Reply to Re: setting new char lines
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There is an easy way out here. You can use 'init' to load the .ini lines on the fly. So you can overload all of Dink's movements by the shady individual ones and vice versa when doing the morph. This is also used in the original game to load the walking and idling animation for Dink with a sword over Dink walking and idling without a sword. (And vice versa when you load the fist instead of the sword.) You can simply extend this to include pushing, walking and the like in the morph script. Here's a part of item-sw1.c where the idling and walking sequences are overwritten:
You can pretty much copy paste all of your .ini lines for your character in the morph script like that. Don't forget to do it both for all of the Dink lines and all of the shady character lines. You're probably best off if you load the staff and non-staff walking and hitting animations inside the weapon scripts just like the main game does.
init("load_sequence_now graphics\dink\sword\walk\d-sw1- 71 43 64 69 -14 -10 14 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw2- 72 43 35 70 -21 -10 19 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw3- 73 43 28 69 -13 -9 13 9"); init("load_sequence_now graphics\dink\sword\walk\d-sw4- 74 43 66 75 -14 -12 20 12"); init("load_sequence_now graphics\dink\sword\walk\d-sw6- 76 43 27 69 -23 -10 23 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw7- 77 43 38 94 -20 -10 20 10"); init("load_sequence_now graphics\dink\sword\walk\d-sw8- 78 43 30 96 -15 -12 15 12"); init("load_sequence_now graphics\dink\sword\walk\d-sw9- 79 43 31 80 -13 -9 13 9"); init("load_sequence_now graphics\dink\sword\idle\d-si2- 12 250 74 73 -17 -12 16 9"); init("load_sequence_now graphics\dink\sword\idle\d-si4- 14 250 57 103 -11 -12 16 10"); init("load_sequence_now graphics\dink\sword\idle\d-si6- 16 250 30 92 -15 -9 11 9"); init("load_sequence_now graphics\dink\sword\idle\d-si8- 18 250 35 106 -15 -12 15 9");
You can pretty much copy paste all of your .ini lines for your character in the morph script like that. Don't forget to do it both for all of the Dink lines and all of the shady character lines. You're probably best off if you load the staff and non-staff walking and hitting animations inside the weapon scripts just like the main game does.