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Castle Paradox
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Tue Aug 05, 2008 3:20 pm Post subject: choosing hero script specail help on |
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k well i've been working on a game for quite a while since 2005 i think and i've finally finsihed the world and moved onto making the scripts i have someone making my battle systems right now he does RPG books for a living and i'm trying to make most difficult script there will be in my game work theres 7 choices of heros each ehro starts off in a diffrent part of the massive world problem i'm having is getting them to teleport to certain areas for only certain people i know i must be missing some commands i can't find on the plot scripting tutorials aor dicitonary heres what i got so far but for some reason its not picking up my text box commands id its really annoying and i'd appreciate any help k, i've tried several ways to make this work already only idea i have left is maybe if i link all my scirpts which by themselves work i might be able to get it to work for all of the characters
this is what i got so far won't pick up the wait for text box's id correctly
include, plotscr.hsd
include, NES_STAR.hsi
plotscript,teleports, begin
wait for text box (9)
teleport to map (0, 5, 6)
end |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Tue Aug 05, 2008 4:16 pm Post subject: |
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'Wait for text box ()' actually doesn't work quite like that.
You first need to tell the game to:
'Show text box (#)'
which will make the actual text box show up.
However, it will disappear pretty quickly, so you want to follow up with a:
'wait for text box'
This will tell the script to do nothing until the player advances the text box.
Together, your script should be looking like:
Code: |
include, plotscr.hsd
include, NES_STAR.hsi
plotscript,teleports, begin
show text box (9)
wait for text box
teleport to map (0, 5, 6)
end
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Instead of using a script, you also could have edited the conditionals of textbox 9 to use a door that would take you to (5,6) of map 0.
But if you feel that you'd rather use a script, then go for it.
[edit] Also, I'm not sure that I completely understand your hero problem situation. |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Tue Aug 05, 2008 7:05 pm Post subject: |
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hmmm might work i'll try it i've got a few ideas on how it might work i've been trying to figure out this one way and thought text boxs might not work that way since never worked with this type of scripting before but i thught hey lets give it a try lol thanks for help i actually had that idea just was too stubbron to accept it i'm kinda thick headed like that lol any other issues i'll report here k, proably won't have anymore and my game will be done sooner more then later
edited: it worked woo hoo double hours tommorw actually need to get my guy for drawings and, battle system over tommorw to finish this up so i can work on bigger part of storyline now that i've already got planed out |
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MADSOFT Games Representing more than 80% of the internet!

Joined: 06 Nov 2004 Posts: 221 Location: AWESOME land
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Posted: Wed Aug 06, 2008 5:33 am Post subject: |
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Code: | include, plotscr.hsd
include, NES_STAR.hsi
define script (1, teleports, none)
script, teleports, begin
Suspend player
show text box (9)
wait for text box
fade screen out (0,0,0)
teleport to map (0, 5, 6)
wait (1)
fade screen in
resume player
end |
Here's my version of the code...
And yeah, I don't think I understand your hero problem... _________________ http://www.madsoftgames.net/
http://www.madsoftgames.org/
http://www.andrewdavid.net/ |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Aug 06, 2008 2:29 pm Post subject: |
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I'm sorry dude, but you really need to type in complete sentences with PUNCTUATION and CAPITAL LETTERS if you want people to help you. It is very hard to figure out what your problem is and what you are asking for otherwise.
Based on what I've read here and in the announcements forum, I'm guessing you will need one script that does something akin to the following:
Code: | switch(herobyrank(0)), do
begin
case(hero:Name of First Hero), do
begin
teleport to map(whatever,x,y)
#stuff that occurs at first if first hero was chosen
end
case(hero:Name of Second Hero), do
begin
teleport to map(whatever,x,y)
#stuff that occurs at first if second hero was chosen
end
case(
#...and so on for each hero. |
See the description of "switch" and "case" on the plotscript dictionary. But I must admit I'm a little unsure of where you are right now in your scripting abilities. For instance, how did you let the player choose who he was going to be? _________________ 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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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Wed Aug 06, 2008 3:55 pm Post subject: as i said before |
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its working no need to explain anymore first explaination was enough thanks tho k |
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