Posted by MrG 207.231.67.105 using Mozilla/4.5 [en] (Win98; I) on April 09, 2000 at 14:24:11:
In Reply to: thanks posted by eddy on April 09, 2000 at 10:52:50:
Heh, if you could tweak this to work for items
as well, we'd have our first action game for the
TK.. Amazing...
: Thanks for the commands and all, they work pretty good. But I need acouple small things to finsh it,
: and I will have every program in my game compleate. Ok, first, I the command I am making will have to be four directions( If he is facing right it shows him from the right kicking, if he is facing up it shows him kicking from the up veiw, ex...
: All I realy need is to know how to right in rpgcode that he is facing up, down, basicly all derections.( If you can tell me that I will proable right four prg.s similar to the one you gave me and use the #If command and #branch the direct to the specified
: dircetion, so you do not have to right all the commands if it saves you the trouble)
Well, this is where it can get a bit tricky. The way I would do it is to make new character files that mirror each character that can kick,
or whatever, and make several different programs for the different characters. Then, in your program, use the #RemovePlayer to remove
the current player (with the normal animations) then #AddPlayer the new one with the attack animations *in place of* the normal walking animations.
Do you see what I'm saying? Then, just use something like this:
#If (x! Etc. Then, something like: #If (direction$ = "West") Do the same thing for North, South, East, and then, when you're : Also, there is the one aspect of righting this prg. that I still can not think of how to pull off. It is how I would only destroy the item that Sure.. Remember on your method, when you passed the x! and y! variables of the tile you wanted to show the blow up #If (x! < playerx[0]!) Do the same procedure to check the y's... That help? Mike
#direction$ = "west"
}
#If (y!
#direction$ = "north"
}
{
#For(count!=0;count!<=3;count!=count!+1)
{
#direction! = 13 + count!
#Stance *Heh, I forgot the syntax for this, but
*it's in the manual. Basically, use the
*player's handle you're using, then use direction!
*for the number, since 13 + count! will give us all the
*west animations. Look in the manual for the numbers of the
*other directions
}
}
done, #RemovePlayer this dummy player with the attack animations
and #RestorePlayer your old player. Then proceed as normal with the
rest of the stuff...
: I was next to ensted of destroying the item by the itemnum specified in the Program. (Like if he was touching a tree facing up, he could run the prg. and the tree would explode, but if he was
: 2tiles back and ran the prg. nothing would happen.
animation and put a normal tile back on (since we're only destroying an ITEM, not a tile), just use something like this:
{
#tilesaway! = playerx[0]! - x!
#If (tilesaway! > 1)
{
#Done *Finish the program
}
}
#If (x! > playerx[0]!)
{
#tilesaway! = x! - playerx[0]!
*All the other stuff