Reply to Re: Making new usable items
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Okay, first you have to make the actual graphic, make sure it's the same size as the others and in the Dink Pallete. (if using Paint, the best way is to start with an inventory graghic from some other d-mod.) Then save it in your d-mod's Graphics folder as (for example) "MIcon-01.bmp".
Then you need to add it t the game in Dink.INI that's the hardest part, but basically you just add a line like this to the end of the file:
load_sequence graphics\MIcon- 850
Just make sure that number isn't used for some other graphic already. The original graphics end at 843 so anything from 850 to 999 is safe to use.
Then when you're ready to give Dink the item use:
add_item("myscript", 850, 1);
(or add_magic for magic of course)
Then if you want to add another item, just save the graphic as MIcon-02.bmp and use the command:
add_item("myscript", 850, 2);
You won't have to edit Dink.ini again.
Then you need to add it t the game in Dink.INI that's the hardest part, but basically you just add a line like this to the end of the file:
load_sequence graphics\MIcon- 850
Just make sure that number isn't used for some other graphic already. The original graphics end at 843 so anything from 850 to 999 is safe to use.
Then when you're ready to give Dink the item use:
add_item("myscript", 850, 1);
(or add_magic for magic of course)
Then if you want to add another item, just save the graphic as MIcon-02.bmp and use the command:
add_item("myscript", 850, 2);
You won't have to edit Dink.ini again.