: You could just replace some sprites you don't use (people, knights... dragons... whatever) or...
: ..if you really want that many new sprites and you don't want to delete the old ones you can use the "init(load sequence...)" command to replace any number of graphic sequences. I did this to squeenze the purple/black scorpions into SOB, Seth did it to load up the "Seth" graphics in the original game, and I'm sure Redink1 used it numerous times to replace the status graphic, load FIAT, etc. etc. - I haven't really looked.
: I'm toying with the idea of doing it in a fairly big way in Pilgrim's Quest - to add more monsters too! - as I've reached the limit and still have the final chapter to do. Thus once the &story variable reaches a certain level I have a lengthy cut scene - take the player to the next part of the story and thus have a script which loads up a stack of new enemies, replacing old ones (all using the same number of frames to walk, attack, die, etc... to make things easy) and refine the various scripts that load saved games to check if they should load enemy set A (as it were) or enemy set B.
: Hmmm, rambling on here a bit. Good luck with whichever way you go.
Yeah, I've looked into that idea a bit, because the way i'm hopefully going to end my dmod is with multiple maps, switched well tho, not like LoT, you don't have to quit the game, i did some messing around with it and i'm getting some help, and i'm rambling too.
But ya, I plan on having a number of enemies that will only appear on one map, therefore i can load the different enemy sprites at map change.
I see it as a pretty good meathod of having a lot of enemies.
And oh ya, as far as static ones go, you don't even need 1 seq, you just need 1 frame. I have almost all my new static sprites stuck in with the boxes...i just did it that way when i was a newb and knew no better and haven't changed it..it works fine.
removing old graphics would be the way to go, I did this myself! wiped the whole ini file, now i have 1000 sequences to feast on for myself!..