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What is DinkC?
DinkC is a scripting language created specifically for Dink Smallwood. The language powers almost everything game-related, such as conversations, cutscenes, enemies, and more.
Hey, look, some bullet points.
- The format superficially resembles C/C++.
- Supports procedural structure.
- 249 concurrent variables at one time.
- Both local and global dynamic variable creation with custom names. All globals you create are saved with the player data file automatically.
- Ability to attach a DinkC script to an object, person, monster, or screen.
- 199 DinkC scripts can be running at the same time.
If an object has a script attached to it, and that object is hit, talked to, killed, etc., it will automatically look in its script for predefined procedures like hit()
, die()
, attack()
or talk()
.
Run with the -DEBUG
command-line option, Dink.exe will report all errors/debug strings in DEBUG.TXT
.
Bloated DEBUG.TXT in FreeDink
Freedink
109.6
Note that when DEBUG
is active the DEBUG.TXT
file will quickly grow in size and become bloated by several "Surface doesn't have a colorkey" reports.
You will be writing DinkC scripts that control the events and underlying rules of your D-Mod. If you have a firm grasp on programming language basics, you might want to skim along these introductory sections to understand the limitations of DinkC.