O Ilusionista
Captain 100K
Update 11 February 2018
"drawmethod clip" explanation
"drawmethod clip" explanation
O Ilusionista said:By the way, what is the usage of this? Do anyone have more info about this?
nodropspawn {bi}
~When it is on, the spawn position will be restricted to spawn entry setting.
forcemode {bi}
~Sets whether the mode specified in models.txt is switchable or not.
0 = the mode can be switched in options menu.
1 = the mode can't be switched {default}.
Summonkill {type}
Entity header command. Determines behavior of any sub entities on screen that consider this entity as a Parent if this entity is killed.
{type}
Default: 0
Behavior type.
0: Do nothing.
1: Kill only sub entities spawned with the Summon command.
2: Kill all sub entities.
OTG {bi}
*~This command determines how attackbox affect lying opponent.
** 0 = Attackbox can't hit lying opponent at all
** 1 = Attackbox can hit lying oppoent
** 2 = Attack boxes can only hit down opponents.
icon {path} {bi}
*~The graphic normally shown next to the entity's life bar.
*~Normally a 16 x 16 box with a picture of the entity's head.
*~{path} is the location relative to OpenBoR of the icon's .gif.
~*{bi} controls if the icon will use the entity current palette. Set to 1 to use the same palette.
*~The position of the graphic can be changed in LEVELS.txt.
*~You can use a longer image to change the appearence of your character's lifebar, but remember that the box and shadow around it appear on top if you don't turn them off in LEVELS.txt.
*~Dimensions of the life bar relative to the icon in bbox format (if you haven't changed it in LEVELS.txt): 18 8 103 9
nokill {bi}
*~ 0 - (default) The attack will kill the target. Useful to turn NOKILL off.
*~ 1 - The attack won't kill the target but will leave 1 HP.
nofadeout {bi}
*~Controls fade out effect for a level
** 0 = (default) Screens fades out when you finish the stage
** 1 = No fade out when the stage finishes
**"nofadeout", - controls if the the screens fades out when you finish the current level
nopassiveblock {bi}
*~Normally when AI controlled entities block a string of attacks, the odds of blocking each incoming hit are always treated separately. With nopassiveblock set to 1, the AI will behave more like a player and hold the block position if hit while blocking a previous attack.
*~Previous versions of the manual state this property also causes the AI to block "actively", defending itself from attacks that pass close by. This is not true. The AI will never attempt to block an attack that doesn't actually hit.
*~Obviously entity who use this must have block ability.
http://www.chronocrash.com/forum/index.php?topic=448.msg2983#msg2983sync
*~Using sync {animation name} will make the two animation synchronize with each other. For exmpale, in a horse riding stage, you can make idle and walk switch seamlessly, with delay timer inherited.
*~Example:
<pre>
anim idle
sync walk
....
anim walk
#sync walk # this can be optional since it is already anim walk</pre>
http://www.chronocrash.com/forum/index.php?topic=448.msg2997#msg2997@include
*~ With this tag, you can import another animation text file to the current animation (build 3842+).
*~ For example, save below as "data/chars/a/walk.txt":
<pre>
anim walk
delay 5
bbox 0 0 20 60
frame data/chars/a/1
frame data/chars/a/2
frame data/chars/a/3
frame data/chars/a/4
frame data/chars/a/5
</pre>
*~ Them call this file using @inlcude:
<pre>
anim walk
@include data/chars/a/walk.txt
anim idle
@include data/chars/a/walk.txt
anim follow1
@include data/chars/a/walk.txt</pre>
*~Previous versions of the manual state this property also causes the AI to block "actively", defending itself from attacks that pass close by. This is not true. The AI will never attempt to block an attack that doesn't actually hit.
O Ilusionista said:Hi there.
There is no such thing. Nodrawmethod accepts no values.
msmalik681 said:@Ilu
Can you add this weapon information on the below link to the manual please. And also mention the weapon should have a bbox so enemies will pick them up and enemies need a "get" animation as I had to figure this out for myself.
http://www.chronocrash.com/forum/index.php?topic=4247.msg59225;topicseen#msg59225
GET {players}
~Optional.
~Played when the character picks up an item.