03-02-2007, 12:32 AM
how do u install paper dolls? and how can i choose the sprite to be the paper doll?
Paper Doll
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03-02-2007, 12:32 AM
how do u install paper dolls? and how can i choose the sprite to be the paper doll?
03-02-2007, 12:48 AM
Step one:
Pirate yerself a copy of VB6. Step two: download a lot of shit from pscode.com Step three: download mirage source Step four: learn how to program. Step five: Give up and get someone to compile a copy of elysium diamond for you.
03-02-2007, 12:56 AM
lol xD
03-02-2007, 02:51 AM
I made the paperdoll... It's 100% working
![]() ~ Client Side ~ Find: Sub BltPlayer(ByVal Index As Long) Replace It All With: Sub BltPlayer(ByVal Index As Long) Dim Anim As Byte Dim x As Long, y As Long ' Only used if ever want to switch to blt rather then bltfast With rec_pos .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset .Bottom = .top + PIC_Y .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset .Right = .Left + PIC_X End With ' Check for animation Anim = 0 If Player(Index).Attacking = 0 Then Select Case GetPlayerDir(Index) Case DIR_UP If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1 Case DIR_DOWN If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1 Case DIR_LEFT If (Player(Index).XOffset < PIC_Y / 2) Then Anim = 1 Case DIR_RIGHT If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1 End Select Else If Player(Index).AttackTimer + 500 > GetTickCount Then Anim = 2 End If End If ' Check to see if we want to stop making him attack If Player(Index).AttackTimer + 1000 < GetTickCount Then Player(Index).Attacking = 0 Player(Index).AttackTimer = 0 End If rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X rec.Right = rec.Left + PIC_X x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4 ' Check if its out of bounds because of the offset If y < 0 Then y = 0 rec.top = rec.top + (y * -1) End If If GetPlayerDir(Index) = DIR_UP Then If Player(Index).Shield > 0 Then rec.top = Item(Player(Index).Shield).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If Player(Index).Weapon > 0 Then rec.top = Item(Player(Index).Weapon).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If End If rec.top = GetPlayerSprite(Index) * PIC_Y rec.Bottom = rec.top + PIC_Y 'Call DD_BackBuffer.Blt(rec_pos, DD_SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC) Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) If Player(Index).Armor > 0 Then rec.top = Item(Player(Index).Armor).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If Player(Index).Helmet > 0 Then rec.top = Item(Player(Index).Helmet).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If GetPlayerDir(Index) DIR_UP Then If Player(Index).Shield > 0 Then rec.top = Item(Player(Index).Shield).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If Player(Index).Weapon > 0 Then rec.top = Item(Player(Index).Weapon).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If End If End Sub Find: Type PlayerRec And Add: Armor As Long Helmet As Long Shield As Long Weapon As Long Somewhere in HandleData add: ' :::::::::::::::::::::::::::::::::::::::: ' :: Index player worn equipment packet :: ' :::::::::::::::::::::::::::::::::::::::: If LCase(Parse(0)) = "itemworn" Then Player(Val(Parse(1))).Armor = Val(Parse(2)) Player(Val(Parse(1))).Weapon = Val(Parse(3)) Player(Val(Parse(1))).Helmet = Val(Parse(4)) Player(Val(Parse(1))).Shield = Val(Parse(5)) Exit Sub End If ~ Server Side ~ Add These In Any Module: Sub SendIndexWornEquipment(ByVal Index As Long) Dim Packet As String Dim Armor As Long Dim Helmet As Long Dim Shield As Long Dim Weapon As Long Armor = 0 Helmet = 0 Shield = 0 Weapon = 0 If GetPlayerArmorSlot(Index) > 0 Then Armor = GetPlayerInvItemNum(Index, GetPlayerArmorSlot(Index)) If GetPlayerHelmetSlot(Index) > 0 Then Helmet = GetPlayerInvItemNum(Index, GetPlayerHelmetSlot(Index)) If GetPlayerShieldSlot(Index) > 0 Then Shield = GetPlayerInvItemNum(Index, GetPlayerShieldSlot(Index)) If GetPlayerWeaponSlot(Index) > 0 Then Weapon = GetPlayerInvItemNum(Index, GetPlayerWeaponSlot(Index)) Packet = "itemworn" & SEP_CHAR & Index & SEP_CHAR & Armor & SEP_CHAR & Weapon & SEP_CHAR & Helmet & SEP_CHAR & Shield & SEP_CHAR & END_CHAR Call SendDataToMap(GetPlayerMap(Index), Packet) End Sub Sub SendIndexWornEquipmentFromMap(ByVal Index As Long) Dim Packet As String Dim i As Long Dim Armor As Long Dim Helmet As Long Dim Shield As Long Dim Weapon As Long For i = 1 To MAX_PLAYERS If IsPlaying(i) = True Then If GetPlayerMap(Index) = GetPlayerMap(i) Then Armor = 0 Helmet = 0 Shield = 0 Weapon = 0 If GetPlayerArmorSlot(i) > 0 Then Armor = GetPlayerInvItemNum(i, GetPlayerArmorSlot(i)) If GetPlayerHelmetSlot(i) > 0 Then Helmet = GetPlayerInvItemNum(i, GetPlayerHelmetSlot(i)) If GetPlayerShieldSlot(i) > 0 Then Shield = GetPlayerInvItemNum(i, GetPlayerShieldSlot(i)) If GetPlayerWeaponSlot(i) > 0 Then Weapon = GetPlayerInvItemNum(i, GetPlayerWeaponSlot(i)) Packet = "itemworn" & SEP_CHAR & i & SEP_CHAR & Armor & SEP_CHAR & Weapon & SEP_CHAR & Helmet & SEP_CHAR & Shield & SEP_CHAR & END_CHAR Call SendDataTo(Index, Packet) End If End If Next i End Sub Find: "useitem" Near The Bottom Of The Packet But Before Exit Sub Add: ' Send everyone player's equipment Call SendIndexWornEquipment(Index) Now Find: "needmap" Right Before Exit Sub Add: ' Send everyone player's equipment Call SendIndexWornEquipment(Index) Call SendIndexWornEquipmentFromMap(Index)
03-02-2007, 07:14 PM
GSD released a copy of this already. Though it's not like it's all that hard to do in the first place. :roll:
04-04-2007, 12:40 PM
does thsi paperdoll work 100%.
I now he says it does i just need some confirmation on that befor i go ahead and add it in my source?
04-04-2007, 01:32 PM
Fabzy Wrote:does thsi paperdoll work 100%.It works 100%, you just need to figure out how it works, since most of the paperdoll systems works a little different. It has been added 100times by different users.
04-04-2007, 03:15 PM
It works 100% but you won't be able to make it look good until you learn to program and can then program for each individual item how it should appear, so they don't overlap and the such.
Hint: Flatten the costume on a different layer before making it appear on the backbuffer ![]() Quote:Robin: |
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