Reply to Re: I have an idea...
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I've actually gotten it to work without adding any screens, just by using simple scripts.
From START-1.C:
From shop.c:
Every fourth item slot (the column on the far right side) is now an armour slot. I also made a placeholder for magic, just in case.
What I'm having slight problems with now is how to deal with selecting the placeholders. I've noticed Dink seems to crash when dealing with accidental infinite loops and item arming...
From START-1.C:
add_item("item-fst", 438, 1);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-arm", 438, 3);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-arm", 438, 3);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-arm", 438, 3);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-ite", 438, 2);
add_item("item-arm", 438, 3);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
add_magic("item-mag", 437, 2);
&cur_weapon = 1;
arm_weapon();
&cur_magic = 1;
arm_magic();
From shop.c:
if (&result == 1)
{
int &place = get_item("item-arm");
if (&place > 0)
{
kill_this_item("item-arm");
add_item("item-boo", 445, 1);
}
else
{
say_stop("I have no more item slots!", 1)
}
goto End;
}
Every fourth item slot (the column on the far right side) is now an armour slot. I also made a placeholder for magic, just in case.
What I'm having slight problems with now is how to deal with selecting the placeholders. I've noticed Dink seems to crash when dealing with accidental infinite loops and item arming...






