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  1. #1
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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by Saffith View Post
    Wait... Are you not running the script in the game before looking for the output? 'Cause you have to do that first.
    Wait, I have to do that? Last time I tried that, I could've sworn there was no output whatsoever....

    Edit: Nope, no output whatsoever. Would you like to see the allegro.log?

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    Re: Yet Another Script Problem (YASP)

    Sorry, been busy lately... :p
    Try putting a Trace() as the very first statement in run(), where it can't possibly miss it. If that doesn't give you something, it must be unable to write to the file properly for some reason.

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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by Saffith View Post
    Sorry, been busy lately... :p
    Try putting a Trace() as the very first statement in run(), where it can't possibly miss it. If that doesn't give you something, it must be unable to write to the file properly for some reason.
    I think I got it to work once, but... It gave me a lot of numbers that made no sense....

    Edit: By the way, do you happen to know how to correctly work the functions "Link->Warp" and "Link->PitWarp"? Every time I use the latter, nothing really happens when it's called. Take a look at this excerpt of code from my Harp of Ages script:

    Code:
    else if (Link->Item[ID2])
    		{
    			if (CurMap == 2 || CurMap == 4 || CurMap == 6 || CurMap == 8 || CurMap == 10)
    			{
    				Time = 0;
    				Link->PitWarp(WrpDMap2, WrpScrn2);
    				Quit();
    			}
    			else if (CurMap == 1 || CurMap == 3 || CurMap == 5 || CurMap == 7 || CurMap == 9)
    			{
    				Time = 1;
    			}
    		}
    If he has item x, this code will warp Link to a certain dmap (The "WrpScrn2" is always the same screen number Link is on), but for some reason, it never really does anything... See, I put all the code for all 3 tunes from OoA into this one script, for ease, but... Could that be the problem? Or is it, for some reason, checking for ALL the maps there?

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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by pikaguy900 View Post
    I think I got it to work once, but... It gave me a lot of numbers that made no sense....
    How do you mean? They just weren't what you expected, or they literally couldn't have been generated by the script?

    Edit: By the way, do you happen to know how to correctly work the functions "Link->Warp" and "Link->PitWarp"? Every time I use the latter, nothing really happens when it's called.
    Hm. They should work just about the same way. If one works and the other doesn't, I'm inclined to think it's a bug.
    I've been meaning to start looking at the compiler stuff. I suppose I'll look into it if DD doesn't beat me to it.

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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by Saffith View Post
    How do you mean? They just weren't what you expected, or they literally couldn't have been generated by the script?

    Hm. They should work just about the same way. If one works and the other doesn't, I'm inclined to think it's a bug.
    I've been meaning to start looking at the compiler stuff. I suppose I'll look into it if DD doesn't beat me to it.
    1: They were a lot of numbers that were usually things like "0.000000001" and then all these seemingly-random numbers placed to tell what that stupid number's value was....

    2: Yeah, the code for the Tune of Currents part of the script is basically the same as the code for the Tune of Ages part. Neither work. Only the "Tune of Echoes" part works, because it changes a certain combo (And I also have to MOVE the FFC at its location because of the bug I was told about with FFCs. )... Or, maybe I'm using the wrong items.....

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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by pikaguy900 View Post
    1: They were a lot of numbers that were usually things like "0.000000001" and then all these seemingly-random numbers placed to tell what that stupid number's value was....
    I'm still not quite certain I see what you mean... Can you give a specific example of this?

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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by Saffith View Post
    I'm still not quite certain I see what you mean... Can you give a specific example of this?
    *sigh* Okay, the stuff is still in the allegro.log file...

    Decrypting...okay.
    Opening...okay.
    Reading Header...okay.
    Reading Rules...okay.
    Reading Strings...okay.
    Reading Doors...okay.
    Reading DMaps...okay.
    Reading Misc. Data...okay.
    Reading Misc. Colors...okay.
    Reading Game Icons...okay.
    Reading Items...okay.
    Reading Weapons...okay.
    Reading Maps...okay.
    Reading Combos...okay.
    Reading Combo Aliases...okay.
    Reading Color Data...okay.
    Reading Tiles...okay.
    Reading MIDIs...okay.
    Reading Cheat Codes...okay.
    Reading Init. Data...okay.
    Reading Custom Guy Data...okay.
    Reading Custom Link Sprite Data...okay.
    Reading Custom Subscreen Data...okay.
    Reading FF Script Data...okay.
    Reading SFX Data...okay.
    Done.
    128 83 0
    128 83
    128 83 0
    128 83
    128 83 0
    128 83
    128 83 0
    128 83
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    128 83
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    128 92 0

    It's basically a lot of that with increasing numbers...

    Edit: Which eventually start becoming random...

  8. #8
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    Re: Yet Another Script Problem (YASP)

    Are you sure Type is being set to 1 like you think it is? In the code you've posted, Type is set to 0 and then isn't changed anywhere.

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    Re: Yet Another Script Problem (YASP)

    Quote Originally Posted by DarkDragon View Post
    Are you sure Type is being set to 1 like you think it is? In the code you've posted, Type is set to 0 and then isn't changed anywhere.
    Yes- I change it in the compiler. And I just now tested it in build 240 (The last one I tested it in, I have a test quest in it.)- It STILL works wrong. Maybe it falters when I change screens?

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