Easygoing Eyebeast keira Posted August 19, 2008 Share Posted August 19, 2008 I have looked into the source code for hints on getting custom scenario pictures. I have found that the thingy that controls the icon number is located at line 1254 in KEYDLGS.cpp: Code: void edit_scen_intro_event_filter (short item_hit){ char str[256]; short i; switch (item_hit) { case 9: scenario.intro_pic = CDGN(804,8); if ((scenario.intro_pic < 0) || (scenario.intro_pic > 29)) { give_error("Intro picture number is out of range.","",804); break; } for (i = 0; i < 6; i++) CDGT(804, 2 + i,scen_strs[4 + i]); dialog_not_toast = FALSE; break; case 10: dialog_not_toast = FALSE; break; case 16: i = CDGN(804,8); i = choose_graphic(1600,1629,1600 + i,804); if (i >= 0) { CDSN(804,8,i - 1600); csp(804,11,i ); } break; }} Icons are 32x32. However, to my knowledge all other graphics are either 28x36 or 36x36. The monster picture thingy is located at line 1275 in SCENARIO.cpp. Code: case 28: // talk pic if (save_monst_info() == FALSE) break; i = choose_graphic(1001,1084,store_monst.default_facial_pic + 1000,814); if (i >= 0) { store_monst.default_facial_pic = i - 1000; } else break; put_monst_info_in_dlog(); break; Would it be possible to duplicate the portrait thingy and change it to work with custom 32x32 graphics? Would it be possible to let it use a 36x36 and trim the outside off? I think this would be relatively easy to implement, but who am I to talk? I can't even compile . Anyway, what do you programming types think? Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted August 20, 2008 Share Posted August 20, 2008 Ormus is the programmer around here, unfortunately it seems that he is busy. I can't get his code to compile on my compilers. This is one of many ideas that need to be implemented, you could probably add it to the open source suggestion list. Quote Link to comment Share on other sites More sharing options...
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