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Castle Paradox
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Sep 17, 2007 8:58 am Post subject: Re: The new version of the scripts |
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| bis_senchi wrote: | | The script works well only when one of the tag is activated and then the npc starts to follow. |
Exactly. That is because you are using "xor".
A, xor, B means "A or B but not both"
You want "or" instead. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Tue Sep 18, 2007 8:42 am Post subject: Another question |
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It works! Finally Ok! Here is another question: I would like npcs to keep the modifications that have been modified with alter npc each time the map is load and WITHOUT beeing seen.
Any idea on how to do it? _________________ It's time to make games! |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Sep 18, 2007 8:52 am Post subject: Re: Another question |
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| bis_senchi wrote: | It works! Finally =D Ok! Here is another question: I would like npcs to keep the modifications that have been modified with alter npc each time the map is load and WITHOUT beeing seen.
Any idea on how to do it? |
After a map loads, one tick passes before the map fades in, so you will have time to alter them in the map autorun script before they are seen |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Wed Sep 19, 2007 8:41 am Post subject: take care of one tick |
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| James Paige wrote: |
After a map loads, one tick passes before the map fades in
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Ok! How do I take care of this tick? Is there something special that I should put in the autorun script?
Thanks in advance for helping! _________________ It's time to make games! |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Thu Sep 20, 2007 7:22 am Post subject: |
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Just put all of the alterations that you want within the autorun script itself, but without any wait commands (otherwise the autorun script will wait for the map to fade in, and then the player will see things being changed). Most likely this means you will have to have tags for all of the different alterations that can happen, or maybe global variables keeping track of what NPCs have been made into what. Then your script would look like:
[pseudocode]
| Code: |
if(checktag(tag:NPC 3 changed)),then
begin
alternpc(3, stuff)
end
if(checktag(tag:NPC 12 changed)),then
begin
alternpc(12, stuff)
end
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[/pseudocode]
where the stuff in alter NPC might involve global variables that you set when you alter the npc for the first time (for instance, if you alter NPC 12's picture, you can also save the picture number in a global variable called mapxNPC12Pic, perhaps, and then use this global variable in the map autorun script).
Or then again, what does custom do when it is asked to save the map state? If it saves alter NPC style changes, maybe you could just use that... _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Fri Sep 21, 2007 12:00 am Post subject: Another error message |
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| Msw188 wrote: | | Or then again, what does custom do when it is asked to save the map state? If it saves alter NPC style changes, maybe you could just use that... |
Yes Saving the npc state was just what I needed!
Now that I have implemented new stuff in YuGiOh game I will leave it or a while and came back to my sailormoon rpg game.
My new "problem" is the following. When hspeak compiles my hss file I have the following message
| hspeak wrote: |
warning variable (myhero, myhero2, myhero3, myhero4)
local variable myhero2 is never used
warning variable (myhero, myhero2, myhero3, myhero4)
local variable myhero3 is never used
warning variable (myhero, myhero2, myhero3, myhero4)
local variable myhero4 is never used
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The problem seems to come from the load game script above
| Code: |
#---------------------------------------------------------------------------
script, load game, begin
copy color(1, 240) # color number 240 (dark blue)
#permet d'avoir les noms des menus lors des combats soulignés en bleu
suspend player
suspend Npcs
# Dans cette première parties, les walking pictures des filles peuvent être normales ou transformées!
show map
unlock hero (me)
resume box advance
variable (myhero, myhero2, myhero3, myhero4)
if (check tag(tag: UsagiW)==ON) then, begin
myhero:= find hero (hero: usagi chan)
set hero picture (myhero, 49)
set hero palette (myhero, 55)
end
if (check tag(tag: AmiW)==ON) then, begin
myhero2:= find hero (hero: ami chan)
set hero picture (myhero, 50)
set hero palette (myhero, 26)
end
if (check tag(tag: MakotoW)==ON)then, begin
myhero3:= find hero (hero: makoto chan)
set hero picture (myhero, 81)
set hero palette (myhero, 8)
end
if (check tag(tag: MinakoW)==ON) then, begin
myhero4:= find hero (hero: minako chan)
set hero picture (myhero, 76)
set hero palette (myhero, 92)
end
# Dans la deuxième partie du script, les filles récupèrent leur battle pictures qui ont
#disparues pour faire un menu plus classe!
if(check tag (tag: Usagi)==ON) then, begin
myhero:= find hero (hero: usagi chan)
set hero picture (myhero, 10,inside battle)
set hero palette (myhero, 11,inside battle)
end
if (check tag (tag: Ami)==ON) then, begin
myhero2:= find hero (hero: ami chan)
set hero picture (myhero,5,inside battle)
set hero palette (myhero,26,inside battle)
end
if (check tag (tag: Makoto)==ON) then, begin
myhero3:= find hero (hero: makoto chan)
set hero picture (myhero,9,inside battle)
set hero palette (myhero,8,inside battle)
end
if (check tag (tag: Minako)==ON) then, begin
myhero4:= find hero (hero: minako chan)
set hero picture (myhero,4,inside battle)
set hero palette (myhero,22,inside battle)
end
resume player
resume npcs
load game2
end #end for the plotscript
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The problem is not very very serious but I would like to get rid of this message. If somoene has any idea about the cause of the problem... _________________ It's time to make games! |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Sep 21, 2007 6:58 am Post subject: |
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if (check tag (tag: Makoto)==ON) then, begin
myhero3:= find hero (hero: makoto chan)
set hero picture (myhero,9,inside battle)
set hero palette (myhero,8,inside battle)
end |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Sep 22, 2007 8:37 pm Post subject: Whoops! |
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I seems that I forgot some modifications when I last worked on ths script.
Thanks you very much for noticing the mistake. I'm definitely not good at this kind of things
Sorry about positing an useless message and good luck! _________________ It's time to make games! |
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