Different topic - having to do with menu in Dink
I just played a Dmod in which the action does not stop when the key is pressed to go to the menu (I don't know the key as I use a joypad; #5 it looks like.) When I make my D-mod(s), what code is used to freeze the screen during menu selections (like options, reload, quit, etc.)? Also, is there a way to stop the repetitive attacks on sprite 1's corpse after death? It's just so insulting.
stop_entire_game(1) will stop everything except choice menus. You would use stop_entire_game(0) to get back to the game. I must warn though this is buggy because your magic meter still fills up, so players could take advantage of that unless you make a variable to record what the magic level was and then reset it when you want to unfreeze the game.
You are describing the 'escape button' menu, this can be altered via the script escape.c.
If you wanted to stop the after death attacks, you need to alter dinfo.c (runs when Dink dies.) You could use stop_entire_game(); or you could reset the targets of all monsters to 0.
You are describing the 'escape button' menu, this can be altered via the script escape.c.
If you wanted to stop the after death attacks, you need to alter dinfo.c (runs when Dink dies.) You could use stop_entire_game(); or you could reset the targets of all monsters to 0.
Thanks. I'll try those.
I still need help on an earlier post about graphics if you have time to look at it.
I still need help on an earlier post about graphics if you have time to look at it.
Don't use stop_entire_game(0), it resets automatically after the choice statement is finished. There's also some bug that happens if it's set to 0, something to do with sprites.
The annoying thing about stop_entire_game() is that it does a draw_screen or similar, so all blood, dead enemies etc will disappear after exiting the menu.
Edit: From DinkC Reference: However, if stop is set to 0 from within DinkC, all current sprites will be drawn to the background, almost like a snapshot. (Ted Shutes)
The annoying thing about stop_entire_game() is that it does a draw_screen or similar, so all blood, dead enemies etc will disappear after exiting the menu.
Edit: From DinkC Reference: However, if stop is set to 0 from within DinkC, all current sprites will be drawn to the background, almost like a snapshot. (Ted Shutes)
Thanks Sparrowhawk, I was reading through the reference after my last reply, and noticed exactly what you posted here. So I might use 0 when Dink dies, but not for the escape.c file.









