TSC

May 4, 2009 at 8:52 PM
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Alright, I've become accustomed to the tsc.txt file found most awesomely on the FTP, but personally I think it needs a womans touch.
Therefore, I've taken it upon myself to organize the TSC commands.

The fruits of my labour?
This.
As you can probably tell, yes it is pretty much entirely a copypasta of the notes already up, but with a little better organization.
As you can also tell, yes, I made this in Microsoft Excel.

Another thing I discovered while doing this (not sure if it's news, oh well) is what I'm going to refer to as "Mapflags".
While reading through the TSC notes, two commands caught my eye:
<MP+
<MPJ
Basically, I'll spare you the details, but suffice to say:

<MP+XXXX
<MPJYYYY

X is the stage number of the map who's flag you wish to set.
Y is the event to jump to if the current stage has it's flag set.

As far as I can tell, the intention for these was to make the map system only work if you've already explored an area.

Ps. Once set, a mapflag cannot be cleared; it's set for the game.

<DNA's use has been determined.
It deletes all entities of TYPE X.
 
May 4, 2009 at 10:02 PM
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...

Wow, there are some commands I didn't even know about in here and,...
DragonBoots said:
.... but personally I think it needs a womans touch.
...Wait...What?

o.o;
 
May 4, 2009 at 10:05 PM
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VoidMage_Lowell said:
Wow, there are some commands I didn't even know about in here and,...

...Wait...What?

o.o;

I tend to organize things like my mom, okay?
>_>
 
May 4, 2009 at 10:07 PM
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JacobX891 said:
Isn't the <DNA command used to detect the defeat of a boss?
Isn't that the job of the "Run script on Death" Flag? {Which almost everyone forgets...}
 
May 4, 2009 at 10:07 PM
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JacobX891 said:
Isn't the <DNA command used to detect the defeat of a boss?

Possibly, but I've never had to use it.
I'd guess it's... Delete eNtity Animation or something.
Either way, I've never used it.

VoidMage_Lowell said:
Isn't that the job of the "Run script on Death" Flag? {Which almost everyone forgets...}

I think so.
 
May 4, 2009 at 10:12 PM
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JacobX891 said:
I'm pretty sure I saw it used somewhere...
Code:
#0503
<KEY<FL+0623[B]<DNA0141<DNA0142[/B]
<FON0503:0016<ANP0503:0100:0005
<WAI0400<CMU0015
<MSG
Defeated Frenzied Toroko.<WAI0050<NOD<CLO<CMU0025
Yep, that would be it.

lol
Probably just used for the post-fight roid-off animation and then the collapse.
Iunno.
If you can give me a definate answer, lemme know.
 
May 4, 2009 at 10:13 PM
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JacobX891 said:
I'm pretty sure I saw it used somewhere...
Code:
#0503
<KEY<FL+0623[B]<DNA0141<DNA0142[/B]
<FON0503:0016<ANP0503:0100:0005
<WAI0400<CMU0015
<MSG
Defeated Frenzied Toroko.<WAI0050<NOD<CLO<CMU0025
Yep, that would be it.
EDIT: Oops, title's suppose to be "Then...", so it' be "Then what the hell...}
What the hell are entities 0141 and 0142...?
Code:
"Have fun, you three.<NOD<CLO<ANP0501:0030:0000<WAI0100<CMU0004
<CNP0503:0140:0002<BSL0503
<FOM0016<END"
Since Toroko is entity 0503...
 
May 4, 2009 at 10:17 PM
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VoidMage_Lowell said:
What the hell are entities 0141 and 0142...?
Code:
"Have fun, you three.<NOD<CLO<ANP0501:0030:0000<WAI0100<CMU0004
<CNP0503:0140:0002<BSL0503
<FOM0016<END"
Since Toroko is entity 0503...

Hmmm...
I think they're not event-tagged entities but the entity type.
I'm not sure, but it could be the Flower Cubs and the Blocks that Toroko chucks.
Which would mean <DNA deletes all entities of type X with a smoke animation (if I recall the FC's dissapear ina puff of smoke...)
EDIT: Confirmed. =D
 
May 4, 2009 at 10:19 PM
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DragonBoots said:
Hmmm...
I think they're not event-tagged entities but the entity type.
I'm not sure, but it could be the Flower Cubs and the Blocks that Toroko chucks.
Which would mean <DNA deletes all entities of type X with a smoke animation (if I recall the FC's dissapear ina puff of smoke...)
Hmm....
Does that happen in any other fights, like the Undead Core...?

And I tried to copy Jacob's post about Toroko becoming entity 0140, but it won't let me....
Anyways, what does that have to do with 0141 and 0142?
 
May 4, 2009 at 10:20 PM
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JacobX891 said:
NO!
Dude.
Read my last post. Entity 503 changes to entity 140 in the script.

But <DNA affects 0141 and 0142, and I've confirmed that 0142 is in fact the Flower Cub.
Logic dictates that 0141 is the Blocks.
My guss is this is just a fancy <DNP that removes them in a puff of smoke.
 
May 4, 2009 at 10:25 PM
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JacobX891 said:
Idiot, entity 140 becomes entity 141 somewhere along the line.
Besides, I didn't paste everything. Stop questioning details.
Sheesh, I didn't know.
And if I don't question, where do the answers come from?

DragonBoots said:
But <DNA affects 0141 and 0142, and I've confirmed that 0142 is in fact the Flower Cub.
Logic dictates that 0141 is the Blocks.
My guss is this is just a fancy <DNP that removes them in a puff of smoke.
But Boots' makes sense, and explains 0142
 
May 4, 2009 at 10:27 PM
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JacobX891 said:
Idiot, entity 140 becomes entity 141 somewhere along the line.
Besides, I didn't paste everything. Stop questioning details.

And, uh, Jake, I hate to inform you, but <CNP0503:0140 is the part that changes Toroko into the Boss form.
 
May 4, 2009 at 10:28 PM
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*Face palm*

You know, we probably should have tested this first....
 
May 4, 2009 at 10:29 PM
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VoidMage_Lowell said:
You know, we probably should have tested this first....

lol
It was late and I was tired.
But I will certainly test it tonight and post my results.
=D
As for <CAT...
VoidMage_Lowell, care to look into that?

If we figure those out, we've got a list of EVERY TSC command.
 
May 4, 2009 at 10:33 PM
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VoidMage_Lowell said:
You know, we probably should have tested this first....

JacobX891 said:
Well this is one of the things that you can't test until you know what it does.
Hmm, I tried <DNA on Balrog {0036}, but he lived and crushed me with his immense girth. {I know it triggered because the music changed...}

Maybe this only affects those two NPCs...?
*Goes back for more testing*

*Stops before posting, notices Boots just posted*
As long as the game doesn't blow up in my face....
 
May 4, 2009 at 10:35 PM
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Just confirmed this.
<DNAXXXX deletes all entities of type X
 
May 4, 2009 at 10:42 PM
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DragonBoots said:
Just confirmed this.
<DNAXXXX deletes all entities of type X
Entity TYPE, not ID or event? I missed that XD
So far, <CAT's done nothing.
It won't make a message box, and doesn't affect the message at all {At least for MS3} but I'ma try a few more things...
On a side note, Entites 0141 and 0142 {Box and Flowers} do not move...{Maybe not even appear, but that might be because my graphics for the level isn't set right..}, but can be killed {Both, and I don't remember the boxes being damageable..}, but only 0142 damages you...

And now that I used the proper numbers, I second Boots' confirmation; Balrog doth asplode most satisfyingly.

EDIT:
So I've messed with <CAT, placed it in all sorts of places in the script, using MSG, MS3, and MS2, and nothing. {But, Portraits look pretty funny when you use MS2...}
So I'm pretty sure it doesn't affect text.
It certainly doesn't speed them up >.>
 
May 4, 2009 at 10:44 PM
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It's been updated on the online version.
Wow.
1 hour and it's in version 2.0!
:p
 
May 4, 2009 at 10:50 PM
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Hmmm...
Maybe it affects animations or something.
Cancel AnimaTion?
Cool AnimaTion?

Or maybe it's a command that never got implimented.
 
May 4, 2009 at 10:53 PM
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*Shrugs*

DragonBoots said:
Hmmm...
Maybe it affects animations or something.
Cancel AnimaTion?
Cool AnimaTion?

Or maybe it's a command that never got implimented.
There's too many possibilities, and it might be for very specific things {EX: Iron Head's fight}
I'd test more, but I balk at all the possibilities...
..and I really want to get the first demo done...
..and I've got to go for a little bit, anyways, so....
*Shrugs*

PS: You spelled implemented wrong, =D
 
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