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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Fri Jul 18, 2008 8:42 am    Post subject: Quick Question Reply with quote

Is there any way to alter a single copy of an NPC on the map (as opposed to all copies w/ the same id#?)
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Fri Jul 18, 2008 8:53 am    Post subject: Reply with quote

You can change his ID with change npc id. Short of that, not really. (Changing his ID will let you do whatever else with him, though)
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Fri Jul 18, 2008 11:44 am    Post subject: Reply with quote

Right. Sadly that won't work for what I had in mind (as I have many more NPCs of the same ID than I could shoehorn into the map limit of NPCs w/ unique IDs). Thanks, though.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Fri Jul 18, 2008 12:43 pm    Post subject: Reply with quote

How many more moving NPCs do you need? Stationary things may be handled with maptiles, and you can also cheat the limit slightly by treating the non-leader heroes as NPCs with some (admittedly, VERY ugly) plotscripting.
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Fri Jul 18, 2008 2:12 pm    Post subject: Reply with quote

Heh, we're talking on the order of hundreds of the same moving npcs.
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Moogle1
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PostPosted: Fri Jul 18, 2008 2:23 pm    Post subject: Reply with quote

What changes did you want? If you're looking to change their appearance, you obviously can't have hundreds of different walkabouts on the map at the same time. If it's something else, maybe you're in luck.
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Mon Jul 28, 2008 7:39 am    Post subject: Reply with quote

I think I've worked out a solution...

Basically, I have hundreds of NPCs, but of only 3 or 4 different varieties. Originally, I wanted to have a larger selection of NPCs in the map data, and upon entering a plotscript would chose a selection of those to populate the map. Whenever one of these NPCs are hit, I wanted them to flash to indicate a success. I was hoping to do that with a palette swap. All of this works fine, except the palette swap obviously makes all NPCs of the hit type flash, rather than the particular instance.

I think instead I'll alter the map's NPC list upon entering to have only the NPCs currently being used, and include various stages of animation as other map NPCs offset from the standard NPC id (ie, Monster Id = normal animation, Monster Id + 1 = hit animation, Monsted Id + 2 = dying animation, etc.) When I do an animation, I can destroy the current ref, create a new NPC of the proper animation at the same location, cycle through the animation, then destroy it and create a new NPC of the standard animation, again at the same place. This seems a little hackish, but it should work. If anyone has a better suggestion, I'm all ears.
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