Reply to Re: conversations with over 2 people
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Ok, this is actually fairly simple. There are two numbers associated with a sprite placed in the editor (as opposed to one placed with create_sprite). The first number is the sprite number. This is the number used in all practical applications. The second is the editor number, which you can see in DinkEdit by pressing i. So, lets say that the badger has editor number 12. Then to have a random script make the badger talk you would do:
int &badger;
&badger = sp(12); //sp takes the editor number, 12, and spits out the sprite number, probably 13
say_stop("I'm a cowgirl!", &badger);
Edit: You *could* do it the Redink way, but that would be too easy.
int &badger;
&badger = sp(12); //sp takes the editor number, 12, and spits out the sprite number, probably 13
say_stop("I'm a cowgirl!", &badger);
Edit: You *could* do it the Redink way, but that would be too easy.