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Use the information given by hero by slot
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Jun 12, 2007 1:14 pm    Post subject: Reply with quote

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)
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Tue Jun 19, 2007 9:30 pm    Post subject: Reply with quote

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!
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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Location: Wherever There is a good game.

PostPosted: Wed Jun 20, 2007 3:52 am    Post subject: Reply with quote

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)

then I think you can use the following commands preceding those

Code:

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


You can of course combine those two commands to
Code:

alternpc(who,npcstat:picture,getheropicture(who,outside battle))
alternpc(who,npcstat:palette,getheropalette(who,outside battle))


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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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sun Jun 24, 2007 2:40 am    Post subject: Problem with a save point script Reply with quote

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
#--------------------------------------------------------


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!
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Sun Jun 24, 2007 5:03 am    Post subject: Reply with quote

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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Inferior Minion
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Joined: 03 Jan 2003
Posts: 741
Location: Santa Barbara, CA

PostPosted: Sun Jun 24, 2007 12:29 pm    Post subject: Reply with quote

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


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

PostPosted: Mon Jun 25, 2007 9:01 pm    Post subject: Got an error message! Reply with quote

Inferior minion wrote

Quote:

I am guessing thats the exact problem bis_senshi ran into
edit: this is the exact message


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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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Thu Jun 28, 2007 5:18 am    Post subject: And here it comes: a brand new problem! Reply with quote

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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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Jun 28, 2007 8:26 am    Post subject: Re: And here it comes: a brand new problem! Reply with quote

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

PostPosted: Fri Jun 29, 2007 11:08 pm    Post subject: Re: And here it comes: a brand new problem! Reply with quote

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]
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Jun 30, 2007 8:44 am    Post subject: may be a bug... Reply with quote

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.

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!
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TMC
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PostPosted: Sat Jun 30, 2007 9:51 pm    Post subject: Reply with quote

Could you post the load game script? Why did you post the save game script?
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bis_senchi




Joined: 08 Jun 2004
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PostPosted: Mon Aug 13, 2007 11:09 am    Post subject: My load game script Reply with quote

Here are my load-game scripts

Code:


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

#----------------------------------------------------------------------------



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.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Mon Aug 13, 2007 12:44 pm    Post subject: Re: My load game script Reply with quote

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

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

PostPosted: Wed Aug 15, 2007 11:53 pm    Post subject: I posted the wrong script! Reply with quote

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. Razz

Now that I'm looking at my post I realise that I didn't post the right load script Oookay... . 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
#--------------------------------------------------------


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.
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