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July 18th 2006, 06:51 PM
bonca.gif
Erwin
Peasant He/Him Netherlands
Friendship is magic 
Dang! Does it realy get permanent because I used this:

void talk(void)
{
freeze(1);
choice_start()
"Buy a drink"
"Ask what's upstairs"
"Ask about alcohol"
"Leave"
choice_end()

if (&result == 1)
{
choice_start()
"Buy beer - $15"
"Buy wine - $30"
"Buy liquor - $45"
"Buy whisky - $60"
"Leave"
choice_end()

if (&result == 1)
{

if (&gold < 15)
{
say_stop("I don't have enough gold.",1);
unfreeze(1);
return;
}

&gold -= 15;
&alcohol += 1;
playsound(51, 11025, 0, 0, 0);
if (&life < &lifemax)
{
&life += 3;
if (&life > &lifemax)
&life = &lifemax;
}
}

if (&result == 2)
{

if (&gold < 30)
{
say_stop("I don't have enough gold.",1);
unfreeze(1);
return;
}

&gold -= 30;
&alcohol += 2;
playsound(51, 11025, 0, 0, 0);
if (&life < &lifemax)
{
&life += 5;
if (&life > &lifemax)
&life = &lifemax;
}
}

if (&result == 3)
{

if (&gold < 45)
{
say_stop("I don't have enough gold.",1);
unfreeze(1);
return;
}

&gold -= 45
&alcohol += 3;
playsound(51, 11025, 0, 0, 0)
if (&life < &lifemax)
{
&life += 7;
if (&life > &lifemax)
&life = &lifemax;
}
}

if (&result == 4)
{

if (&gold < 60)
{
say_stop("I don't have enough gold.",1);
unfreeze(1);
return;
}

&gold -= 60
&alcohol += 4;
playsound(51, 11025, 0, 0, 0)
if (&life < &lifemax)
{
&life += 9;
if (&life > &lifemax)
&life = &lifemax;
}
}

if (&alcohol > 1)
{
if (&checka1 == 0)
{
spawn("alcohol2");
&checka1 = 1;
}
}

if (&alcohol > 3)
{
if (&checka2 == 0)
{
spawn("alcohol4");
&checka2 = 1;
}
}

if (&alcohol > 5)
{
if (&checka3 == 0)
{
spawn("alcohol6");
&checka3 = 1;
}
}

if (&alcohol > 7)
{
if (&checka4 == 0)
{
spawn("alcohol8");
&checka4 = 1;
}
}

if (&alcohol > 9)
{
if (&checka5 == 0)
{
spawn("alcohol10");
&checka5 = 1;
}
}

}

I left the other parts of the scrips out. I know how to make it and this works fine but if what you say is true then why wont it happnen in CC & CC2 altough I haven't tried that out but that would be a big bug. And that would also mean that my potion scrips wouldn't work!

Oh and I'll show you the other scripts.

alcohol2

void main( void )
{
wait(30000)
&strength += 1;
&magic -= 1;
wait(200000)
&strength -= 1;
&magic += 1;
&alcohol -= 2;
&checka1 = 0;
}

alcohol4

void main( void )
{
wait(30000)
&strength += 1;
&magic -= 1;
wait(200000)
&strength -= 1;
&magic += 1;
&alcohol -= 2;
&checka2 = 0;
}

alchohol6

void main( void )
{
wait(30000)
&strength += 1;
&defense -= 1;
wait(200000)
&strength -= 1;
&defense += 1;
&alcohol -= 2;
&checka3 = 0;
}

alcohol8

void main( void )
{
wait(30000)
&strength += 1;
&defense -= 1;
wait(200000)
&strength -= 1;
&defense += 1;
&alcohol -= 2;
&checka4 = 0;
}

alcohol10 not completly done jet becouse I might do something to make Dink really drunk and add a few lines that wont make the game screw up when Dink sais this while he's talking. Don't worry I know how to do that (CC2 hehe).

void main( void )
{
wait(30000)
say("Hic! I think I have drunk too much!",1);
&defense -= 1;
&magic -= 1;
wait(200000)
&defense += 1;
&magic += 1;
&alcohol -= 2;
&checka5 = 0;
}

I should test it first but if what you say is tru then I have a major problem. Or just a lot of work. But the main question actualy was how the stats should change and do you have any nice ideas. I know I already worked it out but if someone comes with a better idea I'll work that out.