&current_sprite, -1);

if (&dam < 270)
{
sp_timing(&current_sprite, 0);
sp_speed(&current_sprite, 2);
&speed = 2;
sp_frame_delay(&current_sprite, 60);
}

if (&dam < 200)
{
&speed = 3;
sp_speed(&current_sprite, 3);
sp_frame_delay(&current_sprite, 50);

}

if (&dam < 100)
{
&speed = 4;
sp_speed(&current_sprite, 4);
sp_frame_delay(&current_sprite, 40);

}

if (&dam < 15)
{
&speed = 5;
sp_speed(&current_sprite, 5);
sp_frame_delay(&current_sprite, 30);

}

&dam = random(2,1);

if (&dam == 1)
return;

&dam = sp_hitpoints(&current_sprite, -1);

if (&dam < 6)
{
say("`%ARRRRGGGGG!!", &currenT_SPRITE);
return;
}

if (&dam < 15)
{
say("`%DIIIEEEEE!!", &currenT_SPRITE);
return;
}

if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", &currenT_SPRITE);
return;
}

if (&dam < 100)
{
say("`%I Actually felt that.", &currenT_SPRITE);
return;
}

if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", &currenT_SPRITE);
playsound(35, 22050, 0, &current_sprite, 0);
playsound(23, 22050, 0, &current_sprite, 0);
return;
}

if (&dam < 160)
{
say("`%You'll be dead soon.", &currenT_SPRITE);
return;
}

if (&dam < 180)
{
say("`%Nice shot. It will be your last.", &currenT_SPRITE);
return;
}

if (&dam < 200)
{
say("`%You are starting to annoy me now.", &currenT_SPRITE);
return;
}

if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", &currenT_SPRITE);
return;
}

if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", &currenT_SPRITE);
return;
}

if (&dam < 280)
{
say("`%Ha. You call that an attack?", &currenT_SPRITE);
return;
}

say("`%You are just like us you know, Dink.", &currenT_SPRITE);

//lock on to the guy who just hit us
//playsound

}

void die( void )
{
sp_nohit(&current_sprite, 1);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
add_exp(0, &current_sprite);
sp_brain_parm(&current_sprite, 40);
sp_brain(&current_sprite, 12);

sp_brain(&current_sprite, 0);

playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);


playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);

&save_x += 80;
&save_y += 60;

playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;


playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;

playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(&current_sprite, 5);
sp_brain(&current_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, &current_sprite) == 0)
{

screenlock(0);
kill_this_task();
}

Fire:
//boss brain

void main( void )
{

int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(&current_sprite, 10);
sp_timing(&current_sprite, 33);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_exp(&current_sprite, 0);
sp_base_walk(&current_sprite, 580);
sp_touch_damage(&current_sprite, 30);
sp_hitpoints(&current_sprite, 300);
sp_defense(&current_sprite, 25);

sp_target(&current_sprite, 1);

}

void attack( void )
{
unfreeze(&current_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(&current_sprite, &mcounter);

&kcrap = sp_target(&current_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);

&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(&current_sprite);
sp_speed(&current_sprite, 0);
// sp_dir(&current_sprite, 0);
sp_seq(&current_sprite, 0);
sp_frame(&current_sprite, 0);
sp_pseq(&current_sprite, 581);
sp_pframe(&current_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(&current_sprite, 581);
sp_pframe(&current_sprite, 1);
wait(200);
sp_pseq(&current_sprite, 583);
sp_pframe(&current_sprite, 1);
wait(200);
sp_pseq(&current_sprite, 587);
sp_pframe(&current_sprite, 1);
wait(200);
sp_pseq(&current_sprite, 589);
sp_pframe(&current_sprite, 1);
wait(200);
say("`4<Casts explosion>", &current_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-bom2");
sp_brain(&current_sprite, 10);
sp_speed(&current_sprite, &speed);
unfreeze(&current_sprite);

return;
}
&resist = random(40, 1);

//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;

if (&resist > &magic)
{
say("`4<Casts fire>", &current_sprite);

playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);

&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 70);
sp_que(&spark, -70);
sp_speed(&spark, 5);
return;
}

playsound(31, 44050,0,0, 0);
&fsave_y -= 29;
int &spark = create_sprite(&fsave_x, &fsave_y, 7, 166, 1);
sp_seq(&spark, 166);
sp_que(&spark, -70);
say("Magic resisted.", &kcrap);
}

void hit( void )
{
playsound(46, 3050, 4000, &current_sprite, 0);
sp_speed(&current_sprite, &speed);

sp_brain(&current_sprite, 10);
unfreeze(&current_sprite);

&dam = sp_hitpoints(&current_sprite, -1);

if (&dam < 270)
{
sp_timing(&current_sprite, 0);
sp_speed(&current_sprite, 2);
&speed = 2;
sp_frame_delay(&current_sprite, 60);
}

if (&dam < 200)
{
&speed = 3;
sp_speed(&current_sprite, 3);
sp_frame_delay(&current_sprite, 50);

}

if (&dam < 100)
{
&speed = 4;
sp_speed(&current_sprite, 4);
sp_frame_delay(&current_sprite, 40);

}

if (&dam < 15)
{
&speed = 5;
sp_speed(&current_sprite, 5);
sp_frame_delay(&current_sprite, 30);

}

&dam = random(2,1);

if (&dam == 1)
return;

&dam = sp_hitpoints(&current_sprite, -1);

if (&dam < 6)
{
say("`%ARRRRGGGGG!!", &currenT_SPRITE);
return;
}

if (&dam < 15)
{
say("`%DIIIEEEEE!!", &currenT_SPRITE);
return;
}

if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", &currenT_SPRITE);
return;
}

if (&dam < 100)
{
say("`%I Actually felt that.", &currenT_SPRITE);
return;
}

if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", &currenT_SPRITE);
playsound(35, 22050, 0, &current_sprite, 0);
playsound(23, 22050, 0, &current_sprite, 0);
return;
}

if (&dam < 160)
{
say("`%You'll be dead soon.", &currenT_SPRITE);
return;
}

if (&dam < 180)
{
say("`%Nice shot. It will be your last.", &currenT_SPRITE);
return;
}

if (&dam < 200)
{
say("`%You are starting to annoy me now.", &currenT_SPRITE);
return;
}

if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", &currenT_SPRITE);
return;
}

if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", &currenT_SPRITE);
return;
}

if (&dam < 280)
{
say("`%Ha. You call that an attack?", &currenT_SPRITE);
return;
}

say("`%You are just like us you know, Dink.", &currenT_SPRITE);

//lock on to the guy who just hit us
//playsound

}

void die( void )
{
//fix, must make it so that the monster isn't hit again.
sp_nohit(&current_sprite, 1);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
say("Haaa!", 1);
add_exp(10000, &current_sprite);
sp_brain_parm(&current_sprite, 40);
sp_brain(&current_sprite, 12);

sp_brain(&current_sprite, 0);

playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);


playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);

&save_x += 80;
&save_y += 60;

playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;


playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;

playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(&current_sprite, 5);
sp_brain(&current_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, &current_sprite) == 0)
{

screenlock(0);
kill_this_task();
}

whats wrong?
April 18th 2007, 07:20 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
It's going wrong at void hit( void ). Count the squirly braces {}, you went wrong somewhere.
April 19th 2007, 02:03 AM
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metatarasal
Bard He/Him Netherlands
I object 
And you can't put wait(); commands in the void die() procedure. It will just stop there, and the die procedure looks too long too. (which is also bad)

<EDIT> The only bracket I see missing is the last one, for the void die(void).
April 19th 2007, 02:59 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Yup, now it's gone, or my eyes missed an opening bracket somewhere.
April 19th 2007, 07:10 AM
spike.gif
Try putting sp_brain(&current_sprite,0); at the beginning of the die procedure, ie.

void die()
{
sp_brain(&current_sprite,0);
April 19th 2007, 05:32 PM
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megadog
Peasant He/Him New Zealand
Woof! 
I Find These Points Funny Because This Is An Unedited Seth Script In Most Parts, And The Parts I Edited Work. What Happens Is They Don't Shrink.
April 19th 2007, 05:45 PM
goblinm.gif
You have an sp_brain(&current_sprite, 0) after the sp_brain(&current_sprite, 12), which cancels the shrinking effect.