Coyote Posted August 10, 2017 Posted August 10, 2017 I dont have source for the system cause Search doesnt work.But what I know is that using CTRL + F in vb6 , choosing "Current Project" option and searching for "[?]" or "[!]" will bring you to the sub where indicators are written.After that using other simple Draw or Blt Sub as a help or example you could add drawing indicators , especially if you have misc drawing its more easy.Now you just simply draw the image on X and Y where text was and if there is any additional text write it on the same X just add indicator image width to it and remove.If you provide me source of altar quest system I can help you more.
Coyote Posted August 11, 2017 Posted August 11, 2017 @solidlink said in [How can I make Quest indicators?](/post/699874):> [?]> > ```> If Quest(I).Task(Player(MyIndex).PlayerQuest(I).ActualTask).NPC = npcNum Then> Name = "[?]"> TextX = ConvertMapX(MapNpc(Index).X * PIC_X) + TempMapNpc(Index).xOffset + (PIC_X \ 2) - (EngineGetTextWidth(Font_Default, Name) / 2)> TextY = ConvertMapY(MapNpc(Index).Y * PIC_Y) + TempMapNpc(Index).yOffset - 16> If NPC(npcNum).Sprite >= 1 And NPC(npcNum).Sprite <= NumCharacters Then> TextY = ConvertMapY(MapNpc(Index).Y * PIC_Y) + TempMapNpc(Index).yOffset - (Tex_Character(NPC(npcNum).Sprite).Height / 4)> End If> If Not NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Or NPC(npcNum).Behaviour = NPC_BEHAVIOUR_SHOPKEEPER Then> Call RenderText(Font_Default, Name, TextX, TextY - 12, Yellow)> Else> Call RenderText(Font_Default, Name, TextX, TextY, Yellow)> End If> Exit For> End If> End If > ```> > [!]> > ```> If Player(MyIndex).PlayerQuest(I).Status = QUEST_NOT_STARTED Or Player(MyIndex).PlayerQuest(I).Status = QUEST_COMPLETED_BUT Then> 'the npc gives this quest?> If NPC(npcNum).Quest = 1 Then> Name = "[!]"> TextX = ConvertMapX(MapNpc(Index).X * PIC_X) + TempMapNpc(Index).xOffset + (PIC_X \ 2) - (EngineGetTextWidth(Font_Default, Name) / 2)> TextY = ConvertMapY(MapNpc(Index).Y * PIC_Y) + TempMapNpc(Index).yOffset - 16> If NPC(npcNum).Sprite >= 1 And NPC(npcNum).Sprite <= NumCharacters Then> TextY = ConvertMapY(MapNpc(Index).Y * PIC_Y) + TempMapNpc(Index).yOffset - (Tex_Character(NPC(npcNum).Sprite).Height / 4)> End If> If Not NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Or NPC(npcNum).Behaviour = NPC_BEHAVIOUR_SHOPKEEPER Then> Call RenderText(Font_Default, Name, TextX, TextY - 12, Yellow)> Else> Call RenderText(Font_Default, Name, TextX, TextY, Yellow)> End If> Exit For> End If> End If> End If> ```> > I have the quest blips images but wondering how instead of drawing the name to [?]/[!] I want to draw the image> > Or is it possible to resize the text larger? That would also work.Now in modGraphics or modDirecDraw idk which one you have make a sub that draws indicator image. Lets say you call it DrawQuest After u've done that replace Call RenderText(Font_Default, Name, TextX, TextY, Yellow)with DrawQuest sub. If you have trouble with it PM me i'll do it for you.
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