Re: Exceeding emoticon limit
I understand that the problem is that you cant add more emoticons but i dont understand how it shows up in game, please add more screens.
Does the other values go from e0 to e11 or are they hex values? like eA0? Can you set the value yourself? if so set it to something else?
Some of this stuff might also be hardcoded or related to serverside/database.
Re: Exceeding emoticon limit
Hey chreadie, thanks for replying!
Uh, it's not really values, in the emoticon.XML there's a list of like, <def> name="[put emoticon name here]" and some other stuff </def>.
What I did was expand the canvas on which the emoticons are stored, and following the pixel pattern on where the next row of emoticons would be, paste the images of the emoticons I want. Then I just copied that definition line in the emoticon.XML and altered it for each new emoticon. Any new "def" line seems to automatically associate with the next emoticon on the canvas, so I didn't have to do any complicated stuff there.
It worked up to the 90th emoticon (e89 for convenience sake) but after adding more emoticons (going past (e89)), despite both having their image on the canvas and their definition listed in the XML file, show up as e0 and so on (starting at the start again, as you can see in the second screenshot).
The first screenshot shows the canvas used and how they show up ingame after adding their definitions to the XML file. Up to that it worked fine but as you can see the canvas couldn't fit any more emoticons, so I resized it to allow for more, but then the problem shown in the second screen occurs, where new emoticons show up as old ones added to the list (e90 being thesame as e0 instead of what I put as e90).
I hope that clarifies the issue, I don't really know how to explain it otherwise xD
Anyway thanks for your help and I hope this post if useful to you somehow
EDIT: when I get to my home pc tomorrow I'll post some screens of the XML files and such