DMOD editing problem..
Im having a small problem with the remake of 9gems 2...afther Dink teleports a few times he cant attack anymore...Ill post the scripts here so you can take a look at it and see the error I cant see:
//Intro part 5 with Dink and Martridge
void main( void )
{
freeze(1);
preload(830);
draw_status();
fade_up();
sp_x(1, 275);
sp_y(1, 378);
sp_seq(1, 0);
sp_nodraw(1, 0);
sp_reverse(1, 1);
sp_seq(1, 830);
wait(50);
playsound(50, 33000,0,0,0);
wait(2100);
sp_brain(1, 1);
sp_reverse(1, 0);
sp_dir(1, 8);
sp_brain(1, 1);
sp_que(1, 0);
sp_noclip(1, 0);
say_stop("Ugh... I'm gonna be sick...", 1);
sp_dir(1, 8);
wait(500);
move_stop(1, 8, 165, 1);
sp_dir(1, 6);
int &evil;
//Now EVIL
&evil = create_sprite(99, 365, 0, 437, 1);
sp_noclip(&evil, 1);
say_stop("Martridge!!", 1);
wait(250);
say_stop("'4Yes, I know what happened Dink.", ¤t_sprite);
wait(250);
say_stop("'4But we don't have the time to save Link.", ¤t_sprite);
wait(250);
say_stop("What??", 1);
wait(250);
say_stop("'4We must find the other gems before it's too late.", ¤t_sprite);
wait(500);
say_stop("'4Here, take this.", ¤t_sprite);
wait(250);
add_magic("rune2", 437, 5);
playsound(22, 22050, 0,0,0);
&cur_magic = 1;
arm_magic();
draw_status();
say_stop("What is it?", 1);
wait(250);
say_stop("'4It's a spellbook.", ¤t_sprite);
wait(250);
say_stop("But it's empty!", 1);
wait(250);
say_stop("'4You will have to fill it yourself,", ¤t_sprite);
wait(250);
say_stop("'4by solving shrines.", ¤t_sprite);
wait(250);
say_stop("'4When you want to select a spell press M.", ¤t_sprite);
wait(250);
say_stop("'4Here, take this fire spell.", ¤t_sprite);
wait(250);
playsound(22, 22050, 0,0,0);
if (&life != &lifemax)
{ wait(500);
say_stop("'4I'll also heal you.", ¤t_sprite);
spawn("mag-star");
&life = &lifemax;
wait(250);
}
playsound(22, 22050, 0,0,0);
wait(1000);
say_stop("'4And you also need this lantern.", ¤t_sprite);
wait(500);
// Isn't that 'chorus sound' funny?
playsound(22, 22050, 0,0,0);
wait(120);
playsound(22, 22050, 0,0,0);
wait(120);
playsound(22, 22050, 0,0,0);
wait(120);
playsound(22, 22050, 0,0,0);
wait(120);
wait(500);
say_stop("Why do I need ALL THAT??", 1);
wait(250);
say_stop("'4The next gem is in a cave.", ¤t_sprite);
wait(250);
say_stop("'4Good luck.", ¤t_sprite);
wait(500);
say_stop("'4Door de machten van magie....", ¤t_sprite);
say("Err... Don't worry! I'll walk there!!!...", 1);
wait(500);
move(1, 2, 480, 1);
wait(500);
//Martridge casts a spell and stop Dink!
say("'4", ¤t_sprite);
int &save_x = sp_x(1, -1);
int &save_y = sp_y(1, -1);
// This nice 'freeze' anim/sound was an idea from Sharp (see Milderr!!2's ending)
// Here is an advantage of beta-testing it =)
playsound(31, 44050, 0, 0, 0);
int &sprk = create_sprite(&save_x, &save_y, 7, 166, 1);
sp_seq(&sprk, 166);
move(1, 2, &save_y, 1); //stops Dink (cancel previous move)
wait(200);
say_stop("...I can't move!", 1);
//btw, must preload next teleporting
preload(831);
wait(500);
say_stop("'4Don't be so childish, Dink!", ¤t_sprite);
wait(500);
say_stop("'4...Van hier naar daar.", ¤t_sprite);
wait(500);
sp_kill(&evil,10); //hide Martridge's face
//"Teleport" Dink
sp_brain(1, 0);
sp_seq(1, 831);
wait(50);
playsound(51, 11025, 0, 0, 0);
say("AAaaah!!!...", 1);
wait(500);
say("", 1);
wait(1800);
sp_nodraw(1, 1);
//create shiny thingie
wait(200);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
&save_x -= 25;
&save_y -= 17;
&sprk = create_sprite(&save_x, &save_y, 7, 165, 1);
sp_seq(&sprk, 165);
preload(9);
wait(1000);
stopmidi();
fade_down();
fill_screen(0);
&player_map = 442;
load_screen();
draw_screen();
}
then the next one:
//Intro part 6: Link on a boat and Dink teleported
void main(void)
{
int &ship = create_sprite(300, 400, 0, 9, 1);
freeze(1);
sp_speed(&ship, 1);
sp_picfreeze(&ship, 1);
sp_que(&ship, 1000);
move(&ship, 8, -300, 1);
fade_up();
say("'9DIIIINK!!! HEEEELP!!!", &ship);
say_stop_xy("'% So while Link was brough towards unknow...", 0, 410);
wait(1000);
//create shiny thingie
&save_x = 650;
&save_y = 200;
int &sprk = create_sprite(&save_x, &save_y, 6, 165, 1);
sp_seq(&sprk, 165);
sp_que(&sprk, 1000);
sp_speed(&sprk, 3);
move(&sprk, 4, -10, 1);
say_stop_xy("'% Dink was teleported towards the next Gem of Life...", 0, 410);
wait(2000);
fade_down();
sp_kill(&ship,10);
sp_kill(&sprk,10);
fill_screen(0);
&player_map = 400;
load_screen();
draw_screen();
}
and the next one:
//Intro part 7 with Dink falling into a hole
//This script is attached to an inanimate object in the room.
void main(void)
{
freeze(1);
preload(831);
sp_x(1, 293);
sp_y(1, 191);
draw_status();
fade_up();
int &count = 0;
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
&save_x -= 25;
&save_y -= 15;
loop:
&save_x += random(5, 1);
&save_x -= random(5, 1);
&save_y += random(5, 1);
&save_y -= random(5, 1);
int &sprk = create_sprite(&save_x, &save_y, 7, 165, 1);
sp_seq(&sprk, 165);
&count += 1;
if (&count != 4)
{
wait(300);
goto loop;
}
wait(700);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
&save_x -= 25;
&save_y -= 17;
int &sprk = create_sprite(&save_x, &save_y, 7, 165, 1);
sp_seq(&sprk, 165);
wait(250);
// animate Dink
sp_seq(1, 0);
sp_nodraw(1, 0);
sp_reverse(1, 1);
sp_seq(1, 831);
playsound(51, 11025, 0, 0, 0);
wait(2200);
sp_brain(1, 1);
sp_dir(1, 2);
wait(500);
say_stop("Damn, what a ride.", 1);
wait(200);
say_stop("Hey, wait a minute, there isn't any cave.", 1);
wait(200);
say_stop("That dumb little midget teleported me to the wrong place.", 1);
wait(200);
say_stop("I'd better start walking back.", 1);
wait(200);
move_stop(1, 2, 248, 1);
int &mcrap = create_sprite(285, 260, 0, 89, 9);
sp_que(&mcrap, -10);
//so Dink isn't "behond" the hole :)
//sp_seq(&mcrap, 167);
wait(100);
say("Uh Oh", 1);
wait(900);
int &size = 100;
loopSize:
if (&size > 55)
{
&size -= 2:
sp_size(1, &size);
wait(1);
goto loopSize;
}
stopmidi();
fade_down();
fill_screen(0);
&player_map = 432;
wait(1);
load_screen();
draw_screen();
}
and the last one:
//Intro last Part with Dink now eventually in the cave
void main(void)
{
//first time entry into game
if (&story == 3)
{
draw_status();
dink_can_walk_off_screen(1);
sp_size(1, 100);
sp_x(1, 320);
sp_y(1, -10);
set_dink_speed(1);
fade_up();
sp_picfreeze(1, 1); //freezes Dink's walk animation
move_stop(1, 2, 200, 1);
sp_picfreeze(1, 0);
playsound(15, 22052, 0, 0, 0);
&life -= 5;
freeze(1);
set_dink_speed(3);
dink_can_walk_off_screen(0);
say_stop("Ahh! That hurts!", 1);
wait(200);
say_stop("It appears I'm in the cave anyway.", 1);
wait(200);
say_stop("Martridge and I will have a little talk about teleporting.", 1);
wait(200)
&story = 4;
unfreeze(1);
}
}
Afther this when yous tart palying again Dink cant attack anymore..its really frustating..
//Intro part 5 with Dink and Martridge
void main( void )
{
freeze(1);
preload(830);
draw_status();
fade_up();
sp_x(1, 275);
sp_y(1, 378);
sp_seq(1, 0);
sp_nodraw(1, 0);
sp_reverse(1, 1);
sp_seq(1, 830);
wait(50);
playsound(50, 33000,0,0,0);
wait(2100);
sp_brain(1, 1);
sp_reverse(1, 0);
sp_dir(1, 8);
sp_brain(1, 1);
sp_que(1, 0);
sp_noclip(1, 0);
say_stop("Ugh... I'm gonna be sick...", 1);
sp_dir(1, 8);
wait(500);
move_stop(1, 8, 165, 1);
sp_dir(1, 6);
int &evil;
//Now EVIL
&evil = create_sprite(99, 365, 0, 437, 1);
sp_noclip(&evil, 1);
say_stop("Martridge!!", 1);
wait(250);
say_stop("'4Yes, I know what happened Dink.", ¤t_sprite);
wait(250);
say_stop("'4But we don't have the time to save Link.", ¤t_sprite);
wait(250);
say_stop("What??", 1);
wait(250);
say_stop("'4We must find the other gems before it's too late.", ¤t_sprite);
wait(500);
say_stop("'4Here, take this.", ¤t_sprite);
wait(250);
add_magic("rune2", 437, 5);
playsound(22, 22050, 0,0,0);
&cur_magic = 1;
arm_magic();
draw_status();
say_stop("What is it?", 1);
wait(250);
say_stop("'4It's a spellbook.", ¤t_sprite);
wait(250);
say_stop("But it's empty!", 1);
wait(250);
say_stop("'4You will have to fill it yourself,", ¤t_sprite);
wait(250);
say_stop("'4by solving shrines.", ¤t_sprite);
wait(250);
say_stop("'4When you want to select a spell press M.", ¤t_sprite);
wait(250);
say_stop("'4Here, take this fire spell.", ¤t_sprite);
wait(250);
playsound(22, 22050, 0,0,0);
if (&life != &lifemax)
{ wait(500);
say_stop("'4I'll also heal you.", ¤t_sprite);
spawn("mag-star");
&life = &lifemax;
wait(250);
}
playsound(22, 22050, 0,0,0);
wait(1000);
say_stop("'4And you also need this lantern.", ¤t_sprite);
wait(500);
// Isn't that 'chorus sound' funny?
playsound(22, 22050, 0,0,0);
wait(120);
playsound(22, 22050, 0,0,0);
wait(120);
playsound(22, 22050, 0,0,0);
wait(120);
playsound(22, 22050, 0,0,0);
wait(120);
wait(500);
say_stop("Why do I need ALL THAT??", 1);
wait(250);
say_stop("'4The next gem is in a cave.", ¤t_sprite);
wait(250);
say_stop("'4Good luck.", ¤t_sprite);
wait(500);
say_stop("'4Door de machten van magie....", ¤t_sprite);
say("Err... Don't worry! I'll walk there!!!...", 1);
wait(500);
move(1, 2, 480, 1);
wait(500);
//Martridge casts a spell and stop Dink!
say("'4
int &save_x = sp_x(1, -1);
int &save_y = sp_y(1, -1);
// This nice 'freeze' anim/sound was an idea from Sharp (see Milderr!!2's ending)
// Here is an advantage of beta-testing it =)
playsound(31, 44050, 0, 0, 0);
int &sprk = create_sprite(&save_x, &save_y, 7, 166, 1);
sp_seq(&sprk, 166);
move(1, 2, &save_y, 1); //stops Dink (cancel previous move)
wait(200);
say_stop("...I can't move!", 1);
//btw, must preload next teleporting
preload(831);
wait(500);
say_stop("'4Don't be so childish, Dink!", ¤t_sprite);
wait(500);
say_stop("'4...Van hier naar daar.", ¤t_sprite);
wait(500);
sp_kill(&evil,10); //hide Martridge's face
//"Teleport" Dink
sp_brain(1, 0);
sp_seq(1, 831);
wait(50);
playsound(51, 11025, 0, 0, 0);
say("AAaaah!!!...", 1);
wait(500);
say("", 1);
wait(1800);
sp_nodraw(1, 1);
//create shiny thingie
wait(200);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
&save_x -= 25;
&save_y -= 17;
&sprk = create_sprite(&save_x, &save_y, 7, 165, 1);
sp_seq(&sprk, 165);
preload(9);
wait(1000);
stopmidi();
fade_down();
fill_screen(0);
&player_map = 442;
load_screen();
draw_screen();
}
then the next one:
//Intro part 6: Link on a boat and Dink teleported
void main(void)
{
int &ship = create_sprite(300, 400, 0, 9, 1);
freeze(1);
sp_speed(&ship, 1);
sp_picfreeze(&ship, 1);
sp_que(&ship, 1000);
move(&ship, 8, -300, 1);
fade_up();
say("'9DIIIINK!!! HEEEELP!!!", &ship);
say_stop_xy("'% So while Link was brough towards unknow...", 0, 410);
wait(1000);
//create shiny thingie
&save_x = 650;
&save_y = 200;
int &sprk = create_sprite(&save_x, &save_y, 6, 165, 1);
sp_seq(&sprk, 165);
sp_que(&sprk, 1000);
sp_speed(&sprk, 3);
move(&sprk, 4, -10, 1);
say_stop_xy("'% Dink was teleported towards the next Gem of Life...", 0, 410);
wait(2000);
fade_down();
sp_kill(&ship,10);
sp_kill(&sprk,10);
fill_screen(0);
&player_map = 400;
load_screen();
draw_screen();
}
and the next one:
//Intro part 7 with Dink falling into a hole
//This script is attached to an inanimate object in the room.
void main(void)
{
freeze(1);
preload(831);
sp_x(1, 293);
sp_y(1, 191);
draw_status();
fade_up();
int &count = 0;
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
&save_x -= 25;
&save_y -= 15;
loop:
&save_x += random(5, 1);
&save_x -= random(5, 1);
&save_y += random(5, 1);
&save_y -= random(5, 1);
int &sprk = create_sprite(&save_x, &save_y, 7, 165, 1);
sp_seq(&sprk, 165);
&count += 1;
if (&count != 4)
{
wait(300);
goto loop;
}
wait(700);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
&save_x -= 25;
&save_y -= 17;
int &sprk = create_sprite(&save_x, &save_y, 7, 165, 1);
sp_seq(&sprk, 165);
wait(250);
// animate Dink
sp_seq(1, 0);
sp_nodraw(1, 0);
sp_reverse(1, 1);
sp_seq(1, 831);
playsound(51, 11025, 0, 0, 0);
wait(2200);
sp_brain(1, 1);
sp_dir(1, 2);
wait(500);
say_stop("Damn, what a ride.", 1);
wait(200);
say_stop("Hey, wait a minute, there isn't any cave.", 1);
wait(200);
say_stop("That dumb little midget teleported me to the wrong place.", 1);
wait(200);
say_stop("I'd better start walking back.", 1);
wait(200);
move_stop(1, 2, 248, 1);
int &mcrap = create_sprite(285, 260, 0, 89, 9);
sp_que(&mcrap, -10);
//so Dink isn't "behond" the hole :)
//sp_seq(&mcrap, 167);
wait(100);
say("Uh Oh", 1);
wait(900);
int &size = 100;
loopSize:
if (&size > 55)
{
&size -= 2:
sp_size(1, &size);
wait(1);
goto loopSize;
}
stopmidi();
fade_down();
fill_screen(0);
&player_map = 432;
wait(1);
load_screen();
draw_screen();
}
and the last one:
//Intro last Part with Dink now eventually in the cave
void main(void)
{
//first time entry into game
if (&story == 3)
{
draw_status();
dink_can_walk_off_screen(1);
sp_size(1, 100);
sp_x(1, 320);
sp_y(1, -10);
set_dink_speed(1);
fade_up();
sp_picfreeze(1, 1); //freezes Dink's walk animation
move_stop(1, 2, 200, 1);
sp_picfreeze(1, 0);
playsound(15, 22052, 0, 0, 0);
&life -= 5;
freeze(1);
set_dink_speed(3);
dink_can_walk_off_screen(0);
say_stop("Ahh! That hurts!", 1);
wait(200);
say_stop("It appears I'm in the cave anyway.", 1);
wait(200);
say_stop("Martridge and I will have a little talk about teleporting.", 1);
wait(200)
&story = 4;
unfreeze(1);
}
}
Afther this when yous tart palying again Dink cant attack anymore..its really frustating..