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Castle Paradox
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Big M The one..the only Big M
Joined: 01 Sep 2006 Posts: 6 Location: Australia
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Posted: Sat Sep 02, 2006 9:58 pm Post subject: |
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OKAY, I have figured it out and made it all work. (Thank god, you all say.)
..
but there is one more problem
I have TWO NPC's. One is a pic of the damaged ship, and the other is the pic of the repaired one...
also, I need help on creating vehicles. How do you actually make it so your character can get in it and actually sail around in it??
When I click on it (when I have >11 Tech) it just says "boat fixed" then nothing.
Omg please help out! I am so greatful of your help.
EDIT: As you have probably noticed, I know next to nothing about how to code script. Is there anywhere I could get a full tutorial to ultimately know the full scripting idea? Thanks a ton, guys. _________________
Quote: | If "Yes", rockin'. If "Yes, but we don't want to do it", send me a message and I'll see if I can contribute. If "No", well, then piss off. ;P |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Sep 02, 2006 11:28 pm Post subject: |
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Going to hamsterrepublic.com yielded this message: "Welcome! You are the first visitor to the Hamster Republic today!" Hooray!
HR Plotscripting Tutorial - I'd start here...
Moglery PS Tutorials/Library - ...then go here. This is the link I suggested earlier. The tutorials should give you a running start to learn plotscripting and the library is great for scripts that you can "plug in" to your game.
HR Plotscripting Dictionary - this can be very overwhelming, but it'll tell you everything you can do with plotscripting! _________________
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Sun Sep 03, 2006 1:56 pm Post subject: |
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The way I learned plotscripting (might not work for everyone!) was to try and make something. Then I looked in the dictionary and searched for what I needed, then figured out how to use it.
Don't try to memorize the entire language, use the dictionary as a cheat-sheet. |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Sun Sep 03, 2006 2:33 pm Post subject: |
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I'd suggest learning it piecemeal. You don't have to know all the commands at once, so just use the dictionary to familiarize yourself with the ones you're going to want to use the most, and learn new ones as the need arises. You'll get it in no time, just don't make it this big insurmountable mountain, or you'll never do it.
Last edited by Gizmog1 on Sun Sep 03, 2006 7:23 pm; edited 1 time in total |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Sun Sep 03, 2006 5:03 pm Post subject: |
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Quote: | I have TWO NPC's. One is a pic of the damaged ship, and the other is the pic of the repaired one... |
Easy! We need to make another script to do this.
Open up your hss file and let's get started.
Go to the define script command. It should look like this:
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define script(
1, whatever is here, none
)
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Add in this line:
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define script(
1, whatever is here, none
2, boat autorun, none
)
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This will tell the compiler that you are making a new script.
Now, scroll down to the end of the hss file, and we'll start the new script here. Before we get started, you need to know the following information:
1) In the graphics editor, what is the ID number of the broken boat image? (It's displayed in the upper-right corner of the walkabouts page as "Set X")
2) What is the ID number of the boat NPC?
Now we can wrote the script.
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script, boat autorun, begin
variable(boat, pic)
boat:= # Enter the NPC's ID Number here.
pic:= #Enter the Boat picture's ID Number here.
# What is this doing, you might ask? Well, I'm assuming you've taken
# an algebra class at some point. It's assigning those values we needed
# a name that you can refer to later. Very useful in big, confusing
# scripts.
if(check tag(tag: boat is usable) == off)
then( alter npc (boat, 0, pic) )
# The 'alter npc' command lets you edit the properties of NPCs on a map.
# The '0' just means that we're editting the NPC's picture.
# Problem is, alterations go away as soon as you exit the map, so we
# need to make this script an autorun script.
end
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We have one more thing to do with scripting, and this will be done. Go back to your fixing the boat script and find this line:
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set tag(tag:boat is usable, on)
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Now get the following information:
1) The boat NPC's number. (It's the same as last time!)
2) The FIXED boat picture's number.
Add in this below it:
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alter npc ( #Boat NPC number here#, 0, #Boat image number here#)
# Don't punch in those comments, actually plug in those numbers.
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Now, save your hss file and compile in HSpeak. Hopefully it works out fine. Go into Custom and import the compiled scripts. There should be
two of them now. Go to the Map Editor -> The boat's map -> Edit General Map Data. Go to the line that says 'Autorun Script' and select the script we just made.
Now the boat will appear to be broken until it is fixed.
I'll address your other problems in another post, but the plotscripting tutorial that comes with the OHRRPGCE is a GREAT way to get started. Using more advanced commands is difficult at first, but you will get the hang of them if you practice. Some day I might consider making a tutorial for various commands
Quote: |
also, I need help on creating vehicles. How do you actually make it so your character can get in it and actually sail around in it??
When I click on it (when I have >11 Tech) it just says "boat fixed" then nothing.
|
Is the boat going to be used more than once? If so, we have a couple of steps to do to get it working. (Nothing too bad) If not, this will be easy. |
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Pseudodragon Musical Familiar

Joined: 01 Sep 2006 Posts: 12 Location: St. Petersburg, Florida
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Posted: Tue Sep 05, 2006 5:11 am Post subject: |
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One good thing to keep in mind is to not bite off more than you can chew. You'd be surprised what you can do without plotscripting.
Otherwise, all I can say is practice will make you better. _________________ "Don't give me what is good; give me what is true." |
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