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  #1  
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;
    
    
x = GraalControl.width / 2 - (width / 2);
    
y = GraalControl.height / 2 - (height / 2);
    
    
canClose = visible = true;
    
canMaximize = canMinimize = canResize = false;
    
    
text = "Character Creation";
    
    new 
GuiShowImgCtrl("CreateChar_Doll") {
      
ani = "idle";
      
      
x = CreateChar_Window.width / 2 - 25;
      
y = 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";
        
        
x = 13;
        
y = 90 + 23 * fields.index(@ field);
        
        
text = field[1] @ ":";
      }
      new 
GuiTextEditCtrl("CreateChar_Field_" @ field[1]) {
        
profile = "GuiBlueTextEditProfile";
        
        
width = 150;
        
height = 20;
        
        
x = 50;
        
y = 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";
        
        
x = 13;
        
y = 206 + 23 * parts.index(@ part);
        
        
text = part @ ":";
      }
      new 
GuiPopUpMenuCtrl("CreateChar_Part_" @ part) {
        
profile = "GuiBluePopUpMenuProfile";
        
scrollprofile = "GuiBlueScrollProfile";
        
textprofile = "GuiBlueTextListProfile";
        
        
width = 150;
        
height = 20;
        
        
x = 50;
        
y = 206 + (height + 3) * parts.index(@ part);
        
        
clearRows();
        
        for (
temp.c : colors) {
          
addRow(0, c);
        }
        
        
setSelectedRow(CreateChar_Doll.actor.colors[parts.index(@ part)]);
        
        
thiso.catchevent(name, "onSelect", "onColorSelected");
        
        
this.p = part;
      }
    }
    
    new 
GuiButtonCtrl("CreateChar_Generate") {
      
profile = "GuiBlueButtonProfile";
      
      
width = 60;
      
height = 22;
      
      
x = CreateChar_Window.width / 2 - (width / 2);
      
y = 323;
      
      
text = "Generate";
    }    
  }
}
function 
CreateChar_Generate.onAction() {
  
temp.char = CreateChar_Doll;
  
// {dir, body, head, shield, hat, ani, colors}
  
temp.generateFrom = {char.actor.dir, char.actor.bodyimg, char.actor.headimg, char.actor.shield, char.actor.attr[1], char.ani, char.actor.colors};
  
  
generateCode(generateFrom);
  
  
CreateChar_Window.destroy();
}
function 
CreateChar_Doll.onMouseDown() {
  
CreateChar_Doll.actor.dir ++;
}
function 
onTextChanges(control, newtext) {
  
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.c = 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.v : vars) {
    if (
from[inc] != null) {
      
lines.add("  this." @ v SPC "= \"" @ from[inc] @ "\";");
    }
    
inc ++;
  }
  
  for (
temp.c = 0; c < 5; c ++) {
    
lines.add("  this.colors[" @ c @ "] =" 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;
    
    
x = GraalControl.width / 2 - (width / 2);
    
y = GraalControl.height / 2 - (height / 2);
    
    
canClose = visible = true;
    
canMinimize = canMaximize = canResize = false;
    
    
text = "Create Character: Output";
    
    new 
GuiScrollCtrl("CreateCharOutput_Scroll") {
      
profile = "GuiBlueScrollProfile";
      
      
x = 10;
      
y = 28;
      
      
width = 192;
      
height = 319;
      
      
vScrollBar = "alwaysOn";
      
hScrollBar = "alwaysOff";
      
      new 
GuiMLTextCtrl("CreateCharOutput_Text") {
        
profile = "GuiBlueTextProfile";
        
        
width = 202;
        
        
x = 0;
        
y = 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
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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, 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 11-23-2008, 12:26 PM
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setCharani("ani",null); :P
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Old 12-03-2008, 01:33 PM
Inverness Inverness is offline
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Considering that the Graal documentation says the ani variable is read-only, I think GScript is once again compensating for something you shouldn't be doing normally.

I would prefer if Stefan would make setani() a function of the TGaniObject instead of a global. That way you could do player.setani() or npcobject.setani(), it would be the natural thing to do in object-oriented programming.
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Old 12-03-2008, 05:31 PM
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Quote:
Originally Posted by Inverness View Post
I would prefer if Stefan would make setani() a function of the TGaniObject instead of a global. That way you could do player.setani() or npcobject.setani(), it would be the natural thing to do in object-oriented programming.
I agree.
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Old 03-03-2010, 01:12 AM
cbk1994 cbk1994 is offline
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A couple of amendments:

PHP Code:
//#CLIENTSIDE 
function showInterface() { 
  if (
CreateChar_Window != null) { 
    
CreateChar_Window.destroy(); 
  } 
   
  new 
GuiWindowCtrl("CreateChar_Window") { 
    
profile = "GuiBlueWindowProfile"; 
     
    
width = 212; 
    
height = 356; 
     
    
x = GraalControl.width / 2 - (width / 2); 
    
y = GraalControl.height / 2 - (height / 2); 
     
    
canClose = visible = true; 
    
canMaximize = canMinimize = canResize = false; 
     
    
text = "Character Creation"; 
     
    new 
GuiShowImgCtrl("CreateChar_Doll") { 
      
ani = "idle"; 
       
      
x = CreateChar_Window.width / 2 - 25; 
      
y = 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"; 
         
        
x = 13; 
        
y = 90 + 23 * fields.index(@ field); 
         
        
text = field[1] @ ":"; 
      } 
      new 
GuiTextEditCtrl("CreateChar_Field_" @ field[1]) { 
        
profile = "GuiBlueTextEditProfile"; 
         
        
width = 150; 
        
height = 20; 
         
        
x = 50; 
        
y = 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"; 
         
        
x = 13; 
        
y = 206 + 23 * parts.index(@ part); 
         
        
text = part @ ":"; 
      } 
      new 
GuiPopUpMenuCtrl("CreateChar_Part_" @ part) { 
        
profile = "GuiBluePopUpMenuProfile"; 
        
scrollprofile = "GuiBlueScrollProfile"; 
        
textprofile = "GuiBlueTextListProfile"; 
         
        
width = 150; 
        
height = 20; 
         
        
x = 50; 
        
y = 206 + (height + 3) * parts.index(@ part); 
         
        
clearRows(); 
         
        for (
temp.c : colors) { 
          
addRow(0, c); 
        } 
         
        
setSelectedRow(CreateChar_Doll.actor.colors[parts.index(@ part)]); 
         
        
thiso.catchevent(name, "onSelect", "onColorSelected"); 
         
        
this.p = part; 
      } 
    } 
     
    new 
GuiButtonCtrl("CreateChar_Generate") { 
      
profile = "GuiBlueButtonProfile"; 
       
      
width = 60; 
      
height = 22; 
       
      
x = CreateChar_Window.width / 2 - (width / 2); 
      
y = 323; 
       
      
text = "Generate"; 
    }     
  } 
} 
function 
CreateChar_Generate.onAction() { 
  
temp.char = CreateChar_Doll; 
  
// {dir, body, head, shield, hat, ani, colors} 
  
temp.generateFrom = {char.actor.dir, char.actor.bodyimg, char.actor.headimg, char.actor.shield, char.actor.attr[1], char.ani, char.actor.colors}; 
   
  
generateCode(generateFrom); 
   
  
CreateChar_Window.destroy(); 
} 
function 
CreateChar_Doll.onMouseDown() { 
  
CreateChar_Doll.actor.dir ++; 
} 
function 
onTextChanges(control, newtext) { 
  
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.c = 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", 
                
"attr[1]", 
                
"ani" 
              
}; 
   
  
lines.add("  this.dir = " @ from[0] @ ";"); 
   
  
temp.inc = 1; 
   
  for (
temp.v : vars) { 
    if (
from[inc] != null) { 
      
lines.add("  this." @ v SPC "= \"" @ from[inc] @ "\";"); 
    } 
    
inc ++; 
  } 
   
  for (
temp.c = 0; c < 5; c ++) { 
    
lines.add("  this.colors[" @ c @ "] =" 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; 
     
    
x = GraalControl.width / 2 - (width / 2); 
    
y = GraalControl.height / 2 - (height / 2); 
     
    
canClose = visible = true; 
    
canMinimize = canMaximize = canResize = false; 
     
    
text = "Create Character: Output"; 
     
    new 
GuiScrollCtrl("CreateCharOutput_Scroll") { 
      
profile = "GuiBlueScrollProfile"; 
       
      
x = 10; 
      
y = 28; 
       
      
width = 192; 
      
height = 319; 
       
      
vScrollBar = "alwaysOn"; 
      
hScrollBar = "alwaysOff"; 
       
      new 
GuiMLTextCtrl("CreateCharOutput_Text") { 
        
profile = "GuiBlueTextProfile"; 
         
        
width = 202; 
         
        
x = 0; 
        
y = 1; 
         
        
text = null; 
         
        for (
temp.line : lines) { 
          if (
text == null) { 
            
text = line; 
          } else { 
            
text @= "\n" @ line; 
          } 
        } 
      } 
    } 
  } 
} 
function 
onPlayerChats() { 
  if (
player.chat == "/create char") { 
    
showInterface(); 
  } 
} 
- fixed if (player.chat = "/create char")
- fixed some imaginary variable I invented called "this.hat" to "this.attr[1]"...
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  #14  
Old 03-03-2010, 01:49 AM
Immolate Immolate is offline
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PHP Code:
"/" @ "/" 
Why?
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  #15  
Old 03-03-2010, 02:06 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Immolate View Post
PHP Code:
"/" @ "/" 
Why?
// was doing something weird with the syntax highlighting because it's like a comment. I don't think it actually matters as far as the script, though.
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