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Maintaining a song through map transistions?

 
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Mon Dec 18, 2006 7:31 pm    Post subject: Maintaining a song through map transistions? Reply with quote

I currently have a sequence scripted that follows the hero through several maps, and I want the music to be special for this sequence and consistent throughout. Unfortunately, every map transition overrides what I'm playing with the "play song()" command and plays its default music. If I just stick a play song command after every map transition, it makes the song start over. Is there any way around this?

Also, as long as I'm posting, this question has nothing to do with plotscripting, but how does the z-indexing for enemy placement work? I want to have an enemy that has equipment which can be attacked seperately, so I've created additional enemies that look like equipment and placed them over top the equipped enemy in its battle formation. The piece of equipment in question in the shield, which looks fine in custom but is drawn behind the creature in game, making the whole thing look like ass. Is there a way to ensure one sprite is always drawn on top of another?

Thanks!
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Dec 18, 2006 7:39 pm    Post subject: Reply with quote

For the first question, there is a command specifically for this:
suspend map music

I'm pretty sure this will take care of what you need. I don't know about the enemy graphics, though.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Mon Dec 18, 2006 11:16 pm    Post subject: Re: Maintaining a song through map transistions? Reply with quote

Camdog wrote:
Is there a way to ensure one sprite is always drawn on top of another?


I think that this is determined by the NPC reference, which is hard to control. It is easier to alter the NPCs based on their existing references than to try to generate NPCs with the references you want.
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Tue Dec 19, 2006 5:40 am    Post subject: Reply with quote

msw188 wrote:
For the first question, there is a command specifically for this:
suspend map music


Aha! Thanks.

Moogle1 wrote:
I think that this is determined by the NPC reference, which is hard to control. It is easier to alter the NPCs based on their existing references than to try to generate NPCs with the references you want.


I was actually referring to battle graphics. It seems to be determined in custom by Y location (the enemies drawn further down on the screen will be drawn over the enemies above it), and that has held true in game.exe in all cases except for the one I described above.
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Moogle1
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PostPosted: Tue Dec 19, 2006 8:34 am    Post subject: Reply with quote

Oh, in that case, make sure the shield sprite is at least the same size as the monster sprite and put it down a few pixels below the monster.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Dec 19, 2006 10:46 am    Post subject: Reply with quote

Ah! I had this figured out, and I tried to to reply last night, but the server got messed up, or something (you know, the 'internet is broken' page was all I could get). Anyway, I came up with the same y-coordinate conclusion, but in addition if two enemies have the same y-coordinate, then the one listed later in the custom battle formation editor is placed on top (it seems).

If you've found a counterexample to this, then something weird is going on. Maybe there is some discrepency about what defines the y-coordinate for an enemy...? I assumed it was the top right corner of the enemy's sprite; maybe it's different for different size enemies. On that note, you're probably going to want to draw all of your graphics in the 'big enemy' slots, so that you have room to move them around according to where you want their 'top right corner' to be when they are placed in the formation.
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Fri Dec 22, 2006 10:53 pm    Post subject: Reply with quote

Actually Camdog, what version of game are you using? Suspend map music does not seem to work for me.
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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