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Author Topic:   Equiping items at the start of the game
FF4LIFE posted 10-04- 10:37 PM CT (US)   Click Here to See the Profile for FF4LIFE   Click Here to Email FF4LIFE  
At the start of the game, it gives you punch and it equips it, so you punch right away. But, the icon for the item doesn't appear in the box, and I find that incredibly annoying. Is there a command to put it there?
Nexis posted 10-05- 03:16 AM CT (US)     Click Here to See the Profile for Nexis  Click Here to Email Nexis     
Well here's he commands that give the weapon (including icon) from the dink skeleton.

//lets give him fists to start out with, and arm him with the fists.
add_item("item-fst",438, 1);
&cur_weapon = 1;
arm_weapon();

If you're using this command and it's not showing up in the inventory something may have happened to the 438 sequence graphics.

FF4LIFE posted 10-05- 05:29 PM CT (US)     Click Here to See the Profile for FF4LIFE  Click Here to Email FF4LIFE     
No, I did just that and the icon appears in the invintory, but at the start of the game the icon doesn't appear in the bottom bar. You can punch, so its equiped, but you can't see it.
Gerben posted 10-06- 12:58 AM CT (US)     Click Here to See the Profile for Gerben  Click Here to Email Gerben     
Mmmm, it looks to me that it is a problem that only you have. Because the part Nexis mentioned works fine for me. Does the original game start out without having the fists equipped?
Nexis posted 10-07- 01:18 AM CT (US)     Click Here to See the Profile for Nexis  Click Here to Email Nexis     
So is the entire bottom bar (with the health, experience, current spell, etc) missing? If so you probably are forgeting to use the set_mode(2);

Should be the right command but check out the start-1.c from the dmod skeleton to make sure.

Sphinx posted 10-07- 01:31 AM CT (US)     Click Here to See the Profile for Sphinx  Click Here to Email Sphinx     
I believe you can accomplish this by using set_mode(2), having a short wait time example:wait(50) and then use add_item(blahblah) &cur_weapon = 1 arm_weapon(). You may want to freeze(1) before doing this and unfreeze(1) afterwards. Just a quick thought and I don't know if it will work... seeing as I don't have the time, nor the patience to go do it myself. Good luck.
FF4LIFE posted 10-10- 10:05 PM CT (US)     Click Here to See the Profile for FF4LIFE  Click Here to Email FF4LIFE     
Hmm, I have all of the bottom bar. I put the mode thing in and everything. Except, I put the mode(2) in the button you click, then after I have all the intro done i add the other stuff. (Its real neat that way) I'm not sure why its not working. Here is exactly what i have under start-1.c and where the intro ends:

START-1.C

sp_base_walk(1, 70);
sp_base_attack(1, 100);
set_mode(2);

INTRO ENDS


&update_status = 1;
draw_status();
reset_timer();
set_mode(2);
wait(50);
sp_dir(1, 4);
sp_brain(1, 1);
sp_que(1, 0);
sp_noclip(1, 0);
wait(50);
//lets give him fists to start out with
add_item("item-fst",438, 1);
&cur_weapon = 1;
arm_weapon();
//arm them for him too
// initfont("SWEDISH");
add_magic("item-mft",438, 36);
arm_magic();
&cur_magic = 1;


maybe you can find something wrong with it..

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