The Dink Network

Scripting errors

January 30th 2007, 05:54 PM
death.gif
It should be obvious by now that scripting is not my high point.

my main problem has been with this script:

dragon.c

...
void die( void )
{
screenlock(0);
freeze(1);
say_stop("blahblahblah.", 1);
wait(500);
say_stop("blah", 1);
say_stop("blahblah", 1);
&story = 20;
script_attach(1000);
fade_down();
&player_map = 336;
sp_x (1, 407);
sp_y (1, 195);
load_screen();
draw_screen();
fade_up();
wait(500);
say_stop("blahblahblahblahblah.", 1);
unfreeze(1);
}

I'm sure this is easy enough to repair...

but I'm still not quite sure what the problem is.
Any advice + suggestions + help would be useful.
January 30th 2007, 06:20 PM
slayer.gif
rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
The die command is retarded. I think your problem is that the stuff in the die procedure doesn't work? Try setting the dragon's brain to 0 at the beginning of the die command.

You could also take a look at en-gmog.c to see how it worked with Mog in the original Dink game.
January 30th 2007, 06:55 PM
spike.gif
Yeah, that'll work, only you'll need to set the dragon's death seq and frame manually.

You could also use spawn("cutscene.c"); and do the dialoque in another script, which is simpler, really.
January 30th 2007, 07:30 PM
slayer.gif
rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
That works too, but it would be spawn("cutscene");
You don't use the extension in spawning scripts.
Also, I agree that in this situation you should use the spawn method.