Reply to Re: Dink Smallwood v1.08 Beta 3
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D-Mod development. Right now a D-Mod developer usually has to create temporary scripts in order to figure out why things don't work.
For example, say if I talk to Phillip, the &story global variable should be 3. But I have a typo, and the command in the script is actually '&sory = 3;'
I talk to Phillip, and I talk to another character, and it isn't acting like I want. So I open the console, type say("&story", 1); and then Dink will say '2' or whatever. Then I can go about and figure out why &story wasn't properly set to 3.
Or if I'm creating a new weapon, I can add it to Dink's inventory real quick by typing add_item("item-new", 437, 1);
It was possible to do all of this using temporary scripts, but that requires you to leave Dink, create a new text file, write a procedure, etc.
There are a billion uses for this.
For example, say if I talk to Phillip, the &story global variable should be 3. But I have a typo, and the command in the script is actually '&sory = 3;'
I talk to Phillip, and I talk to another character, and it isn't acting like I want. So I open the console, type say("&story", 1); and then Dink will say '2' or whatever. Then I can go about and figure out why &story wasn't properly set to 3.
Or if I'm creating a new weapon, I can add it to Dink's inventory real quick by typing add_item("item-new", 437, 1);
It was possible to do all of this using temporary scripts, but that requires you to leave Dink, create a new text file, write a procedure, etc.
There are a billion uses for this.