The Dink Network

Bug in death animations?

July 21st 2006, 02:17 PM
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Ace
Ghost They/Them
 
I been messing arround with a dmod I made/making, and It seems as though when I kill certain monsters there death pics show or are not showing, or show them still standing, or some other pic like slime monsters or some other death pic. I assigned the correct pic to the death animation but, when I try to use say a number like 255,(Not a signifigant number, just using an example), for the death pic, it does not show no death pic at all for the monster. However if I use 254 (agina just an exmple), then it shows a death pic, but not always like I described above. Is the death pics for certain monsters buggy?
July 21st 2006, 04:23 PM
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Ace
Ghost They/Them
 
sp_base_death(&current_sprite, 640);

This is a line sample, now I have tried 644, 640, 645... 644 woks sometimes, not all the time in the game. Sometimes using 644 the monster will still be standing, or another sprite will appear instead of the death pic. Can someone please tell me if this is a bug, or explain to me what I need to do to fix this?
July 21st 2006, 06:23 PM
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skuz
Peasant He/Him
 
Look in Dink.ini and find what sequence number the dead body is in and use that number for the dieing animation. (Monster don't have dieing animations, just dead body's they turn into.)
July 21st 2006, 07:12 PM
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Ace
Ghost They/Them
 
I will look into that, I know they are not animations, however, the spike does have a death animation, but its a sprite with frames!
July 21st 2006, 07:31 PM
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Ace
Ghost They/Them
 
Nope, still not working right... When I kill the monster, they either show no sprite for death, or show a completly different sprite...
July 21st 2006, 10:39 PM
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skuz
Peasant He/Him
 
Did you write the script yourself? If you did try comparing it to the original Dink scripts and find the differences. It could also be more handy to take say... the Bonca script and give it new stats. Just suggestions.

July 21st 2006, 10:49 PM
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Ace
Ghost They/Them
 
Well, the script is fine, it is either a bug, or something else. The Monsters that I noticed effected by this is the Knights, Goblins, Stone Golems, and Slayer. All others work fine...
July 22nd 2006, 02:44 AM
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
Usually a monster has the "+5" death seq. For example, if it's base walk is 640, it's base death will be, by default, 645. So you won't have to change it in scripts, unless you want your monster to play a different death animation.
July 22nd 2006, 09:49 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
sp_base_death is only used if there is a whole chunk of sequences dedicated to the death of the enemy. This is the case with the original game. The pillbug, for example, has a base walk of 130 (with walk sequences 131 and 133) and a base death of 140 (for death sequences 141 and 143).

If the pillbug had a death sequence of, say, 135, then base death would not be required. That's because the game 'knows' to play the fifth sequence of a base if a base death isn't specified.
July 22nd 2006, 11:34 AM
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Ace
Ghost They/Them
 
so your saying to // out the death lines or remove them compleatly for it to work? O.o
July 22nd 2006, 11:49 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Yeah.
July 22nd 2006, 12:13 PM
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Ace
Ghost They/Them
 
Hey it worked, but still having problems with the spike golems...