simple import it, set it up as each map's auto run script ( or include it in each map autorun script) and all the walkabout pics will be turned into the hero pic of the same ID
BIG props to James for writing this.
Code: Select all
# Walktall.hss
#
# This example script shows how to make tall #walkabouts in the OHRRPGCE by replacing hero
# and NPC walkabout #slices with battle sprites. This requires An OHRRPGCE Nightly #Wip build
# from at least August 5 2011 (Or if you are reading #this in the future, any stable release
# starting with #"Alectormancy" will be fine.) (If you are reading this in the #even more
# distant future, there might already be a built-in #way #to to tall walkabouts with no scripting)
#
# To make the heroes #and NPCs overlap each other correctly you should set
# #"Walkabout #Layering: Together" in the general map data editor (this is #the
# #default for new maps)
include, plotscr.hsd
plotscript, map autorun, begin
embiggen heroes
embiggen NPCs
end
script, embiggen heroes, begin
variable(hero, sl)
for(hero, 0, 3) do(
if(hero by rank(hero) >= 0) then(
# hero exists
sl := get hero slice(hero)
embiggen walkabout slice(sl)
)
)
end
script, embiggen NPcs, begin
variable(npc, sl)
for(npc, -1, -300, -1) do(
if(get NPC id(npc) >= 0) then(
# this NPC exists
sl := get NPC slice(npc)
embiggen walkabout slice(sl)
)
)
end
script, embiggen walkabout slice, sl, begin
variable(pic sl, pic num)
if(sl) then(
pic sl := lookup slice(sl:walkabout sprite component, sl)
pic num := get sprite set number(pic sl)
replace hero sprite(pic sl, pic num)
)
end
Find this code along with a tech demo here:
http://www.slimesalad.com/forum/viewgame.php?t=4255
and remember to thank james, not me, if you use it.