Script Helpdesk

Jul 19, 2009 at 12:20 AM
Cold Agony of Resolute Vacuum
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Celtic Minstrel said:
So then you could add a recommendation to not add events to the map scripts that have a number lower than, say, 100 or 200, and to make all events in head.tsc have a number lower than that.

Check #5.
 
Jul 19, 2009 at 12:56 AM
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Shouldn't "highest map" actually say "highest event" in that one?
 
Jul 19, 2009 at 1:11 AM
Cold Agony of Resolute Vacuum
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Celtic Minstrel said:
Shouldn't "highest map" actually say "highest event" in that one?

Yeah... >_>
 
Jul 19, 2009 at 4:44 AM
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Err, when my character gets killed, he gets teleported back to the first map o_o
 
Jul 19, 2009 at 4:52 AM
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Probably you never saved at a save disk?
 
Jul 19, 2009 at 6:09 AM
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Celtic Minstrel said:
Probably you never saved at a save disk?

Oh. Yes. That's right. Thanks c:

Now I need to know why when I use this script:
Code:
#0100
<MNA<KEY<HMC<WAI0010<CNP0100:0150:0000<FON0603:0016<FAI0004
<WAI0040<CNP0101:0250:0000<ANP0100:0002:0000<WAI0030<CNP0101:251:0000<ANP0100:0010:0002<WAI0030
<WAI0080
<MSG<FAC0016So you're awake.<NOD<FAC0000<CLO<END

Also, sprite 250 is Misery's lightning bolt, when I run it, the ball(Which looks like a square with lines) floats around for a while and then Cave Story crashes.
 
Jul 19, 2009 at 6:41 AM
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Gaajashin said:
Now I need to know why when I use this script:
Code:
#0100
<MNA<KEY<HMC<WAI0010<CNP0100:0150:0000<FON0603:0016<FAI0004
<WAI0040<CNP0101:0250:0000<ANP0100:0002:0000<WAI0030<CNP0101:251:0000<ANP0100:0010:0002<WAI0030
<WAI0080
<MSG<FAC0016So you're awake.<NOD<FAC0000<CLO<END

Also, sprite 250 is Misery's lightning bolt, when I run it, the ball(Which looks like a square with lines) floats around for a while and then Cave Story crashes.

Unfortunately, as far as I can tell, there is no reason it should crash.
The only thing I can suggest is changing it from a <CNP to an <SNP0250:XXXX:YYYY:0000, where X and Y are the coordinates of where you want it.
Another thing to check is to see if you have the right spriteset attached. The lightning has to be the second spriteset attached to the map.

Unless... Are you sure <ANP has the correct entity and animation?
 
Jul 19, 2009 at 7:23 AM
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DragonBoots said:
Unfortunately, as far as I can tell, there is no reason it should crash.
The only thing I can suggest is changing it from a <CNP to an <SNP0250:XXXX:YYYY:0000, where X and Y are the coordinates of where you want it.
Another thing to check is to see if you have the right spriteset attached. The lightning has to be the second spriteset attached to the map.

Unless... Are you sure <ANP has the correct entity and animation?

How do you attach a spritesheet to a map? o_o
 
Jul 19, 2009 at 7:26 AM
Cold Agony of Resolute Vacuum
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Gaajashin said:
How do you attach a spritesheet to a map? o_o

In Sues', you right click on the map and select "Settings". There are two little dropdowns. Select the spritesheets you need.
 
Jul 19, 2009 at 7:39 AM
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DragonBoots said:
In Sues', you right click on the map and select "Settings". There are two little dropdowns. Select the spritesheets you need.

It WORKED! Not your sugegstion though, I forgot to put a 0 before the 251 in the second <CNP. :)
 
Jul 19, 2009 at 7:40 AM
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Gaajashin said:
It's Miza, but it still doesn't work for some reason.

lol
I mean Sue's Workshop. :)
 
Jul 19, 2009 at 8:13 AM
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DragonBoots said:
lol
I mean Sue's Workshop. :p

By Miza I meant the spritesheet. :p So many confusing stuff.
I solved it, I forgot the 0 behind the 251 in the <CNP.

Now the problem is that I can't seem to get the lightning and Balrog work together.
Bllg 1st slot, Miza 2nd slot: When the lightning strikes, it strikes perfectly, but when Balrog comes in it's just a bunch of weird images.

Miza 2nd slot, Bllg 1st slot: When the lightning strikes, it's a weird image, but when Balrog comes in he is perfect.
 
Jul 20, 2009 at 12:35 PM
Justin-chan
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Gaajashin said:
Oh. Yes. That's right. Thanks c:

Now I need to know why when I use this script:
Code:
#0100
<MNA<KEY<HMC<WAI0010<CNP0100:0150:0000<FON0603:0016<FAI0004
<WAI0040<CNP0101:0250:0000<ANP0100:0002:0000<WAI0030<CNP0101:251:0000<ANP0100:0010:0002<WAI0030
<WAI0080
<MSG<FAC0016So you're awake.<NOD<FAC0000<CLO<END

Also, sprite 250 is Misery's lightning bolt, when I run it, the ball(Which looks like a square with lines) floats around for a while and then Cave Story crashes.

One of your <CNP is <CNP0101:251:0000

Replace it with <CNP0101:0251:0000
 
Jul 20, 2009 at 7:56 PM
Cold Agony of Resolute Vacuum
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Gaajashin said:
Now the problem is that I can't seem to get the lightning and Balrog work together.
Bllg 1st slot, Miza 2nd slot: When the lightning strikes, it strikes perfectly, but when Balrog comes in it's just a bunch of weird images.

Miza 2nd slot, Bllg 1st slot: When the lightning strikes, it's a weird image, but when Balrog comes in he is perfect.

You'll have to NPC-edit Balrog to use the second spritesheet.
Or NPC edit Miza and all her shots...
Your issue is coming from both entities trying to claim ownership of the first spritesheet attached to the map.

Which Balrog is it? Ie. Entity type #.
 
Jul 21, 2009 at 7:36 AM
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DragonBoots said:
You'll have to NPC-edit Balrog to use the second spritesheet.
Or NPC edit Miza and all her shots...
Your issue is coming from both entities trying to claim ownership of the first spritesheet attached to the map.

Which Balrog is it? Ie. Entity type #.

Nevermind. Don't need it anymore.
Now I need help on this script:
Code:
<KEY<MSG<FAC0021At long last...<NOD<FAC0000<CLO
<HMC<FAI0004<FON0900:0001<CNP0901:0067:0000
<MSG<FAC0015blahtexthereblah<NOD<FAC0000<CLO<WAI0050
<ANP0067:0013:0000<CNP0900:0112:0002<ANP0112:0010:0002END

For some reason, after line 3, that means after the text, the screen suddenly re-fades in, why so?
Thanks.
 
Jul 21, 2009 at 4:21 PM
graters gonna grate
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change END to <END in the last line. should fix it.
 
Jul 21, 2009 at 6:17 PM
Luls
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Gaajashin said:
Nevermind. Don't need it anymore.

Even if you don't need it now, it's best to learn how to deal with such problems now, when you first encounter them. You're bound to need to in the near future if you're really serious about your mod.

When spritesheets are set for a particular map, the game reads the frame rects of the entities on that particular map from the set spritesheet. It only reads the areas in which the sprites are SUPPOSED to be at. If you set the wrong spritesheet, the game reads the areas on the spritesheet set for the map wherein the entities' sprites are supposed to be.

For example, Bats.

If you put a First Cave bat on a map, but set NpcRegu.pbm as the spritesheet to be read from for that map, your bat's gonna look like a hovering flickering compilation of sections from Santa's body.

Edit -

Btw, there are 2 spritesheet slots per map. However, it seems like you don't know what each box's purposes are.

Well, here they are ;) :

Box #1 (Basically all mob spritesheets)
======
Cemet
Cent
Eggs1
Eggs2
Guest
Hell
Island
Kings
Maze
Moon
Plant
Priest
Ravil
Red
Sand
Stream
Toro
Weed

Box #2 (Basically most boss spritesheets)
======
Almo1
Almo2
Ballos
Bllg
Curly
Dark
Dr
Frog
Heri
IronH
Miza
Omg
Press
Ravil
TwinD, X

OH AND this applies to your very own self-created/-edited spritesheets. Non name-sensitive.
 
Jul 21, 2009 at 8:50 PM
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Metalogz said:
Even if you don't need it now, it's best to learn how to deal with such problems now, when you first encounter them. You're bound to need to in the near future if you're really serious about your mod.

When spritesheets are set for a particular map, the game reads the frame rects of the entities on that particular map from the set spritesheet. It only reads the areas in which the sprites are SUPPOSED to be at. If you set the wrong spritesheet, the game reads the areas on the spritesheet set for the map wherein the entities' sprites are supposed to be.

For example, Bats.

If you put a First Cave bat on a map, but set NpcRegu.pbm as the spritesheet to be read from for that map, your bat's gonna look like a hovering flickering compilation of sections from Santa's body.

Edit -

Btw, there are 2 spritesheet slots per map. However, it seems like you don't know what each box's purposes are.

Well, here they are :) :

Box #1 (Basically all mob spritesheets)
======
Cemet
Cent
Eggs1
Eggs2
Guest
Hell
Island
Kings
Maze
Moon
Plant
Priest
Ravil
Red
Sand
Stream
Toro
Weed

Box #2 (Basically most boss spritesheets)
======
Almo1
Almo2
Ballos
Bllg
Curly
Dark
Dr
Frog
Heri
IronH
Miza
Omg
Press
Ravil
TwinD, X

OH AND this applies to your very own self-created/-edited spritesheets. Non name-sensitive.

If I can ad-hoc something onto this, some entities also call from the tileset, eg. the blocks from the labyrinth, the shutters from the core.
 
Jul 22, 2009 at 12:32 AM
graters gonna grate
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And some call always call from NpcSym.pbm or NpcRegu.pbm regardless of which spritesheets you set in SW/CE. Some also call from Caret.pbm or Bullet.pbm. This can be changed by hacking the "npc.tbl" file.
 
Jul 22, 2009 at 5:49 AM
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Is there a tutorial on how the enitity calling works?
As in, entity 1 calls which 16x16 grid, or 32x32 grid.

Also, how do I make entities move, as in, walking, does the walking animation automatically moves the entity?
 
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