SolidLink Posted August 8, 2017 Author Share Posted August 8, 2017 aaaaaaaaaaaa Link to comment Share on other sites More sharing options...
Coyote Posted August 10, 2017 Share 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. Link to comment Share on other sites More sharing options...
SolidLink Posted August 10, 2017 Author Share Posted August 10, 2017 aaaaaaaaaaaaaaaaaaaaaaaaa Link to comment Share on other sites More sharing options...
Coyote Posted August 11, 2017 Share 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. Link to comment Share on other sites More sharing options...
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