Rabidwolf9's Profile
I know DinkC fairly well and I've been developing here for years.
Although I'm no longer creating content for Dink Smallwood, you can check me out on twitch, twitter, youtube, and steam to see what I'm up to these days.
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Although I'm no longer creating content for Dink Smallwood, you can check me out on twitch, twitter, youtube, and steam to see what I'm up to these days.
Follow me on Twitch
Subscribe to my YouTube channel
Follow me on Twitter
Check me out on Steam
I was working on weapon scripts (making items like bombs elixers and axes stackable) and I came across this one glitch that screws the game up really badly. When i lay lots of bombs in a short period of time the game starts to glitch, and if I lay 30+ bombs right after another when I stop, and then try to lay them again, they don't appear. I also noticed that I couldn't shoot arrows or throw axes either. I think i need to add a delay so you can't lay them one right after another but i'm not quite sure how to do it. And also I noticed if you lay a couple bombs and then go into a house, some of the sprites in the room go crazy (like the walls; i think they run their sequence) and then disappear. If anybody can help with either problem plz reply.
-Heres the script:
//item bomb
void use( void )
{
if (&bombs > 0)
{
&bombs -= 1;
spawn("dam-bom");
if (&bombs > 0)
{
say_stop("I have &bombs bombs left", 1);
}
if (&bombs == 0)
{
say_stop("That was my last one!", 1);
kill_cur_item();
kill_this_task();
}
}
if (&bombs == 0)
{
kill_cur_item();
kill_this_task();
}
}
void disarm(void)
{
debug("bomb disarmed.");
kill_this_task();
}
void arm(void)
{
preload_seq(420);
preload_seq(161);
preload_seq(166);
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");
init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");
if (&bombs > 0)
{
say_stop("I have &bombs bombs at my disposal", 1);
}
if (&bombs == 0)
{
say_stop("I don't have any bombs left!", 1);
kill_cur_item();
kill_this_task();
}
}
void pickup(void)
{
kill_this_task();
}
void drop(void)
{
debug("bomb removed");
draw_status();
kill_this_task();
}
-Heres the script:
//item bomb
void use( void )
{
if (&bombs > 0)
{
&bombs -= 1;
spawn("dam-bom");
if (&bombs > 0)
{
say_stop("I have &bombs bombs left", 1);
}
if (&bombs == 0)
{
say_stop("That was my last one!", 1);
kill_cur_item();
kill_this_task();
}
}
if (&bombs == 0)
{
kill_cur_item();
kill_this_task();
}
}
void disarm(void)
{
debug("bomb disarmed.");
kill_this_task();
}
void arm(void)
{
preload_seq(420);
preload_seq(161);
preload_seq(166);
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");
init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");
if (&bombs > 0)
{
say_stop("I have &bombs bombs at my disposal", 1);
}
if (&bombs == 0)
{
say_stop("I don't have any bombs left!", 1);
kill_cur_item();
kill_this_task();
}
}
void pickup(void)
{
kill_this_task();
}
void drop(void)
{
debug("bomb removed");
draw_status();
kill_this_task();
}
Rabidwolf9 has released 33 files
Rabidwolf9 has written 4 reviews
Title | File | Type | Score | Date |
---|---|---|---|---|
there are better cheats out there | Ultima Cheat | Featured | ![]() | March 11th, 2007 |
I | I, Kara Gu | Featured | ![]() | February 7th, 2007 |
Wind Graphics V2 | Wind Scar | Featured | ![]() | January 4th, 2007 |
Ok W/E I'll Review My Own Graphics Pack | Dark Dink | Normal | ![]() | April 25th, 2005 |
Rabidwolf9 has taken 6 screenshots
Screenshot | File | Date |
---|---|---|
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Skorn's Dark Beach Graphic | January 3rd, 2010 |
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Dink Colors | February 18th, 2007 |
![]() |
Castle Fix | February 18th, 2007 |
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Castle Fix | February 18th, 2007 |
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Wasp Enemy | February 18th, 2007 |
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Dressup Dan | February 18th, 2007 |