The Dink Network

Reply to Re: Scripting

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
June 2nd 2005, 07:10 PM
anon.gif
SimonK
Ghost They/Them
 
1) use a global variable to track what happens... let's say &quest... and let this equal 0 at the start of the game. So when Dink accepts the task given to him by the mighty wizard you would change &quest from 0 to 1. When he completes the first part (say find the golden duck) then you would change &quest from 1 to 2. Use "if" statements to check what the value of &quest is to see what characters should do or say...

2)Not sure what you're after here. Usually you script everything else and have Dink's responses etc in those scripts.

3) Enemies need a brain, walk, attack (for brain 9), strength, defense, hitpoints, speed and a few other things to make work.

4) To make a sprite talk, use say() or say_stop()

5) Other people move is similar to enemies except different brains, like 16 can be used, and then don't need an attack

6) see 4)

If you haven't already done so - read Dink Goes Boating, Creating Enemy Sprites and other stuff in the development section. Have a look into some source files to see how others scripted things - that's the best way to learn.