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					Originally Posted by ffcmike  One new problem which might only apply to me is that a lot of characters are facing the wrong direction, it seems to be because I also have these NPCs using a variable of "this.dirturn = true;" | 
	
 Hmm, I don't think that would be parsed into the direction, but I'll take a look into it.
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					Originally Posted by ffcmike  Another noticable error is where I was using a specific frame of a gani: | 
	
 I anticipated that, but I didn't think many people used that so I didn't bother, I guess I'll implement it 

 However, my gani parsing only parses the first frame so I won't be able to make it parse the specified frame, sorry!
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					Originally Posted by ffcmike  Something else I can't figure out though is where candle.mng is rendering as what appears to be some type of head, which is a bit odd because MNGs aren't supported and this head image isn't used anywhere else on the map:   
This could well be the result of setimgpart: this.setimgpart("candle.mng",0,0,32,16); | 
	
 MNG's aren't supported so I'm not sure what's going on. Hopefully just ignoring images that are MNG will fix this.
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					Originally Posted by ffcmike  A couple of things which might be useful, is the detection of a custom variable within an NPC specifically to avoid being rendered within this program, | 
	
 hide and hide() maybe? However if I use hide chances are it'll get parsed when it's not supposed to, such as 
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function onPlayertouchsme() {
  hide();
  sleep(3);
  show();
} 
		
	
 Would probably get hidden, and I can't think of another way to fix this other than doing some complex script parsing. If you'd like a custom variable like this.maprender = false; I could easily do that.
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					Originally Posted by ffcmike  and the ability to set a different sprites.png as some servers may use a custom one, in my case the only difference is semi-transparent shadows. | 
	
 I also anticipated this, but I figured the only thing it affected were shadows. Do you consider this very important?
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					Originally Posted by ffcmike  Being able to assign ganis to classes would be cool too. | 
	
 You can already do so 

 Check the file, it should have an example and instructions on assigning a gani to a join class.