May 15, 2011 at 6:38 PM
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Why

WoodenRat said:
Maybe you somehow replaced the events that represent the other doors? I dunno. Ask GIR.
*Facepalm*
Most redundant post ever...
He's asked him and everyone else by default...
 
May 15, 2011 at 7:52 PM
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Re: Why

VoidMage_Lowell said:
*Facepalm*
Most redundant post ever...
He's asked him and everyone else by default...

How is my post redundant? I meant that he should ask him personally.
 
May 15, 2011 at 8:11 PM
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Am I seeing things or something..?

WoodenRat said:
How is my post redundant? I meant that he should ask him personally.
Because the point of this thread is to help people, it's where they go for help.
Telling them to go ask someone else is like going to a restaurant and being told to go to the grocery store to get food.
And he's been asking people personally for help, and they sorta direct him to here/other people instead. It's not really helping...
Game Reaper said:
Let me check...

1)Yes original map
2) The events were not in the right order so I fixed them
3)yup all doors have correct event #'s

Thx for suggestions on whats wrong though!
Does that mean it's working now, since you've reordered the events, or is there still something amiss?
If so, what exactly happens when you try the doors? Does Quote make the little question mark over his head, or does he look at it for a split second before returning to his default standing state, or what?
 
May 15, 2011 at 9:47 PM
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Re: Am I seeing things or something..?

VoidMage_Lowell said:

Does that mean it's working now, since you've reordered the events, or is there still something amiss?
If so, what exactly happens when you try the doors? Does Quote make the little question mark over his head, or does he look at it for a split second before returning to his default standing state, or what?


No It's still messed up, Quote looks at the door and the screen fades out, the music changes, then it fades back in at the exact same place.
 
May 15, 2011 at 9:50 PM
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Game Reaper said:
No It's still messed up, Quote looks at the door and the screen fades out, the music changes, then it fades back in.

That means you have to put a <TRA to the specific map.

It goes <TRAXXXX:YYYY:ZZZZ:WWWW

X is the map number, as shown on the main screen of whatever editor you're using. Y is the event that it jumps to on that map. Z is the X coordinates and W is the Y coordinates.
 
May 15, 2011 at 9:56 PM
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Ollie said:
That means you have to put a <TRA to the specific map.

well yeah i did that (actually it was already with map & coords) and it still doesn't work. thx for helpin though.:p

ps I played the show and it was pretty cool. good job :D
 
May 15, 2011 at 9:59 PM
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Re: Am I seeing things or something..?

Game Reaper said:
well yeah i did that (actually it was already with map & coords) and it still doesn't work. thx for helpin though.:p

Really? Maybe it went to the wrong event?

Game Reaper said:
ps I played the show and it was pretty cool. good job :D

Heh, thank you.
 
May 15, 2011 at 10:03 PM
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what do you mean?
 
May 15, 2011 at 10:05 PM
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I think you should just post the TSC in code tags so we can tell you that you forgot a leading zero somewhere.
 
May 15, 2011 at 10:06 PM
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Noxid said:
I think you should just post the TSC in code tags so we can tell you that you forgot a leading zero somewhere.

Code tags?
 
May 15, 2011 at 10:16 PM
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Code:
#0108
<KEY<CNP0100:0000:0000<SOU0011<FAO0004<TRA0017:0108:0002:0011

Thats just the yamashita farm door code all the others look the same as this but have different <TRA numbers
 
May 15, 2011 at 10:28 PM
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Game Reaper said:
Code:
#0108
<KEY<CNP0100:0000:0000<SOU0011<FAO0004<TRA0017:0108:0002:0011
Thats just the yamashita farm door code all the others look the same as this but have different <TRA numbers
That's from the Mimiga Village TSC, then...? Because it doesn't match the original TSC script at all, even runs a different event...
The farm also doesn't have an event 108, it'd probably keep going until it hit event 200, which is a bunch of text, and has nothing about a <FAI....
Also, you're changing the wrong NPC, <CNP should change 108, which is the door your interacting with.
Is this the door you added? Did you add an event in Yamashita Farm to catch it? What is that event?
 
May 15, 2011 at 10:36 PM
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Code:
#0095
<CMU0028<FAI0000<END[code]

Thats the code for the door recieve event to yamashita farm from mimiga village (its on yamashita farm script)
its the door thats already there. the last ones from mimiga village script.
 
May 15, 2011 at 10:37 PM
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That's not the right event number.
 
May 15, 2011 at 10:40 PM
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It should be event #108, not 95.
I'm guessing somehow the real event 108 is the <TRA -back- to the Mimiga Village, it's hard to tell with this little to go on.
Try replacing/creating a new event 108 and putting that <CMU0028<FAI0000<END under it.
 
May 15, 2011 at 10:59 PM
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ok doin that now...

ok its 0108 now and i changed it a bit.

Code:
 <KEY<MOV0002:0011<CMU0028<SMC<FAI0000<END

thats still recieving event from mimiga village to yamashita farm.
 
May 16, 2011 at 4:26 PM
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Game Reaper said:
Umm hi. I have a question. I am making a mod and its all messed up in mimiga village. I put a new door with script (works great except doesnt show the open door image when i press down aka flag 2000) and a new transporter with script (works but kinda buggy) and now none of the doors in mimiga village work except the one that I made. please help me. :muscledoc:

(edit) Ahhh! new problem! Whenever i try to edit weapons it just says error saving file! Help me! :confused:

Flag 2000 has nothing to do with doors.
Code:
296   End*    316/0   2000   Got best ending (set when carried by Balrog)

Here's how doors work:
Code:
#0100
<PRI<SOU0011<DNP0100<FAO0004<TRA0001:0094:0016:0008<END

*<PRI : pauses the game, safer for exiting through a door than <KEY
*<SOU : plays the door's usage sound
*<DNP : removes the door, same effect as the door's open animation
*<FAO : fades out the screen
*<TRA : changes the map to 0001, runs event 0094, sets the player's x position to 0016, sets the player's y position to 0008
  • Most doors in the vanilla scripts will utilize an animation, however this is not completely reliable. <KEY can still allow a player to be damaged while using a door (or sign), where as <PRI will not. Animations will not work with <PRI. If a player is leaving an area, I recommend using <DNP instead as that will have the same visual effect as the door's animation. If you need a door to open and close (such as an NPC using the door), then using <CNP0100:0000:0000 to open the door and <CNP0100:0018:0000 to close the door will have the same effect, and should operate even if <PRI is set. (I could be wrong about that)

Events that are out of order will automatically omit later events, so be absolutely certain there are no out of order event numbers. Events lower than 90 are supposed to be reserved for the HEAD script. Any event added that is lower than 90 will overwrite the corresponding event number from the HEAD script. Also for safety's sake, be absolutely certain there is always an <END for every single event number, even if the event is not going to be used.
 
May 16, 2011 at 4:51 PM
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Dubby said:
Flag 2000 has nothing to do with doors.

I think they were talking about the whole entity flag thing. You know, how 2000 is "Press down to run script" or something.
 
May 16, 2011 at 7:50 PM
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Dubby said:
Flag 2000 has nothing to do with doors.
Ollie said:
I think they were talking about the whole entity flag thing. You know, how 2000 is "Press down to run script" or something.

Yeah, reaper never said that flag 2000 was specific to doors.
Reaper said "works great except doesn't show the open door image when i press down aka flag 2000".
But I'm making too big a deal out of this. (Correct amount is none.)
And I'm also being redundant I believe.
 
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