| Chambahs wrote: |
| Yea, all images have their own object ID. If you check out all the LVZ Toolkits that are spread around, as well as integrated with the map editors (CLT, DCME, etc) then you will see that the last number would be corispondent with the Lvz Object ID. I DO believe there is a cap on lvz of 256 was it? Mmm anyway, to trigger it in your module just check out the "Objon/Objoff/Objset/Objmove" stuff. When it asks for ID, the ID in the lvz.ini is the one i was talking about. You can refer to the original LvzToolkit's example.ini if you need help with anything else. |
| Bak wrote: |
| `you can get 65k object id's and these can be shared among different images. You can have up to 256 images (and image ids), which can also be shared among different image instances.
a region could be used to specify the planet and then the module could take some action when the player enters the region. |
Code: Show/Hide /** this callback is called when someone enters or leaves a region. */
#define CB_REGION "region-1" /** the type of CB_REGION * @param p the player entering/leaving the region * @param rgn the region being entered or left * @param x the player's location in pixels, x coordinate * @param y the player's location in pixels, y coordinate * @param entering true if entering, false if exiting */ typedef void (*RegionFunc)(Player *p, Region *rgn, int x, int y, int entering); /* NOTYETpycb: player, void, int, int, int */ |
Code: Show/Hide /** finds the region with a particular name.
* @param arena the arena that contains the map we want to look for * the region in. * @param name the name of the region we want. for now, this is * case-insensitive. * @return a handle for the specified region, or NULL if not found. */ Region * (*FindRegionByName)(Arena *arena, const char *name); /* pyint: arena, string -> region */ |