SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 I found an engine called Resbak source and was playing around with it but then I saw that it the engine doesn't have paperdolls instead have auras and I want to get the paperdolls back. Can anyone help me with this? I've been trying to find a way to allow paperdoll but I couldn't find a solution.* * *Really like the engine and would be cool if anyone can help me fix this. I'm not great at vb6\. Bump! Link to comment Share on other sites More sharing options...
SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 bump! Link to comment Share on other sites More sharing options...
SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 bump! Really need help on this… Link to comment Share on other sites More sharing options...
alextoti99 Posted July 15, 2017 Share Posted July 15, 2017 what do u mean with auras? Link to comment Share on other sites More sharing options...
SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 @'alextoti99':> what do u mean with auras?In the engine they disabled the use of paperdoll with the equipments and turned the helmet as an aura and you can only use auras as the paperdoll but not other equipments.But I want to use the paperdoll for other equipments. I looked at the source and there were the paperdoll codes etc but I don't know how to make it so you can choose paperdolls for weapons, armors etc. So if anyone can please help me out with this then it would be really nice. Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 15, 2017 Share Posted July 15, 2017 Want to take some screenshots of what you're talking about? I'm not sure about everyone else, but I can picture what you're saying Link to comment Share on other sites More sharing options...
SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 ![html photo html.jpg](http://i.imgur.com/QQvX8dN.jpg)Disabled the use of paperdolls and uses Aura for the helmet. I think the paperdoll code is still in there but I can't find a way to make other equipments like armor,weapons etc to use paperdoll since it is disabled in the itemeditor. Link to comment Share on other sites More sharing options...
alextoti99 Posted July 15, 2017 Share Posted July 15, 2017 you could coppy the code from renewel :D Link to comment Share on other sites More sharing options...
SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 @'alextoti99':> you could coppy the code from renewel :DTried copying from EFF, Prospekt etc but the thing is I think the paperdoll code is already in there, I just don't know how to make other equipments use the paperdoll Link to comment Share on other sites More sharing options...
alextoti99 Posted July 15, 2017 Share Posted July 15, 2017 you mean how to use inside the editors? Link to comment Share on other sites More sharing options...
SolidLink Posted July 15, 2017 Author Share Posted July 15, 2017 btw the engine link: https://goo.gl/Mu9K6r if anyone wants to try it. I like the features in it (Other then that paperdoll thing) Link to comment Share on other sites More sharing options...
SolidLink Posted July 16, 2017 Author Share Posted July 16, 2017 Thanks Mohenjo Daro for fixing the issue! :)Also if possible:How to show equipment paperdoll without wearing an aura and RMXP instead of VX ACEThanks again :)* * *I have fixed the issue where you have to wear an aura for the item to show but the shield is now an aura which I don't mind now tbh.The only thing I have to make is to make it compatible with RMXP sprite. Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 16, 2017 Share Posted July 16, 2017 Are you asking how to preview the paperdoll in the editor? You just have to increase the size of the picbox, then find where in the code the image is given and add some for the weapon, armor, helmet, and shield (just make sure to use the tex_paperdoll and set the scrlbar max to NumPaperdoll) Link to comment Share on other sites More sharing options...
SolidLink Posted July 16, 2017 Author Share Posted July 16, 2017 @'Mohenjo:> Are you asking how to preview the paperdoll in the editor? You just have to increase the size of the picbox, then find where in the code the image is given and add some for the weapon, armor, helmet, and shield (just make sure to use the tex_paperdoll and set the scrlbar max to NumPaperdoll)Oh ok I'll do that and also i meant like the paperdoll being compatible with RMXP sprites. Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 16, 2017 Share Posted July 16, 2017 Go to the DrawPaperdoll sub and you should see a "/ 6", change it to "/ 8" (it is actually "/ 3 / 2" but that = "/ 6" to find the middle of the texture). This will give you 4 rows instead of 3, but only 3 of those rows will ever be used. This will only make the paperdolls compatible, but not used.Once you finish that, find the Call DrawPaperdoll and see where it has Anim in that line and change it to (Anim + 1). This way that DrawPaperdoll sub draws the correct column of the paperdoll Link to comment Share on other sites More sharing options...
SolidLink Posted July 16, 2017 Author Share Posted July 16, 2017 @'Mohenjo:> Go to the DrawPaperdoll sub and you should see a "/ 6", change it to "/ 8" (it is actually "/ 3 / 2" but that = "/ 6" to find the middle of the texture). This will give you 4 rows instead of 3, but only 3 of those rows will ever be used. This will only make the paperdolls compatible, but not used.> > Once you finish that, find the Call DrawPaperdoll and see where it has Anim in that line and change it to (Anim + 1). This way that DrawPaperdoll sub draws the correct column of the paperdollAaand done! That works now and also I get this weird bug: ![](http://i.imgur.com/GYZFnAi.jpg)It dosen't show any paperdolls past 7 and 7 is a wing for some reason? lol Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 16, 2017 Share Posted July 16, 2017 Find Public Sub EditorItem_DrawPaperdoll() and replace that sub with>! ```Public Sub EditorItem_DrawPaperdoll()Dim Sprite As Long, srcRect As D3DRECT, destRect As D3DRECTDim sRECT As RECTDim dRect As RECT ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo ErrorHandler>! 'frmEditor_Item.picPaperdoll.Cls If frmEditor_Item.cmbType.ListIndex = ITEM_TYPE_AURA Then Sprite = frmEditor_Item.scrlPaperdoll.Value If Sprite < 1 Or Sprite > NumAuras Then frmEditor_Item.picPaperdoll.Cls Exit Sub End If ' rect for source sRECT.Top = 0 sRECT.Bottom = Tex_Aura(Sprite).height sRECT.Left = 0 sRECT.Right = Tex_Aura(Sprite).width ' same for destination as source dRect = sRECT Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene RenderTextureByRects Tex_Aura(Sprite), sRECT, dRect, D3DColorARGB(255 - frmEditor_Item.scrlA, 255 - frmEditor_Item.ScrlR, 255 - frmEditor_Item.ScrlG, 255 - frmEditor_Item.ScrlB) With destRect .x1 = 0 .x2 = Tex_Aura(Sprite).width .y1 = 0 .y2 = Tex_Aura(Sprite).height End With Else Sprite = frmEditor_Item.scrlPaperdoll.Value If Sprite < 1 Or Sprite > NumPaperdolls Then frmEditor_Item.picPaperdoll.Cls Exit Sub End If ' rect for source sRECT.Top = 0 sRECT.Bottom = Tex_Paperdoll(Sprite).height sRECT.Left = 0 sRECT.Right = Tex_Paperdoll(Sprite).width ' same for destination as source dRect = sRECT Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 0, 0, 0), 1#, 0 Direct3D_Device.BeginScene RenderTextureByRects Tex_Paperdoll(Sprite), sRECT, dRect, D3DColorARGB(255 - frmEditor_Item.scrlA, 255 - frmEditor_Item.ScrlR, 255 - frmEditor_Item.ScrlG, 255 - frmEditor_Item.ScrlB) With destRect .x1 = 0 .x2 = Tex_Paperdoll(Sprite).width .y1 = 0 .y2 = Tex_Paperdoll(Sprite).height End With End If Direct3D_Device.EndScene Direct3D_Device.Present destRect, destRect, frmEditor_Item.picPaperdoll.hWnd, ByVal (0) ' Error handler Exit SubErrorHandler: HandleError "EditorItem_DrawPaperdoll", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub>! ```For good measure, replace Private Sub scrlPaperdoll_Change() with>! ```Private Sub scrlPaperdoll_Change() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo ErrorHandler If cmbType.ListIndex = ITEM_TYPE_AURA Then scrlPaperdoll.max = NumAuras Else scrlPaperdoll.max = NumPaperdolls End If If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub lblPaperdoll.Caption = "Aura: " & scrlPaperdoll.Value Item(EditorIndex).Paperdoll = scrlPaperdoll.Value ' Error handler Exit SubErrorHandler: HandleError "scrlPaperdoll_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub``` Link to comment Share on other sites More sharing options...
SolidLink Posted July 16, 2017 Author Share Posted July 16, 2017 Worked! Also Make RMXP character compatible? (Or do you prefer the High fantasy sprites)![](http://i.imgur.com/PFbU7LU.jpg)![](http://i.imgur.com/yCx4I9E.jpg) Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 16, 2017 Share Posted July 16, 2017 Change the DrawPlayer Sub to>! ```Public Sub DrawPlayer(ByVal Index As Long)Dim Anim As Byte, I As Long, X As Long, y As LongDim Sprite As Long, spritetop As LongDim Rec As RECT, Rec_Pos As RECTDim attackspeed As Long, slashon As Boolean ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo ErrorHandler>! Sprite = GetPlayerSprite(Index)>! If Sprite < 1 Or Sprite > NumCharacters Then Exit Sub>! ' speed from weapon If GetPlayerEquipment(Index, Weapon) > 0 Then attackspeed = Item(GetPlayerEquipment(Index, Weapon)).speed Else attackspeed = 1000 End If If Not isAnimated(GetPlayerSprite(Index)) Then ' Reset frame Anim = 0 ' Check for attacking animation If TempPlayer(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If TempPlayer(Index).Attacking = 1 Then slashon = True Anim = 1 End If Else ' If not attacking, walk normally Select Case GetPlayerDir(Index) Case DIR_UP If (TempPlayer(Index).yOffset > 8) Then Anim = TempPlayer(Index).Step + 1 Case DIR_DOWN If (TempPlayer(Index).yOffset < -8) Then Anim = TempPlayer(Index).Step + 1 Case DIR_LEFT If (TempPlayer(Index).xOffset > 8) Then Anim = TempPlayer(Index).Step + 1 Case DIR_RIGHT If (TempPlayer(Index).xOffset < -8) Then Anim = TempPlayer(Index).Step + 1 End Select End If Else If TempPlayer(Index).AttackTimer + (attackspeed / 2) > GetTickCount Then If TempPlayer(Index).Attacking = 1 Then slashon = True End If End If If TempPlayer(Index).AnimTimer + 100 <= GetTickCount Then TempPlayer(Index).Anim = TempPlayer(Index).Anim + 1 If TempPlayer(Index).Anim >= 3 Then TempPlayer(Index).Anim = 0 TempPlayer(Index).AnimTimer = GetTickCount End If Anim = TempPlayer(Index).Anim End If>! ' Check to see if we want to stop making him attack With TempPlayer(Index) If .AttackTimer + attackspeed < GetTickCount Then .Attacking = 0 .AttackTimer = 0 End If End With>! ' Set the left Select Case GetPlayerDir(Index) Case DIR_UP spritetop = 3 Case DIR_RIGHT spritetop = 2 Case DIR_DOWN spritetop = 0 Case DIR_LEFT spritetop = 1 End Select>! With Rec .Top = spritetop * (Tex_Character(Sprite).height / 4) .Bottom = .Top + (Tex_Character(Sprite).height / 4) .Left = Anim * (Tex_Character(Sprite).width / 4) .Right = .Left + (Tex_Character(Sprite).width / 4) End With>! ' Calculate the X X = GetPlayerX(Index) * PIC_X + TempPlayer(Index).xOffset - ((Tex_Character(Sprite).width / 3 - 32) / 2)>! ' Is the player's height more than 32..? If (Tex_Character(Sprite).height) > 32 Then ' Create a 32 pixel offset for larger sprites y = GetPlayerY(Index) * PIC_Y + TempPlayer(Index).yOffset - ((Tex_Character(Sprite).height / 4) - 32) Else ' Proceed as normal y = GetPlayerY(Index) * PIC_Y + TempPlayer(Index).yOffset End If ' render player shadow Call DrawShadow(Sprite, X, y + 5) ' render the actual sprite If GetTickCount > TempPlayer(Index).StartFlash Then Call DrawSprite(Sprite, X, y, Rec) TempPlayer(Index).StartFlash = 0 Else Call DrawSprite(Sprite, X, y, Rec, , , , , True) End If If Item(GetPlayerEquipment(Index, Shield)).Type = ITEM_TYPE_AURA Then Call DrawPlayerAccessories(Index, Shield, X, y, Sprite, Rec, Anim, spritetop) Call DrawPlayerAccessories(Index, Armor, X, y, Sprite, Rec, Anim, spritetop) Call DrawPlayerAccessories(Index, Helmet, X, y, Sprite, Rec, Anim, spritetop) If Item(GetPlayerEquipment(Index, Shield)).Type = ITEM_TYPE_Shield Then Call DrawPlayerAccessories(Index, Shield, X, y, Sprite, Rec, Anim, spritetop) Call DrawPlayerAccessories(Index, Weapon, X, y, Sprite, Rec, Anim, spritetop)>! If slashon Then Call DrawSlash(X, y, Index) ' Error handler Exit SubErrorHandler: HandleError "DrawPlayer", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub```You're basically just changing the 3 values to 4s (starting at 0 and going to 2 is a 3 value) So where you put the Anim + 1 earlier, you want to change to just Anim Link to comment Share on other sites More sharing options...
SolidLink Posted July 16, 2017 Author Share Posted July 16, 2017 ![](http://i.imgur.com/DJLLHFJ.jpg)*thumbs up Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 16, 2017 Share Posted July 16, 2017 Lol, no problem XD Link to comment Share on other sites More sharing options...
SolidLink Posted July 16, 2017 Author Share Posted July 16, 2017 I think this is the last issue :P![](http://i.imgur.com/EtqEd4K.jpg)I think it works the same way as DrawPlayer but I don't know how to apply it to the NPCs Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted July 16, 2017 Share Posted July 16, 2017 DrawNPC and change the 3s to 4s where it finds the width and stuff lol Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now