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"I Need Help Programming" Thread

User is offline   Hendricks266 

  • Weaponized Autism

  #31

action definitions use relative tile numbers. For example:

define APLAYER 1405

action PSTAND 0 1 5 1 1

actor APLAYER MAXPLAYERHEALTH PSTAND 0 0

The default action for the player is to display one animation frame (= no animation) starting at tile 1405 + 0 = 1405, with tiles 1405, 1406, 1407, 1408, and 1409 as a five-framed rotation.

Also, I think you already figure this out, but what actions, moves, and AIs are actually named does not matter as long as the definition (with the numbers) matches what is called from the actor code.
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User is offline   Mark 

#32

Thanks. I'll see what I can come up with. I just realised I also have to define in sounds, strength,speed and who knows what else. :angry: I'll be riding the "error train" again tonight.

This post has been edited by Mark.: 23 March 2013 - 02:58 PM

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User is offline   Mark 

#33

For every step forward I get 2 backwards. My various con files are so hacked and patched that I'm better off wiping out and start again. I actually had 2 working enemies before I tried to get them as seperate actors instead of overwriting the originals. Now I gots nuttin'. I'm beginning to think I should have left them alone. :angry:

This post has been edited by Mark.: 23 March 2013 - 05:23 PM

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