Graal Forums  

Go Back   Graal Forums > Development Forums > Future Improvements
FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 05-08-2004, 05:30 PM
jake13jake jake13jake is offline
Former Classic Staff
jake13jake's Avatar
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
jake13jake will become famous soon enough
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).
Reply With Quote
  #2  
Old 05-08-2004, 10:08 PM
G_yoshi G_yoshi is offline
Forbidden
G_yoshi's Avatar
Join Date: Mar 2001
Posts: 7,206
G_yoshi will become famous soon enough
Send a message via AIM to G_yoshi
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

__________________
Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:13 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.