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- number_of_different_tiles = 334 'add 1 to this number when adding a new tile image
- num_of_animated_tiles = 14
- Global groundtile:Tgroundtile[number_of_different_tiles + 1]
- For g=0 To number_of_different_tiles
- groundtile(g) = New Tgroundtile
- Next
- Rem
- to add a new tile:
- 'step 1, add it to this list at the end and put the correct number in the ()
- Example: groundtile(TILE NUMBER).image = LoadImage("assets/tiles/FILE NAME.bmp")
- step 2, Add one to number_of_different_tiles.
- Step 3, If the tile you are adding is a solid tile, such as a rock, scroll down in this document untill you find the long list of
- groundtile(TILE NUMBER).kind = 1 and add your tile number at the bottom just like the rest.
- other kinds which you can assign include:
- 0 = walkable, 1 = solid, 2 = player can walk but mobs can't, 3 = mobs can walk but player can't, 4 = pit
- step 4 ????
- step 5 profit
- If the tile you are adding is an animated tile, you must take some additinal steps to get things working
- 1: folow regular step one, but also add the width, hight, 0, and number of frames at the end,
- like this: groundtile(116).image = LoadAnimImage("assets/tiles/stone_wall_top_torch.bmp",16,16,0,4) note that all tiles are the same size, so the first two
- numbers will always be 16,16, and the third number for any animated image is 0, so the only thing that varies is the amount of frames your particular
- image has. in the example, the number of frames is 4.
- 2: folow the regular instructions to compleation, and in addition to adding 1 to number_of_different_tiles, you must also
- add 1 to num_of_animated_tiles
- 3: for the last step, you must go to the section where animated tiles are setup, which is below all the other groundtile setup code,
- after all the "groundtile(NUMBER).liquid = 2" and can also be found be searching "animated tiles"
- the rest of the directions are at the animated tile setup are itselfe, and after you follow those you are good to go.
- EndRem
- Local cliffs:String = "assets/tiles/overworld/natural/cliffs/cliff_"
- groundtile(0).image = LoadImage(cliffs + "bottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(1).image = LoadImage(cliffs + "bottomleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(2).image = LoadImage(cliffs + "bottomright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(3).image = LoadImage(cliffs + "cornerleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(4).image = LoadImage(cliffs + "cornerright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(5).image = LoadImage(cliffs + "left.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(6).image = LoadImage(cliffs + "right.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(7).image = LoadImage(cliffs + "top.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(8).image = LoadImage(cliffs + "topleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(9).image = LoadImage(cliffs + "topleft_trans.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(10).image = LoadImage(cliffs + "topright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(11).image = LoadImage(cliffs + "topright_trans.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- Local dirt:String = "assets/tiles/overworld/natural/dirt/dirt_"
- groundtile(12).image = LoadImage(dirt + "grassbottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(13).image = LoadImage(dirt + "grassbottomleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(14).image = LoadImage(dirt + "grassbottomright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(15).image = LoadImage(dirt + "grassleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(16).image = LoadImage(dirt + "grassright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(17).image = LoadImage(dirt + "grasstop.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(18).image = LoadImage(dirt + "grasstopleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(19).image = LoadImage(dirt + "grasstopright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(20).image = LoadImage(dirt + "pebbles.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(21).image = LoadImage(dirt + "plain.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- Local grass:String = "assets/tiles/overworld/natural/grass/grass_"
- groundtile(22).image = LoadImage(grass + "bones.bmp",MASKEDIMAGE | DYNAMICIMAGE) 'how utterly macabre
- groundtile(23).image = LoadAnimImage(grass + "flower.bmp", 16, 16, 0, 2,MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(24).image = LoadImage(grass + "growingbushes.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(25).image = LoadImage(grass + "nothing.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(26).image = LoadImage(grass + "plain.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(27).image = LoadImage(grass + "thick1.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(28).image = LoadImage(grass + "thick2.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(29).image = LoadImage(grass + "thick3.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- Local plants:String = "assets/tiles/overworld/natural/plants/"
- groundtile(30).image = LoadImage(plants + "bush.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(31).image = LoadImage(plants + "bushcut.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(32).image = LoadImage("assets/tiles/overworld/natural/rocks/rock.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- Local trees:String = "assets/tiles/overworld/natural/trees/"
- groundtile(33).image = LoadImage(trees + "tree_bottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(34).image = LoadImage(trees + "tree_bottomtop.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(35).image = LoadImage(trees + "tree_top.png",MASKEDIMAGE | DYNAMICIMAGE)
- Local treesgiant:String = "assets/tiles/overworld/natural/trees/gianttree/gianttree_"
- groundtile(36).image = LoadImage(treesgiant + "1.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(37).image = LoadImage(treesgiant + "2.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(38).image = LoadImage(treesgiant + "3.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(39).image = LoadImage(treesgiant + "4.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(40).image = LoadImage(treesgiant + "5.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(41).image = LoadImage(treesgiant + "6.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(42).image = LoadImage(treesgiant + "7.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(43).image = LoadImage(treesgiant + "8.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(44).image = LoadImage(treesgiant + "bottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(45).image = LoadImage(treesgiant + "top.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(46).image = LoadImage("assets/tiles/misc/air.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(47).image = LoadImage("assets/tiles/misc/air.bmp",MASKEDIMAGE | DYNAMICIMAGE) ' This one is an invisible wall. You collide with it but it's nothing. Used so that "fat" tiles can be drawn properly.
- groundtile(48).image = LoadImage("assets/tiles/overworld/ruins/misc/tombstone.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(49).image = LoadImage(cliffs + "stairs.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(50).image = LoadImage("assets/tiles/overworld/ruins/misc/marker.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(51).image = LoadImage("assets/tiles/overworld/ruins/ground/tiles_normal.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(52).image = LoadImage("assets/tiles/overworld/ruins/ground/tiles_broken.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(53).image = LoadImage("assets/tiles/overworld/ruins/misc/tombstone_top.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(54).image = LoadImage("assets/tiles/overworld/natural/trees/copyrightInfringement/top.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(55).image = LoadImage("assets/tiles/overworld/natural/trees/copyrightInfringement/bottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- 'shadows
- groundtile(56).image = LoadImage("assets/tiles/misc/shadows/shadow.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(57).image = LoadImage("assets/tiles/misc/shadows/shadow_bottomleft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(58).image = LoadImage("assets/tiles/misc/shadows/shadow_bottomright.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(59).image = LoadImage("assets/tiles/misc/shadows/shadow_topleft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(60).image = LoadImage("assets/tiles/misc/shadows/shadow_topright.png",MASKEDIMAGE | DYNAMICIMAGE)
- Local richtown:String = "assets/tiles/overworld/towns/richtown/"
- groundtile(61).image = LoadImage(richtown + "house_wall.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(62).image = LoadImage(richtown + "house_door_open.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(63).image = LoadImage(richtown + "house_door_top.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(64).image = LoadImage(richtown + "house_roof_bottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(65).image = LoadImage(richtown + "house_roof_left.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(66).image = LoadImage(richtown + "house_roof_right.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(67).image = LoadImage(richtown + "house_roof_bottomright.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(68).image = LoadImage(richtown + "house_roof_bottomleft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(69).image = LoadImage(richtown + "house_roof_top.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(70).image = LoadImage(grass + "growingbush.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(71).image = LoadAnimImage(grass + "waving.png", 16, 16, 0, 30,MASKEDIMAGE | DYNAMICIMAGE)
- Local dungeon1:String = "assets/tiles/dungeons/dungeon1/"
- Local dungeon:String = "assets/tiles/dungeons/"
- Local dungeon1TileNumber:Int = 1
- Local dungeon1IndexNumber:Int = 72
- Local dungeon1WallAmount:Int = 36
- For i = 0 To dungeon1WallAmount - 1
- groundtile(dungeon1IndexNumber).image = LoadImage(dungeon1 + dungeon1TileNumber + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- dungeon1TileNumber:+1
- dungeon1IndexNumber:+1
- Next
- groundtile(108).image = LoadImage(dungeon1 + "floor1.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(109).image = LoadImage(dungeon1 + "floor2.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(110).image = LoadImage(dungeon1 + "floor3.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(111).image = LoadImage(dungeon1 + "floor4.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(112).image = LoadImage(dungeon1 + "floor5.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(113).image = LoadImage("assets/tiles/misc/pot_holder1.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(114).image = LoadImage(dungeon1 + "ceiling.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(115).image = LoadImage("assets/tiles/overworld/ruins/misc/markerStatue.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(116).image = LoadImage("assets/tiles/overworld/ruins/misc/markerStatueTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(117).image = LoadAnimImage("assets/tiles/overworld/natural/water/deepReflective/water.png",16,16,0,4,MASKEDIMAGE | DYNAMICIMAGE)
- Local cliffEntrance:String = "assets/tiles/overworld/natural/cliffs/Entrance"
- groundtile(118).image = LoadImage(cliffEntrance + "BottomLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(119).image = LoadImage(cliffEntrance + "Bottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(120).image = LoadImage(cliffEntrance + "BottomRight.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(121).image = LoadImage(cliffEntrance + "TopLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(122).image = LoadImage(cliffEntrance + "Top.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(123).image = LoadImage(cliffEntrance + "TopRight.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(124).image = LoadImage(cliffEntrance + "Dark.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(125).image = LoadAnimImage(grass + "waving_thick.png", 16, 16, 0, 30,MASKEDIMAGE | DYNAMICIMAGE)
- Local cliffWater:String = "assets/tiles/overworld/natural/water/cliffsDeepReflective/"
- groundtile(126).image = LoadAnimImage(cliffWater + "bottom.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(127).image = LoadAnimImage(cliffWater + "bottomLeft.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(128).image = LoadAnimImage(cliffWater + "bottomRight.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(129).image = LoadImage(cliffWater + "cornerLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(130).image = LoadImage(cliffWater + "cornerRight.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(131).image = LoadAnimImage(cliffWater + "left.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(132).image = LoadAnimImage(cliffWater + "right.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(133).image = LoadAnimImage(cliffWater + "top.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(134).image = LoadAnimImage(cliffWater + "topLeft.png", 16, 16, 0, 2, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(135).image = LoadAnimImage(cliffWater + "topRight.png", 16, 16, 0, 2, MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(136).image = LoadImage(cliffWater + "topLeftTrans.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(137).image = LoadImage(cliffWater + "topRightTrans.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(138).image = LoadAnimImage("assets/tiles/overworld/natural/water/shallow/water.png", 16, 16, 0, 4,MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(139).image = LoadAnimImage("assets/tiles/overworld/natural/water/deepReflective/water2.png",16,16,0,4,MASKEDIMAGE | DYNAMICIMAGE)
- Local dungeonEntrance1:String = "assets/tiles/dungeons/dungeon1/entrance/"
- For i = 0 To 15
- groundtile(140+i).image = LoadImage(dungeonEntrance1 + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- Next
- Local poorTown:String = "assets/tiles/overworld/towns/poortown/"
- groundtile(156).image = LoadImage(poorTown + "wall/stockadeBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(157).image = LoadImage(poorTown + "wall/stockadeMiddle.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(158).image = LoadImage(poorTown + "wall/stockadeTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(156).kind = 1
- groundtile(157).kind = 1
- For i = 1 To 19
- groundtile(158+i).image = LoadImage(poorTown + "jail/"+i+".png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(158+i).kind = 1
- Next
- groundtile(178).image = LoadImage(poorTown + "jail/barTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(179).image = LoadImage(poorTown + "jail/steps.png",MASKEDIMAGE | DYNAMICIMAGE)
- For i = 1 To 4
- groundtile(179+i).image = LoadImage(trees + "/gianttree/stump"+i+".png",MASKEDIMAGE | DYNAMICIMAGE)
- Next
- groundtile(182).kind = 1
- groundtile(183).kind = 1
- Local blackHill:String = "assets/tiles/dungeons/blackHill/"
- For i = 1 To 33
- groundtile(183+i).image = LoadImage(blackHill + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(183+i).kind = 1
- Next
- For i = 1 To 20
- groundtile(216+i).image = LoadImage(blackHill + "noncollide/" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- Next
- groundtile(237).image = LoadImage(richtown + "furniture/bed.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(238).image = LoadImage(richtown + "furniture/crateBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(239).image = LoadImage(richtown + "furniture/crateTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- Local dream:String = "assets/tiles/dungeons/dream/"
- For i = 1 To 35
- groundtile(239 + i).image = LoadImage(dream + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(239 + i).kind = 1
- Next
- For i = 1 To 8
- groundtile(274 + i).image = LoadImage(dream + "noncollide/" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- Next
- 'For i = 0 To 3
- groundtile(275).kind = 2
- 'Next
- groundtile(283).image = LoadImage(trees + "giantTree/entranceTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(284).image = LoadImage(trees + "giantTree/entranceBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- For i = 15 To 19
- groundtile(285 + i -15).image = LoadImage(poorTown + "jail/new/" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(285 + i -15).kind = 1
- Next
- groundtile(290).image = LoadImage(poorTown + "jail/new/barTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(291).image = LoadImage("assets/tiles/dungeons/block1.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(291).kind = 1
- groundtile(292).image = LoadImage(dream + "ratUp.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(293).image = LoadImage(dream + "ratLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(294).image = LoadImage(dream + "ratDown.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(295).image = LoadImage(dream + "ratRight.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(296).image = LoadImage(dream + "noncollide/Up.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(297).image = LoadImage(dream + "noncollide/Left.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(298).image = LoadImage(dream + "noncollide/Down.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(299).image = LoadImage(dream + "noncollide/Right.png",MASKEDIMAGE | DYNAMICIMAGE)
- For i = 0 To 3
- groundtile(296 + i).kind = 3
- Next
- For i = 0 To 5
- groundtile(300+i).image = LoadImage(dream + "noncollide/" + (i+9) + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- Next
- groundtile(306).image = LoadImage(dungeon + "block2.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(306).kind = 1
- For i = 0 To 5
- groundtile(307 + i).image = LoadImage(poorTown + "jail/door/" + (i+1) + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(307 + i).kind = 1
- Next
- groundtile(313).image = LoadImage(poorTown + "1chair1.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(314).image = LoadImage(poorTown + "1chair2.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(315).image = LoadImage(poorTown + "1table1.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(316).image = LoadImage(poorTown + "1table2.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(317).image = LoadImage(poorTown + "1table3.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(318).image = LoadImage("assets/tiles/overworld/ruins/misc/totemBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
- groundtile(319).image = LoadImage("assets/tiles/overworld/ruins/misc/totemTop.png",MASKEDIMAGE | DYNAMICIMAGE)
- Local extr0:String = "0"
- For i = 0 To 13
- If i >= 10 Then extr0 = ""
- groundtile(320+i).image = LoadImage(dream + "tile00" + extr0 + "" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
- If i < 12 Then groundtile(320+i).kind = 1
- Next
- groundtile(333).image = LoadImage("assets/tiles/misc/air.bmp",MASKEDIMAGE | DYNAMICIMAGE)
- 'DrawImage(groundtile(217).image,0,0,0)
- groundtile(0).kind = 1 '************* these are tiles which you collide with
- groundtile(1).kind = 1
- groundtile(2).kind = 1
- groundtile(3).kind = 1
- groundtile(4).kind = 1
- groundtile(5).kind = 1
- groundtile(6).kind = 1
- groundtile(7).kind = 1
- groundtile(8).kind = 1
- groundtile(9).kind = 1
- groundtile(10).kind = 1
- groundtile(11).kind = 1
- groundtile(30).kind = 1
- groundtile(32).kind = 1
- groundtile(33).kind = 1
- groundtile(42).kind = 1
- groundtile(44).kind = 1
- groundtile(48).kind = 1
- groundtile(50).kind = 1
- groundtile(61).kind = 1
- groundtile(47).kind = 1' 'used to be pit tile but now its just an invisible solid
- '************************************** pit tiles
- groundtile(333).kind = 4 'used as air that can be walked through
- groundtile(331).kind = 4
- groundtile(259).kind = 4
- groundtile(261).kind = 4
- dungeon1IndexNumber:Int = 72
- For i = 0 To dungeon1WallAmount - 1
- groundtile(dungeon1IndexNumber).kind = 1
- dungeon1IndexNumber:+1
- Next
- groundtile(96).kind = 0
- groundtile(97).kind = 0
- groundtile(98).kind = 0
- groundtile(99).kind = 0
- groundtile(115).kind = 1
- groundtile(114).kind = 1
- groundtile(118).kind = 1
- groundtile(120).kind = 1
- groundtile(121).kind = 1
- groundtile(123).kind = 1
- groundtile(126).kind = 1
- groundtile(127).kind = 1
- groundtile(128).kind = 1
- groundtile(129).kind = 1
- groundtile(130).kind = 1
- groundtile(131).kind = 1
- groundtile(132).kind = 1
- groundtile(133).kind = 1
- groundtile(134).kind = 1
- groundtile(135).kind = 1
- groundtile(136).kind = 1
- groundtile(137).kind = 1
- For i = 0 To 12
- groundtile(140+i).kind = 1
- Next
- groundtile(237).kind = 1
- groundtile(238).kind = 1
- groundtile(313).kind = 1
- groundtile(314).kind = 1
- groundtile(315).kind = 1
- groundtile(316).kind = 1
- groundtile(317).kind = 1
- groundtile(318).kind = 1
- 'groundtile(37).liquid = 1 '************** these are shallow water tiles
- 'groundtile(47).liquid = 2 '************ these are deep water tiles
- groundtile(117).liquid = 2
- groundtile(139).liquid = 2
- groundtile(138).liquid = 2
- ' ******************************* "animated tiles"
- Global animated_tiles[num_of_animated_tiles] 'this is the list which remembers all the animated tiles. when adding a new tile:
- 'there is a commented out template you can use at each part.
- 'add it to the array like this, with your tile number after = sign, and the next number in the list in the brackets ()
- animated_tiles(0) = 23 '<--- first animated tile in the animated_tiles list (0) and it is groundtile(23)
- animated_tiles(1) = 71
- animated_tiles(2) = 125
- animated_tiles(3) = 138
- animated_tiles(4) = 117
- animated_tiles(5) = 139
- 'WATER
- animated_tiles(6) = 126
- animated_tiles(7) = 127
- animated_tiles(8) = 128
- animated_tiles(9) = 131
- animated_tiles(10) = 132
- animated_tiles(11) = 133
- animated_tiles(12) = 134
- animated_tiles(13) = 135
- 'animated_tiles(2) =
- 'at this part, all you have to do is use your groundtile in the brackets () and fill in the ='s
- 'groundtile(5).frm_timer = 0 '<--- the timer used to count up to the next frame.
- 'groundtile(5).frm_speed = 800 '<--- how many millisecs it takes to switch to the next frame
- 'groundtile(5).frm_num = 2 '<--- the amount of frames in the animation.
- groundtile(23).frm_timer = 0
- groundtile(23).frm_speed = 600
- groundtile(23).frm_num = 2 '
- groundtile(71).frm_timer = 0
- groundtile(71).frm_speed = 100
- groundtile(71).frm_num = 30 '
- groundtile(125).frm_timer = 0
- groundtile(125).frm_speed = 150
- groundtile(125).frm_num = 30 '
- groundtile(117).frm_timer = 0
- groundtile(117).frm_speed = 130
- groundtile(117).frm_num = 4 '
- groundtile(138).frm_timer = 0
- groundtile(138).frm_speed = 130
- groundtile(138).frm_num = 4 '
- groundtile(139).frm_timer = 0
- groundtile(139).frm_speed = 130
- groundtile(139).frm_num = 4 '
- 'WATER
- groundtile(126).frm_timer = 0
- groundtile(126).frm_speed = 260
- groundtile(126).frm_num = 4 '
- groundtile(127).frm_timer = 0
- groundtile(127).frm_speed = 260
- groundtile(127).frm_num = 4 '
- groundtile(128).frm_timer = 0
- groundtile(128).frm_speed = 260
- groundtile(128).frm_num = 4 '
- groundtile(131).frm_timer = 0
- groundtile(131).frm_speed = 260
- groundtile(131).frm_num = 4 '
- groundtile(132).frm_timer = 0
- groundtile(132).frm_speed = 260
- groundtile(132).frm_num = 4 '
- groundtile(133).frm_timer = 0
- groundtile(133).frm_speed = 260
- groundtile(133).frm_num = 4 '
- groundtile(134).frm_timer = 0
- groundtile(134).frm_speed = 260
- groundtile(134).frm_num = 2 '
- groundtile(135).frm_timer = 0
- groundtile(135).frm_speed = 260
- groundtile(135).frm_num = 2 '
- 'you can use this | if you want, or copy it.
- ' V
- 'groundtile().frm_timer = 0
- 'groundtile().frm_speed =
- 'groundtile().frm_num =
- Local tempNumMobs = numMobsInGame
- If thisIsEditor Then tempNumMobs:+1
- mobIDNames = New String[tempNumMobs]
- mobIDNames[0] = "nothing"
- mobIDNames[1] = "rat"
- mobIDNames[2] = "guard"
- mobIDNames[3] = "slimespider"
- mobIDNames[4] = "pot"
- mobIDNames[5] = "chester"
- mobIDNames[6] = "villager"
- mobIDNames[7] = "sign"
- mobIDNames[8] = "player"
- mobIDNames[9] = "espier"
- mobIDNames[10] = "rous"
- mobIDNames[11] = "eyebouncer"
- mobIDNames[12] = "chicken"
- 'mobIDNames[13] = "garghoul"
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