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March 12th, 08:42 PM
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SimonK
Peasant He/Him Australia
 
So I was putting off doing more DinkC stuff for SOB ReDux, and I thought... AI maybe I can get it to write my DinkC scripts. So I tried Microsoft's Co-Pilot and got this long result. Just text copy and pasted from my Edge browser. Bottom line, is no it can't do it straight off the bat. Can't be bothered with ChatGPT or whatever Google has going these days. Back to manually making mistakes like forgetting & before variables, missing brackets or semi-colons...

You
Can you write DinkC scripts?
Copilot
Certainly! DinkC is the scripting language used for creating scripts attached to sprites in the game Dink Smallwood. If you’re interested in writing DinkC scripts, here’s a brief overview:

What is DinkC?
DinkC is a custom scripting language specifically designed for Dink Smallwood. It allows you to create interactive behaviors for sprites within the game world.
Scripts written in DinkC are typically saved in files with extensions like .c or .d (if compiled).
Commands and Usage:
In each DinkC script file, you’ll find a series of commands that define how a sprite behaves. These commands control various aspects of the game, such as movement, dialogue, and interactions.
For example, you can use DinkC to:
Define how an NPC (non-player character) behaves when the player interacts with them.
Create custom shopkeepers with unique dialogues and inventory.
Attach behavior to objects like signs or benches.
Example Scripts:
Here are some examples of DinkC scripts:
Generic Object Script: Used for objects like signs. It defines behavior when the player interacts with the object.
Generic NPC Script: Controls the behavior of characters in the game.
Generic Shop Script: Attached to storekeeper sprites, it manages shop interactions.
Generic Shop2 Script: Similar to the shop script but attached to bench sprites for storekeepers.
Resources:
If you’re looking to dive deeper into DinkC, you can explore the DinkC Reference Guide, which provides detailed information on various DinkC commands and usage.
Remember, DinkC allows you to bring your game world to life by defining how sprites interact with each other and with the player. Happy scripting! ??

Learn more
1
dink.fandom.com
2
dinknetwork.com
3
dinknetwork.com
You
Show me a generic NPC DinkC script
Copilot
Certainly! Below is a simple example of a generic NPC (non-player character) DinkC script. Keep in mind that DinkC scripts are typically attached to sprites within the game world and define their behavior. This example assumes you’re familiar with the basics of Dink Smallwood scripting:

// Generic NPC Script
void main(void)
{
// Initialize the NPC's behavior
int &npcX = sp_x(1); // Get the X-coordinate of the NPC sprite
int &npcY = sp_y(1); // Get the Y-coordinate of the NPC sprite

// Display a message when the player interacts with the NPC
say("Hello, traveler! Welcome to my humble abode.", 1);

// Wait for the player to press a key before continuing
wait(1);

// Move the NPC to a new location (for demonstration purposes)
move(&npcX, &npcY, 2, 1);

// Display another message
say("Feel free to explore!", 1);

// End the script
kill_this_task();
}

Explanation:

The main function is the entry point for the script.
We retrieve the NPC’s current position using sp_x(1) and sp_y(1).
The say command displays a message when the player interacts with the NPC.
The wait(1) pauses the script until the player presses a key.
The move command moves the NPC to a new location (you can adjust the coordinates and speed).
Finally, we display another message and end the script with kill_this_task().
Remember that DinkC scripts can be much more complex, incorporating conditions, loops, and interactions specific to your game. For further details, refer to the DinkC Reference Guide1.

Learn more
1

dinknetwork.com
2

dinknetwork.com
3

dinknetwork.com