1. where do we enter this line?
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gfx.axe_big_icon = dsb_get_bitmap("BIG_AXE_ICON")
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function default_exports()
dsb_export("g_last_party_move")
dsb_export("g_last_monster_attack")
dsb_export("g_rclock")
dsb_export("g_illum")
dsb_export("g_footprint_counter")
dsb_export("g_disabled_runes")
end
function test_function()
dsb_write(debug_color, "TEST")
end
-- Deprecated functions that will still be supported for now
function dsb_rune_enable(rune)
g_disabled_runes[rune] = false
end
function dsb_rune_disable(rune)
g_disabled_runes[rune] = true
end
global_startup()
default_exports()
2. in objects.lua we need to enter:
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obj.axe.icon = gfx.axe_big_icon
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obj.axe = {
name="AXE",
type="THING",
class="WEAPON",
mass=43,
icon=gfx.icons[42],
dungeon=gfx.axe,
flying_away=gfx.axe_flying,
flying_toward=gfx.axe_flying,
flying_side=gfx.axe_flying_side,
methods = {
{ "SWING", 0, CLASS_FIGHTER, method_physattack },
{ "CHOP", 0, CLASS_FIGHTER, method_physattack },
{ "MELEE", 5, CLASS_FIGHTER, method_physattack }
},
ninja_bonus=true,
base_range=10,
base_tpower=49,
impact=33,
fit_sheath=true,
hit_sound=snd.dink
}
256 colors, 24bit
for animated
use 32bit with alpha if you used a .tga
3. where, in the dsb folder,
do we save an alternate icon graphic file
(BIG_AXE_ICON.bmp, or BIG_AXE_ICON.tga?)
There are no bitmaps anywhere to be found