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September 14th 2007, 04:33 AM
duckdie.gif
Just so you know, the &midi variable was used to enable midi-looping before v1.08 supported it directly. So, you could just do the normal playmidi("blah.mid"), and not mess with the midi.c script at all. It won't make any difference, though.

Yes, it would make a difference. If I only add a playmidi line, the level music will not play after Death goes away. It's much easier to properly call midi.c twice.

Slot machine. The key is the lastRandomIcon function. This chooses the actual slot graphic that is chosen by the slot machine on its final iteration. &abc1 is the value of the first slot, and &abc2 if the value of the first slot. For Slot 1, &abc1 will be 0, so it chooses a random graphic. For Slot 2, it will choose a random graphic, but there is a 25% chance that it will be set to the same value as Slot 1. For Slot 3, it will choose a random graphic, but there is a 66% chance that it selects the same graphic as Slot 2.

So, from the looks of it, the &shocked check *should* work. If the selected graphic is always set to the value from Slot 1 when going through Slots 2 and 3, Dink should win every time.


Thank you, that saves me a lot of work (though I'm not sure what you mean by "&abc2 if the value of the first slot". Typo perhaps?)

So, um, Dink is supposed to win every time if the slot machine has been shocked? That sounds almost like cheating (unlimited stat boosts), but if you're sure that's what you want the slot machine to do, I'll do it.