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Dahak

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Everything posted by Dahak

  1. I was going to prove you wrong by copying the whole code you posted instead of just the changes... But when I did that it worked. It just needs fl_is_rough = 1; to work. But I had that the first time and it didn't work after I reopened the scenario... Whatever, it works now. Edit: Nevermind the edit. It doesn't exist so there is nothing to see. Move along folks.
  2. I just loaded the graphic into a sheet and this code to the data script. Code: // Dirt - Grassbegindefinefloor 45; clear; fl_name = "Dirt"; fl_which_sheet = 508; fl_which_icon = 0; fl_ed_which_sheet = 680; fl_ed_which_icon = 25;begindefinefloor 46; clear; fl_which_sheet = 508; fl_ed_which_sheet = 680; fl_which_icon = 1; fl_ed_which_icon = 26;begindefinefloor 47; fl_which_icon = 2; fl_ed_which_icon = 27;begindefinefloor 48; fl_which_icon = 3; fl_ed_which_icon = 28;begindefinefloor 49; fl_which_icon = 4; fl_ed_which_icon = 29;begindefinefloor 50; fl_which_icon = 5; fl_ed_which_icon = 30;begindefinefloor 51; fl_which_icon = 6; fl_ed_which_icon = 31;begindefinefloor 52; fl_which_icon = 7; fl_ed_which_icon = 32;begindefinefloor 53; fl_which_icon = 8; fl_ed_which_icon = 33;begindefinefloor 54; fl_which_icon = 9; fl_ed_which_icon = 34;begindefinefloor 55; fl_which_icon = 10; fl_ed_which_icon = 35;begindefinefloor 56; fl_which_icon = 11; fl_ed_which_icon = 36; Edit:The versions are - Mac OS X, Editor 1.02b5 and v1.0.3. Both have this issue.
  3. Quote: Originally written by Ballad: Erm, I've altered the default floor graphics by copying-and-pasting code from the corescendata scripts and it all seems to work fine. The dry floor all draws properly and auto-edges too. What I'd suggest doing is copying ALL of the relevant code from the corescendata script and changing the sheet and icon numbers again, since I know for sure it works. Wait, what!? I did the same as well for my graphics... Still that doesn't change the outdoor and cave cliffs which are hard-coded. I could replace the sheet in Windows, but I was hoping to utilize the same resource swap as on a mac. Oh well.
  4. Editor quirk, go figure. All the water tiles are okay, but none of the dirts are. Ah well. This need to manually replace the sheets.. It does it for everything? Background, PC, NPC, Item sheets? I figured I could also use a custom item graphic, but since it has the same sheet ID as a default graphic it would revert to default thus preserving the item.
  5. Quote: Originally written by Dahak: While we are talking about new features, I'd like to fix a bug: If the designer replaces the graphics for floors 11-22 or 45-56 then the code that handles drawing the edges for cave/stone or grass/dirt instead defaults to 18 (for 11-22) and 52(for 45-56) when ever you attempt to draw with dirt or any of its edges. So instead of a nice 3x3 square you instead get a 3x3 grid of corners.
  6. Nope. That causes the editor to break.
  7. Does the Windows version of BoA support graphic sheets that have the same ID# as the default graphics? Specifically, #781 and #782.
  8. Okay I know that NPC's have script issues. However if you set a default script in the scendata.txt file for that creature will the script then run properly?
  9. It looks like it is the AND in the if statement. Are you sure you want to be checking that ALL those spaces are blank, or at least one?
  10. Actually the E3 Golem factory is easy. Alchemy is your friend.
  11. If you drew it up maybe it did. If you had you drew it down it would simply draw it lower.
  12. Actually I wanted to draw them lower. Ephesos has the right idea. I used to able draw them a few pixels off. This was for versions 1.1.1 and before. Following version 1.1.2 and later this feature was removed. Grr.
  13. I used to be able to control the height at which a floor was drawn using fl_floor_height_pixels. Now this only affects the terrain, items, and creatures. If there ANY way to control the height at which a floor is drawn?
  14. What would it take to add support for moving the party via the arrow keys rather than the keypad? It would help those of use with laptops.
  15. Hopefully it is C++ rather than C. It is much easier to deal with than C. One question. We will still have to deal with resource forks won't we? Do Universal applications support resource forks or do we need to port them to another format?
  16. So, a warning not to leave combat mode or instant death while in the town? Yay! The minute they leave combat mode, DIE!
  17. In that case I'll make it impossible for them to leave, and then when they've killed everyone, I'll move them to the second fight. Is there any way stop them from leaving fight mode? Also, this is a 1 on 1 fight.
  18. The whole reason I wanted it outdoors was so that the party cannot rest or use any town-only functions. I also didn't them to be able to enter and then leave w/o killing everyone. I know I can extend the border of the town from (1,1) to (48,48), but there is no call to force them to leave unless I use move_to_new_town(). Correct? Also, I'll probably test this later, but you can perform a teleport (within a town) and call a cutscene upon the death of an NPC, correct?
  19. Actually I was referring to the towns you fight in when you have an outdoor encounter. Each battlefield is pre-designed, and is a town, but it is a special usage of a town, so I'm not sure.
  20. Can terrain/town scripts be used in an outdoor encounter when you use a custom outdoor fight terrain?
  21. Frills are floors, not terrains. They cannot be spray painted. Or did that get changed in the latest version of the 3D editor?
  22. As far as I know frills are hard-coded and you can only change them by replacing the graphic.
  23. 1. Are the sign terrains (213, 214, 215) hard-coded as signs? Can a 4th sign be made or does it need to replace one? 2. Is it safe to mess with the beam projector & mirror terrains (380 - 389)? 3. Since I have dial-up I haven't checked the new BoA beta, but do stairs still cause the cliffs they are aginast to be blacked out whether or not the floor is suppressed? 4. What terrains are unsafe to mess with due to bugs or hard-coded behavior?
  24. Actually, the original editor doesn't import either.
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