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April 5th, 11:18 AM
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Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
Just made an update to the DinkC ref, quite a big one this time.

Changes:
- For highlghting differences/obscurities in the way functions work for different versions, it now just shows differences for Dink1.07, Dink1.08, and latest version of Yedink & DinkHD. No specific versions for YeDink or DinkHD, as it would get too convoluted. It would be assumed authors should be using the latest versions. Dink1.07 remains because it's still a launch option specifically in Dmod launchers and some older Dmods were designed specifically for it.
- made coloured tags easier to read.
- Added `Version` to every function page to show which engines and specific versions the function is available in. If Engine is shown but no version, that means the function is available in all versions of that Dink Engine; this is also mentioned on the functions introduction page.
- Variable Types table in Guide>Variables to show different Dink Engine limits
- Brain 6 editor warp warning in Guide>Warps
- sp_attack_wait() to state the correct return behaviour
- sp_notouch() to correctly clarify not known to be used in any DinkC base game scripts
- scripts_used() to fix missing a line break between the last two bullet points.
- sp_script() to specify that a sprite replacing it’s own script will cause the script to be entered into the “script queue” twice.
- run_script_by_number() to specify when used on the current script number it will cause the script to be entered into the “script queue” twice.
- compare_sprite_script() to correct the description so it’s accurate to what the return value is based on.
- removed some warnings in external and custom procedures about returning script continuing past ‘}’ and into code afterwards. Not incorrect, but not specific to those commands. Happens in DinkC at the end of any procedure.
- make_global_function() to show it works in DinkHD and YeDink, and has a max limit of 99 global functions
- enable_all_sprites()/disable_all_sprites() to show that it works correctly in DinkHD and YeDink
- added get_dinkspeed() and updated set_dink_speed() to mention it.
- added set_gfx_alttext_disabled()
- added set_use_latest_fixes_level()
- preload_seq() to remove the section stating that it doesn’t work in DinkHD since it works now
- playavi() to remove all the current description which only says how it doesn’t work anymore, except in really old versions of Dink and just replaced it wtih yedink workings, since that’s the only engine it does anything in.
- added play_mod_order() YeDink function.
- sp_brain() to add YeDink specific brains 9000, 9001 and 9002
- initfont() to add that YeDink will check for a TTF file in the root of the Dmod directory as well.
- added dink.ini parms under “techniques” on the main page for Yedink specific dink.ini parms.
- removed the mention of max concurrent variables and max scripts from the introduction page. Doesn’t make sense considering the limites are in the other guide documents, and I don’t want to go adding tag differences for limits to the basic introduction dot points.
- updated variables page to show higher limit of 500 concurrent global and local variables for YeDink
- added note to math operators about /= bug when using an internal function as the divisor
- updated preface for quick mention of various Dink Engines and the use of the colored tags throughout the reference
- map_tile() to show the upper limit accessible in YeDink and to specify the same upper limit exists in DinkHD but cannot be accessed with the map_tile() command.
- A lot of updates to other functions to make the descriptions more coherent.

Updated Guide>Graphics with the following:
- Show different Dink Engine sequence, frame and set_sprite_info limits
- You do not have to set a delay - you can leave this value out and the Dink Engine will still read all the other paramaters correctly, leaving out the delay.
- Negative values do not work for depth dot paramaters
- Added max amount of set_sprite_info lines per Dink Engine.
- Added information about the Dink Engine's behaviour when setting individual paramaters to 0, and when setting all paramaeters to 0.
- Added the algorithm the Dink Engine uses to assign a default sprite depth dot and hardbox when not specified in dink.ini.