Reply to Re: Kerrek's Development Thread (Questions included)
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1) I think RobJ has some, and I know that the Introduction to D-Mod Making has at least touches on it.
2) Hmm...off the top of my head, I would say spawn a script like this in the use() of your spells:
You could also rig up something with a variable and spawn that to run all the time, but it seems like it would just be easier to put spawn("charging"); in the use() of your spells.
3) You would need a global variable for the number, let's say &shots. What actually starts the recharge is the line in the spell's use that sets &magic_level to 0. &magic_level is how full the bar is, out of &magic_cost. At the beginning of use() put:
And around &magic_level = 0; put:
That will make it recharge only when the fourth shot is fired, and reset the number of shots to 0.
4) It's actually sp_mx and sp_my, which is how many pixels the sprite travels in a set amount of time. There's a section on it in the DinkC Reference. Basically increase the numbers to go faster, decrease to go slower (inverse if you're going left or up, since those are negative numbers I suppose).
2) Hmm...off the top of my head, I would say spawn a script like this in the use() of your spells:
//charging.c void main(void) { loop: wait(1); int &max = &magic_cost; int &cur = &magic_level; if(&cur < &max) { goto loop; } if(&cur >= &max) { if(&once < 1) { &cur = &max; playsound(); } } kill_this_task(); }
You could also rig up something with a variable and spawn that to run all the time, but it seems like it would just be easier to put spawn("charging"); in the use() of your spells.
3) You would need a global variable for the number, let's say &shots. What actually starts the recharge is the line in the spell's use that sets &magic_level to 0. &magic_level is how full the bar is, out of &magic_cost. At the beginning of use() put:
&shots += 1;
And around &magic_level = 0; put:
if(&shots == 4) { &magic_level = 0; &shots = 0; }
That will make it recharge only when the fourth shot is fired, and reset the number of shots to 0.
4) It's actually sp_mx and sp_my, which is how many pixels the sprite travels in a set amount of time. There's a section on it in the DinkC Reference. Basically increase the numbers to go faster, decrease to go slower (inverse if you're going left or up, since those are negative numbers I suppose).