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February 9th 2004, 04:57 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I'm not going to make a news post, because reDink only potentially effects a very small percentage of the Dinker population.

Anyway, I updated reDink to v0.03. Here are the changes:

Bug Fixes:
  • Fixed a bug with changing palettes (before they had to be 640x480 otherwise screen-scoll problems would occur).
General Improvements:
  • Experimental support for 10 times as many SET_SPRITE_INFO lines.
DinkC Additions:
  • clear_editor_info(); //Erases all editor information (i.e. editor_seq, editor_frame, and editor_type)
  • load_map(string map.dat, string dink.dat); //Loads the map/dink.dat you specify.
  • sp_blood(int sprite, int seq, int num); //Changes the blood sequences for the specified sprite. seq is the starting sequence, num is the number of sequences to randomly choose from (i.e. sp_blood(1,187,3); would choose randomly amoung the three default blood sequences)
Note:
  • load_map() information persists even after you load the game. The D-Mod author will have to keep this in consideration, so map screens with savebots should exist on *all* maps. This may be fixed in later patches.
Future Plans:
  • Fix variable bug so &something will always be called, even with an &some declared before hand.
  • Fix variable scoping bug where some variables are discreetly 'shared' between two instances of the same script.
  • Add optional extended save game support, supporting much more global variables, more weapons/magic slots (combined with custom inventory screen), and editor information for multiple map files.
  • Add interface ini file to define strength, defense, magic, life, current weapon, etc on the status bar.
  • Add inventory ini file to customize inventory screen.
  • Add a bunch of cool shoot.
Edit: Whoops, I forgot that I added var_used() which returns the number of variables used.