Start room scripting issues

Nov 22, 2009 at 5:37 PM
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HAI! XD

K, so i just got into cave story modding, and i've been planning on making my own mod with it's own maps, characters, weapons, and maybe even tilesets.

However, ive run into a very early problem: i can't get my starting room to work. whenever it runs a new game, the text i scripted appears, but the sreen stays dark. i cannot figure out how to display the main screen. the hud comes up, and so does the text box.

Here is the portion of the script that is supposed to run first (yes, my startup script is 200 and yes, i have set a player spawn on the same map):

Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END

#200
<KEY<SKJ0005:0091<PRI<CMU0000<MSG
YOUR ADVENTURE BEGINS!<NOD<CLO

#300
<KEY<FLJ1640:0301<FL+1640<SOU0022<CNP0200:0021:0000<MSG
WOULD YOU LIKE TO OPEN THE DOOR?<YNJ0000<CLR
OPENING...<NOD<CLO<FON0350:0016
<WAI0050
<ANP00350:0010:0003<WAI0192<ANP0350:0000:0000
<WAI0050<FOM0016
<MSG
=WARNING=!!! FACILITY NO LONGER AIRBORNE. PROCEED WITH CAUTION...<NOD<END

#301
<PRI<MSG=WARNING=!!! FACILITY NO LONGER AIRBORNE. PROCEED WITH CAUTION...<NOD<END

#350

#400

#1000
<END

200-start event
Sprite-0
Flags-4100
Flag ID-430

300-console(opens door[door is 2 lifts from the core])
Sprite-85
Flags-6000
Flag ID-2000
*Invisible if Flag ID is set

301-console trigger
Sprite-85
Flags-2800
Flag ID-2000
*visible on Flag ID set

350-all the door peices(2 before and 2 after)
Sprite-186
Flags-4000/0800
Flag ID-0
*invisible on Flag ID set/visible on Flag ID set

400-door to exit
Sprite-18
Flags-0000
Flag ID-0

1000-end trigger
Sprite-0
Flags-0000
Flag ID-0

---------------------------------------------

you may notice that i do not really know TSC. this is my first time scripting in TSC and i am going purely off of the scripts that are already on cavestory (copy-paste/changing variables to see what happens fun!!!!). Also, i have not scripted the door and i am aware that my console does not work (it runs at the beginning also). if u know a quick fix for that, that would be great, but thats not what this thread is about.

Pls help. i hope this isn't something that's already been asked.

tanxu in advance :D
 
Nov 22, 2009 at 5:57 PM
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Where do you want your player to start in the game?

the start point... ok

after all your intro text and all that

Put this on the end

<TRA0013:0091:0010:0008

Now try it
 
Nov 22, 2009 at 6:47 PM
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Looks to me like you forgot a <FAIXXXX

that's fade in, with a four-number code for the direction between 0000 and 0004

EDIT: Oh, I also just now read the thing that looks like a signature. I'm afraid that, over the years, there are almost no questions that have not been asked. Search and you might be able to find the Quick hacking/modding questions thread (Well, not might, but will). Putting your questions there usually makes people pretty happy.

EDIT2: Further advice: you need an end after every event. And try not to use excessively large # for flags, NPC ID or that sorta stuff.
 
Nov 23, 2009 at 2:45 AM
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thanx guys. this is a big help. an next time, i will post on the quick guide thing.

EDIT: ummm... now i have a new problem. now, whenever i activate ANY other event, it runs the line 200 script again. I can't figure out why. At least one event is not broken cause it was taken from the copy-pastable basic code thread.
 
Nov 23, 2009 at 10:51 PM
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isack55 said:
you may notice that i do not really know TSC. this is my first time scripting in TSC and i am going purely off of the scripts that are already on cavestory (copy-paste/changing variables to see what happens fun!!!!).
Just to be clear, you're going to have to learn all of the TSC commands and how they work if you're going to be making a decent mod.
Don't get comfy with the copy/paste thread, or you'll become too dependent, and that's a bad thing.
isack55 said:
EDIT: ummm... now i have a new problem. now, whenever i activate ANY other event, it runs the line 200 script again. I can't figure out why. At least one event is not broken cause it was taken from the copy-pastable basic code thread.
There's two possible things wrong here.
1)Whatever entities you're using have their event tags set to 200.
or 2)You've got your script messed up.
I'm guessing it's 2), mostly because:
isack55 said:
Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END

[B]#200
<KEY<SKJ0005:0091<PRI<CMU0000<MSG
YOUR ADVENTURE BEGINS!<NOD<CLO

#300
<KEY<FLJ1640:0301<FL+1640<SOU0022<CNP0200:0021:0000<MSG
WOULD YOU LIKE TO OPEN THE DOOR?<YNJ0000<CLR
OPENING...<NOD<CLO<FON0350:0016
<WAI0050
<ANP00350:0010:0003<WAI0192<ANP0350:0000:0000
<WAI0050<FOM0016
<MSG
=WARNING=!!! FACILITY NO LONGER AIRBORNE. PROCEED WITH CAUTION...<NOD<END

#301
<PRI<MSG=WARNING=!!! FACILITY NO LONGER AIRBORNE. PROCEED WITH CAUTION...<NOD<END

#350

#400[/B]    

#1000
<END
You've misnumbered events 200 through 400.
If you look at the original events that are still in your script, you can see that even though event 94 is a two digit number, there are two extra 0's, making it a full four digits long. {0094}
This is very important, as Cave Story reads the events in a certain way.
ALWAYS keep them four digits long, and ALWAYS have them in order from least to greatest.
That should avoid any monkey business.
 
Nov 23, 2009 at 11:10 PM
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Re: Gem in the rock?

thanx.

o and btw i am planning on learning it, im just learning the basics of tsc by copying and pasting in addition to changing variables. I find that the most basic of tutorials (for any language, especially c++) are less helpful than the advanced one. I am a very quick learner, so i do this method instead. not my first new language ;)
 
Nov 23, 2009 at 11:22 PM
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*Facepalm*

While I agree with you on the tutorial parts {I learned almost all of the commands just by messing with the original game}, I wouldn't really call the scripts in Cave Story a 'language', at least, not the same as C++.
It's really simple to learn, but what I'm really trying to say is that it'd probably be better if you learned it first before starting a mod.
It'd save a ton of questions that you'd ask, ones that've been asked before and have been answered only a couple dozen times ;) {Like this one}
 
Nov 24, 2009 at 3:36 AM
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And don't forget to put an <END at the end of event 0200 ;)
 
Nov 24, 2009 at 1:18 PM
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Re: *Facepalm*

yep. allready did that after the second post. ;)
 
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