or3o Posted August 30, 2012 Author Share Posted August 30, 2012 i wanna set an items paperdoll from .paperdoll to .DaggerPdoll when its in the shield slot so like```if item(getplayerequipment(index,shield)).isdagger = true thenCall DrawPaperdoll(x, y, Item(Index).DaggerPdoll, anim, spritetop)end if```my only problem is i dont know how to make the .paperdoll stop displaying at the same time :/ i would be gratefull for any help in this issue. the reason i dont just make it set the paperdoll to 0 is if i equip in in the weapon slot it wouldnt show up after that. Link to comment Share on other sites More sharing options...
Joyce Posted August 30, 2012 Share Posted August 30, 2012 Use a similar check and exit out before rendering the regular paperdoll, that seems like the simplest solution in this case(Although there's probably better ways to write the entire system?). Link to comment Share on other sites More sharing options...
blkcrow Posted August 30, 2012 Share Posted August 30, 2012 i really dont get what you are trying to do could you explain it a bit more? Link to comment Share on other sites More sharing options...
or3o Posted August 30, 2012 Author Share Posted August 30, 2012 im trying to fix my daggers tutorial . thanks for the imput. Basically i have a weapon that can go in the weapon slot or the shield slot but when its in the shield slot it uses a different paperdoll, the only problems is it displays both paperdolls when its in the shield slot.So i got it to work, in sub draw sprite just below```Drawsprite(sprite,x ,y,rec)```i pasted this and its works``` If GetPlayerEquipment(Index, Shield) <> Player(Index).WieldDagger Then 'Get player daggers [ 1]If GetPlayerEquipment(Index, Armor) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Armor)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Helmet) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Helmet)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, legs) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, legs)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Boots) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Boots)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Glove) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Glove)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Ring) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Ring)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Enchant) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Enchant)).Paperdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Shield) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Shield)).Daggerpdoll, anim, spritetop)End IfIf GetPlayerEquipment(Index, Weapon) > 0 ThenCall DrawPaperdoll(x, y, Item(GetPlayerEquipment(Index, Weapon)).Paperdoll, anim, spritetop)End IfExit SubEnd If```do you think its dumb that i bypassed the paperdoll order ? i have it set so if the shield isnt a dagger it just renders everything normally. Link to comment Share on other sites More sharing options...
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