Reply to Re: Dink Smallwood v1.08 Beta 2
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SimonK (general reply to all of your posts):
Hmm... yeah, additional debug functionality would be very cool, and I think I'll add some way to view such information.
Right now I'm adding a mini-console. After triggering a DinkC command (like with a key-?.c script), you'll be able to type anything, and hitting enter will run that as a DinkC command. So you could type something like:
say_stop("&save_x &save_y", 1);
And Dink would say that.
I'll look into the no-magic-on-load bug too. Edit: wait, might this be a problem with draw_status, where the magic bar appears after you arm a weapon? You could fix that with adding draw_status to the savebot's main... but yeah, I guess it should be fixed in the engine as well.
Hardness disappearing... that's sort of odd. I did make a change so sp_move_nohard actually works... you didn't use that in any of the SOB scripts, did you?
Hmm... yeah, additional debug functionality would be very cool, and I think I'll add some way to view such information.
Right now I'm adding a mini-console. After triggering a DinkC command (like with a key-?.c script), you'll be able to type anything, and hitting enter will run that as a DinkC command. So you could type something like:
say_stop("&save_x &save_y", 1);
And Dink would say that.
I'll look into the no-magic-on-load bug too. Edit: wait, might this be a problem with draw_status, where the magic bar appears after you arm a weapon? You could fix that with adding draw_status to the savebot's main... but yeah, I guess it should be fixed in the engine as well.
Hardness disappearing... that's sort of odd. I did make a change so sp_move_nohard actually works... you didn't use that in any of the SOB scripts, did you?