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Re: Content format reference

Posted: Mon Mar 25, 2019 8:04 am
by Zukero
No problem at all. Thanks for reading it thoroughly and reporting the issues.

Re: Content format reference

Posted: Mon Apr 01, 2019 7:33 pm
by BWPanda
Here, viewtopic.php?f=6&t=5825#p57706, regarding the IconID field, it says:
One sprite is generally defined as a 32x32px square within a spritesheet.
But what happens when it's not? E.g. https://github.com/Zukero/andors-trail/ ... demon2.png

How do you know what the sprite square's dimensions are? Is there a separate list of sprite dimensions somewhere I can reference? Or is this hard-coded for the few sprites that exceed the typical 32x32px square?

I guess the ideal situation would be to have a new field, something like 'IconSize', that defaults to '32x32' but, for example, for the Hira'zinn would be '64x64'.

Re: Content format reference

Posted: Mon Apr 01, 2019 7:55 pm
by rijackson741
The information about sprite sizes is held in two places, one for AT, and one for ATCS. What are you trying to do?

Re: Content format reference

Posted: Mon Apr 01, 2019 10:26 pm
by BWPanda
I'm trying to automatically parse the source code and generate an online database of items, monsters, etc. So I'm trying to create an HTML IMG tag showing each individual sprite/icon.

Re: Content format reference

Posted: Mon Apr 01, 2019 10:54 pm
by rijackson741
Look in ...\AndorsTrail\src\com\gpl\rpg\AndorsTrail\resource\ResourceLoader.java

Re: Content format reference

Posted: Mon Dec 23, 2019 12:48 am
by QQkp
Is there a surefire way of sorting entities of monsterlist into those that can be fought versus those that cannot? It seems like I get most of the way there by checking if attackDamage is set, but some entities have other combat stats defined without an attackDamage (e.g. id = "prisoner").

The existence of MonsterType::hasCombatStats makes me think I have to check all of them, but hasCombatStats also seems to be unused - not sure if I'm just overcomplicating things.

Re: Content format reference

Posted: Mon Dec 23, 2019 6:34 am
by Nut
No, there is no 100% sure check.
If monsters have no dialogue, then they can be fought.
But if they have a dialogue, the fight could be triggered later (like the bandits on the road)

Re: Content format reference

Posted: Mon Dec 23, 2019 11:10 am
by H46732f
I think I've read a similar question to this forum, but I can't find the original post. As I recall, they concluded that a non compatible NPC has max HP = 1, maybe something related to AD too.

Re: Content format reference

Posted: Mon Dec 23, 2019 6:23 pm
by Gonk
Like Nut said there are different cases why and when a monster/NPC will fight. As far as I could see from the code it does not depend on the stats. But the stats might be a good indicator: If the creator of an NPC wants you to fight it then he will in most cases give him attack damage, HP greater 1, etc.


Reasons for a monster to fight: No Dialogue (phraseId) or fight starts from dialogue or faction got negative (this depends on the players actions).


The prisoner you mentioned seems to be an edgecase. It has no dialogue but also no real combat stats. So this would be a boring fight. But it looks like you can never get close enough to him to fight him.


As a rule of thumb all monsters with a phrase and without combat stats (or only 1 HP) are very unlikely to be fought. Monsters without a phrase and combat stats will surely be fought. You could check the rest manually or chose a default or list them twice (as monster and as NPC).