oldyz
Well-known member
Damon Caskey
Hello here is the test module.
https://www.mediafire.com/file/pnexdwggycgpyo7/00_BORLAB.rar/file
with this you can get an idea of how the method works, although i would prefer the method to work with center of the screen detection, instead of the player.
also, making an entity that scrols like the screen, or be a special panel type (a panel with a "faction")
scroll {value}
~Used to make non panel typed entities scroll like panel type.
~{value} is in decimals.
would work best, because this entity could detect the "stowers" at different range combos, & the images don't have to be pre-adjusted like the current ones in the mod...
the PNG's where optimized, but they don't look too good, I'm sure there can be another way.
currently the attacking entity "stower" can only effectively show about 240 to 300 frames, after it goes off screen the animation messes up.
which means that such entities have to be placed every 240 or 300 pixels.
this attack code lines for stower:
seems to show that not every pixel has to have a frame, there can be frames every 3 pixels & it works well..
Hello here is the test module.
https://www.mediafire.com/file/pnexdwggycgpyo7/00_BORLAB.rar/file
with this you can get an idea of how the method works, although i would prefer the method to work with center of the screen detection, instead of the player.
also, making an entity that scrols like the screen, or be a special panel type (a panel with a "faction")
scroll {value}
~Used to make non panel typed entities scroll like panel type.
~{value} is in decimals.
would work best, because this entity could detect the "stowers" at different range combos, & the images don't have to be pre-adjusted like the current ones in the mod...
the PNG's where optimized, but they don't look too good, I'm sure there can be another way.
currently the attacking entity "stower" can only effectively show about 240 to 300 frames, after it goes off screen the animation messes up.
which means that such entities have to be placed every 240 or 300 pixels.
this attack code lines for stower:
Code:
anim attack1
loop 0
range 0 3
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0001
anim attack2
loop 0
range 4 7
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0002
anim attack3
loop 0
range 8 11
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0003
anim attack4
loop 0
range 12 15
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0004
anim attack5
loop 0
range 16 19
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0005
anim attack6
loop 0
range 20 23
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0006
anim attack7
loop 0
range 24 27
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0007
anim attack8
loop 0
range 28 31
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0008
anim attack9
loop 0
range 32 35
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0009
anim attack10
loop 0
range 36 39
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0010
anim attack11
loop 0
range 40 43
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0011
anim attack12
loop 0
range 44 47
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0012
anim attack13
loop 0
range 48 51
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0013
anim attack14
loop 0
range 52 55
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0014
anim attack15
loop 0
range 56 59
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0015
anim attack16
loop 0
range 60 63
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0016
anim attack17
loop 0
range 64 67
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0017
anim attack18
loop 0
range 68 71
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0018
anim attack19
loop 0
range 72 75
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0019
anim attack20
loop 0
range 76 79
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0020
anim attack21
loop 0
range 80 83
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0021
anim attack22
loop 0
range 84 87
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0022
anim attack23
loop 0
range 88 91
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0023
anim attack24
loop 0
range 92 95
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0024
anim attack25
loop 0
range 96 99
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0025
anim attack26
loop 0
range 100 103
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0026
anim attack27
loop 0
range 104 107
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0027
anim attack28
loop 0
range 108 111
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0028
anim attack29
loop 0
range 112 115
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0029
anim attack30
loop 0
range 116 119
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0030
anim attack31
loop 0
range 120 123
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0031
anim attack32
loop 0
range 124 127
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0032
anim attack33
loop 0
range 128 131
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0033
anim attack34
loop 0
range 132 135
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0034
anim attack35
loop 0
range 136 139
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0035
anim attack36
loop 0
range 140 143
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0036
anim attack37
loop 0
range 144 147
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0037
anim attack38
loop 0
range 148 151
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0038
anim attack39
loop 0
range 152 155
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0039
anim attack40
loop 0
range 156 159
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0040
anim attack41
loop 0
range 160 163
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0041
anim attack42
loop 0
range 164 167
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0042
anim attack43
loop 0
range 168 171
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0043
anim attack44
loop 0
range 172 175
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0044
anim attack45
loop 0
range 176 179
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0045
anim attack46
loop 0
range 180 183
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0046
anim attack47
loop 0
range 184 187
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0047
anim attack48
loop 0
range 188 191
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0048
anim attack49
loop 0
range 192 195
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0049
anim attack50
loop 0
range 196 199
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0050
anim attack51
loop 0
range 200 203
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0051
anim attack52
loop 0
range 204 207
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0052
anim attack53
loop 0
range 208 211
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0053
anim attack54
loop 0
range 212 215
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0054
anim attack55
loop 0
range 216 219
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0055
anim attack56
loop 0
range 220 223
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0056
anim attack57
loop 0
range 224 227
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0057
anim attack58
loop 0
range 228 231
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0058
anim attack59
loop 0
range 232 235
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0059
anim attack60
loop 0
range 236 239
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0060
anim attack61
loop 0
range 240 243
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0061
anim attack62
loop 0
range 244 247
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0062
anim attack63
loop 0
range 248 251
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0063
anim attack64
loop 0
range 252 255
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0064
anim attack65
loop 0
range 256 259
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0065
anim attack66
loop 0
range 260 263
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0066
anim attack67
loop 0
range 264 267
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0067
anim attack68
loop 0
range 268 271
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0068
anim attack69
loop 0
range 272 275
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0069
anim attack70
loop 0
range 276 279
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0070
anim attack71
loop 0
range 280 283
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0071
anim attack72
loop 0
range 284 287
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0072
anim attack73
loop 0
range 288 291
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0073
anim attack74
loop 0
range 292 295
delay 0
offset 0 240
bbox 0 0 0 0
Frame data/chars/stower/0074
seems to show that not every pixel has to have a frame, there can be frames every 3 pixels & it works well..