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Custom Template and setting them issues?
It's a lttle difficult for me to explain,
But bare with me:P I've been creating my own style of a body template. And currently, I've been having trouble making it so that: Other than re-Gani'ing every body I make for every gani possible, How would I go about having a folder, For example: levels/body2/* and in all Gani's, replace the current body with my custom, Yet the design changes to the uploaded body. Sorry, It sounds hard to follow. But for another example, The current body template is changeable when you set another body and goes for any template with that body template. How would I go about making something like this? |
Still not completely sure what you want, but remember that gani's are simply text files. Open up one with notepad and you will quickly understand how they work. Sometimes it is quicker to work in notepad when making changes to ganis, such as swapping out sprites. A simple "Find and Replace" is all that is needed.
As far as changing which body you want to use in a gani, when importing your body sprites, chose "BODY" from the image dropdown menu on the left side. Then to view the body in the gani while working, paste the filename of the body image into the Def. body table on the right side of the main window. |
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I'm trying to use a custom template as the body, rather than the current body template. I hae it all created and working, But right now, I have no way of setting new types of bodies, Example: body1.png, body2.png, body3.png. You currently have body1.png, and you setbody body2.png. For any GANI with the body, will change th body look from body1 to body2. I'm trying to make it so I can use a custom body template and still be changable. I guess a better exampe would be like Zone or GK's body system. How did they do something like that to change the body template and make it so they're still changable as far as design/looks for every gani? If this is any better at understanding, Then good. If not, Tell me what I need to explain better |
When adding sprites to the gani, you can either specify an image name, or choose from an existing list. The list should also have BODY in it (all caps) or similar. When you use this, the current body image of the player is used in it's place. In the bottom right corner of Graal Shop (the gani editor, not the shop) you can set a default body/head/and so on image to go with that while editing.
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But i'll try. I'm not trying to change the default head/body/whatever. Another example ofwhat i want is like, Umm let's pretend I create a scarf item/accessory. Let's pretend I name it fyse_scarf1.png. I then make a Gani for walk and idle. I then make fyse_scarf2.png and fyse_scarf3.png. Rather than making 2 more Gani's for a different color scarf, How would I make it so I can say setscarf fyse_scarf#.png. (Replace the look of one scarf, to the look of another. Again with the defaut body example; how you can setbody and the body style will change along with the style in every Gani with a body, and still not make seperate gani's for every little body uploaded to the server.) Again, I'm not trying to set a default body. |
You could put them as ATTRs in the gani (body attr1, head attr2, hat attr3, scarf attr4, ...) and than script your set#
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You get where i'm coming from. I knew this attribute thing, But now that we have this out of the way, How would I enter this into the Gani??? Because i'm pretty positive player.attr[4] wont know exactly where you want the sprite at on the player, And what layer. What would I put in for the image? Like, In the Gani image thing. Would I put SCARF or like, player.attr[4] or something??? EDIT: I mean, Since attr's go by Gani. Not Image. |
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I should slap you xD |
I know what you want, but why not use the default body "space"? As callimuc said, you'd have to use attributes instead. Those are limited though. And if you're abandoning default bodies completely, there's no reason not to use that extra space you got. The default "setbody" command is not limited to default style bodies, only to bodies as defined per RC folder configuration. So you can also use that with your new type of bodies.
Edit: Also, for attributes in ganis, use ATTR1 to ATTR30. ATTR1 defaults to the hat already though, might want to start with attribute two. But again, there's no reason not to use BODY, HEAD and so on. Why not use them? |
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I see what you mean by ATTR, but my problem is if I wanted to make more than one (for example again) Scarf. Using ATTR, it goes by Gani. Not image. So for example, ATTR[30] would work for something like sit.gani But not for chair.png. Because it goes for Gani, not image. Therefore, For every scarf I want to make, I'd have to make another Gani for every scarf. Which is not what I want. I use the example scarf, because I'm using this for a custom TEMPLATED body. However, In order to have more than one available body/scarf with this custom TEMPLATE, I'd have to remake every little Gani over and over and over for every body I make. But I want to make something like in the Gani Sprite, The image being player.attr[30], but that doesn't work. The default body TEMPLATE is defined as BODY in the sprite, and automatically changes the default body to the body you are wearing. But I'd like to do the same, but with my "scarf" instead. I understand your RC Configuring Concept, But that won't help make the "scarf" image automatically reset or change to what you want when you say setscarf. Again, because player.attr goes by GANI. Not image. |
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You don't seem to be getting the attribute stuff either. Let's say you're using ATTR2 in your gani for the scarf. You can then change around the player's second attribute via script like this: PHP Code:
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