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Castle Paradox
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Jun 12, 2007 1:14 pm Post subject: |
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Bis Senchi, we need to know more about what happens. What do you mean "The NPCs disappear"? Do they ever appear on the screen at all? Do they ever assume the correct palettes? What CAN you see on the screen? Do you see the picture of the cursor (main hero)? Are the other heroes (not the NPCs) visible?
Ah, actually I see what might be the problem. You have:
set npc position (#, west)
for all of the npc numbers. This should be:
set npc direction (#, west) _________________ 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: Tue Jun 19, 2007 9:30 pm Post subject: |
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Msw188 wrote
| Quote: | | What do you mean "The NPCs disappear"? |
Whhoops! By npcs disappears I meant changing hero 1,2 and 3 picture
so that it does not appear strange to see a cursor (I've transformed the main hero into cursor remember?) followed by heroes.
I've going t replace set npc position (#, west) by set npc direction (#, west)
As James and Paige and Moogle1 explained , I need a command that takes party position (find hero), not caterpillar position (rank in party)
Anyone has any idea about what commands to use to give a specific appearance using heroes datas? As always thanks in advance for the help! _________________ It's time to make games! |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Wed Jun 20, 2007 3:52 am Post subject: |
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there is no command that transforms npcs according to hero's data. Not unless those npcs are created in the same order as heroes.
Like everyone been trying to tell you, you must create the npc in custom first. Unless of course you create any 4 npcs and use
| Code: |
alternpc(who,npcstat:picture,picture number)
#and
alternpc(who,npcstat:palette,palette number)
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then I think you can use the following commands preceding those
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get hero picture(who,type) #type is either outside of battle, or inside of battle
get hero palette(who,type) #same as above only for palette
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You can of course combine those two commands to
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alternpc(who,npcstat:picture,getheropicture(who,outside battle))
alternpc(who,npcstat:palette,getheropalette(who,outside battle))
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However it won't work for hero 0 since you made him into a cursor remember?
Hopefully this clarifies something, and I hope I got this right.
one more thing
your npcs don't appear in a given x,y coordinate cause you set their position to 0,3 or 0,4(depending what variable "west" is
the correct order of commands would be
| Code: | set npc position(who,x,y)
set npc direction(who,direction)
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_________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sun Jun 24, 2007 2:40 am Post subject: Problem with a save point script |
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Thanks for the information! It works very well. I have a little problem with my save game script! I create a error "illegal wait substate 174". Could somoene help me to solve the problem?
Here is the script
| Code: |
#--------------------------------------------------------
script, save game, begin
save in slot (1)
suspend npcs
suspend player
suspend box advance
show text box (12)
advance text box
wait (15)
show text box (13)
advance text box
wait (15)
show text box (14)
advance text box
wait (15)
resume box advance
show text box (15)
wait for text box
resume player
resume npcs
end #end of the plotscript
#--------------------------------------------------------
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The problem is the following the wait commands for the text boxs commands create problem but it don't see which one. Would somoene
had an idea?
As always thanks for the help! _________________ It's time to make games! |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Sun Jun 24, 2007 5:03 am Post subject: |
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I tested your script, it works fine. What version of ohr are you using.
Sorry for the double post, it seems there is a sql problem with the forum. It doesn't take me to the confirmation page but rather gives me an error, "could not insert new word". I am guessing thats the exact problem bis_senshi ran into
edit: this is the exact message
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Could not insert new word
DEBUG MODE
SQL Error : 145 Table './cpdb/phpbb_search_wordlist' is marked as crashed and should be repaired
INSERT IGNORE INTO phpbb_search_wordlist (word_text, word_common) VALUES ('bissenshi', 0), ('confirmation', 0), ('double', 0), ('error', 0), ('exact', 0), ('fine', 0), ('forum', 0), ('gives', 0), ('guessing', 0), ('insert', 0), ('ohr', 0), ('post', 0), ('problem', 0), ('quot', 0), ('ran', 0), ('script', 0), ('seems', 0), ('sorry', 0), ('sql', 0), ('tested', 0), ('using', 0), ('word', 0), ('works', 0)
Line : 234
File : functions_search.php
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_________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Inferior Minion Metric Ruler

Joined: 03 Jan 2003 Posts: 741 Location: Santa Barbara, CA
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Posted: Sun Jun 24, 2007 12:29 pm Post subject: |
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| Ysoft_Entertainment wrote: | I tested your script, it works fine. What version of ohr are you using.
Sorry for the double post, it seems there is a sql problem with the forum. It doesn't take me to the confirmation page but rather gives me an error, "could not insert new word". I am guessing thats the exact problem bis_senshi ran into
edit: this is the exact message
| Code: |
Could not insert new word
DEBUG MODE
SQL Error : 145 Table './cpdb/phpbb_search_wordlist' is marked as crashed and should be repaired
INSERT IGNORE INTO phpbb_search_wordlist (word_text, word_common) VALUES ('bissenshi', 0), ('confirmation', 0), ('double', 0), ('error', 0), ('exact', 0), ('fine', 0), ('forum', 0), ('gives', 0), ('guessing', 0), ('insert', 0), ('ohr', 0), ('post', 0), ('problem', 0), ('quot', 0), ('ran', 0), ('script', 0), ('seems', 0), ('sorry', 0), ('sql', 0), ('tested', 0), ('using', 0), ('word', 0), ('works', 0)
Line : 234
File : functions_search.php
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Thanks for letting me know. I was wondering why there was a sudden increase in double (and even triple) posts. Hopefully that is fixed now. I'll have to recreate the search index, though. So searching will be broken temporarily. _________________
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Mon Jun 25, 2007 9:01 pm Post subject: Got an error message! |
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Inferior minion wrote
| Quote: |
I am guessing thats the exact problem bis_senshi ran into
edit: this is the exact message
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That's right! I got the following message
| Code: |
Could not insert new word
DEBUG MODE
SQL Error : 145 Table './cpdb/phpbb_search_wordlist' is marked as crashed and should be repaired
INSERT IGNORE INTO phpbb_search_wordlist (word_text, word_common) VALUES ('bissenshi', 0), ('confirmation', 0), ('double', 0), ('error', 0), ('exact', 0), ('fine', 0), ('forum', 0), ('gives', 0), ('guessing', 0), ('insert', 0), ('ohr', 0), ('post', 0), ('problem', 0), ('quot', 0), ('ran', 0), ('script', 0), ('seems', 0), ('sorry', 0), ('sql', 0), ('tested', 0), ('using', 0), ('word', 0), ('works', 0)
Line : 234
File : functions_search.php
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_________________ It's time to make games! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Thu Jun 28, 2007 5:18 am Post subject: And here it comes: a brand new problem! |
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So? Would somoene had suggestions that could help me to embetter my save point script?
Here is my problem: the wrong use of the wait command create an error illegal wait substate 174
I know I should have created a new post but I've already create rather much posts so I prefer to go on a little bit more with this one!
| Code: |
#--------------------------------------------------------
script, save game, begin
save in slot (1)
suspend npcs
suspend player
suspend box advance
show text box (12)
advance text box
wait (15)
show text box (13)
advance text box
wait (15)
show text box (14)
advance text box
wait (15)
resume box advance
show text box (15)
wait for text box
resume player
resume npcs
end #end of the plotscript
#--------------------------------------------------------
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_________________ 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: Thu Jun 28, 2007 8:26 am Post subject: Re: And here it comes: a brand new problem! |
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| bis_senchi wrote: | | Here is my problem: the wrong use of the wait command create an error illegal wait substate 174 |
And "illegal wait substate" means that there is a bug in the OHRRPGCE, not a bug in your script.
174 is the illegal wait substate. Wait substates are the same as the ID number of the wait command. An illegal wait substate means that the script interpreter is waiting for a command that it should not wait for. In this case, command ID 174. I looked up that ID number in plotscr.hsd, and it is the loadfromstate command. I think you have found a bug in either the loadfromstate command or the savetostate command, or both. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jun 29, 2007 11:08 pm Post subject: Re: And here it comes: a brand new problem! |
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Are you sure the error is raised in this script? When does it happen? And do you use loadfromslot in any of your scripts?
You shouldn't call advance text box immediately after showing a textbox, they're on the wrong side of the wait commands.
| Code: |
#--------------------------------------------------------
script, save game, begin
save in slot (1)
suspend npcs
suspend player
suspend box advance
show text box (12)
wait (15)
advance text box
show text box (13)
wait (15)
advance text box
show text box (14)
wait (15)
advance text box
resume box advance
show text box (15)
wait for text box
resume player
resume npcs
end #end of the plotscript
#--------------------------------------------------------
| [/quote] _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Jun 30, 2007 8:44 am Post subject: may be a bug... |
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The Mad Cacti said
| Quote: | | do you use loadfromslot in any of your scripts? |
I use a loadfromslot command in my load game script and it is when the load game script run that the error happens.
The Mad Cacti also said
| Quote: |
you shouldn't call advance text box immediately after showing a textbox, they're on the wrong side of the wait commands.
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I'm going to see what I can do about this and I will post a new version of the script when I'll have free time.
As always thanks very much for answering! _________________ It's time to make games! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Jun 30, 2007 9:51 pm Post subject: |
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Could you post the load game script? Why did you post the save game script? _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Mon Aug 13, 2007 11:09 am Post subject: My load game script |
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Here are my load-game scripts
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define script (autonumber, load game2, none)
define script (65,load game, none)
#---------------------------------------------------------------------------
script, load game, begin
copy color(1, 240) # color number 240 (dark blue)
#sub menu underlined in blue
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)
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
myhero:= find hero (hero: usagi chan)
set hero picture (myhero, 50)
set hero palette (myhero, 26)
end
if (check tag(tag: MakotoW)==ON)then, begin
myhero:= find hero (hero: makoto chan)
set hero picture (myhero, 81)
set hero palette (myhero, 8)
end
if (check tag(tag: MinakoW)==ON) then, begin
myhero:= 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
myhero:= 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
myhero:= 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
myhero:= 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
#---------------------------------------------------------------------------
script, load game2 , begin
# Attention! Ci dessous, on fait trembler la terre
if (check tag (tag :earthquake)==ON), then, begin
launch earthquake
end
# Attention! Ci dessous, on fait tomber la nuit
if (check tag (tag :night fall)==ON), then, begin
tweak palette (-32, -32 , 0)
wait (1)
update palette
tweak palette (-38, -38 , 0)
wait (1)
update palette
tweak palette (-42, -42 , 0)
wait (1)
update palette
tweak palette (-48, -48 , 0)
wait (1)
update palette
end
if (check tag (tag:map1)==ON, and, check tag (tag:lunafollowsme)==ON),then, begin
place luna:= true
wait (1)
placeluna1
end
if (check tag(tag:lunafollowsme)==ON) then, begin
place luna:= true
wait (1)
end
if (check tag (tag:Npc1Artemis )==ON) then, begin # On transforme Luna en Artemis car c'est Venus qui prend les commandes
alter NPC (0, NPCstat:picture, 37)
alter NPC (0, NPCstat:palette, 14)
wait for npc (0)
end
end #end of the plotscript
#----------------------------------------------------------------------------
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Sorry for taking so much time to post but I 'm doing an internship in England and I didn't have an internet connection until now.
As always thanks for you help and your answers. _________________ It's time to make games! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Mon Aug 13, 2007 12:44 pm Post subject: Re: My load game script |
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| bis_senchi wrote: | | Code: | if (check tag(tag: AmiW)==ON) then, begin
myhero:= find hero (hero: usagi chan)
set hero picture (myhero, 50)
set hero palette (myhero, 26)
end |
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Well, there's one problem for you. You've got Ami's checking Usagi's.
Also, the fact that you use one variable for each hero could cause some problems. I'd suggest making three more "myhero"s, numbered of course, and apply one to each hero.
Also, is there any reason you have the inside and outside graphic changes grouped into two different parts? Apparently, you're trying to make the menu look...classier(?) when you change the battle pictures, but I don't see why you can't change them in one fell swoop.
Try something like this for the first script.
| Code: | script, load game, begin
copy color(1, 240) # color number 240 (dark blue)
#sub menu underlined in blue
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 (myhero2, 50)
set hero palette (myhero2, 26)
end
if (check tag(tag: MakotoW)==ON)then, begin
myhero3:= find hero (hero: makoto chan)
set hero picture (myhero3, 81)
set hero palette (myhero3, 8)
end
if (check tag(tag: MinakoW)==ON) then, begin
myhero4:= find hero (hero: minako chan)
set hero picture (myhero4, 76)
set hero palette (myhero4, 92)
end
# Dans la deuxième partie du script, les filles récupèrent leur battle pictures qui ont
#disparues pour faire un menu plus classe!
# I took out the find hero commands here, since the variable will already be carrying that
# information now.
if(check tag (tag: Usagi)==ON) then, begin
set hero picture (myhero, 10,inside battle)
set hero palette (myhero, 11,inside battle)
end
if (check tag (tag: Ami)==ON) then, begin
set hero picture (myhero2,5,inside battle)
set hero palette (myhero2,26,inside battle)
end
if (check tag (tag: Makoto)==ON) then, begin
set hero picture (myhero3,9,inside battle)
set hero palette (myhero3,8,inside battle)
end
if (check tag (tag: Minako)==ON) then, begin
set hero picture (myhero4,4,inside battle)
set hero palette (myhero4,22,inside battle)
end
resume player
resume npcs
load game2
end #end for the plotscript |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Wed Aug 15, 2007 11:53 pm Post subject: I posted the wrong script! |
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Uncommon wrote
| Quote: | | Well, there's one problem for you. You've got Ami's checking Usagi's. Also, the fact that you use one variable for each hero could cause some problems | Thank you for the advice and for noticing it.
Now that I'm looking at my post I realise that I didn't post the right load script . I'm working on three distinct games and the scripts I should have posted are the following:
| Code: |
define script (10, new game, none)
define script (11, new game2, none)
#-------------------------------------------------------
script, new game, begin
suspend npcs
suspend player
suspend box advance
play song (song:Bydlo Cart)
show backdrop (5) #e.g licenced by bob the hamster
wait (11)
show backdrop (8) #e.g in association with/ music from
wait (11)
fade screen out (63,63,63)
#feel free to make a "fake movie" here to make appear the
#game title screen instead of a fade screen out
show backdrop (1) # E.g Crescent dream EX title screen
wait (35)
show text box (6) # text box with choices : new game/ continue
advance text box
wait (2)
fade screen in
resume box advance
resume player
resume npcs
set on keypress script (12) #allows you to leave the game as usual
end
#-------------------------------------------------------
#In this script you launch the second part of the intro
script, new game2, begin
if (check tag (tag: new game)==ON) then, begin
suspend npcs
suspend player
fade screen out (0,0,0)
wait (2)
resume npcs
resume player
stop song
introduction
end #end of the first if check tag
if (check tag (tag: new game)==OFF) then, begin
suspend box advance
suspend npcs
suspend player
if(saved game == 2) then, begin
stop song
resume box advance
resume npcs
resume player
load from slot (1) #ILLEGAL WAIT SUBSTATE HERE ILLEGAL WAIT SUBSTATE HERE
end
if(saved game << 2) then, begin
show text box (6) # on fait reapparaître la text box
stop song
resume box advance
resume npcs
resume player
end #end of the load menu
end #end of the second if check tag
end# end of the plotscript
#-------------------------------------------------------
script, on keypress starting map, begin
script, save game, begin
save in slot (1)
suspend npcs
suspend player
suspend box advance
show text box (12)
advance text box
wait (15)
show text box (13)
advance text box
wait (15)
show text box (14)
advance text box
wait (15)
resume box advance
show text box (15)
wait for text box
resume player
resume npcs
end #end of the plotscript
#--------------------------------------------------------
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I also included the save game script because I think that the bug came come from here (but I'm not sure). I also specified when the illegal wait substate #174 appears.
Feel free to ask more questions if there is something you don't understand.
As always thank you very much for your help and for answering so quickly. _________________ It's time to make games! |
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