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'uber' setshape? @_@
Is there an easier way to make setshape2 overwrite the tiles underneith the NPC than with attachplayertoobj?
ie: setshape2 2,2,{0,0,0,0,} over blocking tiles that allow you to walk over the NPC... I know it can be done when using the other command with it... But is their an easier way? Because with attachplayertoobj the script has to be unique for each NPC... Is there a secret setshape3 or something? If not I think there should be... For us non-scripting type folk who use it for design reasons... (bridges and the like) :| |
Re: 'uber' setshape? @_@
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You want the variable named: id which is rather self-explanatory. :) |
Re: Re: 'uber' setshape? @_@
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edit: *deletes bad analogy* I have no bloody clue as to what you're talking about... @_@; I looked in the commands.rft for the ID variable, i couldn't find anything about it... perhaps I missed it... But is there any place I can perhaps read more about this? |
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Alright... I might be able to figure this out... maybe @_@; Thanks |
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seteffectmode and changeimgmode And also, are there any good documents I could read that would enlighten me in the aspects of scripting? :) ~Mmm abnormal sentence structure...~ |
I think attachtoobj (or however the command goes) is a pain to work with... setshape3 or something would be usefull for things like briges, etc, that aren't intended to move, as a boat would, for example.
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Except that part's got nothing to do with the shape of the NPC.
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You know, I was thinking... setshape3 would be pretty useless anyway... because if you want a bridge that you can walk on, or under, you would still need the if (playerx in | blahblahblah... )
Right? @_@; |
Re: Re: Re: Re: Re: 'uber' setshape? @_@
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also missing; sendrpgmessage, #R I could of swore I had the color modes though, oh right stupid overwrite of other commands.rtfs... *mumble* fixed it |
Don't forget that i was the first one to update commands.rtf when Stefan didn't anymore :(
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Prove it :P
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Tiles. Are. Not. A. Facet. Of. An. NPC's. Shape. |
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to haunter you could change the tiles underneath the npc so they don't block while you're doing these operations, but if you don't like that then attachplayertoobj is definately your best bet |
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Tiles... but not fake tile values for object colision detection. Since you need clearification, all I'm saying is that it would be nice to have a setshape mode where the fake tile values for the sake of object collision detection overided the tile values of the board. Quote:
same with color props and etc!!!! WE SHOULD REMOVE EVERY SCRIPT COMMAND THAT CANNOT BE REPLICATED WITH THE VERY BARE BONES COMMANDS!!! LEST THE ORIGINAL KEY CHECKING COMMANDS SHOULD HAVE NEVER BEEN ADDED BECAUSE ANY COMPETENT SCRIPT CAN, AND SHOULD IMPROVISE BY CHECKING THE SPRITE OF THE PLAYER AND ETC ETC ETC *sarcastic* Legacy, you have a good point. >.> |
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