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September 17th 2004, 10:54 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Ok well, let's see..

If I recall correctly, the problem's that you haven't been able to figure out how to set the starting position for Dink. It's as follows.

A D-Mod is set up like this: you create a new directory in Dink Smallwood/... where you place the required files (Dink.ini and Hard.dat). Then you can open the editor, make some screens and the map file will appear there. But your D-Mod also needs scripts to run. You'll need a few required scripts in there, which should be in your D-Mod directory/Story. There you should have main.c and any start-x.c files (except start-3.c, that one no longer has a purpose ).

In main.c, there should be a line that creates the global variable &player_map (but you're using the Skeleton so I assume it's already there).

Then, you set Dink's actual starting position in start-1.c. Here I'll copy the actual bit of code used in World of DinkC to set Dink's starting position:

void click ( void )
{
//[..]
//insert intro code here - not needed for this example
//[..]
//lets start a new game
//Say_xy("`%Creating new game...", 0, 390);
&player_map = 1;
sp_x(1, 195);
sp_y(1, 175);
sp_base_walk(1, 70);
sp_base_attack(1, 100);
//[..]
//and here's the rest
//[..]

void click(void) runs when the player clicks the sprite/button. First you set &player_map to a value ranging 1 - 768 (the mapscreens). After that, you set Dink's x and y coordinate.. to get these, in DinkEdit: place the cursor over the spot where you want Dink to start and look in the text at the bottom to get those x and y coordinates.

That's all basically.