Spells and items/weapons
Hey guys how can i program spells/weapons/items to:
1) appear in dink's inventory
2) graphics sequences for spells/items/weapons
such that when i equip lets say the ice orb spell i get its image in the inventory and when i use it, its graphics sequence plays?
1) appear in dink's inventory
2) graphics sequences for spells/items/weapons
such that when i equip lets say the ice orb spell i get its image in the inventory and when i use it, its graphics sequence plays?
To add an item you need to use:
add_item("script", &sequence, &frame);
add_magic("script", &sequence, &frame);
The first adds to your weapon slot the second adds to your magic slot. For example if you wanted to give Dink the hellfire spell you would use
add_magic("item-sfb", 437, 2);
Here's a list I've compiled to tell what sequence/frame associates with what item.
Weapons/Items: seq - 438
01-Fist: item-fst
02-Pigfeed Bag: item-pig
03-Bomb: item-bom
04-Boomerang
05-Bottle
06-Throwing Axe: item-axe
07-Sword 1: item-sw1
08-Bow 1: item-b1
09-Purple Potion
10-Red Potion
11-Blue Elixir: item-eli
12-Heavy Bow: item-b2
13-Fire Bow: item-b3
14-Red Scroll
15-Yellow Scroll
16-Purple Scroll
17-Green Scroll
18-Slayer Claw
19-Alk-tree Nut: item-nut
20-Claw Sword: item-sw2
21-Light Sword: item-sw3
22-Herb Boots: item-bt
23-Pair of boots
Magic/Skills: seq - 437
01-Fireball: item-fb
02-Hellfire: item-sfb
03-Lightening
04-Atomic
05-Acid Rain: item-ice
add_item("script", &sequence, &frame);
add_magic("script", &sequence, &frame);
The first adds to your weapon slot the second adds to your magic slot. For example if you wanted to give Dink the hellfire spell you would use
add_magic("item-sfb", 437, 2);
Here's a list I've compiled to tell what sequence/frame associates with what item.
Weapons/Items: seq - 438
01-Fist: item-fst
02-Pigfeed Bag: item-pig
03-Bomb: item-bom
04-Boomerang
05-Bottle
06-Throwing Axe: item-axe
07-Sword 1: item-sw1
08-Bow 1: item-b1
09-Purple Potion
10-Red Potion
11-Blue Elixir: item-eli
12-Heavy Bow: item-b2
13-Fire Bow: item-b3
14-Red Scroll
15-Yellow Scroll
16-Purple Scroll
17-Green Scroll
18-Slayer Claw
19-Alk-tree Nut: item-nut
20-Claw Sword: item-sw2
21-Light Sword: item-sw3
22-Herb Boots: item-bt
23-Pair of boots
Magic/Skills: seq - 437
01-Fireball: item-fb
02-Hellfire: item-sfb
03-Lightening
04-Atomic
05-Acid Rain: item-ice
well, each graphic has a seq, and a frame.
For the animated graphics, each frame is a part of the animation. For the unanimated one, each frame is a picture.
For the animated graphics, each frame is a part of the animation. For the unanimated one, each frame is a picture.
i downloaded an image of an ice queen and i edited a few aspects with MS paint and saved in 16 bit format under the folder i want to load. the folder has an alternate king daniel as well. in the windinkedit, the alternate king is there but the ice queen is not. i dont know waht to do!
are they named like this:*
/my_graphics/king.bmp
/my_graphics/queen.bmp
or like this:*
/my_graphics/new-1.bmp
/my_graphics/new-2.bmp
*this is only example and the directory (folder) can be any folder as long as both graphics are in the same one, and the nnames are examples too
/my_graphics/king.bmp
/my_graphics/queen.bmp
or like this:*
/my_graphics/new-1.bmp
/my_graphics/new-2.bmp
*this is only example and the directory (folder) can be any folder as long as both graphics are in the same one, and the nnames are examples too
They're named like the second group. That's why its so confusing. I had a picture of a cartoony medusa there too but everytime i try to open the sequence in windink edit to place the medusa sprite on the screen, i would get an error message saying "out of memory" or something like that then i would have to close the windink edit and start all over again! So to wrap things up the folder that is supposed to have the alternate king daniel, medusa and the ice queen only displays king daniel when i add the ice queen, does not open at all when i add medusa and says "out of space" or "out of memory".
To find out about adding graphics and stuff, go to your Dink Smallwood directory, say, X:\Program Files\Dink Smallood\ where X:\ is the drive you installed it to. Then, go to the 'develop' folder inside your 'Dink Smallwood' directory. Then, open up the 'dinkc.chm' file. Expand the 'Techniques' book (I think it is) and click on the book that says something like 'Depth Dots, Hardness...' Read all of that and leave me alone.