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Old 11-23-2008, 08:39 AM
cbk1994 cbk1994 is offline
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GS2 Character Creation

This script generates a GS2 script of a character, as opposed to the GS1 script produced by the level editor.

Copy and paste the code given as output into a level NPC, upload it to a server, and it will show the character as you set it.

Screenshots:








Say "/create char" to open the window. It should be quite simple to add a different way to open the window.


PHP Code:
//#CLIENTSIDE
function showInterface() {
  if (
CreateChar_Window != null) {
    
CreateChar_Window.destroy();
  }
  
  new 
GuiWindowCtrl("CreateChar_Window") {
    
profile "GuiBlueWindowProfile";
    
    
width 212;
    
height 356;
    
    
GraalControl.width - (width 2);
    
GraalControl.height - (height 2);
    
    
canClose visible true;
    
canMaximize canMinimize canResize false;
    
    
text "Character Creation";
    
    new 
GuiShowImgCtrl("CreateChar_Doll") {
      
ani "idle";
      
      
CreateChar_Window.width 25;
      
32;
      
      
hint "Click to change direction.";
    }
    
    
temp.fields = {
                    {
"bodyimg""Body"},
                    {
"headimg""Head"},
                    {
"shield""Shield"},
                    {
"attr[1]""Hat"},
                    {
"ani""Ani"}
                  };
    
    
temp.parts getParts();
    
    
temp.colors getColors();
    
    for (
temp.field fields) {
      new 
GuiTextCtrl("CreateChar_FieldLabel_" field[1]) {
        
profile "GuiBlueTextProfile";
        
        
13;
        
90 23 fields.index(@ field);
        
        
text field[1] @ ":";
      }
      new 
GuiTextEditCtrl("CreateChar_Field_" field[1]) {
        
profile "GuiBlueTextEditProfile";
        
        
width 150;
        
height 20;
        
        
50;
        
90 + (height 3) * fields.index(@ field);
        
        if (
field[0] == "attr[1]") {
          
text CreateChar_Doll.actor.attr[1];
        } else {
          
text CreateChar_Doll.actor.(@ field[0]);
        }
        
        if (
text == null) {
          
text "";
        }
        
        
thiso.catchevent(name"onAction""onTextChanges");
        
        
this.part field[0];
      }
    }
    for (
temp.part parts) {
      new 
GuiTextCtrl("CreateChar_PartLabel_" part) {
        
profile "GuiBlueTextProfile";
        
        
13;
        
206 23 parts.index(@ part);
        
        
text part ":";
      }
      new 
GuiPopUpMenuCtrl("CreateChar_Part_" part) {
        
profile "GuiBluePopUpMenuProfile";
        
scrollprofile "GuiBlueScrollProfile";
        
textprofile "GuiBlueTextListProfile";
        
        
width 150;
        
height 20;
        
        
50;
        
206 + (height 3) * parts.index(@ part);
        
        
clearRows();
        
        for (
temp.colors) {
          
addRow(0c);
        }
        
        
setSelectedRow(CreateChar_Doll.actor.colors[parts.index(@ part)]);
        
        
thiso.catchevent(name"onSelect""onColorSelected");
        
        
this.part;
      }
    }
    
    new 
GuiButtonCtrl("CreateChar_Generate") {
      
profile "GuiBlueButtonProfile";
      
      
width 60;
      
height 22;
      
      
CreateChar_Window.width - (width 2);
      
323;
      
      
text "Generate";
    }    
  }
}
function 
CreateChar_Generate.onAction() {
  
temp.char CreateChar_Doll;
  
// {dir, body, head, shield, hat, ani, colors}
  
temp.generateFrom = {char.actor.dirchar.actor.bodyimgchar.actor.headimgchar.actor.shieldchar.actor.attr[1], char.anichar.actor.colors};
  
  
generateCode(generateFrom);
  
  
CreateChar_Window.destroy();
}
function 
CreateChar_Doll.onMouseDown() {
  
CreateChar_Doll.actor.dir ++;
}
function 
onTextChanges(controlnewtext) {
  
temp.part control.part;
  
  if (
part == "attr[1]") {
    
CreateChar_Doll.actor.attr[1] = newtext;
    return;
  }
  if (
part == "ani") {
    
CreateChar_Doll.ani newtext;
  }
  
  
CreateChar_Doll.actor.(@ part) = newtext;
}
function 
onColorSelected(control) {
  
temp.colors getColors();
  
temp.parts getParts();
  
  
temp.part parts.index(@ (@control).p);
  
temp.colors.index(@ (@ control).getSelectedText());
  
  
CreateChar_Doll.actor.colors[part] = c;
}
function 
getParts() {
  return {
           
"Skin",
           
"Coat",
           
"Sleeves",
           
"Shoes",
           
"Belt"
         
};
}
function 
getColors() {
  return {
           
"White",
           
"Yellow",
           
"Orange",
           
"Pink",
           
"Red",
           
"Dark Red",
           
"Light Green",
           
"Green",
           
"Dark Green",
           
"Light Blue",
           
"Blue",
           
"Dark Blue",
           
"Brown",
           
"Cynober",
           
"Purple",
           
"Dark Purple",
           
"Light Gray",
           
"Gray",
           
"Black",
           
"Transparent"
         
};
}
function 
generateCode(from) {
  
// {dir, body, head, shield, hat, ani, colors}
  
  
temp.lines = {"/" "/ Made by" SPC player.nick"/" "/#CLIENTSIDE""function onCreated() {""  showcharacter();"};
  
  
temp.vars = {
                
"bodyimg",
                
"headimg",
                
"shield",
                
"hat",
                
"ani"
              
};
  
  
lines.add("  this.dir = " from[0] @ ";");
  
  
temp.inc 1;
  
  for (
temp.vars) {
    if (
from[inc] != null) {
      
lines.add("  this." v SPC "= \"" from[inc] @ "\";");
    }
    
inc ++;
  }
  
  for (
temp.05++) {
    
lines.add("  this.colors[" "] =" SPC from[6][c] @ ";");
  }
  
  
lines.add("}");
  
lines.add("function onPlayerEnters() {");
  
lines.add("  onCreated();");
  
lines.add("}");
  
  if (
CreateCharOutput_Window != null) {
    
CreateCharOutput_Window.destroy();
  }
  new 
GuiWindowCtrl("CreateCharOutput_Window") {
    
profile "GuiBlueWindowProfile";
    
    
width 212;
    
height 356;
    
    
GraalControl.width - (width 2);
    
GraalControl.height - (height 2);
    
    
canClose visible true;
    
canMinimize canMaximize canResize false;
    
    
text "Create Character: Output";
    
    new 
GuiScrollCtrl("CreateCharOutput_Scroll") {
      
profile "GuiBlueScrollProfile";
      
      
10;
      
28;
      
      
width 192;
      
height 319;
      
      
vScrollBar "alwaysOn";
      
hScrollBar "alwaysOff";
      
      new 
GuiMLTextCtrl("CreateCharOutput_Text") {
        
profile "GuiBlueTextProfile";
        
        
width 202;
        
        
0;
        
1;
        
        
text null;
        
        for (
temp.line lines) {
          if (
text == null) {
            
text line;
          } else {
            
text @= "\n" line;
          }
        }
      }
    }
  }
}
function 
onPlayerChats() {
  if (
player.chat "/create char") {
    
showInterface();
  }

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  #2  
Old 11-23-2008, 08:42 AM
DustyPorViva DustyPorViva is offline
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Nice stuff, though I would prefer 16x16 blocks of colors in rows and columns to minimize the size of the drop menu... I hate selecting colors like that.
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Old 11-23-2008, 08:48 AM
Umat Umat is offline
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nice!
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Old 11-23-2008, 10:46 AM
Crow Crow is offline
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Nice, this can be very useful
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Old 11-23-2008, 12:22 PM
xXziroXx xXziroXx is offline
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Use setCharAni("ANI");
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Old 11-23-2008, 12:26 PM
DustyPorViva DustyPorViva is offline
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setCharani("ani",null); :P
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  #7  
Old 11-23-2008, 06:48 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by xXziroXx View Post
Use setCharAni("ANI");
Why?
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Old 11-23-2008, 11:05 PM
xXziroXx xXziroXx is offline
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Quote:
Originally Posted by cbk1994 View Post
Why?
Because it's the preferred way.
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Old 11-23-2008, 11:47 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by xXziroXx View Post
Because it's the preferred way.
Why? It works both ways.
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Old 12-02-2008, 06:58 AM
ApothiX ApothiX is offline
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Quote:
Originally Posted by cbk1994 View Post
Why? It works both ways.
GScript1 still works, why use GScript2?
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Old 12-02-2008, 11:47 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by ApothiX View Post
GScript1 still works, why use GScript2?
I guess you were with the idea of using setCharAni?

this.ani seems to me to be a much better way to set it; setCharAni was probably kept mostly for compatibility, though I could be wrong. As far as I know, 'this.ani', using commas for parameters, can duplicate the functionality.

I don't see why you claim it's the preferred way. Seems more of an opinion thing to me; if it wasn't intended to be used, it would not have been added. It didn't exist in GS1, remember.
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Old 12-02-2008, 11:55 PM
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Quote:
Originally Posted by cbk1994 View Post
Seems more of an opinion thing to me
oh...really?
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Old 12-03-2008, 12:27 AM
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Quote:
Originally Posted by cbk1994 View Post
I guess you were with the idea of using setCharAni?

this.ani seems to me to be a much better way to set it; setCharAni was probably kept mostly for compatibility, though I could be wrong. As far as I know, 'this.ani', using commas for parameters, can duplicate the functionality.

I don't see why you claim it's the preferred way. Seems more of an opinion thing to me; if it wasn't intended to be used, it would not have been added. It didn't exist in GS1, remember.
The function is supposed to be used to set it, and the string supposed to be used to read the players ani. While it does work setting it that way, it's not the preferred way. What do I base that one? Simple, that you can send params to the gani, hinting that a function is the preferred way.
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Old 12-03-2008, 03:24 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by xXziroXx View Post
The function is supposed to be used to set it, and the string supposed to be used to read the players ani. While it does work setting it that way, it's not the preferred way. What do I base that one? Simple, that you can send params to the gani, hinting that a function is the preferred way.
You can take it either way, I guess. Feel free to modify my code if it annoys you that much.

However, I will continue to use 'this.ani', as it, in my opinion, fits better with the style of everything else.

By the way, there are also functions for setting head, etc. I guess I should be using setcharprop instead of this.headimg, right?
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Old 12-03-2008, 07:49 AM
Tolnaftate2004 Tolnaftate2004 is offline
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Quote:
Originally Posted by xXziroXx View Post
words
It is less costly to set the string.
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