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Author Topic:   Help on making items
FF4LIFE posted 05-13- 12:52 AM CT (US)   Click Here to See the Profile for FF4LIFE   Click Here to Email FF4LIFE  
Ok. I know how to add items like the sword and bow, but how do I make new items that appear in you inventory? I need to know how to put them there, how to tell what picture to use, and anything else. I haven't found much information on this. And while I'm asking questions, how do you add new graphics to the game without deleting old ones. The faq talks about it, but is it in the naming of the bitmap or what? I need to add a lot of sprites and can't delete to many more of the games.

Another question:(I've got a lot of them)
How do you make a good hardbox around a diagnal shape, like a house. I can get into the tile hard editor, but its all funky and i can't figure it out.

And if anyone can PLEASE figure out my problem about making the screen scroll from one screen to another on command, it would help (so i don't have to e-mail Seth)

If you can answer any of these questions, it would be helpful. Thanks!

Nexis posted 05-13- 04:44 AM CT (US)     Click Here to See the Profile for Nexis  Click Here to Email Nexis     
To add a weapon/magic to the game I recommend just copying an old weapon/magic script to a different file and changing it from there(but that's how I did almost all my coding in dink). To actually give dink the weapon/magic there is some command in the dinkc.txt file that says what it is. The picture that appears in the inventory corresponds to the sequence and frame specified when calling this command.

Adding new graphics: There are several graphics tutorials at the dink network. However, try to realize that you can only add so many graphics. Like there can only be 1000 sequences total (not sure how many frames).

For the hardness thing, Wyndo has a faq that's on the smallweb and the dink network that tells how to do it. But basically it's just a slow and painful process selecting the different hardness tiles for each tile on the screen around the house (also I recommend loading up other dmods in the dink editor to see how they did it).

Screen scrolling is really simple though. I haven't read the other topic posted on this but all you need to do is add place two screens next to each other and dink will automatically be able to walk between the two.

FF4LIFE posted 05-13- 01:41 PM CT (US)     Click Here to See the Profile for FF4LIFE  Click Here to Email FF4LIFE     
Thanks for the help on the items. For the screen scrolling thing, i already know how to make DINK go from screen to screen. What I did is a froze Dink and made a sprite walk around. When it gets to the edge, i want the screen to scroll over, but not for Dink.

Another question: When you play midis with the play midi command (I forgot exactly what it is), can you make it loop automaticaly? And is there a play wave command, that you can also make loop? I still don't understand about making new graphics on the last page. If anyone has a VERY EASY explanation that even i could understand, that would be great. Thank you.

Nexis posted 05-14- 06:19 PM CT (US)     Click Here to See the Profile for Nexis  Click Here to Email Nexis     
Ok, for that kind of scrolling you need to do something like this:

script_attach(1000);
fade_down();
&player_map = 466;
sp_x(1, 40);
sp_y(1, 160);
load_screen();
draw_screen();
draw_status();
fade_up();
kill_this_task();

Really though, if there's something you're interested in doing just look at how someone else did it in their dmod. I just ripped this code out of maybe 1 of the 50 script files that used this.

Looping is basically out of the question for midis. Redink has a solution on his site but it's a poor solution to a bad problem.

However, looping wav's is possible. Check out the sound_set_survive() command in the dinkc.txt file.

FF4LIFE posted 05-16- 06:51 PM CT (US)     Click Here to See the Profile for FF4LIFE  Click Here to Email FF4LIFE     
Yeah, thanks. I understand most of that, and I use it for warping between screens. Just out of curiosity, what does the script_attach(1000); or whatever do? And if I can't loop midis, whats the closest I can do?
Nexis posted 05-19- 04:09 AM CT (US)     Click Here to See the Profile for Nexis  Click Here to Email Nexis     
script_attach(1000); makes the sprite last until you use kill_this_task() on the sprite. Basically it allows a sprite to still work after dink has moved to a different screen.

Check out this link for info on looping midi's. However, I still don't like this way since a script has to be customized for every midi.

http://dink.telefragged.com/author_neat.shtml

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