The Dink Network

Whats wrong with beast.c?

January 4th 2003, 08:20 AM
old.gif
Im busy making a battlesys, remember?

Now, BEAST.C is the ultimate file, its 3% done, the problem is, when you choice, you dont attack. I would kept this secret, but I cannot solve this puzzle, the first one who fixes it, may try my system before I release it. SCRIPT:

BTW: Some parts of the script are not completed, so dont say: YOU DONT COMPLETED THE SCRIPT.

I know for sure that dink will attack the beast, and then the game stops so I can alt+q back to windows

SCRIPT:

//Here it goes 04 01 2002 0206 dd mm yyyy tttt

Void main(void)

{

int &creasu;

//first lets check out the current sprite brain

if (&eselect = 131)

{

//PILLBUG

//Lets check the level and then open the menu

if (&lselect = 1)

{

&creasu = 101;

sp_hitpoints(&current_sprite, 5);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&lselect = 2)

{

&creasu = 201;

sp_hitpoints(&current_sprite, 7);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 3)

{

&creasu = 301;

sp_hitpoints(&current_sprite, 10);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 4)

{

&creasu = 401;

sp_hitpoints(&current_sprite, 13);

say_stop("YOUR TURN",1 );

goto begin;

}

if (&leselect = 5)

{

&creasu = 501;

sp_hitpoints(&current_sprite, 15);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 6)

{

&creasu = 601;

sp_hitpoints(&current_sprite, 15);

say_stop("YOUR TURN", 1);

goto begin;

}

//End of pillbug level check

}

if (&eselect = 531)

{

//BONCA

//Lets check the level and then open the menu

if (&lselect = 1)

{

&creasu = 102;

sp_hitpoints(&current_sprite, 15);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&lselect = 2)

{

&creasu = 202;

sp_hitpoints(&current_sprite, 25);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 3)

{

&creasu = 302;

sp_hitpoints(&current_sprite, 40);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 4)

{

&creasu = 402;

sp_hitpoints(&current_sprite, 55);

say_stop("YOUR TURN",1 );

goto begin;

}

if (&leselect = 5)

{

&creasu = 502;

sp_hitpoints(&current_sprite, 70);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 6)

{

&creasu = 602;

sp_hitpoints(&current_sprite, 70);

say_stop("YOUR TURN", 1);

goto begin;

}

//End of bonca level check

}

if (&eselect = 641)

{

//SLAYER

//Lets check the level and then open the menu

if (&lselect = 1)

{

&creasu = 103;

sp_hitpoints(&current_sprite, 25);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&lselect = 2)

{

&creasu = 203;

sp_hitpoints(&current_sprite, 35);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 3)

{

&creasu = 303;

sp_hitpoints(&current_sprite, 45);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 4)

{

&creasu = 403;

sp_hitpoints(&current_sprite, 55);

say_stop("YOUR TURN",1 );

goto begin;

}

if (&leselect = 5)

{

&creasu = 503;

sp_hitpoints(&current_sprite, 70);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&leselect = 6)

{

&creasu = 603;

sp_hitpoints(&current_sprite, 70);

say_stop("YOUR TURN", 1);

goto begin;

}

//End of slayer level check

}

//Some simple monster id data

begin:

freeze(&current_sprite);

sp_target(&current_sprite, 1);

sp_speed(&current_sprite, 4);

sp_timing(&current_sprite, 0);

int &bws;

int &checker;

int &bob;

&bws = &eselect;

&bws - 1;

sp_base_walk(&current_sprite, &bws);

//End of simple data

//The battle menu

fightstart:

choice_start();

"Attack with current item"

"Attack with magic"

"Use healing potion"

choice_end();

if (&result = 1)

{

//DINK ATTACKS

//Which weapon is used

&checker = compare_weapon("item-b1");

if (&checker = 1)

{

//DINK ATTACKS

sp_seq(1, 106);

sp_frame(1, 1);

wait(250);

sp_frame(1, 2);

wait(250);

sp_frame(1, 3);

wait(250);

sp_frame(1, 4);

wait(250);

sp_frame(1, 5);

wait(250);

sp_frame(1, 6);

wait(250);

&bob = create_sprite(155, 205, 0, 25, 6);

sp_seq(1, 16);

sp_speed(&bob, 5);

sp_timing(&bob, 0);

move_stop(&bob, 6, 510, 1);

sp_nodraw(&bob, 1);

sp_kill(&bob, 100);

hurt(&current_sprite, &strength);

say_stop("YOUR TURN", &current_sprite);

goto fightstart;

}

if (&checker = 0)

{

//DINK ATTACKS

move_stop(1, 6, 510, 1);

sp_seq(1, 106);

sp_frame(1, 1);

wait(250);

sp_frame(1, 2);

wait(250);

sp_frame(1, 3);

wait(250);

sp_frame(1, 4);

wait(250);

sp_frame(1, 5);

wait(250);

sp_frame(1, 6);

wait(250);

move_stop(1, 4, 150, 1);

sp_dir(1, 6);

sp_seq(1, 16);

hurt(&current_sprite, &strength);

say_stop("YOUR TURN", &current_sprite);

goto fightstart;

}

}

if (&result = 2)

{

&creasu = 201;

sp_hitpoints(&current_sprite, 7);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&result = 3)

{

&creasu = 301;

sp_hitpoints(&current_sprite, 10);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&result = 4)

{

&creasu = 401;

sp_hitpoints(&current_sprite, 13);

say_stop("YOUR TURN",1 );

goto begin;

}

void die(void)

{

}
January 4th 2003, 08:23 AM
old.gif
January 4th 2003, 08:24 AM
goblinm.gif
trav666
Peasant He/Him
 
hey prophet, scripts can be a certain only be a certain size, if that is ONLY 3% done, then the script will probably be to big to be able to run properly when its finished, you might want think of having that script spawn other scripts, that will also help you keep organized
January 4th 2003, 08:28 AM
old.gif
Yup its only 3% done.

This is just the ID monster part, when you've made a choice, it will go the to Monster Attack part, then with &creasu, it will select an attack. And then after all possible attacks, it will select an attack and will make the beast move and do it.

Then it will go back to the menu. And you can select. If you kill the beast, then void die(void) is run and a random &reward is chosen.
January 4th 2003, 08:31 AM
goblinm.gif
trav666
Peasant He/Him
 
i must say... im eager to see the final dmod
January 4th 2003, 08:33 AM
old.gif
: i must say... im eager to see the final dmod

To bad, it wont be a dmod, well, it is, but it is a demonstration dmod.
January 4th 2003, 08:37 AM
old.gif
Whoops, pressed post too fast Well,

The battle system is very easy to edit.

You can select the fight screen ( grass, ice, stone, etc )

You can select the sprites attack brain ( easy, only attack, normal, attack and defend, etc... )

You can select a reward when dink kills it, so you can make a boss with a special reward, and when you place the boss, you add &reward = number, in his script and when dink kills it, &reward = ... is opened and you get the reward.

You can make the beast immune to magic or weapons, or not immune.

Its very flexible, but it takes time to load the battle sys menu
January 4th 2003, 10:00 AM
old.gif
: Im busy making a battlesys, remember?

: Now, BEAST.C is the ultimate file, its 3% done, the problem is, when you choice, you dont attack. I would kept this secret, but I cannot solve this puzzle, the first one who fixes it, may try my system before I release it. SCRIPT:

: BTW: Some parts of the script are not completed, so dont say: YOU DONT COMPLETED THE SCRIPT.

: I know for sure that dink will attack the beast, and then the game stops so I can alt+q back to windows

: SCRIPT:

: //Here it goes 04 01 2002 0206  dd mm yyyy tttt

: Void main(void)

: {

: int &creasu;

: //first lets check out the current sprite brain

:  if (&eselect = 131)

:    {

:   //PILLBUG

:   //Lets check the level and then open the menu

:  if (&lselect = 1)

:    {

:   &creasu = 101;

:   sp_hitpoints(&current_sprite, 5);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&lselect = 2)

:    {

:   &creasu = 201;

:   sp_hitpoints(&current_sprite, 7);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 3)

:    {

:   &creasu = 301;

:   sp_hitpoints(&current_sprite, 10);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 4)

:    {

:   &creasu = 401;

:   sp_hitpoints(&current_sprite, 13);

:   say_stop("YOUR TURN",1 );

:   goto begin;

:    }

:  if (&leselect = 5)

:    {

:   &creasu = 501;

:   sp_hitpoints(&current_sprite, 15);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 6)

:    {

:   &creasu = 601;

:   sp_hitpoints(&current_sprite, 15);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:   //End of pillbug level check

:    }

:  if (&eselect = 531)

:    {

:   //BONCA

:   //Lets check the level and then open the menu

:  if (&lselect = 1)

:    {

:   &creasu = 102;

:   sp_hitpoints(&current_sprite, 15);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&lselect = 2)

:    {

:   &creasu = 202;

:   sp_hitpoints(&current_sprite, 25);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 3)

:    {

:   &creasu = 302;

:   sp_hitpoints(&current_sprite, 40);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 4)

:    {

:   &creasu = 402;

:   sp_hitpoints(&current_sprite, 55);

:   say_stop("YOUR TURN",1 );

:   goto begin;

:    }

:  if (&leselect = 5)

:    {

:   &creasu = 502;

:   sp_hitpoints(&current_sprite, 70);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 6)

:    {

:   &creasu = 602;

:   sp_hitpoints(&current_sprite, 70);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:   //End of bonca level check

:    }

:  if (&eselect = 641)

:    {

:   //SLAYER

:   //Lets check the level and then open the menu

:  if (&lselect = 1)

:    {

:   &creasu = 103;

:   sp_hitpoints(&current_sprite, 25);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&lselect = 2)

:    {

:   &creasu = 203;

:   sp_hitpoints(&current_sprite, 35);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 3)

:    {

:   &creasu = 303;

:   sp_hitpoints(&current_sprite, 45);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 4)

:    {

:   &creasu = 403;

:   sp_hitpoints(&current_sprite, 55);

:   say_stop("YOUR TURN",1 );

:   goto begin;

:    }

:  if (&leselect = 5)

:    {

:   &creasu = 503;

:   sp_hitpoints(&current_sprite, 70);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&leselect = 6)

:    {

:   &creasu = 603;

:   sp_hitpoints(&current_sprite, 70);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:   //End of slayer level check

:    }

: //Some simple monster id data

: begin:

: freeze(&current_sprite);

: sp_target(&current_sprite, 1);

: sp_speed(&current_sprite, 4);

: sp_timing(&current_sprite, 0);

: int &bws;

: int &checker;

: int &bob;

: &bws = &eselect;

: &bws - 1;

: sp_base_walk(&current_sprite, &bws);

: //End of simple data

: //The battle menu

: fightstart:

: choice_start();

: "Attack with current item"

: "Attack with magic"

: "Use healing potion"

: choice_end();

:  if (&result = 1)

:    {

:   //DINK ATTACKS

:   //Which weapon is used

:   &checker = compare_weapon("item-b1");

:  if (&checker = 1)

:    {

:   //DINK ATTACKS

:   sp_seq(1, 106);

:   sp_frame(1, 1);

:   wait(250);

:   sp_frame(1, 2);

:   wait(250);

:   sp_frame(1, 3);

:   wait(250);

:   sp_frame(1, 4);

:   wait(250);

:   sp_frame(1, 5);

:   wait(250);

:   sp_frame(1, 6);

:   wait(250);

:   &bob = create_sprite(155, 205, 0, 25, 6);

:   sp_seq(1, 16);

:   sp_speed(&bob, 5);

:   sp_timing(&bob, 0);

:   move_stop(&bob, 6, 510, 1);

:   sp_nodraw(&bob, 1);

:   sp_kill(&bob, 100);

:   hurt(&current_sprite, &strength);

:   say_stop("YOUR TURN", &current_sprite);

:   goto fightstart;

:    }

:  if (&checker = 0)

:    {

:   //DINK ATTACKS

:   move_stop(1, 6, 510, 1);

:   sp_seq(1, 106);

:   sp_frame(1, 1);

:   wait(250);

:   sp_frame(1, 2);

:   wait(250);

:   sp_frame(1, 3);

:   wait(250);

:   sp_frame(1, 4);

:   wait(250);

:   sp_frame(1, 5);

:   wait(250);

:   sp_frame(1, 6);

:   wait(250);

:   move_stop(1, 4, 150, 1);

:   sp_dir(1, 6);

:   sp_seq(1, 16);

:   hurt(&current_sprite, &strength);

:   say_stop("YOUR TURN", &current_sprite);

:   goto fightstart;

:    }

:    }

:  if (&result = 2)

:    {

:   &creasu = 201;

:   sp_hitpoints(&current_sprite, 7);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&result = 3)

:    {

:   &creasu = 301;

:   sp_hitpoints(&current_sprite, 10);

:   say_stop("YOUR TURN", 1);

:   goto begin;

:    }

:  if (&result = 4)

:    {

:   &creasu = 401;

:   sp_hitpoints(&current_sprite, 13);

:   say_stop("YOUR TURN",1 );

:   goto begin;

:    }

: void die(void)

: {

: }

January 4th 2003, 10:08 AM
old.gif
Ok, Im still making the script, but im just finished adjusting it, so that the script size will be a LOT smaller

NEW SCRIPT:

//Here it goes 04 01 2002 0206 dd mm yyyy tttt

Void main(void)

{

int &creasu;

int &waste;

//first lets check out the current sprite brain

if (&eselect = 131)

{

//PILLBUG

&lselect * 100;

&creasu = &lselect;

&creasu += 1;

&lselect / 100;

&lselect * 3;

sp_hitpoints(&current_sprite, &lselect);

&lselect / 3;

say_stop("YOUR TURN", 1);

goto begin;

}

if (&eselect = 531)

{

//BONCA

&lselect * 100;

&creasu = &lselect;

&creasu += 2;

&lselect / 100;

&lselect * 3;

sp_hitpoints(&current_sprite, &lselect);

&lselect / 3;

say_stop("YOUR TURN", 1);

goto begin;

}

if (&eselect = 641)

{

//SLAYER

&lselect * 100;

&creasu = &lselect;

&creasu += 3;

&lselect / 100;

&lselect * 3;

sp_hitpoints(&current_sprite, &lselect);

&lselect / 3;

say_stop("YOUR TURN", 1);

goto begin;

}

//Some simple monster id data

begin:

freeze(&current_sprite);

sp_target(&current_sprite, 1);

sp_speed(&current_sprite, 4);

sp_timing(&current_sprite, 0);

int &bws;

int &checker;

int &bob;

&bws = &eselect;

&bws - 1;

sp_base_walk(&current_sprite, &bws);

//End of simple data

//The battle menu

fightstart:

choice_start();

"Attack with current item"

"Attack with magic"

"Use healing potion"

choice_end();

if (&result = 1)

{

//DINK ATTACKS

//Which weapon is used

&checker = compare_weapon("item-b1");

if (&checker = 1)

{

//DINK ATTACKS

sp_seq(1, 106);

sp_frame(1, 1);

wait(250);

sp_frame(1, 2);

wait(250);

sp_frame(1, 3);

wait(250);

sp_frame(1, 4);

wait(250);

sp_frame(1, 5);

wait(250);

sp_frame(1, 6);

wait(250);

&bob = create_sprite(155, 205, 0, 25, 6);

sp_seq(1, 16);

sp_speed(&bob, 5);

sp_timing(&bob, 0);

move_stop(&bob, 6, 510, 1);

sp_nodraw(&bob, 1);

sp_kill(&bob, 100);

hurt(&current_sprite, &strength);

say_stop("YOUR TURN", &current_sprite);

goto fightstart;

}

if (&checker = 0)

{

//DINK ATTACKS

move_stop(1, 6, 510, 1);

sp_seq(1, 106);

sp_frame(1, 1);

wait(250);

sp_frame(1, 2);

wait(250);

sp_frame(1, 3);

wait(250);

sp_frame(1, 4);

wait(250);

sp_frame(1, 5);

wait(250);

sp_frame(1, 6);

wait(250);

move_stop(1, 4, 150, 1);

sp_dir(1, 6);

sp_seq(1, 16);

hurt(&current_sprite, &strength);

say_stop("YOUR TURN", &current_sprite);

goto fightstart;

}

}

if (&result = 2)

{

&creasu = 201;

sp_hitpoints(&current_sprite, 7);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&result = 3)

{

&creasu = 301;

sp_hitpoints(&current_sprite, 10);

say_stop("YOUR TURN", 1);

goto begin;

}

if (&result = 4)

{

&creasu = 401;

sp_hitpoints(&current_sprite, 13);

say_stop("YOUR TURN",1 );

goto begin;

}

void die(void)

{

}
January 4th 2003, 10:48 AM
wizardg.gif
Paul
Peasant He/Him United States
 
Not this again, you used = instead of == in your if statements. (Easy mistake, I know) You're also missing closing } after main, but I don't imagine that's what's causing the problem.