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Castle Paradox
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jan 10, 2006 6:18 am Post subject: |
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Go ahead, you can draw graphics. It is EXTREMELY unlikely that it would have anything to do with number of graphics, and if it is we should be able to fix it anyway. _________________ "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: Thu Jan 12, 2006 11:50 pm Post subject: Ok thanks! |
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Ok! No problem. I'll do as you say then. Feel free to not post messages if you don't have time. Just let me know that you have solved the bug or if you need something to help you (like the password or an unbugged and unhopefully rather old now version of my script)
Good luck and thanks once more in searching for the bug. Let's hope it will prevent others players to get the same. |
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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: Sat Jan 28, 2006 10:56 pm Post subject: |
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Hey bis senchi, here is a temporary workaround this bug, do not pass the variables to alternpc commands from npcreference command.
Here is a what your script was doing
| Code: |
....
variable (visitor2) #le visiteur2 en question est luna
set variable (visitor2, Npc reference (16,0))
Alter NPC (visitor2,NPCstat:picture,36)
Alter NPC (visitor2,NPCstat:palette,14)
set npc position (visitor2, 82, 66)
wait for Npc (visitor2)
.....
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Here is what you do:
| Code: |
....
variable (visitor2) #le visiteur2 en question est luna
set variable (visitor2, Npc reference (16,0))
Alter NPC (16,NPCstat:picture,36)
Alter NPC (16,NPCstat:palette,14)
set npc position (visitor2, 82, 66)
wait for Npc (visitor2)
.....
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Alternpc will alter every copy of the chosen npc. For example, you have 2 copies of npc 12, you cannot say "Ok I wanna change the palette of the first copy, therefore I will use npcreference(12,1) and it will do it for me)." This is not the case.
The reason your game was crashing is explained in bugzilla bug 109
http://hamsterrepublic.com/bugzilla/show_bug.cgi?id=109
In conclusion, refrain from passing negative numbers to alter npc until the next release of OHR.
I hope I made myself clear.
edit to add: if I am not mistaken npcreference returns negative number. _________________ 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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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sun Jan 29, 2006 5:11 pm Post subject: |
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Yes it does.
Since YSoft wasn't very clear, here's an explanation:
Every npc has a unique number (a reference), assigned based on what order the NPCs were created. NPCs placed in the editor start at -1, and count down (-2, -3, etc). NPCs created at runtime via create NPC() start at -300, and count up (-299, -298, etc).
On the other hand, NPCs also have IDs, which are merely what type of NPC they are. Since the NPC settings are per type, not per instance, alter NPC expects an ID, not a reference. Normally, it would convert a reference into an ID, and work with that.
Alas, that was not to be from Quaternion on. Due to some changes made (by a developer who's name shall remain anonymous, right TMC?), alternpc wasn't handling the npc references properly. It was trying to alter NPC data that didn't exist. As such, it was exploding violently.
Either way, it's fixed now. Still, you shouldn't pass references to alter NPC, since it's pointless. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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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 Jan 29, 2006 5:59 pm Post subject: |
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What he said,  _________________ 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 Feb 12, 2006 2:21 am Post subject: script enlighten but still a buggy one |
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Thanks for the information! I've enlightened the script canceling the variable and replace all the visitor2 by npc16 which is more convinient.
By that still does not prevent the game from keeping on making an error code 9.
Anyways thanks once more for taking time to read so many time the same texts and seeing the same pictures!
Feel free to put further information about the bugs here! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sun Feb 12, 2006 2:27 am Post subject: Oups! |
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I obviously wanted to say
"thanks once more for taking time to read so many time the same texts and to see hundreds of times the same pictures! "
By the way I've found this on bugzilla and It does not seem usual plotscripting at all!
| Code: | Index: game.bas
===================================================================
--- game.bas (revision 298)
+++ game.bas (working copy)
@@ -2160,7 +2160,7 @@
CASE 78'--alter NPC
IF retvals(1) >= 0 AND retvals(1) <= 14 THEN
IF retvals(0) >= 0 AND retvals(0) <= 35 THEN
- npcs(retvals(0) * 15 + retvals(1)) = retvals(2)
+ npcs(abs(retvals(0)) * 15 + retvals(1)) = retvals(2)
ELSE
npcref = getnpcref(retvals(0), 0)
IF npcref >= 0 THEN
@@ -2170,9 +2170,9 @@
END IF
IF retvals(1) = 0 THEN
setpicstuf buffer(), 1600, 2
- loadset game$ + ".pt4" + CHR$(0), retvals(2), 20 + (5 * retvals(0))
+ loadset game$ + ".pt4" + CHR$(0), retvals(2), 20 + (5 * abs(retvals(0)))
END IF
- IF retvals(1) = 1 THEN getpal16 pal16(), 4 + retvals(0), retvals(2)
+ IF retvals(1) = 1 THEN getpal16 pal16(), 4 + abs(retvals(0)), retvals(2)
END IF
CASE 79'--show no value
scriptout$ = ""
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Good luck on making your games! |
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PlayerOne

Joined: 07 Sep 2005 Posts: 143 Location: UK
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Posted: Sun Feb 12, 2006 6:07 am Post subject: |
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| It isn't plotscripting, it's BASIC. That's the patch to fix game.exe. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Feb 14, 2006 2:29 am Post subject: |
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You still get an error? I can play the RPG file you sent me now. If you're not already using a WIP build of the OHR, try the new version Serendipity when it is released in a few days time, which will fix the bug.
(Also, remember to fix the bug in the script which I pointed out earlier)
Also, here are instructions to delete all the extra files in your RPG to make it half the size:
-first, backup your game! Or you'll be in trouble if something goes wrong.
-open your game in CUSTOM
-hit the windows key or ctrl+esc to minimise CUSTOM
-using explorer, goto the folder you have CUSTOM.EXE in and go into the WORKING.TMP folder
-sort the files by name
-select all the files starting with COPIED~1.___ and delete them.
-go back into custom, and save and exit
That should take 9 MB off the file size. _________________ "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 Feb 20, 2006 9:58 am Post subject: my game still doesn't work |
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I've got a problem my game still doesn't work. The Mad Cacti coud you please send it to me by mail?
Thanks in advance! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Mon Feb 20, 2006 10:15 am Post subject: Sorry I've wrongly made the test. |
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Ok! I'm glad to tell you that the game works! but I unfortunatelly have another question which had nothing to do with bug...
I would like to know if it is possible to put in plotscript language the following thing if a save file already exist/ the save load command have been already used, then, begin...
Thanks once more for help!
Thanks to you my game will certainly be a very good one! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Feb 20, 2006 5:44 pm Post subject: |
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What do you want me to send to you by email?
Simple, use save slot used (slot).
You can use it like this for example:
| Code: | if (save slot used (i)) then (
#do you want to overwrite game?
show text box (112)
wait for text box
if (check tag (tag: overwrite save)) then (save in slot (i))
) else (
save in slot (i)
)
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_________________ "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: Tue Feb 21, 2006 11:24 pm Post subject: it's allright, it's ok! |
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I managed myself to unbug the game so you can delete the file you have worked on. Thanks for answering!
Thanks also for posting the save solt used. It's what I needed! Anyway sorry again but I have other questions. Here's my problem. I am actually working on a YUGIOH! trading card game for the ohr.
I am searching a system for the card
The duel arena would be an map and I've transformed my hero in cursor
I see what to use for the cards Npc would fit most. (Anyway it appears that pictuer and palette and perfectly ok to represents the cards)
The display stat system and keyboard customisation would make the player the player to see his (or her) life points the numbers of turns
and why not what his or graveyard contains.
but I would like to be sure of the following point so that the game can be really perfect
I need to make a trunk card system a point on which you store cards if you prefer. It would have the following caracteristics
1- about 1000 npcs. It can be on a shop, on map, or on something that would have been implemented but there shall have no restriction on that point because there are about 1000 duel monster aviable
2- the player can see the name of the npcs "ex blue eyes white dragon" (their picture would be a palette and picture set)
3- the player can see details such as a litte text that expalin how to use the card or how to make it active
4- if the player didn't buy the card (or if the card wasn't given to him) there the place where the card should be is grey
5- the player can have up to 5 exemplaries of the same card on the trunk menu
6- the player doesn't necessarily access to the trunk with custom menu but it would really be a must have.
7- the cards can be sold
----------------------------------
I also need to make a special shop that would be owned by the hero's great father
1- I can sell let's say 45 cards (so on that point there shall be less problems I think)
2- The cards would have a price and can be sold and bought
3- using codes you can replace one card by another one (it's the vending system on which on you can enter a code and get the card you want) It helps duellists to get the cards they want.
Here are the main points. If some of them are unpossible because of engine limitation please tell me so that I can try another engine.
Feel also free to tell if some points are hard to implement because of Qbasic language.
Anyway thanks on more to everybody for help and support and good luck to all in making you game! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Tue Feb 21, 2006 11:30 pm Post subject: about the YuGiOh! trading card game |
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As I'm very good to make myself missunderstood I correct some of the info I've previously posted.
when I say that the Npc would fit most for making the card it's because of the picture and palette set. I don't mind using ennemies or heroes.
What will be rather difficult according to me are the card effects such as polymerisation, or monster special effect. But monster reborn won't be easy to make either
Ok thanks for reading all this and good luck! |
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