noones code is incompleat - no offence .gif)
edit: oh, you're quicker again
but actually it still wont work if you don't note the imaginary part...
and yes the sprites which should ne shown before he really transform into the new char with state 8000 need to be in the char who is able to transform
oh and in case you want to transform back in the char with this:
file(0-69): sprite\sys\dennis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\dennis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\dennis_2.bmp w: 79 h: 79 row: 10 col: 7
file(302-307): sprite\sys\dennis_t.bmp w: 79 h: 79 row: 10 col: 10
you will not be able to transform into this char without seperating the dennis_t image into two parts... (if you don't you would need to note 11 sprite-lines which is over the limit of 10)
.gif)
(01-09-2009, 01:46 PM)no one Wrote: file(0-69): sprite\template1\zero\zero_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\template1\zero\zero_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\template1\zero\zero_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\template1\zero\zero_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\template1\zero\zero_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\template1\zero\zero_2.bmp w: 1 h: 1 row: 1 col: 1 #imaginary
file(420-489): sprite\template1\zero\zero_2.bmp w: 79 h: 79 row: 10 col: 7
edit: oh, you're quicker again
but actually it still wont work if you don't note the imaginary part...and yes the sprites which should ne shown before he really transform into the new char with state 8000 need to be in the char who is able to transform
oh and in case you want to transform back in the char with this:
file(0-69): sprite\sys\dennis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\dennis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\dennis_2.bmp w: 79 h: 79 row: 10 col: 7
file(302-307): sprite\sys\dennis_t.bmp w: 79 h: 79 row: 10 col: 10
you will not be able to transform into this char without seperating the dennis_t image into two parts... (if you don't you would need to note 11 sprite-lines which is over the limit of 10)
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