Reply to Status bar
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We all know what is contained in Dink Smallwoods interface. The status image is loaded and hooks up with main.c or something:
Bunch o' numbers telling us Dink stats (&strength, &defense, &magic in main.c)
Amount of hitpoints which is a bar (&life).
Amount of coins (&gold).
Experience and weapons and magic bla bla ALL THESE THINGS. When Dink gets a magic potion, a new image containing a higher number is put up on the interface.
Is it possible to disable and alter the appearance of these with just scripts? Like this stupid example...
Let's make a new scripted status bar! YAY:
All I want in my status bar is four magic slots with different kind of spells chosen from the inventory somehow and nothing else, just four boxes with pictures of the chosen spells and that cool cooldown bar wrapped around them. No numbers or stuff changing or appearing when gaining exp etc. on the status bar.
Is this possible to do without changing source code of Dink Smallwood (not DinkC story folder) and whatnot? Is the status bar lightly coded in DinkC and can be altered by the user?
Bunch o' numbers telling us Dink stats (&strength, &defense, &magic in main.c)
Amount of hitpoints which is a bar (&life).
Amount of coins (&gold).
Experience and weapons and magic bla bla ALL THESE THINGS. When Dink gets a magic potion, a new image containing a higher number is put up on the interface.
Is it possible to disable and alter the appearance of these with just scripts? Like this stupid example...
Let's make a new scripted status bar! YAY:
All I want in my status bar is four magic slots with different kind of spells chosen from the inventory somehow and nothing else, just four boxes with pictures of the chosen spells and that cool cooldown bar wrapped around them. No numbers or stuff changing or appearing when gaining exp etc. on the status bar.
Is this possible to do without changing source code of Dink Smallwood (not DinkC story folder) and whatnot? Is the status bar lightly coded in DinkC and can be altered by the user?