Reply to reDink v0.03 Released
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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:
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).
- Experimental support for 10 times as many SET_SPRITE_INFO lines.
- 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)
- 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.
- 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.