The Dink Network

Reply to Re: Recondite Twenty-Eight: The Sixth Day

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
June 28th 2018, 10:27 AM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@LeprochaUn:
Consider the use of functions like sp() to get the runtime sprite number of a sprite that is not the current sprite for that script, but rather the current sprite of another sprite on the same screen at the same time, making conversations between two sprites.

Example:
Dink enters a room to buy something from a shop. Upon entering, he freezes and starts conversing with the shop keeper. The shop keeper replies (because DmodDeveloper-A used int sp(int editor_sprite) to get the run time active_sprite value of the shop keeper). Then Dink is unfrozen, and is free to go up to the counter to try to buy something. This can all be done in the script assigned to that screen(*), [shopcsrn.c].

DmodDeveloper-B then gets control of the dmod and decides to use the main(void){} section of the script assigned to the shopkeeper [shopkeep.c] to freeze Dink when he enters the shop and creates an entirely different conversation for the two of them to have. Then Dink is unfrozen and can go up to the counter to try to buy something.

(*) I refer here to the script assigned in the properties of that screen via WinDinkEditPlus2.exe.