Readable signs???
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Readable signs???
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
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
See the "Note" on the woodland indoor map for an example of an invisible NPC.
- former Manasource Programmer
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Heres the code for it:
It looks like you should use sprite index 127.
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.
}