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Author Topic:   Writing DMODS
Jandre404 posted 11-10- 01:35 AM CT (US)   Click Here to See the Profile for Jandre404   Click Here to Email Jandre404  
HI, I am a budding new DMOD writer with a few questions.

I haver figured out the basic eg making a map, scripting --Making the tree dug bug whatever talk when punched or spoken to.

Is there a main file eg main.c or whatever that determines the sequence of the various subroutines?

In the 'real' Dink game you are blocked by a rock to cross over to the next town, how on earth do you do that or something similar, eg the bridge that was out until you did something. Or somebody refusing to speak help you until you did this or that.

I think that is it for now

Tamtur posted 11-10- 01:02 PM CT (US)     Click Here to See the Profile for Tamtur  Click Here to Email Tamtur     
I think what you are thinking of as 'subroutines' are just variables changing. For example, in your example of someone refusing to help you until something else happens, you would have a global variable - say, &something - equal to zero in main.c where all the globals are initted. Then in the script that you write when the something occurs you add the line
&something = 1;

the script attached to the person that won't help would be something like:

void talk ( void )
{
If (&something != 1)
{
say("I won't help you.", ¤t_sprite);
} else
{
say("Ok, I'll help you now.", ¤t_sprite);
}
}

Try going through tut1.txt step by step. This will teach you maps and attaching scripts.

Good luck

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