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June 14th 2003, 11:06 PM
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Paul
Peasant He/Him United States
 
1. Assuming both NPCs are already on the map, do something like this in NPC1's script.

int &mytarget = sp(##); //where is NPC2's editor number.
sp_target(&current_sprite, &mytarget);

EDIT TO ADD:
Also the attacking sprite will need an actually attack animation (eg, knights) because touch damage only works on Dink.


2. When viewing the frames in a seqence in DinkEdit press E. This will let you see the hard box and depth dot. You can also change them and press S to save the change to Dink.ini for that d-mod. I assume WinDinkedit can do this too, but I forget how if so. Another easy way to check the depth dot in DinkEdit is to just pick up a sprite and set it down again, the arrow will be pointing to the depth dot.

3. Just cause Seth grouped things however made sense at the time. Both of those for example make some sense when you look at the files names: gardn-## and landm-## so they're the garden sprites and the landmark sprites.

I don't know of any better sorting method. If someone wanted to just make a text file with an alphabetical list of objects and what sequence they're in, it might come in handy.