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Readable signs???

Posted: 27 Jan 2008, 17:42
by MerlinX420
How are the signs in the woodland tileset readable?
I thought it was an NPC type script that just displays a message.
I can't find an example of the script anywhere in the current scripts used.
I might be totally overlooking it...or it just might be that I can't find it.
If it's just a NPC script just let me know...I think that it's all it is and I'm over-thinking the process.

Is it possible to make the outdoor signs readable using the same method?
Would the script look like this?:

new_23-1.gat,x,y,0 sign{
mes "Text";
close;

I'm just trying to get a better understanding of the scripts as they are already used before I make much different ones.

Thank You,
MerlinX420

Posted: 27 Jan 2008, 19:11
by Crush
See the "Note" on the woodland indoor map for an example of an invisible NPC.

Posted: 27 Jan 2008, 19:14
by Dr Wahl
I have not looked at the note you mentioned Crush, but I know that the treasure chest is an NPC. Could this be a solution for the signs as well? It seems like it might be more simple than having an "invisible" NPC.

Posted: 27 Jan 2008, 19:22
by MerlinX420
Crush wrote:See the "Note" on the woodland indoor map for an example of an invisible NPC.
I can't find the script for that note. I wouldn't have asked if I could find the script. I think I know how to do it thou...

(In fact I can't find the scripts for any of map_20-1!)

MerlinX420

Posted: 27 Jan 2008, 19:55
by Jaxad0127
Heres the code for it:

Code: Select all

//Note in bar
new_20-1.gat,54,49,0	script	Note	127, {
	mes "[Note]";
	mes "We refuse service to anyone who:";
	mes "-Has a bubblehead";
	mes "-Is not properly shaded";
	mes "-Can't walk without stopping after every step";
	close;
	// In case you don't get the joke - it's a parody on Illutia.
}
It looks like you should use sprite index 127.