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  #31  
Old 09-28-2011, 08:29 AM
cbk1994 cbk1994 is offline
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I've moved the list of helpful posts to the wiki, added some new links, and categorized them. It'd be nice if new useful posts were added to this list in the future.

If anybody would like to add, please just edit the page. If you don't have wiki access, I'll be happy to make the edits for you (post here or PM me).
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  #32  
Old 10-03-2011, 04:45 AM
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I found this helpfull, also thanks cbk1994 I need to study the wiki some more.
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  #33  
Old 06-22-2013, 06:18 AM
DustyPorViva DustyPorViva is offline
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On the clientside, using the setshape2 value of 5 lets you define NPCs with a shape that can be interacted with but doesn't block the player.

Graal Script Code:
setshape2(4,4,{
  
5,5,5,5,
  
5,5,5,5,
  
5,5,5,5,
  
5,5,5,5,
}); 
Not insanely useful, but I found it useful when you want NPCs to interact with touching/hitting without necessarily blocking the player(like baddies, doors and such).
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  #34  
Old 06-22-2013, 09:20 PM
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Quote:
Originally Posted by DustyPorViva View Post
On the clientside, using the setshape2 value of 5 lets you define NPCs with a shape that can be interacted with but doesn't block the player.

Graal Script Code:
setshape2(4,4,{
  
5,5,5,5,
  
5,5,5,5,
  
5,5,5,5,
  
5,5,5,5,
}); 
Not insanely useful, but I found it useful when you want NPCs to interact with touching/hitting without necessarily blocking the player(like baddies, doors and such).
Is there any documentation, good documentation on setshape2()? I always have troubles using it due to lack of understanding what all the numbers are for.
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  #35  
Old 06-22-2013, 09:59 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by scriptless View Post
Is there any documentation, good documentation on setshape2()? I always have troubles using it due to lack of understanding what all the numbers are for.
Same numbers as tiletype: http://www.graal.net/index.php/Creat...tions/tiletype
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  #36  
Old 06-23-2013, 03:43 AM
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Originally Posted by cbk1994 View Post
Oh, so I think I understand now. You set a height and width in a grid and then assign a value to each. Always wondered about that. Thanks!!
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  #37  
Old 06-26-2013, 05:46 PM
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Here's a little tip for understanding the options part of move(), showstats(), enablefeatures() etc and how it works:

If these functions are known to you, you might have noticed the build up of the options going like this

1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 + 256 + 512 + 1024 + 2048 ETC ETC

Basically you can create any numbers using the numbers given above

31 = 1 + 2 + 4 + 8 + 16
30 = 2 + 4 + 8 + 16
29 = 1 + 4 + 8 + 16

Following? Now, why are those functions using numbers like that? Why not use normal numbers from 1 to 10 for example? To answer that, let me set an example up:

Graal Script Code:
/*
  createNPC(x, y, type, options)
  options:
    1 = randomized look?
    2 = roam around
    3 = hunt and hurt players
*/
function onCreated() {
  
createNPC(xy"baddy"2); // randomized look + roam around

  
createNPC(xy"baddy"3); // function as enemy to the player, hunt & kill
}

function 
createNPC(npcxnpcynpctypeoptions) {
  
// how to tell the difference between 1+2 (randomized look + roam around)
  // and 3 (hunt players and hurt them
  
  
temp.npc putnpc2(npcxnpcy"");
  if (
options == 1+2) {
    
// just give up here and start over., ok?
    //the script can't tell the difference between 1+2 and 3


Now, how can it be done instead? Well, yeah, you use the numbers given further up this post and do like this:

Graal Script Code:
/*
  createNPC(x, y, type, options)
  options:
    1 = randomized look?
    2 = roam around
    4 =  function as enemy to the player
*/
function onCreated() {
  
createNPC(xy"baddy"2); // randomized look + roam around

  
createNPC(xy"baddy"4); // function as enemy to the player, hunt & kill
}

function 
createNPC(npcxnpcynpctypeoptions) {
  
temp.npc putnpc2(npcxnpcy"");
  
temp.npc.join("npc_"npctype); // would join npc_baddy
  
temp.npc.type npctype;

  if (
options&1temp.npc.join("npc_module_randomizedlook");
  if (
options&2temp.npc.join("npc_module_roam");
  if (
options&4temp.npc.join("npc_module_enemyai");

By using the & operator you can simply check if a bit value exists within the specified bit value given.

so instead of doing something like createNPC(x, y, type, true, true, false);, or set up predefined options, use this method instead!
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Last edited by Chompy; 06-26-2013 at 07:05 PM..
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