The Dink Network

Compatibility?

Dink Script Improvement Pack

July 25th 2015, 10:44 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
So there's this line in the readme...
4.  NOTE: Don't replace the original "Dink Smallwood\Dink\Story" scripts! Some DMODs won't be compatible with the changes this makes to the original scripts!

In that case, how many D-Mods have been tested? How much can I expect to break when I *do* decide to install it into the main Dink folder? Because a lot of these fixes honestly sound exactly like the kind of fixes that the game engine in general needed, so I'd like it to be active permanently.

I plan on putting these fixes into the main Dink game folder (after backing it up of course) and sharing my findings for all the D-Mods I'm going to be playing.
July 25th 2015, 12:41 PM
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Well, I remember having a good reason to put that in the readme, but now that I think about it I'm not so sure if it will hurt things or not. There's certainly no harm in giving it a shot after backing up your folder. However, note that any weapons, spells, or enemies unique to a DMOD will not get the default fixes. The fixes will only work on scripts that are taken straight from the main game scripts folder (in other words, have not been modified by the DMOD creator). This is assuming it doesn't outright break anything.

With some patience, you could rewrite an entire DMOD's scripts to use the fixes but that would take quite some time to do, especially for a larger DMOD. Although, if all you wanted to do is make the weapons and spells starting delay be fixed in a DMOD, I think that could be done without too much effort.
July 25th 2015, 01:57 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Thanks for the answer. It turns out that copying the files into the main game has the direct consequence that Dink freezes as soon as he starts punching in any D-Mod. Oh well!
July 25th 2015, 08:25 PM
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Maybe his scripts use new global variables? The unfortunate consequence being that the scripts wouldn't work in any dmod that doesn't have those defined in main.c.
July 25th 2015, 08:31 PM
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leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
DSIP uses three new globals, so you'd had to add those three globals into the main.c script of every dmod you want to play using the improvement pack.
July 25th 2015, 11:03 PM
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Ah, right. That's why I wrote that warning in there. The three juggle variables are:

&jug
&jugb
&jugc

It should work at least a little bit better with those initialized.