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&story problem
Well, it immediately runs the second conversation because story is 2 at that time. Take a look and keep in mind that the script runs from top to bottom:
if (&story == 0)
{
//the first conversation goes here
&story = 2;
}
//so now, &story is 2. The script ain't over yet. It now sees another if-statement, where it checks if &story >= 2. That's the case so it runs this conversation as well.
if (&story >= 2)
{
//second conversation
}
To fix this, you should put the if-statements in reverse order, like this. This way, it won't run the second conversation because the code isn't there. The second time the script runs, it will run because &story is 2 and the second conversation will take place.
if (&story == 2)
{
//second conversation
}
if (&story == 0)
{
//first conversation
&story = 2;
}
Sound
To play a sound, generally you can use (you can change the other numbers, look them up in the DinkC Reference but in most cases, this will suffice):
playsound(xx,22050,0,0,0);
where xx is the number of the sound as defined in start.c. For example, to play the "you have found a secret" sound, do:
playsound(43,22050,0,0,0);
Gold
To give Dink some gold, simple increase the &gold variable (it's a global one):
//gives Dink 100 gold:
&gold += 100;
//decreases Dink's gold:
&gold -= 100;
Edit: some commands, like freeze() and unfreeze(), will function without the semicolon but it's a good habit to put them there.
Well, it immediately runs the second conversation because story is 2 at that time. Take a look and keep in mind that the script runs from top to bottom:
if (&story == 0)
{
//the first conversation goes here
&story = 2;
}
//so now, &story is 2. The script ain't over yet. It now sees another if-statement, where it checks if &story >= 2. That's the case so it runs this conversation as well.
if (&story >= 2)
{
//second conversation
}
To fix this, you should put the if-statements in reverse order, like this. This way, it won't run the second conversation because the code isn't there. The second time the script runs, it will run because &story is 2 and the second conversation will take place.
if (&story == 2)
{
//second conversation
}
if (&story == 0)
{
//first conversation
&story = 2;
}
Sound
To play a sound, generally you can use (you can change the other numbers, look them up in the DinkC Reference but in most cases, this will suffice):
playsound(xx,22050,0,0,0);
where xx is the number of the sound as defined in start.c. For example, to play the "you have found a secret" sound, do:
playsound(43,22050,0,0,0);
Gold
To give Dink some gold, simple increase the &gold variable (it's a global one):
//gives Dink 100 gold:
&gold += 100;
//decreases Dink's gold:
&gold -= 100;
Edit: some commands, like freeze() and unfreeze(), will function without the semicolon but it's a good habit to put them there.