Sprite Selection
This was done %100 by Pando
You get to select any sprite of your desire at New Character.
This is just a simple modification, a little bittle this and a little bit of that
First lets setup our controls - frmNewChar
picSpriteLoader - AutoRedraw AutoResize Visible False
lblDown with caption of "<"
lblUp with caption of ">"
txtSprite with text of "0" Visible False
picSprite
tmrSprite Interval 1
In lblDown (code) add
(For 32x64 Sprites,
CHALLENGE! - Change to 32x32)
Code:
Dim Cap As Integer
Cap = txtSprite.Text
If txtSprite.Text = "2" Then
txtSprite.Text = "0"
ElseIf txtSprite.Text = "0" Then
Else
txtSprite.Text = Cap - 2
End If
In lblUp (Code you f'in noob
<3) Add
(For 32x64 Sprites,
CHALLENGE! - Change to 32x32)
Code:
Dim Cap As Integer
Cap = txtSprite.Text
If txtSprite.Text = "0" Then
txtSprite.Text = Cap + 2
Else
txtSprite.Text = Cap + 2
End If
Find Sub SendAddChar and Add this to that line
Code:
, ByVal SpriteNum As Long
CHALLENGE! - Edit packet and add SpriteNum
Find
Call SendAddChar and at the end of it but before )
Add
Code:
frmNewChar.txtSprite.Text
Now Server Side!
find
Code:
"addchar"
Now you should see Name = Val(Parse(1)) etc
Now add this at the end of those Parses
Code:
SpriteNum = Val(Parse(NEXT NUMBER HERE))
Next Find Below
Code:
' Everything went ok, add the character
You should see Call AddChar. Add , SpriteNum before )
Now find Sub AddChar and add , ByVal SpriteNum As Long before )
Now look for if blablahsexmale or something then
Player(Index).Char.Sprite =
else blahblahsexmale then
Player(Index).Char.Sprite =
end if
Delete all that and make it
Code:
Player(Index).Char.Sprite = SpriteNum
I think you should be done.
:: Pando