Changing Dink's Default Sayings
Is it possible to change the default things that Dink says when you press space, or when you try to cast magic with no spell? If not, than is there at least a way to disable him from saying things when you press those keys (without freezing him)?
I don't seem to see them in any script which tells me that they are probably hard-coded.
Edit: I have a second question: Is there a way to change the sound Dink makes when he is hit by an enemy?
I don't seem to see them in any script which tells me that they are probably hard-coded.
Edit: I have a second question: Is there a way to change the sound Dink makes when he is hit by an enemy?
With 1.08, it's easy to change Dink's default sayings.
Make scripts called "dnotalk.c" and "dnomagic.c." Their main procedures will run whenever you press talk or magic without something to talk to or having magic equipped, respectively. I have noticed that if you do this enough times on one screen, it'll eventually go back to the default, but that takes so many times that it's unlikely to happen without somebody doing it on purpose.
I think (somebody correct me if I'm wrong here) that Dink will always make sounds 15 and 16 when hit, but you can always load different sounds into those slots.
Make scripts called "dnotalk.c" and "dnomagic.c." Their main procedures will run whenever you press talk or magic without something to talk to or having magic equipped, respectively. I have noticed that if you do this enough times on one screen, it'll eventually go back to the default, but that takes so many times that it's unlikely to happen without somebody doing it on purpose.
I think (somebody correct me if I'm wrong here) that Dink will always make sounds 15 and 16 when hit, but you can always load different sounds into those slots.
Works like a charm, thanks!!
You saved me a lot of time.
You saved me a lot of time.
I have noticed that if you do this enough times on one screen, it'll eventually go back to the default, but that takes so many times that it's unlikely to happen without somebody doing it on purpose.
Did you put a kill_this_task() command on the end of the procedure? It kinda sounds like the engine reaching the maximum number of scripts running at once, which will create bugs if you try to run another, completely unrelated, script.
Did you put a kill_this_task() command on the end of the procedure? It kinda sounds like the engine reaching the maximum number of scripts running at once, which will create bugs if you try to run another, completely unrelated, script.
...amazingly, I seem to have forgotten to do that. Thanks.
Never mind the dumb things I say, newguy.
Never mind the dumb things I say, newguy.