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Thread: Item TileWidth and TileHeight set via Item Editor

  1. #1
    Keese ywkls's Avatar
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    Item TileWidth and TileHeight set via Item Editor

    To change an item's tilewidth or height right now, you have to use a script. Not only that, but it seems to revert to 1 x 1 unless that is set every frame.

    Having an option in the item editor would make this much easier to do.

  2. #2
    Mad, Mad, Author ZoriaRPG's Avatar
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    You mean for weapon->Tile* ? That seems like it would take some work, mostly because it would require changing the sprite editor, and the item editor, and meshing the changes.

    This seems plausible though, and it would be even better for the enemy editor, which seems like it would be less complicated to add this sort of thing.


    Script Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | stdArguments.zh (v.6.9.9/1) | | Timers.zh (v.1.5)
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  3. #3
    Keese ywkls's Avatar
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    Not weapon->Tile. Item->TileWidth and TileHeight can be adjusted, but they resist it very strongly.
    I can provide an example quest if that helps clarify what I'm taling about.

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    Administrator DarkDragon's Avatar
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    Example quest would be lovely.

    Is there any chance of a change in behavior breaking old quests?

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    Keese ywkls's Avatar
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    Quote Originally Posted by DarkDragon View Post
    Example quest would be lovely.

    Is there any chance of a change in behavior breaking old quests?
    I've got one ready... but I actually discovered making it that the only problem seems to come whenever you try to hold up an item.

    When the item is made by the script as it's properties are set up right, it will attain a larger than 1 x 1 size and keep that until picked up.

    Naturally, the subscreen doesn't support graphics for this larger item; but when you set it where it will be held up when acquired (by setting anitem->Pickup|=IP_HOLDUP), it reverts back to the 1 x 1 graphics while being held up.

    So, this isn't quite the same glitch that I thought that it was. Should I rename the topic title to match? Also, do you want the script included with the new test quest, a link to a pastebin of it or for me to put it in the topic directly?

  6. #6
    Mad, Mad, Author ZoriaRPG's Avatar
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    I wasn't aware that items reset every frame. I suspect this is to accommodate flickering, or some such nonsense. I will look into it at some point.
    @DarkDragon : Fixing this should not break quests. If they forced it every frame, setting it every frame won;t change anything, and for that matter, I have never seen a quest that used enlarged items.

    The pick-up animation is clearly an oversight, and has never been reported because no-one makes large items.

    I would ideally like to make tilehieght.width and such setting available without scripts, so I will be delving into this in the near future.

    This belongs in the bug reports forum, as the behaviour with item pick-up is absolutely a bug.
    Last edited by ZoriaRPG; 02-20-2017 at 06:49 PM.


    Script Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | stdArguments.zh (v.6.9.9/1) | | Timers.zh (v.1.5)
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  7. #7
    Keese ywkls's Avatar
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    Quote Originally Posted by ZoriaRPG View Post
    I wasn't aware that items reset every frame.
    In case you missed my clarification earlier, I was wrong about this. If you simply create an item via script and set the TileWidth and Tileheight; it will appear on screen perfectly fine.

    However, whenever you hold it up; it reverts back to 1 x 1 no matter what size you set it to- unless you force it to retain the larger size every frame.

    I'm just adding this explanation in case you go test it later and discover like I did that this only applies when holding up an item.

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