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Originally posted by Albadar:
Ok. I read the file. That makes a little more sense. But it still sounds like you're loading an "invisible NPC" that has no collision and runs a timer. he he
Yeah, it is identical to the invisible NPC, except that you will be using an animated stamp instead of an NPC. The advantage to this is that your timer won't show up as a blue dot on your maps, nor will it interfere in any way with the player.
Understand also that the animated stamp isn't running a timer; it is the timer. What you are doing is placing events on the individual frames of the animation, and then make the animation loop indefinitely. As it loops the events are run which will increment a global, and then on a different frame it will check the globals to run whatever timed events you wish.
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Now, do you mean that it gets loaded in each maps local events list?
Yes. The timer will only function if it is running. Since you can't save anything in "memory" you have to have your timer load on each map. Since global values do not change between maps the timer can function seemlessly between maps.
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Does the graphics (animation) get saved as an NPC or an animation ...where?
The graphics of your animation are saved in your Pictures directory, as any other graphic that you use. You will create several frames(each as a stand alone picture) and then use Coldstone's animation wizard to piece them together into a single animation file. You will attach the events you wish to run from within the animation wizard. When you have your animation, you will place it on your maps with a stamp control event. You can place the animation anywhere you would like to, as it will be invisible(assuming you use pure white frames) and will not interfere with player movement at all.
Make sense?
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