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Soo how does monDB.xml work EXACTLY?

Discussion in 'Modding' started by Alistaire, Nov 17, 2012.

  1. Alistaire

    Alistaire Member

    According to the name of tag <idleSprite>, that tag should be used for idle sprites. Then;

    > How do you declare the movement sprites? Since there's no <movementSprite> tag..
    > Why are most <idleSprite>'s *monster*_run_*dir*?

    Else, if it's used for movement sprites;

    > How do you declare idle sprites? I mean, there's no <idleSprite> tag for idle sprites obviously.

    ----

    I ask this because I'm working on "Painis Cupcake" for my TF2 Mod. He moves in a bit unorthodox way, and it differs a lot from the idle stance. I don't know how I would implement movement and idle sprites in the same tag..
     
  2. As far as I'm aware, there is no way to give monsters an actual idle sprite. They all just constantly run through their running sprite unless they're casting etc. or dead.
     
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  3. Vitellozzo

    Vitellozzo Member

    The only way to create a proper monster is to create a walking sprite which could be seen also as a idle one. The monsters in game seems to floar or stand in some strange way on the terrain, instead of actually step each time.
     
  4. Essence

    Essence Will Mod for Digglebucks

    Which is why, when you polymorph into a monster, your character doesn't ever stand idle, either.
     
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  5. Vitellozzo

    Vitellozzo Member

    The reason about why the Lunar Eritage skill mod isn't so flashy: your character will walk on place upon tranformating into the Sailor Princess.