Author Topic: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)  (Read 251909 times)

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #270 on: November 02, 2012, 05:48:52 AM »
The first thing that shouts at me is script_spell has "@Initialiize". The rest actually looks fairly clean.

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SusiKette

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #271 on: November 02, 2012, 08:27:17 PM »
For some reason, now when I open danmakufu with applocale it crashes before danmakufu actually opens in a window and I didn't have this problem before. It could be another program I have recently installed (?) (possibly Google Chrome or Ad-Aware 10). Anyone know how to fix this?

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #272 on: November 03, 2012, 12:06:51 AM »
Highly doubtful it's Chrome, but just disable Ad-aware for a moment to see if it works again.
You could also check if the problem has to do with the locale by just opening it without AppLocale, since it only crashes when the program tries to access japanese text like when listing scripts.

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SusiKette

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #273 on: November 03, 2012, 08:08:34 AM »
The problem was Ad-Aware 10, after disabling it danmakufu worked normally.

Helepolis

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #274 on: November 05, 2012, 10:35:44 AM »
That is quite odd to see an ad-block program was blocking it. What the hell. Was the Ad-aware 10 a software installed on your computer? Doesn't sounds as a browser extension to me.

fondue

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #275 on: November 05, 2012, 01:26:35 PM »
And why would an ad block program block Danmakufu? What makes it more confusing is that it's a browser extension.

Delfigamer

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #276 on: November 05, 2012, 01:45:03 PM »
And why would an ad block program block Danmakufu? What makes it more confusing is that it's a browser extension.
Enwiki says it is standalone application, which probably can block another executable.

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SusiKette

  • @MainLoop { yield; }
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #277 on: November 05, 2012, 07:12:07 PM »
Enwiki says it is standalone application, which probably can block another executable.

Yeah, and Danmakufu works as long as I don't use AppLocale, but then again Damakufu crashes when I open a sub-menu because I'm not running it on Japanese locale... When I try to open Danmakufu through AppLocale when Ad-Aware is on, Danmakufu crashes before it can actually open.

Anyway, how do I "draw" bullet lines (not only straight lines but curves too) in Danmakufu and possibly make them move once something happens (a good example would be Flandre's Kagome Kagome)
Also, I need help with using AddShot. When I try using AddShot the added shots won't spawn. I don't have an example script right now, but if someone could make a simple task that fires 8 LaserCs in a circle with a curving motion and make them spawn 12 type bullets from the tip of the laser to left and right (when the lasers curve the bullet firing directions should also change), or something like that so that I could look through it and do experiments with it.

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #278 on: November 05, 2012, 11:41:17 PM »
You can probably set exceptions in Ad-Aware to let you run AppLocale. Regardless, if you get rid of the players and scripts with japanese text you should be able to play without AppLocale.

Or you could get a better antivirus.


As for your first question, it's just a matter of moving a bullet spawn point around, and using CreateShotA with some delayed patterns. Like
CreateShotA(0, x, y, 20);
SetShotDataA(0, 0, 0, 0, 0, 0, 0, RED01);
SetShotDataA(0, 240, 0, angle, 0, 0.05, 2, RED01);
FireShot(0);
And just have the delayed movement frames for each bullet all occur at the same time whenever said event is supposed to happen.


AddShots: If I were to guess, you aren't building your bullets correctly.
http://www.shrinemaiden.org/forum/index.php/topic,30.msg202.html#msg202

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puremrz

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #279 on: November 06, 2012, 06:18:13 PM »
Is it possible to remove the message that you get when you capture a spellcard? It's quite ugly and I want to get rid of it.
I don't suppose it's possible to edit it out of Danmakufu itself...

Edit: Looks like you can't remove it, but by ending the script right before the message appears and adding a lot of complicated stuff to it, you can get around that.
« Last Edit: November 09, 2012, 10:50:26 AM by puremrz »
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

Lunasa Prismriver

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #280 on: November 10, 2012, 05:44:20 PM »
You can try to show a object effect over to mask it.

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #281 on: November 11, 2012, 02:28:26 AM »
Is it possible to remove the message that you get when you capture a spellcard? It's quite ugly and I want to get rid of it.
I don't suppose it's possible to edit it out of Danmakufu itself...

Edit: Looks like you can't remove it, but by ending the script right before the message appears and adding a lot of complicated stuff to it, you can get around that.
Well, you might be able to get rid of it (you can change the string by hex editing, at least) but the easiest way is just to stop using SetScore. A SetScore declaration is what Danmakufu uses to designate any pattern as a card, and likewise omitting SetScore designates a noncard. Using SetScore also will activate DNH's spell circle, given that you haven't set MagicCircle to false.

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #282 on: November 11, 2012, 07:50:07 PM »
I have a question for which I haven't found an answer (although it is probably simpler than I imagined).

I am making a player script for an OC. However, when I put it into the player folder, I cannot load it. I've checked all of the {};# and I've correctly (hopefully) set up the starter #[XYZ] stuff. I've looked at a bunch of other player scripts, and I can't seem to find what is wrong with mine.

http://pastebin.com/embed_js.php?i=hK7P1yCV

I haven't learned much Danmakufu yet, and I pretty much based the entire thing off of the tutorial. There are most definitely numerous syntax errors and stuff inside. I'm not asking for people to check it (although that would be helpful); I just want to know if there is something that prevents it from being loaded by Danmakufu. If it is the temporary cutin, then I'll fix that; if it's something else, I'll fix that.

I haven't included the spell part because that's not filled yet. Sorry if it's too long.

Thanks.

Lunasa Prismriver

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #283 on: November 11, 2012, 08:25:29 PM »
The [ code ] balises shouldn't be there, it prevent Touhou Danmakufu to recognize the script as a player script. If it's not working, try to put #TouhouDanmakufu instead of #???˚?e????.
« Last Edit: November 11, 2012, 08:39:24 PM by Lunasa Prismriver »

Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #284 on: November 11, 2012, 08:42:58 PM »
Oops. It was from when I copied the code from the forum (I decided not to paste it here). Should be fixed soon.

Edit: Fixed the 'code' in brackets. Also, the TouhouDanmakufu[Player] allowed for the thing to be run, but nothing loads due to an error message.

Edit: Now it says that I have a token error
« Last Edit: November 11, 2012, 09:07:47 PM by Sparen »

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #285 on: November 11, 2012, 11:25:10 PM »
balises
balises y s'appelle "brackets" en anglais ;p

Sparen, that's a problem with the shot definition script, and the error doesn't really give any info. Can you post it?

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #286 on: November 12, 2012, 12:23:42 AM »
@Drake

http://pastebin.com/embed_js.php?i=kTexeiDe

P.S. There are almost definitely errors regarding the coordinates. It's not easy for me to get used to a new coordinate system. As for the images, they are on a transparent background, and it is a png file. I edited 'all channels' using Seashore (derivative of GIMP).

Hope it helps.

Edit: Discovered that I forgot an equals sign after checking other scripts. Now, the error message is the following.
« Last Edit: November 12, 2012, 12:46:49 AM by Sparen »

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #287 on: November 12, 2012, 01:20:47 AM »
One thing you keep doing is escaping the backslash like you would in regex, first of all. You only need ".\file", but it seems to work anyways so whatever.

It says incorrect file terminator. I just checked myself and yeah it's caused by the comment at the end, ridiculously enough.

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #288 on: November 12, 2012, 02:35:21 AM »
Wait, so that means that you can't end a script with a comment?!

Well, anyway, thanks. There're probably more issues though.

Byronyello

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #289 on: November 13, 2012, 11:51:45 PM »
I've noticed that to make a bullet that can actually react to events, you have to use object bullets, and it seems, subsequently, that you also have to use 'yield;'s. Is there anyway to circumvent this, because my computer can barely handle more than 100 bullets yield;-ing at any one time, which isn't really that good for danmaku. (And certainly not for making patterns for higher difficulties.)
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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #290 on: November 14, 2012, 12:13:54 AM »
I don't think you can circumvent it, at least not easily. It's used to exit a repeating procedure, so a script would go crazy and overload commands if it were removed.

On a side note, how do you do cutins for a player spell card? Danmakufu keeps on giving me a " ')' needed" or "Periods cannot be used" error.

Code: [Select]
@SpellCard {
    //SetSpeed(4,2);
    //UseSpellCard("TalismanEruption", 0);
    CutIn(KOUMA, "Seiryuu "\"Talisman Eruption"\"", img_cutin);
  }

This results in a 'periods cannot be used' error, although I have no lone periods in that one line. If I comment out the cut in, the script runs fine (although without a spellcard, which doesn't work due to this one line for some reason).

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #291 on: November 14, 2012, 01:07:57 AM »
Your card name there is messed up; it reads the string "Seiryuu " then everything after is misformatted. You probably want "Seiryuu "Talisman Eruption"".

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #292 on: November 14, 2012, 01:48:03 AM »
I did that, but I still get the same error message. Also, in a [single] script, that spell formatting works without issues. Is it something unique to a player script that I should watch out for or does it have to do with the locale? In a lot of the tutorials, they have things like "Crystal Sign uv[insert spell name here]uv"

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #293 on: November 14, 2012, 02:24:18 AM »
the ?u and ?v are just the unicode characters 「 and 」, except flattened into an encoding that we can use. It just displays oddly.
I formatted the backslashes the way I did because they're escape characters. If you have a string "a" it displays a. If you have a  string """ it's malformed, since it ends prematurely. In order to have quotations in your string you need to escape it using \" .

In any case, the error is "single periods cannot be used in this script". This leads me to suspect your img_cutin variable, which would be a file path string, which might have an error in it. What is img_cutin?

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #294 on: November 14, 2012, 02:46:53 AM »
In any case, the error is "single periods cannot be used in this script". This leads me to suspect your img_cutin variable, which would be a file path string, which might have an error in it. What is img_cutin?

Code: [Select]
let img_cutin = GetCurrentScriptDirectory()~"cutin.png";

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #295 on: November 14, 2012, 03:23:17 AM »
Welp, I have no idea. I would just try different parameters like using YOUMU, an empty string for the card name, different image, etc.

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #296 on: November 14, 2012, 10:50:25 PM »
I got another issue.

From what I know, this may be a stupid error, or it might be a serious issue.

http://i1164.photobucket.com/albums/q570/SparenofIria/Issue_zpsb76880e6.png

The gist of it is this: 'run()' (called in the spell's @initialize), has not been defined (although task run was defined in the spell main.)

The spell itself has major issues, but I can't even test it, so that's an issue (I've already fixed several or eight minor/major bugs).

Any help would be appreciated. Thank you.

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #297 on: November 15, 2012, 12:00:33 AM »
If you have a task/function defined inside of another task/function it's only valid to call within that task/function, just as if you declare a variable inside a task/function you can only read it within that task/function. Basically you just have to take run() out of main().

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Sparen

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #298 on: November 15, 2012, 01:03:58 AM »
Maybe this is clearer.

http://pastebin.com/embed_js.php?i=nauq3Mtv

Quote
If you have a task/function defined inside of another task/function it's only valid to call within that task/function, just as if you declare a variable inside a task/function you can only read it within that task/function. Basically you just have to take run() out of main().

So I should take the task run() out of initialize and put it in the main body of script_spell?

In Karanum's Patchy,
Code: [Select]
@Initialize
{
LoadGraphic(img);
run;
}
is used. Is this also legitimate?

Also, I know this is not a high-level question, but on a side note, what does the () after run(); and GetCurrentScriptDirectory()~"XYZ"; do? I've never seen arguments in them.

Thanks.

gtbot

  • Master of ScreenSplit
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #299 on: November 15, 2012, 01:18:50 AM »
So I should take the task run() out of initialize and put it in the main body of script_spell?

<cut>

Also, I know this is not a high-level question, but on a side note, what does the () after run(); and GetCurrentScriptDirectory()~"XYZ"; do? I've never seen arguments in them.
As Drake said, your run task is inside another task, so run will only be usable inside that task. For instance:
Code: [Select]
task A{
<can use task B, it is defined for this task>

task B{
<stuff>
}
}
task C{
<can not use task B, it is not defined for this task>
}

Task B will only be usable inside task A, and if you try to use task B inside task C, an error will raise, much like the one you are experiencing. Your run task is only good in the current task its in. What Drake was saying, was to take the actual run task out of the task its currently inside (like cut and pasting task B outside of task A, so that both A and C tasks can use it) so that @Initialize will be able to use it. Keep note that I only used tasks in this example, but this rule applies to all functions/subs/variables that you define.

As to your second question, the () parenthesis with no arguments are entirely optional in Danmakufu, and are up to personal preference.
« Last Edit: November 15, 2012, 01:24:13 AM by gtbot »