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Anonymous

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« on: March 25, 2004, 10:14:34 PM »
How do I make it so that in the fight, when I use a combo attack, the player's graphic disappear and preform an combo attack animation on the enemy then the player's graphic reappear?

The new way for RPG Code in TK3 is confusing me.
« Last Edit: December 31, 1969, 06:00:00 PM by Anonymous »

Cesque

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« Reply #1 on: March 26, 2004, 06:28:45 AM »
I have no idea. Propably by same method as in tk2 - refer to Xorlak for his transformation/sword techs in DA1.
« Last Edit: December 31, 1969, 06:00:00 PM by Cesque »
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Xorlak

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« Reply #2 on: March 26, 2004, 11:43:24 AM »
You can use #scan and #mem to pick up tiles near to the character and put them over him, "erasing" him from the screen.  Then do #TargetLocation(x!,y!) to get the location of the enemy (you'll have to multiply the values by something to get the positon right, because that will give you tile coordinants and you need pixel coordinants), then a normal animation of the character performing the move.

If you have the original Dark Age downloaded, take a look at "slash.prg" and "wyvern.prg" for some examples.  I'm not sure how well this method will work in TK3, though.
« Last Edit: December 31, 1969, 06:00:00 PM by Xorlak »

suicidesven

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« Reply #3 on: March 26, 2004, 05:42:54 PM »
ive found #getboardtile and #layerput to work easier then scan and mem
« Last Edit: December 31, 1969, 06:00:00 PM by suicidesven »

Colin

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« Reply #4 on: April 10, 2004, 08:50:40 PM »
Heh...

I've heard a lot about this "new way" of doing RPGCode. Heh... A number of years ago I asked CBM for something similar to VB's functions in RPGCode. I provided these examples...

Code: [Select]
#a!=5
#b$=CastLit(a!)

And...

Code: [Select]
#MWin("Hello, " + Prompt("What is your name?") + ".")
A considerable time later (a year and a bit) the front page of the site was updated to show that the second example now worked (yah!)... (heh...)
« Last Edit: December 31, 1969, 06:00:00 PM by Colin »
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Dude Man

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« Reply #5 on: April 10, 2004, 08:58:34 PM »
Quote from: Xorlak,Friday, March 26, 2004 1:43 PM
You can use #scan and #mem to pick up tiles near to the character and put them over him, "erasing" him from the screen.  Then do #TargetLocation(x!,y!) to get the location of the enemy (you'll have to multiply the values by something to get the positon right, because that will give you tile coordinants and you need pixel coordinants), then a normal animation of the character performing the move.

If you have the original Dark Age downloaded, take a look at "slash.prg" and "wyvern.prg" for some examples.  I'm not sure how well this method will work in TK3, though.
Really...Now this will be useful! And it will make my games a whole lot better! Very Happy
« Last Edit: December 31, 1969, 06:00:00 PM by Dude Man »
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