Reply to Re: Talking
If you don't have an account, just leave the password field blank.
If you want Dink to talk, do:
say("text", 1);
or:
say_stop("text", 1);
The difference is that the first one lets Dink say it and the second one pauses the script: it waits before doing the next line (and the player can skip by pressing spacebar).
If you want the sprite the script is attached to say something, do:
say("text", ¤t_sprite);
or:
say_stop("text", ¤t_sprite);
If you want any sprite on the screen to say something, use:
int &crap = sp(xx);
say("text", &crap); (or say_stop)
where xx is the number of the sprite in the editor.
Now, in a script, it would need to be in the void talk(void) part to make it work when Dink presses spacebar:
void talk(void)
{
freeze(1)
freeze(¤t_sprite)
say_stop("Hello", 1);
wait(250);
say_stop("`6Heya!", ¤t_sprite);
wait(250);
say_stop("Bye", 1);
unfreeze(1)
unfreeze(¤t_sprite)
}
say("text", 1);
or:
say_stop("text", 1);
The difference is that the first one lets Dink say it and the second one pauses the script: it waits before doing the next line (and the player can skip by pressing spacebar).
If you want the sprite the script is attached to say something, do:
say("text", ¤t_sprite);
or:
say_stop("text", ¤t_sprite);
If you want any sprite on the screen to say something, use:
int &crap = sp(xx);
say("text", &crap); (or say_stop)
where xx is the number of the sprite in the editor.
Now, in a script, it would need to be in the void talk(void) part to make it work when Dink presses spacebar:
void talk(void)
{
freeze(1)
freeze(¤t_sprite)
say_stop("Hello", 1);
wait(250);
say_stop("`6Heya!", ¤t_sprite);
wait(250);
say_stop("Bye", 1);
unfreeze(1)
unfreeze(¤t_sprite)
}