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Leje's Spinnut on 2.53.1 Beta


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#1 Demonlink

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Posted 14 April 2020 - 08:59 PM

So, I've setup Lejes' Spinnut Script on 2.53.1 Beta 36. However, the sword is drawn from a sword facing right tile. Thing is, it isn't drawing the correct tile. I set the script to draw tile 28782, but instead it is drawing tile 28881.  :confused:

 

Here's how it's showing up:

uNR785Q.png

 

Does this have to do with the latest Ghost? If so, can anybody please point out where the problem is? I have the script setup like so:

 

Script


Edited by Demonlink, 14 April 2020 - 09:00 PM.


#2 Emily

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Posted 14 April 2020 - 10:20 PM

Yay for scripts that are unreadable due to lack of formatting....



#3 Moosh

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Posted 15 April 2020 - 04:34 AM

const int SPRITE_NULL = 65455; // A sprite with a blank tile. Tile 0 is NOT a blank tile.

Doing some quick ctrl+f with the constants I'm guessing this is what's causing the problem. This is supposed to be a sprite (as in the weapons/misc menu) but you have it being set to a tile. So it's pointing to somewhere way outside the sprite list.
 
It would be nice if you checked to make sure your scripts have the tabbing preserved in the future, though. I don't know how it got like that, but the one on the database doesn't have the issue and scripts without tabbing are the worst.



#4 Emily

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Posted 15 April 2020 - 10:29 AM

I don't know how it got like that, but the one on the database doesn't have the issue and scripts without tabbing are the worst.

Scripts without tabbing are 98% unreadable. There's a reason I didn't even try to help with the actual problem; just commented on that, and then left. Had the tabbing been fine, I'd probably have taken a look.

 

If the tabbing was an issue introduced when you posted the code, then, that'd be PZC's fault, and I'd recommend using 'pastebin.com' to share code in the future. Then again, could also easily just be something that happened on your end, so *shrug*



#5 Demonlink

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Posted 15 April 2020 - 12:33 PM

const int SPRITE_NULL = 65455; // A sprite with a blank tile. Tile 0 is NOT a blank tile.

Doing some quick ctrl+f with the constants I'm guessing this is what's causing the problem. This is supposed to be a sprite (as in the weapons/misc menu) but you have it being set to a tile. So it's pointing to somewhere way outside the sprite list.
 
It would be nice if you checked to make sure your scripts have the tabbing preserved in the future, though. I don't know how it got like that, but the one on the database doesn't have the issue and scripts without tabbing are the worst.

 

Hmmm, that was a mistake on my end, whoops. :P I set sprite 93 with a blank tile and now the sword won't be drawn. As for the tabbing, I think it might've been how I copied and pasted from Notepad++. Either way, I'll take Venrob's advice. Here's the script


Edited by Demonlink, 15 April 2020 - 12:35 PM.


#6 Timelord

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Posted 15 April 2020 - 01:09 PM

const int SPRITE_NULL = 65455; // A sprite with a blank tile. Tile 0 is NOT a blank tile.

Doing some quick ctrl+f with the constants I'm guessing this is what's causing the problem. This is supposed to be a sprite (as in the weapons/misc menu) but you have it being set to a tile. So it's pointing to somewhere way outside the sprite list.
 
It would be nice if you checked to make sure your scripts have the tabbing preserved in the future, though. I don't know how it got like that, but the one on the database doesn't have the issue and scripts without tabbing are the worst.

 

 

That should generate an error:

 

Invalid value (65455) passed to 'lweapon->UseSprite()'

 
if(BC::checkWeaponMiscSprite(ID, "lweapon->UseSprite") != SH::_NoError)
        return;
 
///
 
static INLINE int checkWeaponMiscSprite(const long ID, const char * const str)
    {
        return checkBounds(ID, 0, MAXWPNS-1, str);
    }
 

It's always a good first step to ask what errors the scripts are generating on the console.



#7 Moosh

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Posted 15 April 2020 - 06:57 PM

Another thing to check is if the screen has "layer 2 is background" set for some reason. The script has a layer 2 draw in it, which would be drawing under the floor if that flag was set.


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#8 Demonlink

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Posted 15 April 2020 - 07:23 PM

Another thing to check is if the screen has "layer 2 is background" set for some reason. The script has a layer 2 draw in it, which would be drawing under the floor if that flag was set.

I'll check this ASAP, since I've been using a Power Bracelet script, I've been using (almost all) screens with layer 2 as a background. I'll let the results known later, thanks!

 

EDIT: Yes, it was that. Thanks Moosh. :3


Edited by Demonlink, 15 April 2020 - 07:54 PM.


#9 Emily

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Posted 16 April 2020 - 02:01 AM

I'll check this ASAP, since I've been using a Power Bracelet script, I've been using (almost all) screens with layer 2 as a background. I'll let the results known later, thanks!

 

EDIT: Yes, it was that. Thanks Moosh. :3

If you want a truly fancy lift script, I'd try mine https://www.purezc.n...=scripts&id=362
...but it's 2.55 only, so you'd need to upgrade.


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#10 Demonlink

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Posted 16 April 2020 - 10:03 AM

How far is 2.55 in development? With the newest features, I'd give a go into making a miniquest out of it. :3

#11 Emily

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Posted 16 April 2020 - 10:15 AM

How far is 2.55 in development? With the newest features, I'd give a go into making a miniquest out of it. :3

2.55 is currently still in alpha, as far as development phases go; but, what that means literally is, we still have features to add. Beta then, means we've added all the features, and are just fixing bugs.

 

As for actual USABILITY, 2.55 is fully usable. There are a couple minor bugs that can be inconvenient in specific situations, but they will be fixed- 2.55 is fully usable for quest development at this time. The one thing to stress; if you are ever upgrading version- either 2.50.2 to 2.53, 2.53.0 to 2.53.1, 2.53 to 2.55, or the smaller upgrades like 2.55 A60 to 2.55 A62, you ALWAYS make a backup. If you have a backup, nothing can possibly go irreversibly wrong. 


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