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View Full Version : Fireball graphic replacement thingy



gray0x
02-21-2010, 08:36 PM
I'm looking for something along the lines of an FFC script that changes the graphic of the fireball projectile on the screen you're on. If that's not possible, something that covers up the fireballs with an FFC should probably work just as well.

Oh, and it would be great if it works on b987.

Thanks.

Gleeok
02-21-2010, 10:22 PM
ffc script EWeaponling
{
void run(int w_type,int orig_tile, int frames, int anim_spd, int cset, int flashing)
{
bool fl=false;
if(flashing>0)fl=true;
eweapon ew;
while(true)
{
Waitframe();
for(int i = Screen->NumEWeapons(); i > 0; i--)
{
ew = Screen->LoadEWeapon(i);
if(ew->ID==w_type && ew->Misc[0] == 0)
{
ew->Misc[0] =1;
ew->OriginalTile=orig_tile;
// ew->Tile = orig_tile;
ew->NumFrames=frames;
ew->Frame=orig_tile;
ew->ASpeed=anim_spd;
ew->CSet=cset;
ew->Flash=fl;
}
}
}}}

I'll finish it later, gotta run. Are the fireballs animated at all?

gray0x
02-21-2010, 10:36 PM
Yeah they're animated.

4 frames if that matters.

Gleeok
02-22-2010, 05:06 AM
Alright try that. D[] args are pretty straightforward. D[] = ID of weapon, starting tile, frames of animation, cset, flashing or not.

gray0x
02-22-2010, 10:25 PM
It doesn't seem to compile right.

Gleeok
02-24-2010, 09:25 AM
I don't see anything wrong with it. What was the compiler message?

..I also added number of animation frames to D[2]. oops, forgot that before.