Reply to Re: Dnotalk.c
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I now have this:
//The script with the texts
void main(void)
{
if (&player_map == 500)
{
say("Yeah", 1);
}
if (&player_map == 499)
{
say("Your momma", 1);
}
}
else
{
int &randy = random(5, 1);
}
if (&randy == 1)
{
say("I don't see anything interesting.",1);
}
if (&randy == 2)
{
say("There isn't much to see here.",1);
}
if (&randy == 3)
{
say("What should I look at?",1);
}
if (&randy == 4)
{
say("Hmm, perhaps I should look at something.",1);
}
if (&randy == 5)
{
say("I see air.",1);
}
}
And that's kinda cool, 'cause Dink now says both "your momma" and "yeah", but when he's in any other screen, he doesn't say anything. Maybe that's even cooler...
//The script with the texts
void main(void)
{
if (&player_map == 500)
{
say("Yeah", 1);
}
if (&player_map == 499)
{
say("Your momma", 1);
}
}
else
{
int &randy = random(5, 1);
}
if (&randy == 1)
{
say("I don't see anything interesting.",1);
}
if (&randy == 2)
{
say("There isn't much to see here.",1);
}
if (&randy == 3)
{
say("What should I look at?",1);
}
if (&randy == 4)
{
say("Hmm, perhaps I should look at something.",1);
}
if (&randy == 5)
{
say("I see air.",1);
}
}
And that's kinda cool, 'cause Dink now says both "your momma" and "yeah", but when he's in any other screen, he doesn't say anything. Maybe that's even cooler...
