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Link tile mods.


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#16 Joe Dirt

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Posted 24 October 2007 - 10:59 PM

Did you check the expanded Link tile mods rule?

#17 Joe123

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Posted 25 October 2007 - 07:07 AM

Maybe you should post some bugs at AGN.

#18 Rocksfan13

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Posted 25 October 2007 - 07:14 AM

Joe Dirt may be right.

Did you check the expanded Link tile mods rule? I'm not quite sure what it does, but doesn't hurt to try. icon_shrug.gif

#19 Teilyr

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Posted 25 October 2007 - 10:15 AM

I was not aware there was such a rule. Checking it fixed the tiles. icon_smile.gif

However, my swimming tiles vanish. Although I'll probably figure it out by the time a reply is posted, where do they have to be in relation to the regular mods to work?

#20 Joe123

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Posted 25 October 2007 - 10:21 AM

There's a bug at the moment that means the swimming tiles use the floating animation boxes, and the swimming boxes do nothing. Dark Nation said he'd fixed it in the next build though.

#21 Rocksfan13

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Posted 25 October 2007 - 10:35 AM

Depends on where you have them selected under Graphics->Sprites->Link.
Under the water tab are the swim sprites.

I just made the check in my beta quest and it seemed to follow the location relative to where they started out from the original walking sprites.

So, if your swim sprites are 3 rows down from your walking sprites, the new ones will come from that same distance from the new ones.

Does that make sense?

#22 Teilyr

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Posted 25 October 2007 - 11:39 AM

Yeah. I had them 10 spaces away with no ring, so it'd be 10 spaces away for each relative mod.

10-4.


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