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Need help to solve a bug
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Jan 10, 2006 6:18 am    Post subject: Reply with quote

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.
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bis_senchi




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

PostPosted: Thu Jan 12, 2006 11:50 pm    Post subject: Ok thanks! Reply with quote

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.

PostPosted: Sat Jan 28, 2006 10:56 pm    Post subject: Reply with quote

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)
.....


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)
.....


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.
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Mike Caron
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Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Sun Jan 29, 2006 5:11 pm    Post subject: Reply with quote

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.
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sun Jan 29, 2006 5:59 pm    Post subject: Reply with quote

What he said, Razz
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bis_senchi




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

PostPosted: Sun Feb 12, 2006 2:21 am    Post subject: script enlighten but still a buggy one Reply with quote

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

PostPosted: Sun Feb 12, 2006 2:27 am    Post subject: Oups! Reply with quote

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$(0), retvals(2), 20 + (5 * abs(retvals(0)))
      END IF
-     IF retvals(1) = 1 THEN getpal16 pal16(), 4 + retvals(0), retvals(2)
+     IF retvals(1) = 1 THEN getpal16 pal16(), 4 + abs(retvals(0)), retvals(2)
     END IF
    CASE 79'--show no value
     scriptout$ = ""



Good luck on making your games!
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Sun Feb 12, 2006 6:07 am    Post subject: Reply with quote

It isn't plotscripting, it's BASIC. That's the patch to fix game.exe.
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Sun Feb 12, 2006 8:20 am    Post subject: Reply with quote

Not even that, it's a DIFF of the source code, which is what those @lines are for.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Feb 14, 2006 2:29 am    Post subject: Reply with quote

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.
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bis_senchi




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Location: Reims, France

PostPosted: Mon Feb 20, 2006 9:58 am    Post subject: my game still doesn't work Reply with quote

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

PostPosted: Mon Feb 20, 2006 10:15 am    Post subject: Sorry I've wrongly made the test. Reply with quote

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

PostPosted: Mon Feb 20, 2006 5:44 pm    Post subject: Reply with quote

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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bis_senchi




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Location: Reims, France

PostPosted: Tue Feb 21, 2006 11:24 pm    Post subject: it's allright, it's ok! Reply with quote

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

PostPosted: Tue Feb 21, 2006 11:30 pm    Post subject: about the YuGiOh! trading card game Reply with quote

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 Happy

Ok thanks for reading all this and good luck!
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