Mar 28, 2014 at 9:35 PM
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Well the script (post-trimming) is around 8Kb, not nearly enough to break it.

Gonna try removing bits of it one at a time to find the offending event...
 
Mar 28, 2014 at 9:36 PM
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Try just changing the value at 0x21545 in the executable to a value larger than 5000.
 
Mar 28, 2014 at 10:29 PM
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Uhh… I've been using two scripts that are around 40kb each, and for the past month everything has been working fine.

I'm somewhat sure that another event is the problem, like maybe there is an "#" somewhere where it isn't supposed to be, he forgot an <END, or they are numbered incorrectly.
 
Mar 28, 2014 at 10:37 PM
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Here's the entire (trimmed) script, where event #1132 (and #0816!) refuses to function.

Code:
#0090
<MNA<FON0400:0008<CMU0021<FAI0000<END
#0091
<MNA
<FON0400:0008<CMU0021<FAI0001
<END
#0092
<MNA<FON0400:0008<CMU0021<FAI0002<END
#0093
<MNA<FON0400:0008<CMU0021<FAI0003<END
#0094
<MNA<FON0400:0008<FLJ0341:0099<CMU0002<FAI0004<END
#0095
<CMU0028<FAI0000<END
#0096
<CMU0021<END
#0098
<KEY
<FAO0002<TRA0029:0091:0001:0082
#0099
<CMU0028<FAI0004<END
#0100
<KEY
<FAO0002<FOM0016<TRA0098:0092:0117:0062
#0101
<SOU0022
<FL+1201
<CMP0115:0087:0000
<CMP0115:0088:0000
<DNP0501
<FLJ0503:0102
<FLJ0505:0103
<FLJ0507:0104
<END
#0102
<SOU0022
<CMP0118:0087:0000
<CMP0118:0088:0000
<DNP0503
<FLJ0501:0101
<FLJ0505:0103
<FLJ0507:0104
<END
#0103
<SOU0022
<CMP0121:0087:0000
<CMP0121:0088:0000
<DNP0505
<FLJ0501:0101
<FLJ0503:0102
<FLJ0507:0104
<END
#0104
<SOU0022
<CMP0124:0087:0000
<CMP0124:0088:0000
<DNP0507
<FLJ0501:0101
<FLJ0503:0102
<FLJ0505:0103
<END

#0230
<FON0430:0001<TRA0029:0096:0125:0044
<END
#0231
<FON0431:0001
<END
#0232
<FON0432:0001
<END
#0233
<FON0433:0001
<END
#0234
<FON0434:0001
<END
#0235
<FON0435:0001
<END
#0236
<FON0436:0001
<END
#0237
<FON0437:0001
<END
#0238
<FON0438:0001
<END
#0239
<FON0439:0001
<END
#0240
<FON0440:0001
<END
#0241
<FON0441:0001
<END
#0242
<FON0442:0001
<END
#0243
<FON0443:0001
<END
#0244
<FON0444:0001
<END
#0245
<FON0445:0001
<END
#0246
<FON0446:0001
<END
#0247
<FON0447:0001
<END
#0248
<FON0448:0001
<END
#0249
<FON0449:0001
<END

#0501
<ITJ0009:0502
<MYB0002<CAT<KEY<MS2You need the key for this lock.<WAI0050<CLO<END
#0502
<SOU0022
<IT-0009
<FL+0501
<FL+0502
<CNP0501:0004:0001
<CNP0502:0004:0001
<DNP0501
<END


#0511
<DNP0511
<CNP0521:0333:0000
<CMP0109:0069:0001<END
#0512
<DNP0512
<CNP0522:0333:0000
<CMP0110:0069:0001<END
#0513
<DNP0513
<CNP0523:0333:0000
<CMP0111:0069:0001<END
#0514
<DNP0514
<CNP0524:0333:0000
<CMP0112:0069:0001<END
#0515
<DNP0515
<CNP0525:0333:0000
<CMP0113:0069:0001<END
#0516
<DNP0516
<CNP0526:0333:0000
<CMP0114:0069:0001<END
#0517
<DNP0517
<CNP0527:0333:0000
<CMP0118:0069:0001<END
#0518
<DNP0518
<CNP0528:0333:0000
<CMP0119:0069:0001<END
#0519
<DNP0519
<SOU0112
<CNP0529:0279:0000
<CMP0115:0065:0000
<CMP0114:0065:0000
<CMP0115:0064:0001
<CMP0114:0064:0001<END
#0520
<DNP0520
<SOU0112
<CNP0530:0279:0000
<CMP0106:0065:0000
<CMP0107:0065:0000
<CMP0106:0064:0000
<CMP0107:0064:0000<END
#0550
<KEY<MSGYou need 4 keys in order to
unlock all 4 doors.<NOD
Simply touch the door when
in the possesion of a key.<NOD<CLO<END
#0803
<ITJ0009:0810
<DNP0803
<KEY<IT+0009<CAT<MSGObtained Key.<NOD<GIT1009
<FL+0803<SOU0065
<END
#0810
<KEY<CAT<MSGYou already have a key...<NOD<CLO<END

#0815
<KEY<MSGTHIS<WAI0020 IS<WAI0020 ALL<WAI0020 THAT'S<WAI0020 BEEN <WAI0020DONE
<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005A<WAI0005?<WAI0005!<WAI0005A??<WAI0005A902(<WAI0005A(#@9<END

#0816
<KEY<FL+0816<DNP0816<AM+0009:0000
<MSG<GIT0009<CMU0010
Got the =Blade=.<WAI0160<NOD<RMU<END

#0933
<CNP0933:0004:0001
<CNP0983:0038:0001
<SOU0103
<DNP0933
<FL-0950<FL-0951<FL-0952<FL-0953<FL-0954<FL-0955<FL-0956<FL-0957<FL-0958<FL-0959<FL-0960<FL-0961<FL-0962<FL-0963<FL-0964<FL-0965
<FL-0966<FL-0978<FL-0978<FL-0979<FL+0983
<SVP
<END

#1132
<KEY<FL+1132<SOU0022<DNP1132<CLR
<MSG<GIT1006Got a =Life Capsule=!<NOD<ML+0002
Max health increased by 2!<NOD<END

I have YET to find what specifically is preventing it from working. Everything appears to be closed properly...
 
Mar 28, 2014 at 10:39 PM
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Event 0815 has a "#" in it.
It reads it as a new event.
That's your problem.
 
Mar 28, 2014 at 10:48 PM
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...god fucking damnit.

Of course the placeholder text breaks EVERYTHING. Ffff

Oh well. Only have 2~ days to finish the mod, better keep working on it.
 
Mar 28, 2014 at 10:52 PM
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PolarStarGames said:
...god fucking damnit.

Of course the placeholder text breaks EVERYTHING. Ffff

Oh well. Only have 2~ days to finish the mod, better keep working on it.
You're… welcome?
 
Mar 28, 2014 at 10:59 PM
leader of the meme team feat. tom, snaf and polad
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EnlightenedOne said:
You're… welcome?
Well I mean, thanks for pointing it out, I've just been stuck on that one problem for nearly 2 days now so I'm a little frustrated.

But thanks.
 
Mar 30, 2014 at 12:55 AM
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I know this is a really dumb question... but how do I get music to play? Here's my script:
#0100<FAI0004<CMU0008<END
Since this is for the starting area, I don't have any of that stuff for doors. So when I run this script, I hear some text, it fades in, shows me the level name... and that's it. I remember one of my areas played music correctly, but later I added things to the script (without changing the event containing <CMU!) and it didn't work anymore. What am I doing wrong?
 
Mar 30, 2014 at 3:51 AM
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Put the code after the event number #0100 on a separate line
 
Mar 30, 2014 at 4:34 AM
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That's half solved it. When you start the game, the music won't play, but if you leave and come back, it will. The script now looks like this:

#0100
<FAI0004<CMU0008<END

#0101
<KEY<CNP0101:0000:0000<SOU0011<FAO0004<TRA0095:0100:0061,0011
Initially, no music plays, but after using the door and re-entering the room, it does. (and in the future the door will actually lead somewhere)

 
Mar 30, 2014 at 5:19 AM
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That's half solved it. When you start the game, the music won't play, but if you leave and come back, it will. The script now looks like this:

#0100
<FAI0004<CMU0008<END
#0101
<KEY<CNP0101:0000:0000<SOU0011<FAO0004<TRA0095:0100:0061,0011
Initially, no music plays, but after using the door and re-entering the room, it does. (and in the future the door will actually lead somewhere)
This is for the first room, and you haven't modified the game settings in Cave Editor, correct?

If so, then the game automatically runs event "#0200" when you start a new game, so add a <CMU there if you want it to play music as soon as you start it.
 
Mar 30, 2014 at 4:07 PM
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Awesome, thanks! Somehow, this even solved the problem I was having with save points!
 
Mar 30, 2014 at 5:15 PM
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I have noticed that when Quote is hit and becomes invincible, he flashes and switches between his normal current frame and a blank frame. Is it possible to customize/change that blank frame?
 
Mar 30, 2014 at 9:43 PM
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How do I set a FlagID? For instance, if I have the player pick up a Polar Star, how do I set a FlagID so that the entity relating to the event that gives the Polar Star disappears?
 
Mar 30, 2014 at 10:54 PM
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I have noticed that when Quote is hit and becomes invincible, he flashes and switches between his normal current frame and a blank frame. Is it possible to customize/change that blank frame?
Yes.

How do I set a FlagID? For instance, if I have the player pick up a Polar Star, how do I set a FlagID so that the entity relating to the event that gives the Polar Star disappears?
<FL+ sets a flag, while <FL- unsets it.

In this case you would set the entity's FlagID to a number between 0001 and 7999, checkmark the option that says "Dissappear on flag", and then add a <FL+ with the same number in the event that removes the entity. This will make it not appear each time you load the map, until you unset the flag.

To make something Dissappear instantly, use "<DNP" with the entity's EVENT number. If you are using a chest, it's better to have it open rather than deleting it.

Lastly, I recommend you read over some of the scripts in the actual game, because you can learn a lot about how to do these simple things by finding out how the game does it.
 
Mar 31, 2014 at 8:31 PM
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Okay. Thank you for your help/time/mods!
 
Apr 1, 2014 at 3:42 AM
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ehh, I'm hitting the entity cap because of and entity generator.


Setting npc.inuse to 0 just makes it dissapear and doesn't truly remove the entity.


Is there any way to truly remove an entity?
 
Apr 1, 2014 at 3:54 AM
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Yes, shut off the game
 
Apr 3, 2014 at 4:51 PM
The TideWalker
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My entity doesn't like going from tile 54 to 55 (upwards diagonally left) or 57 to 56 (upwards diagonally right).


The entity move's left/right and is affected by gravity.


Nevermind, I have my collision box out of wack.
 
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