Tai Kamiya Posted September 30, 2012 Author Share Posted September 30, 2012 Hi there!I saw the video above and thought, what kind of alterations should I do in the Linear Spells script that make this possible? I mean, a spell that don't show its animation in only one tile, but across the tiles that it pass by. Well, the video:[http://www.youtube.com/watch?feature=player_embedded&v=P8h_cblixo4](http://www.youtube.com/watch?feature=player_embedded&v=P8h_cblixo4)Thanks for the attention, ciao~ Link to comment Share on other sites More sharing options...
or3o Posted October 1, 2012 Share Posted October 1, 2012 its the projectile system with a huge projectile sprite. Im not 100 % sure but thats just what it looks like to me. Link to comment Share on other sites More sharing options...
tslusny Posted October 1, 2012 Share Posted October 1, 2012 It is dx8 rendered and resized with it i think Link to comment Share on other sites More sharing options...
Tai Kamiya Posted October 1, 2012 Author Share Posted October 1, 2012 > It is dx8 rendered and resized with it i thinkDamn. I'm using EO2.3\. This means that this spell system is impossible, right? :T Link to comment Share on other sites More sharing options...
Whackeddie99 Posted October 1, 2012 Share Posted October 1, 2012 Use ElapsedTime and change the location by it's x or y axis (dependent on the direction the player is facing obviously) after each amount of time has passed Link to comment Share on other sites More sharing options...
Tai Kamiya Posted October 1, 2012 Author Share Posted October 1, 2012 > Use ElapsedTime and change the location by it's x or y axis (dependent on the direction the player is facing obviously) after each amount of time has passed,If I do this, will the sprite that show in the spell animation be the same in each tile? I think that something like a frame for the first tile, and an another one for the others tiles. Like the characters sprites… Link to comment Share on other sites More sharing options...
Whackeddie99 Posted October 1, 2012 Share Posted October 1, 2012 You can make it that way. Link to comment Share on other sites More sharing options...
Tai Kamiya Posted October 1, 2012 Author Share Posted October 1, 2012 > You can make it that way.Using that scheme of ElapsedTime and y/x locations change? I must learn programming, 'cause I don't even know where to start. XDWell, here's the code that I think that have relation with this:``` Case SPELL_TYPE_LINEAR DidCast = True Linha = 1 Do While Linha < Spell(SpellNum).AoE Select Case GetPlayerDir(Index) Case DIR_UP Calculate = GetPlayerY(Index) - Linha If Calculate <= 0 Then Exit Sub If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) - Linha).Type = TILE_TYPE_BLOCKED Then Exit Sub SendAnimation GetPlayerMap(Index), Spell(SpellNum).SpellAnim, GetPlayerX(Index), GetPlayerY(Index) - Linha IsUseLinear Index, SpellNum, vital, GetPlayerMap(Index), GetPlayerX(Index), GetPlayerY(Index) - Linha Case DIR_DOWN Calculate = GetPlayerY(Index) + Linha If Calculate >= Map(Linha).MaxY Then Exit Sub If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + Linha).Type = TILE_TYPE_BLOCKED Then Exit Sub SendAnimation GetPlayerMap(Index), Spell(SpellNum).SpellAnim, GetPlayerX(Index), GetPlayerY(Index) + Linha IsUseLinear Index, SpellNum, vital, GetPlayerMap(Index), GetPlayerX(Index), GetPlayerY(Index) + Linha Case DIR_LEFT Calculate = GetPlayerX(Index) - Linha If Calculate <= 0 Then Exit Sub If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - Linha, GetPlayerY(Index)).Type = TILE_TYPE_BLOCKED Then Exit Sub SendAnimation GetPlayerMap(Index), Spell(SpellNum).SpellAnim, GetPlayerX(Index) - Linha, GetPlayerY(Index) IsUseLinear Index, SpellNum, vital, GetPlayerMap(Index), GetPlayerX(Index) - Linha, GetPlayerY(Index) Case DIR_RIGHT Calculate = GetPlayerX(Index) + Linha If Calculate <= 0 Then Exit Sub If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).Type = TILE_TYPE_BLOCKED Then Exit Sub SendAnimation GetPlayerMap(Index), Spell(SpellNum).SpellAnim, GetPlayerX(Index) + Linha, GetPlayerY(Index) IsUseLinear Index, SpellNum, vital, GetPlayerMap(Index), GetPlayerX(Index) + Linha, GetPlayerY(Index) End Select Linha = Linha + 1 Loop```Where "Linha" means line. Where I should specify to use the frame scheme? Link to comment Share on other sites More sharing options...
Rob Janes Posted October 2, 2012 Share Posted October 2, 2012 This is doable, during the main engine render loop, if the projectiles current X/Y position is less than the destination X/Y position, then offset it by a pixel over and over until it lands at the new location.I can whip this up as a tutorial on Wednesday when I finish my night rotations. Link to comment Share on other sites More sharing options...
Tai Kamiya Posted October 2, 2012 Author Share Posted October 2, 2012 > This is doable, during the main engine render loop, if the projectiles current X/Y position is less than the destination X/Y position, then offset it by a pixel over and over until it lands at the new location.> > I can whip this up as a tutorial on Wednesday when I finish my night rotations.Then I'll wait for the tut, my thanks, Rob! :3 Link to comment Share on other sites More sharing options...
Tai Kamiya Posted October 22, 2012 Author Share Posted October 22, 2012 So… anyone? ;_; Link to comment Share on other sites More sharing options...
Tai Kamiya Posted November 6, 2012 Author Share Posted November 6, 2012 Bump! Link to comment Share on other sites More sharing options...
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