Quote
Originally posted by MayaPLE:
**Sorry in advanced to Coldstone developers . . .
What I would like to happen is after NPC Death, a stamp will appear at those same co-ordinates. **
Hi MayaPLE. Welcome (or is it welcome back?) to the boards. Please don't apologize for what seems like a simple question, we like those - they're easier to answer. Actually, your's is not that easy.
An NPC doesn't drop a stamp in the same way as it drops an item because a stamp is placed at pixel co-ordinates and an item is dropped at movement tile co-ordinates. I had the same problem with placing a smoke animation stamp at the death of an NPC. For some reason (I don't remember now why) I had trouble using the NPC actual co-ordinates so I based the placement on &&playerX; and &&playerY.;
Here's the way I solved my problem: Create two globals for gb_stampX and gb_stampY. In the NPC death event, use "change global" to set gb_stampX to &&playerX.; Now since this number in in movement tiles, use another "change global" to multiply gb_stampX by 32 (or whatever the pixel / tile ratio is.) Now do the same for gb_stampY. Now use a "place stamp" to be at &&gb;_stampX, &&gb;_stampY.
Your stamp should now end up pretty close to where the NPC dies (unless the player is using a ranged weapon) but you may have to tinker with the global settings a bit.
Now that I understand a little more than I did when I had the problem, I'd like to go back and see if I can make this work using &&ActualX;, &&ActualY.; The key is changing the tile co-ordinates to pixel co-ordinates.
Please let us know how it works. ~RD
Edit: I see Ledorax beat me to the "submit" button with the same idea. :frown:
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(This message has been edited by Rubber Ducky (edited 08-14-2004).)