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Dink.ini parms

Version: YeDink 0.95+

The following dink.ini parms were added and will change various settings at launch:

  • dinklua_enable switches on the DinkLua scripting backend.

  • dinkc_off switches off DinkC.

  • gfx_diag_idle_enable allows for all 8 directions for player sprite idle sequences.

  • gfx_alttext_enable switches on alternate text display, for multiple colours in text.

  • gfx_alttext_disable switches off alttext display and locks it from the player.

  • scripts_enable_divequals fixes the /= operator bug when using an internal function as the divisor.

  • sprite_enable_smart_movement stops brain 9 monsters from getting caught in corners.

  • sprite_enable_large_talkbox allows for the player to talk to NPC-brained sprites from a greater distance.

  • sprite_pig explosion_seq sequence replaces sequence 164 default sequence with "sequence" for the pig brain.

  • sprite_duck_explosion_seq sequence as above for ducks.

  • sfx_bass_boost mult applies a multiplier to the bass frequencies of sound effects as per "mult". 1.5 is a good starting value.

  • gfx_tiles_anim_off switches off the animation of water and fire tiles.

  • gfx_tiles_water_start sheet sets "sheet" as the first in the sequence for water tiles

  • gfx_tiles_water_length sheets determines how many sequential tilesheets to use for water tiles.

  • gfx_tiles_fire_start sheet sets "sheet" as the first in the sequence for fire tiles.

  • gfx_tiles_fire_length sheets determines how many sequential tilesheets to use for fire tiles.

  • gfx_full_fade_enable fades down everything without leaving white. Text will be invisible.

  • input_controller_set_key key sets the key script to be used with the L1 button on the controller. 67 would be "C", for example.

    The above was copied from the YeoldeDink Guide