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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Thu Jul 01, 2010 4:37 am Post subject: After battle script porblem |
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I used to have a working after battle script in one of my games, it keeps 1 hp so the story progresses after being defeated. i think it still works because you can hear the sound when the battle ends and all the heroes fall but the loading screen appears and pressing escape exits the game or choosing exit returns to the title screen, what could be wrong? _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Thu Jul 01, 2010 5:22 am Post subject: |
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Without seeing said script, I'd only be able to guess. I'd assume that the script wasn't giving the party 1 hp as intended. Perhaps it's giving the 1 hp to a party member that's not in the party currently?
Or maybe the script is waiting too long to give the party a hitpoint.
I really don't know though. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jul 01, 2010 6:49 am Post subject: |
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Maybe I'm misunderstanding you, but: you need to set a game over script. If you lose a battle the game over script is called if you have one, otherwise the game will end - even if you have an after battle script. You can read 'How do I make the story continue after you die in battle?' if you want more information. _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Thu Jul 01, 2010 7:06 am Post subject: |
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Quote: | Or maybe the script is waiting too long to give the party a hitpoint. |
What could be causing this?
Quote: | Maybe I'm misunderstanding you, but: you need to set a game over script. If you lose a battle the game over script is called if you have one, otherwise the game will end - even if you have an after battle script. You can read How do I make the story continue after you die in battle? if you want more information |
I'm sorry, that is what i'm talking about, i actually copied my script from that link and placed it in the gameover script in general game data/special plot scripts. And it was really working before. In the game, A special enemy will attack everyone in the field until all of them falls and one of the heroes will recieve 1 hp and after the battle a plot will move the player on to a new map after some conversations. I've tested this a lot of times befoe but now I'm not sure what's happening...
Also: Is there a way to know which the script file the game is using? I have 5 versions of the script and it's pretty hard to locate which one is used in the game as each is a test of the same thing and i've named each script as "xp, xxp, xxxp, xxxxp, xxxxxp", it's dumb^^
Edit: This is the last update of the game I'm talking about:
http://castleparadox.com/gamelist-display.php?game=995
In this, when you defeat the boss in part 1 you will advance to another map after being defeated by the fight after the boss. Easiest route to the boss is: go south then right, you'll find a city and if you enter, choose gate and a conversation will appear. Exit the city and gor farther right and the barriers will be broken and the boss will be inside the walls just beat him and the battle with a fake gameover will commence... _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jul 02, 2010 11:15 am Post subject: |
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OK, I've figured out that this was an engine bug due to the new save file format (get the next nightly). Any games you saved could continue to have the same problem, but you can repair them if you really need to (instructions are in IMPORTANT-nightly.txt)
BlastedEarth wrote: | Also: Is there a way to know which the script file the game is using? I have 5 versions of the script and it's pretty hard to locate which one is used in the game as each is a test of the same thing and i've named each script as "xp, xxp, xxxp, xxxxp, xxxxxp", it's dumb^^ |
Ouch. Well I'm working on some related HSpeak features, so I'll add something to Custom to tell you that, a couple days from now.
I managed to work out that the script file imported into the game you uploaded is armortrial.hss
Also, you can add this to your new game script:
Code: | $0="This is armorxxp.hss"
trace(0) |
and then it'll print that text to g_debug.txt whenever you play the game.
I hadn't realised that you had uploaded any games... pretty nice! I like the way the game is going; it doesn't even feel too much like an OHR game. I did get pretty confused with all the armor options though. _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Mon Jul 05, 2010 7:47 am Post subject: |
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Thanks for all of this, I haven't tested editing the saves but you're right, playing it from the start doesn't have the problem.
Quote: | I did get pretty confused with all the armor options though. |
The final version will contain a mini tutorial to avoid confusion...
If you are talking about changing armors, here's how it should work:
An 'armor' is like a mobile suit in Gundam or a wanzer in Front Mission. It is not equipable but it is a represented by an item in the inventory. Armored characters have different equipment from unarmored ones. When a character is armored, it's equipment are the following: Weapon (Appears in the attack animation), Subweapon (Allows the usage of certain items like torpedoes, grenades, or missiles), Heart (It is like the motor of the armor, provides stat bonuses), Armor (I will change this as this is confusing, it's basically the skin of the armor profiding mostly defense bonuses), Fins (Axuxillary back equipment, usually radars that provide map function or boosters that add speed). While unarmored, characters would look like tiny anthromorphs that carry unchangeable weapons and are incapable of adding additional equipment (Some missions may require unarmored characters).
Piloting Script Notes:
1. At the start of the game, a script adds unarmored versions of the characters, removes them from the party and locks them. (As all characters start out armored)
2. At the start of the game, items that represent the current characters' armors will be added to the inventory along with a tag that sets the 'armored' attribute to on. Everytime a new character joins or an armor is found, an item of that nature will be added.
3. Characters may not change armors unless an 'outfitter' is present or they are in a hangar located in cities. Outfitters are vehicles that act like carriers.
4. If inside an outfitter, the 'Armor' selectable in the menu can be selected. This will open another menu containing the available characters' names. Choosing their name leads to another submenu where the lists of available armors are shown. If a character is using a certain armor he cannot equip another unless the "Remove Armor" option is chosen.
5. If an armor is removed, the character is swapped out and his unarmored version is swapped into the party. All experiences from the armored version are added to the Unarmored one and it would appear that he wasn't changed at all, that he just removed his armor. The item representing the armor will also be removed and an item with same name will be added but the new item has a tag that the certain armor isn't being used and is available for others to wear. The menu has two of each armor type's caption. One implies that the armor is being used and another implies otherwise, if one state is active then the other is hidden. The same principle applies to the inventory items.
6. If the character is tagged to be wearing armor, its stats are increased depending on the type of armor it is wearing. As each armor will make the character look different, it will also be in the script.
7. The items on the Armor menu lead to textboxes and the textboxes contains the scripts as well as the swapping in and out of the characters.
.....
I got this to almost work. Problem is when certain armors are removed the corresponding item isn't deleted and the game still considers that someone is still wearing the armor but still adds the item that says it can be used so it ends up creating more of the same armor. And sometimes it causes the game to crash(Not sure why). The camo system also causes glitches too. So I finally gave up on the idea. But i still think it's a great idea as great mech games are about swapping mechs and finding hidden ones. If you might find time to look at it, maybe you can help me make it work... _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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