The Dink Network

Generic Scripts

January 6th 2005, 06:06 AM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
What would be the most useful generic scripts to have? I've been working on a few (typical NPC, typical shop, and typical random object) but am slowly hitting a standstill.

I'm trying to make them easy to understand and edit, so that those new to d-mod creation can use them to help make their own d-mods, yet also make them complex enough so that an experienced d-mod author could use them and not feel they were lacking in some areas.
Example (though this hasn't been fully annotated or explained as of yet)...


// A generic script for an NPC.

void main ( void )
{
}

void talk ( void )
{
int &hello = sp_editor_num(&current_sprite);
int &greet = editor_seq(&hello, -1);

freeze(1);
freeze(&current_sprite);

//HAVE WE EVER SPOKEN BEFORE?
if (&greet == 0)
{
&greet = 1;
editor_seq(&hello, &greet);
say_stop("Hey, have we spoken before?", 1);
say_stop("`%Nope. Not in this adventure, anyway.", &current_sprite);
goto done;
}

//THE CONVERSATION STARTS HERE
startloop:

choice_start();
set_y 240
set_title_color 9
title_start();
"Description of the NPC"
title_end();
"Gossip"
"Leave"
choice_end();

if (&result == 1)
{
say_stop("Have you heard any gossip?", 1);
say_stop("`%No, not really.", &current_sprite);
say_stop("Oh... never mind then.", 1);
goto startloop;
}

if (&result == 2)
{
goto done;
}

// FINISH THE CONVERSATION
done:
unfreeze(1);
unfreeze(&current_sprite);
return;
}

void hit( void )
{
say_stop("`%That's not very nice, is it?", ¤t__sprite);
}


I'm thinking that if I can come up with a few of these scripts, and stick in a help file or two to explain what does what, and why it's a good idea etc etc, it will be pretty helpful.

Ideas? Comments? Spare change?
January 6th 2005, 05:13 PM
dragon.gif
Yeah, that sounds cool to me since there is quite a few things I don't recognize. I might have some use for those commands if I know what they do.
January 6th 2005, 05:32 PM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
What about those hole-warp scripts and secret trees? (Ideas)

About the trees, btw. It's kinda stupid, but I've never played a D-Mod in which secret trees that are burned, stay burned even after a screenchange. Should be easy to do with the editor_seq(); thingy, I guess. (A comment)

Anyway, just my 2 cents. (Spare change)
January 6th 2005, 06:59 PM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
I've never played a D-Mod in which secret trees that are burned, stay burned even after a screenchange

Seriously? Well, something needs to be done about that!
January 8th 2005, 02:54 AM
wizardg.gif
Paul
Peasant He/Him United States
 
Secret trees worked that way in the original game, so ut became kind of a standard I guess. Though having them stay burned could eaisly be done using the editor_seq trick.

Anyway, how about some generic items?

A do-nothing item (for story purposes) that dink would just comment on when used.

A generic weapon (or various weapon types)

Maybe even A generic spell.

You can do pretty well copying item-fb -fst -sw1 or -b1 but for newbies especially a cleaned up version with more comments might be handy.

And what about enemies?