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-   -   baddies and tileobjects (https://forums.graalonline.com/forums/showthread.php?t=45528)

aaronwclark 06-17-2003 02:25 AM

baddies and tileobjects
 
ok im having trouble with baddies. i have created my own in psp7 but i cant figure out how to get them to work on editor mode. and i also need help with the tileobjects, i have them made on 16x16 tiles and i can use them on editor as well, but you cant walk on them, its like they are all wall pieces, wuts up with that, how do i fix that.

Pokilty 06-17-2003 03:29 AM

I'm fairly sure you have to script the baddy yourself. I never heard of any built-in Graal baddy-skins where you can just stick a skin on top of the baddy...

osrs 06-17-2003 03:49 AM

putnewcomp baddyname,x,y,imgname,power; - puts a baddy on the board (with the specified image and power).

NPC Code:

putnewcomp graysoldier,x,y,<imgname>,<power>;



Wouldnt this help? x.x'

Loriel 06-17-2003 03:13 PM

Re: baddies and tileobjects
 
As osrs said, you need to use some script commands to place custom baddies.
Also, for tiles, you need to understand that Graal has no way to realize wether you imagined your graphics as floor tiles, or wall tiles, or whatever.
You need to either use the as a graphic for an NPC and do dontblock; and drawunderplayer;, or learn how to use the addtiledef commands.

TripleE 06-21-2003 03:14 AM

Re: Re: baddies and tileobjects
 
Quote:

Originally posted by Loriel
As osrs said, you need to use some script commands to place custom baddies.
Also, for tiles, you need to understand that Graal has no way to realize wether you imagined your graphics as floor tiles, or wall tiles, or whatever.
You need to either use the as a graphic for an NPC and do dontblock; and drawunderplayer;, or learn how to use the addtiledef commands.

If i understand what you said about tiles right couldnt you learn to edit off the current tileset,or a good guideline that delph made for the Era tileset shows the blocking,non-blocking,water,and the otehr things.

protagonist 06-21-2003 04:25 AM

As Loriel stated, addtiledef is something you should learn. It is indeed easier and more efficient than editing the entire tileset because then, assuming you would make the tileset available for download, it would be bulky(50 kb isn't it?). As opposed to a normal 16x16 tile, which is less than 1kb.

adam 06-21-2003 03:45 PM

tilesets will only get bigger. ;)

Quote:

----------------------------
New features/bug fixes in v3
----------------------------

v3 has several little improvements over the old Graal,
more will be added soon. Here a list of the
new things:

- polygons and texts can be transparent, so
you can use the script commands showpoly and
showtext together with changeimgcolors and
changeimgmode
- onwall2(x,y,width,height) to test a rectangular area
for blocking things
- more efficient speach support, it should work on Linux
too when microphone support is installed
- support for 24bit-pngs and jpegs

Things that are not supported anymore:
- setbackpal
- playersays()

protagonist 06-21-2003 11:07 PM

HAHAHA YES!!@!!@!!

No more FRICKING BACKPAL!
I can not EMPHASIZE HOW HAPPY I AM THAT BACKPALS ARE FINALLY PUT TO THE DEATH THEY DESERVE!

Nothing is more ANNOYING than opening a LAT tryout level with a backpal in it.

DarkDragoon_Lloyd 06-24-2003 09:10 PM

Quote:

Originally posted by osrs
putnewcomp baddyname,x,y,imgname,power; - puts a baddy on the board (with the specified image and power).

NPC Code:

putnewcomp graysoldier,x,y,<imgname>,<power>;



Wouldnt this help? x.x'

But when you use that online, doesn't it disconnect the player saying "#a added a baddie(hacker?)" or something?
Or is that just when you use it clientsided?

protagonist 06-24-2003 09:30 PM

Yeah, baddies are serverside I think.


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