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March 12th, 09:24 PM
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SimonK
Peasant He/Him Australia
 
Yes I'm procrastinating...

So, similar inability with ChatGPT as Co-Pilot

Here is the tail end of the conversation, not the full one, as it is too long. I asked ChatGPT to create a script for a statue sprite that Dink interacts with by either talking to or hitting, and asked it to be funny while referring to a fantasy Church that focuses on strength and giving up belongings to the Church

User
sp_color() is not a valid DinkC command, I could not find it in the DinkC Reference, can you?
ChatGPT
You are correct, and I apologize for the oversight. sp_color() is not a valid command in DinkC. Instead, DinkC uses the sp_pframe to change the color palette of sprites. Let's revise the script accordingly:

c
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// Procedure for when Dink talks to the statue
void talk(void)
{
// Change the color of the text to the darkest color available
sp_pframe(&current_sprite, 1); // Dark color

say("`#Greetings, humble mortal. What brings you to the presence of the Almighty Statue?`nDo you seek the blessings of strength?", &current_sprite);
}

// Procedure for when Dink hits the statue
void hit(void)
{
// Change the color of the text to the darkest color available
sp_pframe(&current_sprite, 1); // Dark color

say("`#You dare strike the mighty statue of our revered deity!`nPrepare for divine retribution!", &current_sprite);
// You can add additional actions/effects here if you want
}
Now, I've replaced the invalid sp_color() command with sp_pframe() to change the color palette of the sprite. This should achieve the desired effect of making the text appear in the darkest color available. Thank you for your patience, and I apologize for any confusion.

User
No, you have a set of options for text color that start with the value of 1 and go to 9, then 0, then !, @, #, $, % - can you find this information in the DinkC Reference?
ChatGPT
I'm sorry for the confusion earlier. You're correct that DinkC doesn't have a direct command to change text color like that. Instead, it uses escape codes within the text itself to change the color. Here's the corrected script without the invalid command and using the escape codes for text color:

c
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// Procedure for when Dink talks to the statue
void talk(void)
{
say("`7Greetings, humble mortal. What brings you to the presence of the Almighty Statue?`nDo you seek the blessings of strength?", &current_sprite);
}

// Procedure for when Dink hits the statue
void hit(void)
{
say("`7You dare strike the mighty statue of our revered deity!`nPrepare for divine retribution!", &current_sprite);
// You can add additional actions/effects here if you want
}
In this script, I've used the escape code ``7` to set the text color to a dark shade. This should achieve the desired effect without relying on an invalid command. Thank you for your patience and bringing this to my attention.

User
Thanks, can you change the text being said to that of Dink character reacting to the statue, while still being funnny. And keep the dialogue to 7 words at most.
ChatGPT
Certainly! Here's the revised script with Dink's reactions to the statue, keeping the dialogue short and funny:

c
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// Procedure for when Dink talks to the statue
void talk(void)
{
say("`7Are you flexing? Because you're stoned.`", &current_sprite);
}

// Procedure for when Dink hits the statue
void hit(void)
{
say("`7Ouch! That's a rock-solid response!`", &current_sprite);
// You can add additional actions/effects here if you want
}
In this script, when Dink talks to the statue, he makes a pun about being "stoned" while the statue remains stoic. When Dink hits the statue, he remarks on the statue's "rock-solid response," which is both a pun and a recognition of the statue's firmness.

User
Almost there, just change the &current_sprite to a value of 1 so that it is Dink character who has the text response.
ChatGPT
Apologies for the oversight. Here's the corrected script with the dialogue attributed to Dink's character:

c
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// Procedure for when Dink talks to the statue
void talk(void)
{
say("`7Are you flexing? Because you're stoned.`", 1);
}

// Procedure for when Dink hits the statue
void hit(void)
{
say("`7Ouch! That's a rock-solid response!`", 1);
// You can add additional actions/effects here if you want
}
Now, both responses are attributed to Dink's character with the value of 1, so it's Dink who delivers the funny lines.