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Old 05-06-2004, 02:05 AM
Lance Lance is offline
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Quote:
Originally Posted by jake13jake
Have you ever even seen the classic boat system?
No.

Quote:
What if you wanted to put more than one table in a level but have all the tables in one npc?
Why?

Quote:
What if you wanted a level in which all the walls were scripted in setshapes?
Why, again?
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  #2  
Old 05-06-2004, 10:17 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Lance
No.
Take a look before you judge.


Why?
More efficiency, easier to edit.


Why, again?
If you want to make something creative.
Did you see those crazy moving blocks on the race course in the graalympics? Bet this could've done a lot of good there.
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Old 05-08-2004, 06:49 AM
Dach Dach is offline
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Quote:
Originally Posted by jake13jake
Did you see those crazy moving blocks on the race course in the graalympics? Bet this could've done a lot of good there.
For what you're doing, you don't need this. For something like that, it would help but still isn't necessary. What you're suggesting has a rather limited range of uses, of which, all can already be done.
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Old 05-08-2004, 05:30 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Dach
For what you're doing, you don't need this. For something like that, it would help but still isn't necessary. What you're suggesting has a rather limited range of uses, of which, all can already be done.
Yes, but I rather enjoy having the essence of extra malleability. I don't think that this is too much to ask. It would just assist to be more organized if setshape was able to replace its default, (x,y)=(npcx,npcy), to (x,y)=(scriptdefinedx,scriptdefinedy).
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Old 05-08-2004, 10:08 PM
G_yoshi G_yoshi is offline
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Since I'm being ignored, I'll just move things along:
NPC Code:

if (created) {
showcharacter;
setcharani dk_tree,2;
}


NPC Code:

GANI0001
SPRITE 0 dk_treeshadow2.png 0 0 144 64 shadow
SPRITE 1 dk_tree_trunk.png 0 0 64 64 trunk
SPRITE 2 dk_sum2_tree.png 0 0 192 192 Summer Tree
SPRITE 3 dk_fall2_tree.png 0 0 192 192 Fall Tree
SPRITE 4 dk_spring_tree.png 0 0 192 192 Spring Tree
SPRITE 5 dk_fall_tree.png 0 0 192 192 No Leaves

SINGLEDIRECTION
DEFAULTPARAM1 2
DEFAULTHEAD head19.png
DEFAULTBODY body.png

ANI
1 -8 -8, PARAM1 -66 -130
ANIEND


Let me explain. If the object you are using fits well into a 48x48 (3x3) frame then use showcharacter. This works great for a lot of things and automattically adjusts display priority for drawing over and under players/character NPCs. If its going to be larger than 48x48, then in the gani, set a base image and a top image. The base should be the width of the image (obviously) and the vertical space is up to you. For my castle walls, the height is always 48 pixels high (3 tiles). For drawing the overlaying image, I use a script within the gani. A good place for examples of this, other than what I post, would be the GK ganis for buildings. I've also found that putting the image in the gani at 0,0 makes it fit better with the tiles rather than taking a 32x32 sprite and trying to center it in the 48x48 pane...unless you want it to be centered. Putting it at 0,0 is good for making sure things like npc object walls align properly

NPC Code:

GANI0001
SPRITE 0 SPRITES 0 0 24 16 shadow
SPRITE 1 dk_castle_wall_96.png 0 176 96 48 Castle Wall - 96 Base
SPRITE 2 dk_castle_wall_96.png 0 0 96 200 Castle Wall - 96 Top

SINGLEDIRECTION
DEFAULTHEAD head19.png
DEFAULTBODY body.png

SCRIPT
if (playerenters) {
showimg 1,2,playerx-0/16,playery-176/16;
changeimgvis 1,2;
}
SCRIPTEND

ANI
1 0 0
ANIEND

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