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Yes, the sprite we're created in another script and it had the talk procedure in another script, but that made it buggy for Dink v1.08, but I'll try once more.
EDIT
Script #1
void main( void )
{
int &karl = create_sprite(290, 230, 16, 381, 1);
sp_speed(&karl, 2);
sp_script(&karl, g2);
sp_base_walk(&karl, 380);
preload_seq(381);
preload_seq(383);
preload_seq(385);
preload_seq(387);
preload_seq(389);
}
Script #2
void talk(void)
{
freeze(&karl);
freeze(1);
choice_start()
"have you seen a guy named David"
"who are you"
"nevermind"
choice_end()
unfreeze(1);
unfreeze(&karl);
if (&result == 1)
{
freeze(1);
freeze(&karl);
say_stop("have you seen a guy named David", 1);
say_stop("`0maybe. I saw a guy with blue clothes for some minuttes ago", &karl);
say_stop("Ok?", 1);
say_stop("`0I saw him with a famer ", &karl);
say_stop("where did he go", 1);
say_stop("`0I don`t know", &karl);
say_stop("Ok thanks", 1);
unfreeze(1);
unfreeze(&karl);
}
if (&result == 2)
{
freeze(1);
freeze(&karl);
say_stop("Hi what is your name?", 1);
say_stop("`0My name is Carl", &karl);
unfreeze(1);
unfreeze(&karl);
}
}
this made it buggy and Carl would still not talk.
EDIT
Script #1
void main( void )
{
int &karl = create_sprite(290, 230, 16, 381, 1);
sp_speed(&karl, 2);
sp_script(&karl, g2);
sp_base_walk(&karl, 380);
preload_seq(381);
preload_seq(383);
preload_seq(385);
preload_seq(387);
preload_seq(389);
}
Script #2
void talk(void)
{
freeze(&karl);
freeze(1);
choice_start()
"have you seen a guy named David"
"who are you"
"nevermind"
choice_end()
unfreeze(1);
unfreeze(&karl);
if (&result == 1)
{
freeze(1);
freeze(&karl);
say_stop("have you seen a guy named David", 1);
say_stop("`0maybe. I saw a guy with blue clothes for some minuttes ago", &karl);
say_stop("Ok?", 1);
say_stop("`0I saw him with a famer ", &karl);
say_stop("where did he go", 1);
say_stop("`0I don`t know", &karl);
say_stop("Ok thanks", 1);
unfreeze(1);
unfreeze(&karl);
}
if (&result == 2)
{
freeze(1);
freeze(&karl);
say_stop("Hi what is your name?", 1);
say_stop("`0My name is Carl", &karl);
unfreeze(1);
unfreeze(&karl);
}
}
this made it buggy and Carl would still not talk.