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Explain the New Gleeok Misc Attributes!

8 replies · 2,217 views · Started 22 August 2007

I don't understand how the new Gleeok Misc Attributes are supposed to work. Can someone please explain them?

Hopefully the enemy thread will get updated. I'll just wait for someone to get around to it.

Well, I wasn't expecting the new beta to go out, so I didn't think to document it properly. Anyway, misc5 is the neck length. A value of 9 makes it so that the heads can physically touch you anywhere on the screen (except for maybe the bottom 2 corners). The other misc values (6-9 I think) are offset values for the neck tiles, attached head tiles, and flying head tiles, starting from the body tile. I don't remember which order they are in and I'm not near the code at the moment, so you'll need to look at the values and figure it out. Shouldn't be too hard.

I have figured out the new Gleeok Misc Attributes on my own now.
Misc Attribute 6 determines where the neck starts.
(I'm not sure what Misc Attribute 7 is supposed to)
Misc Attribute 8 determines where the head starts.
Misc Attribute 9 determines where the loose head starts.

Okay. Here's the definitive answer:

misc5: Neck length
misc6: Neck offset from E. Tile
misc7: Each additional neck segment offset from first neck segment
misc8: Attached head offset from E. Tile
misc9: Flying head offset from E. Tile

User posted image

Alright, what am I doing wrong here...I have a 4 headed gleeok with 4x3 heads.
btw, misc5 =6
How do I fix it?

If it's a bug lemme know and i'l post it.

That was the regular 4 headed gleeok. All I did was make misc5 = 6 instead of 4.

I left everything else alone because I wasn't sure what to set misc 7 or 8 to.

I'm guessing misc5 is supposed to add one neck segment for every positive increment...yes? It's just using the head tiles instead of the neck for the last two.