Author Topic: Danmakufu Q&A/Problem Thread II  (Read 180781 times)

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem Thread II
« Reply #960 on: January 21, 2010, 04:03:06 PM »
You have to add the child shot before you fire the main shot. This is important.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: Danmakufu Q&A/Problem Thread II
« Reply #961 on: January 21, 2010, 04:05:52 PM »
The only possible explanations for me would be that
a) #include_script doesn't work in child enemies, or that
b) you cannot call #include_script in the same file more than once, even if it is in separate script_enemy parts.

Where are you calling this include_file? Inside the stage or the spellcard itself?

Because, I am calling included scripts from the same file ( spellcard with familiars ) and even some files twice. Script_Enemy  are considered separate from Script_Enemy_Main and there for should not collide with each other.

I don't know what exactly you are trying to do, but technically calling stuff should be possible. Please elaborate more

Example how I have a spellcard:
Code: [Select]
script_enemy_main {
    #include_function "script\DanceContest\functions\systemloader.txt"
}

script_enemy shaker{
    #include_function "script\DanceContest\functions\superfams.txt"
}
(systemloader is basically including 5 scripts at once, which superfams is one of those scripts. So technically I am calling the same file twice here and no errors. So there is something that Danmakufu does not like when you are calling it twice.)
« Last Edit: January 21, 2010, 04:08:33 PM by Helepolis »

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem Thread II
« Reply #962 on: January 21, 2010, 04:15:47 PM »
I am calling the #include_script at the beginning of the script_enemy{} portions outside the @ parts. Afaik, that's where one is supposed to define variables and tasks relevant for the entire script.
Code: [Select]
#TouhouDanmakufu
#Title[New Test L New 3]
#Text[Test]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

#include_script ".\add\Filename.txt";

<snip>

}
//---------------
script_enemy CLONE{

#include_script ".\add\Filename.txt";
<snip>

}
The boss enemy then creates one child enemy in the @MainLoop when the ever-increasing timer variable frame reaches the value of -120.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: Danmakufu Q&A/Problem Thread II
« Reply #963 on: January 21, 2010, 04:54:09 PM »
That is odd, outside the @ blocks is what I do as well. That should work. =|  Can you show the content perhaps of your  include_script?

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem Thread II
« Reply #964 on: January 21, 2010, 05:13:07 PM »
Nothing too troublesome, it worked perfectly fine in all previous scripts afterall. Just some variable and task definitions for animation, and a movement function definition. None of the variable or task names are used to name other things in my scripts.

Code: [Select]
let img_trail= GetCurrentScriptDirectory ~"add\Trail.png";
let img_sword= GetCurrentScriptDirectory ~"add\SwordTest.png";

let animate=0;
let animate_sword=0;
let animate_attack=0;


function rush(distance, time, bleft, btop, bright, bbottom){

let doit=0;
let angle=0;
while(doit==0){
angle=rand(0, 360);
if( GetX+distance*cos(angle)>bleft
&& GetY+distance*sin(angle)>btop
&& GetX+distance*cos(angle)<bright
&& GetY+distance*sin(angle)<bbottom ){ doit=1; }
}
SetMovePosition02(GetX+distance*cos(angle), GetY+distance*sin(angle), time);

}

task GhostWisp{

let visibility=128;
let size=0.5;

let obj=Obj_Create(OBJ_EFFECT);
Obj_SetAlpha(obj, visibility);
Obj_SetPosition(obj, GetX+rand(-10,10), GetY+rand(10,25));
ObjEffect_SetTexture(obj,img_trail);
ObjEffect_SetRenderState(obj, ADD);
ObjEffect_CreateVertex(obj, 4);
ObjEffect_SetPrimitiveType(obj,PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(obj, 1);

while(Obj_BeDeleted(obj)==false){

Obj_SetY(obj, Obj_GetY(obj)+1);
size=size*0.98;
visibility-=2;

if(visibility==0){ Obj_Delete(obj); }

ascent(i in 0..5){
ObjEffect_SetVertexColor(obj,i,visibility,255,255,255);
}

ObjEffect_SetVertexUV(obj,0,0,0);
ObjEffect_SetVertexUV(obj,1,21,0);
ObjEffect_SetVertexUV(obj,2,21,29);
ObjEffect_SetVertexUV(obj,3,0,29);

ObjEffect_SetVertexXY(obj,0,-11.5*size,-14.5*size);
ObjEffect_SetVertexXY(obj,1,11.5*size,-14.5*size);
ObjEffect_SetVertexXY(obj,2,11.5*size,14.5*size);
ObjEffect_SetVertexXY(obj,3,-11.5*size,14.5*size);

yield;
}
}

task GhostTrail{

LoadGraphic(img_trail);
LoadGraphic(img_sword);

loop{
yield;
GhostWisp;
}

}


task TSwAnim(t1, t2, t3){

loop(t1){ animate_sword+=164/t1; yield; }
loop(t2){ yield; }
loop(t3){ animate_sword-=164/t3; yield; }

}
GhostTrail is usually run in the @Intialize. In my child script I ran GhostWisp manually in the @MainLoop once the @Initialize has passed, so I neither load the graphics mulitple times, nor am I creating an EffectObject in @Initialize.

I don't think there is any content here that could cause these problems...
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: Danmakufu Q&A/Problem Thread II
« Reply #965 on: January 21, 2010, 05:25:32 PM »
I am confused =|  I don't see anything odd indeed. Assuming you are saying it worked all fine before in your scripts. I think you should apply trial and error here. Make backup, disable all functions/tasks you are trying to achieve and enable them step by step untill you hit the task/function/code that causes the error.

Aside from that I seriously don't see anything weird here except some doubting about GhostTrail but I don't know how it is all bound together with your main scripts.

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem Thread II
« Reply #966 on: January 21, 2010, 05:53:55 PM »
I copypasted the exact same line I used in the main script where it works just fine, and if the filename was invalid danmakufu would spit out an error about this, which it doesn't. The script's existence is acknowledged, yet the script is not included.

However, if I delete the #include_script and every reference to its data from the main enemy, the #include_script works just fine.

If I make a text file that has no other line but the #include_script, then include THAT script, it still tells me the stuff is not defined.

If I copy the script and call #include_script on the copy, which is identical except for the file name, everything works.


Conclusion:
Danmakufu doesn't recognize a repeated #include_script command, even if it is repeated in an entirely different section of the script.

*facepalm*

But hey, the script works now, so screw this nonsensical limitation. Now to tinker with that spell card...
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: Danmakufu Q&A/Problem Thread II
« Reply #967 on: January 21, 2010, 05:56:53 PM »
I copypasted the exact same line I used in the main script where it works just fine, and if the filename was invalid danmakufu would spit out an error about this, which it doesn't. The script's existence is acknowledged, yet the script is not included.

However, if I delete the #include_script and every reference to its data from the main enemy, the #include_script works just fine.

If I make a text file that has no other line but the #include_script, then include THAT script, it still tells me the stuff is not defined.

If I copy the script and call #include_script on the copy, which is identical except for the file name, everything works.


Conclusion:
Danmakufu doesn't recognize a repeated #include_script command, even if it is repeated in an entirely different section of the script.

*facepalm*

But hey, the script works now, so screw this nonsensical limitation. Now to tinker with that spell card...

=.= Oh god what? FFFFF. At this rate we need another thread called: "Weird fucked up things Danmakufu does not like".

Last time I was raging hard why my EnemyMarker would not show up on IRC. Then someone said to reverse the order of MagicCircle and SetEnemyMarker.

Example:
   MagicCircle(false);
   SetEnemyMarker(true);
Shows no magiccircle, but shows marker. But if you somehow write it like this:

   SetEnemyMarker(true);
   MagicCircle(false);
It will show no enemy marker at all.


Azure Lazuline

  • Looooove!!
  • PM me for free huggles and love!
    • Entanma Project - indie game development
Re: Danmakufu Q&A/Problem Thread II
« Reply #968 on: January 21, 2010, 07:03:42 PM »
Setting MagicCircle(false) automatically turns off the enemy marker, so since you set the marker beforehand, it turned it off. Still stupid, I know, but at least there's a reason.

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: Danmakufu Q&A/Problem Thread II
« Reply #969 on: January 21, 2010, 08:16:46 PM »
There is no reason. They use different textures even. Danmakufu is just stupid as hell :V I was seriously raging hard until you told me to swap them.

Re: Danmakufu Q&A/Problem Thread II
« Reply #970 on: January 22, 2010, 04:52:30 AM »
Ok, I am having issues with my stage code, in plain terms, the folder is set up like this"
Prisimriver\Lyrica\Lyrica.txt

But Lyrica.txt is a plural, which contains:
Lyrica 01.txt
Lyrica 02.txt
Lyrica S1.txt
Lyrica 03.txt

And each contain Data.txt which is called in each Script, via #include_function,Data.txt is located in the Prisimriver main folder, as is the Stage Script.

The Problem is that when I run the stage, it crashes saying that there is an error with Data.txt, but it works fine in the Single Files, and Crashes in the Plural file, its strange....
« Last Edit: January 22, 2010, 04:54:53 AM by Demonbman »

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem Thread II
« Reply #971 on: January 22, 2010, 05:19:40 AM »
If it works in the Single files, there's nothing wrong with the single files, what does your Plural look like? Perhaps you're doing something strange there. Post up the plural and I'll take a look.

Also, about your code block problem how it mangles your code's spacing and line breaks, what operating system and what editor are you using? If you're on Windows and using NotePad++, you might be saving your files in the wrong format. Go to Format -> Convert to Windows Format and everything you copypaste from there should have line breaks in the correct place again outside of NotePad++.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Q&A/Problem Thread II
« Reply #972 on: January 22, 2010, 05:24:31 AM »
Posting Please Wait Warmly....
#TouhouDanmakufu[Plural]
#Title[Lyrica Boss]
#ScriptPathData
#ScriptPath[.\Lyrica\Lyrica 01.txt]
#ScriptPath[.\Lyrica\Lyrica 02.txt]
#ScriptNextStep
#ScriptPath[.\Lyrica\Lyrica S1.txt]
#ScriptPath[.\Lyrica\Lyrica 03.txt]
#EndScriptPathData
There is the Plural,
Uh....Windows, And I use just regular Notepad.
« Last Edit: January 22, 2010, 05:26:28 AM by Demonbman »

KrackoCloud

  • I don't mean to be greedy...
  • ... but white rice is my favorite food.
Re: Danmakufu Q&A/Problem Thread II
« Reply #973 on: January 22, 2010, 05:55:40 AM »
Okay, so there's nothing too wrong with this spellcard, but something is a bit peculiar.
I suggest you take a simple test run first.
Scroll down to "task Flowercenter" and find "//spores"

Code: [Select]
#TouhouDanmakufu
#Title[Flower sp]
#Text[Description]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{

///

#include_function "lib\SHOT_REPLACE\shot_replace.dnh"

function wait(let frames){ loop(frames){yield;} }

///

let sprite = "script\img\ExRumia.png";
let Cutin = "";

let fr = 0;

//////////

@Initialize{
shotinit;

LoadGraphic(sprite);
SetLife(5000);
SetDamageRate(100, 100);
SetTimer(50);
SetInvincibility(30);

CutIn(YOUMU, "X Sign "\""X"\", Cutin, 0, 0, 0, 0);

SetScore(500000);
SetEnemyMarker(true);

Concentration01(60);
MagicCircle(true);

SetEffectForZeroLife(180, 100, 1);

SetMovePosition02(GetCenterX, GetCenterY - 100, 30);

SetShotAutoDeleteClip(100,100,100,100);

Flowers;
}

//////////

@MainLoop{
SetCollisionA(GetX, GetY, 32);
SetCollisionB(GetX, GetY, 16);

fr++;

yield;
}

//////////

@DrawLoop{
SetColor(255,255,255);
SetRenderState(ALPHA);
SetTexture(sprite);
SetGraphicRect(64,1,127,64);
DrawGraphic(GetX,GetY);
}

@Finalize{
DeleteGraphic(sprite);
}

//////////

task Flowers{
let tr_ang = GetAngleToPlayer+15;
let ang = 0;

wait(60);

loop{
tr_ang = GetAngleToPlayer-20;
loop(10){
loop(6){
Petal(tr_ang, ang, 20, 1, YELLOW02);
FlowerCenter(tr_ang, ang, 20, 1, GREEN05);
ang += 360/6;
}
tr_ang += 360/10;
}
wait(120);
tr_ang = GetAngleToPlayer+20;
loop(10){
loop(6){
Petal(tr_ang, ang, 20, -1, RED02);
FlowerCenter(tr_ang, ang, 20, -1, YELLOW05);
ang += 360/6;
}
tr_ang += 360/10;
}
wait(120);
}
yield;
}

//////////

task Petal (tr_ang, ang, radius, spin, graphic){
let obj = Obj_Create(OBJ_LASER);

let speed = 1;

Obj_SetPosition (obj, GetX+radius*cos(tr_ang), GetY+radius*sin(tr_ang) );
Obj_SetSpeed (obj, 0);
Obj_SetAngle (obj, ang);
ObjShot_SetGraphic (obj, graphic);
ObjShot_SetDelay (obj, 10);
ObjShot_SetBombResist (obj, true);

ObjLaser_SetLength (obj, 0);
ObjLaser_SetWidth (obj, 40);
ObjLaser_SetSource (obj, false);

while(!Obj_BeDeleted(obj) ){
if(ObjLaser_GetLength(obj) < 80){
ObjLaser_SetLength (obj, ObjLaser_GetLength(obj) +2);
}
if(speed<3){
speed += 0.01;
}

Obj_SetPosition (obj, GetX + radius*cos(tr_ang), GetY + radius*sin(tr_ang) ); //movement
radius += speed;
tr_ang += 0.2 * spin;

Obj_SetAngle (obj, Obj_GetAngle(obj) + (1*spin) ); //flower rotation
yield;
}
}

//////////

task FlowerCenter (tr_ang, add_ang, radius, spin, add_graphic){
let o2 = Obj_Create(OBJ_SHOT);

let speed = 1;
let count = 0;

Obj_SetPosition (o2, GetX+radius*cos(tr_ang), GetY+radius*sin(tr_ang) );
Obj_SetSpeed (o2, 0);
Obj_SetAngle (o2, 0);
ObjShot_SetGraphic (o2, YELLOW02);
ObjShot_SetDelay (o2, 10);
ObjShot_SetBombResist (o2, true);

while(!Obj_BeDeleted(o2) ){
count++;

if(count==50){ //spores.
CreateShot01(Obj_GetX(o2), Obj_GetY(o2), 0.5, rand_int(0,359), add_graphic, 2);
}

if(speed<3){ //acceleration
speed += 0.01;
}

Obj_SetPosition (o2, GetX + radius*cos(tr_ang), GetY + radius*sin(tr_ang) ); //movement
radius += speed;
tr_ang += 0.2 * spin;

if(Obj_GetX(o2) < GetClipMinX-20){ //out-of-screen deletion
Obj_Delete(o2);
}
if(Obj_GetX(o2) > GetClipMaxX+20){
Obj_Delete(o2);
}
if(Obj_GetY(o2) < GetClipMinY-20){
Obj_Delete(o2);
}
if(Obj_GetY(o2) > GetClipMaxY+20){
Obj_Delete(o2);
}

yield;
}
}

//////////

}


Note how the flower centers release around six "spores."
Strangely, I don't believe I have any loop that would make them release six. Rather, each flower should only shoot one.
Like I said before, the end result is pretty tolerable. I should be able to just loop my CreateShot01 twice to get 12 spores per flower, which would be more ideal in the spellcard, but... It just wouldn't be right. Could someone explain why this is happening?

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem Thread II
« Reply #974 on: January 22, 2010, 06:00:34 AM »
Code: [Select]
         loop(6){
            Petal(tr_ang, ang, 20, 1, YELLOW02);
            FlowerCenter(tr_ang, ang, 20, 1, GREEN05);
            ang += 360/6;
         }

Found in your Flowers task. Since it's looping 6 times, it's creating 6 flower centers, each one giving off one spore.

EDIT: Demonbman: I can't figure out the problem in your script from what you posted on IRC, sorry.  :-\
« Last Edit: January 22, 2010, 06:05:03 AM by Blargel »
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Infy♫

  • Demonic★Moe
  • *
Re: Danmakufu Q&A/Problem Thread II
« Reply #975 on: January 22, 2010, 12:27:17 PM »
so how do i set the player's bombs, from a stage script?
i have only found a way to set lives, but nothing for bombs >:|

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem Thread II
« Reply #976 on: January 22, 2010, 12:49:53 PM »
Write your own function that uses common data. Then update it in the player script. First thing that comes to mind for me if there's really no way to do it in the normal Danmakufu functions.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Infy♫

  • Demonic★Moe
  • *
Re: Danmakufu Q&A/Problem Thread II
« Reply #977 on: January 22, 2010, 02:00:18 PM »
When I use FadeOutMusic, the song wont start playing after I do PlayMusic again...
How do I solve this problem?!

Re: Danmakufu Q&A/Problem Thread II
« Reply #978 on: January 22, 2010, 02:51:44 PM »
EDIT: Demonbman: I can't figure out the problem in your script from what you posted on IRC, sorry.  :-\

Could you please, explain what Naut ment by "absolute file paths" ?

Edit: Oh, Hi Naut...

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem Thread II
« Reply #979 on: January 22, 2010, 02:52:59 PM »
@ Demonbman

Are your plural file, the seperate attacks and the Data.txt all in the same folder? It just might be that danmakufu doesn't read the path description properly if the single and plural files are in different directories, especially when using .\ instead of GetCurrentScriptDirectory~.

Edit:
The reason I don't want you to use absolute path names (relative to th_dnh) is because people will extract files differently, and thus have different path names than what is on your computer. The script will error if you have used them, and it pisses me the fuck off when I have to dick through your scripts to find every absolute path name you've declared and change it to something that works on my computer. If you use relative path names, then it will always work no matter how anybody extracts your files.
Also this. So much this.
« Last Edit: January 22, 2010, 03:07:24 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Re: Danmakufu Q&A/Problem Thread II
« Reply #980 on: January 22, 2010, 03:03:26 PM »
An absolute file path means that it is relative to your root directory (in this case, th_dnh).
script\bosses\holyshit.txt is an absolute file path, it is relative to th_dnh.exe.

A relative file path means that it gets the file path relative to the file you're calling it in. For example, if you have a text file in the folder script\bosses called dicks.txt, and you want to communicate to holyshit.txt for whatever reason, you can call it in an #include_function by saying:
.\holyshit.txt
The .\ gets the current directory of the file it's called in (just like GetCurrentScriptDirectory), and then follows the rest of the path name to the file you've specified. So in this case, it will find the directory that dicks.txt is in, and then find holyshit.txt in the same directory.

The reason I don't want you to use absolute path names (relative to th_dnh) is because people will extract files differently, and thus have different path names than what is on your computer. The script will error if you have used them, and it pisses me the fuck off when I have to dick through your scripts to find every absolute path name you've declared and change it to something that works on my computer. If you use relative path names, then it will always work no matter how anybody extracts your files.



so how do i set the player's bombs, from a stage script?
i have only found a way to set lives, but nothing for bombs >:|

while(GetPlayerBombCount>1){
    AddBomb(-1);
}

When I use FadeOutMusic, the song wont start playing after I do PlayMusic again...
How do I solve this problem?!

Delete the music file after it has successfully faded out, then reload it.

Re: Danmakufu Q&A/Problem Thread II
« Reply #981 on: January 22, 2010, 04:03:55 PM »
An absolute file path means that it is relative to your root directory (in this case, th_dnh).
scriptossesholyshit.txt is an absolute file path, it is relative to th_dnh.exe.

A relative file path means that it gets the file path relative to the file you're calling it in. For example, if you have a text file in the folder scriptosses called dicks.txt, and you want to communicate to holyshit.txt for whatever reason, you can call it in an #include_function by saying:
.holyshit.txt
The . gets the current directory of the file it's called in (just like GetCurrentScriptDirectory), and then follows the rest of the path name to the file you've specified. So in this case, it will find the directory that dicks.txt is in, and then find holyshit.txt in the same directory.

The reason I don't want you to use absolute path names (relative to th_dnh) is because people will extract files differently, and thus have different path names than what is on your computer. The script will error if you have used them, and it pisses me the fuck off when I have to dick through your scripts to find every absolute path name you've declared and change it to something that works on my computer. If you use relative path names, then it will always work no matter how anybody extracts your files.


So I pretty much have to include a copy of Data.txt in each Folder?
Because I has three seperate folders and they all have the same problem
scipt\Prisimrivers\
Lyrica\L01, LO2 etc..
Lunasa\L01, LO2 etc..
Merlin\M01, MO2 etc..

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem Thread II
« Reply #982 on: January 22, 2010, 05:40:16 PM »
Not necessarily. You can put the Data.txt file in the Prisimrivers folder outside of any of the specific sisters' folders. Then in any script you want to include the Data.txt into, you can put

#include_function ".\..\Data.txt"

The .\ as Naut already explained behaves like GetCurrentScriptDirectory. The ..\ on the other hand basically means "go back one folder". Now I haven't actually used this technique myself, but I've seen it used by other people before.

Also, do you realize that you're spelling their last name wrong? It's Prismriver last time I checked.  :V
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Q&A/Problem Thread II
« Reply #983 on: January 23, 2010, 04:46:29 AM »
Not necessarily. You can put the Data.txt file in the Prisimrivers folder outside of any of the specific sisters' folders. Then in any script you want to include the Data.txt into, you can put

#include_function "...Data.txt"

The . as Naut already explained behaves like GetCurrentScriptDirectory. The .. on the other hand basically means "go back one folder". Now I haven't actually used this technique myself, but I've seen it used by other people before.

Also, do you realize that you're spelling their last name wrong? It's Prismriver last time I checked.  :V

hmm...this ... thing might become in handy...cool
Prisimriver...Prismriver...........oh curses  :-X
EDIT: Oh, now it raises and error with cutin.txt.
« Last Edit: January 23, 2010, 06:53:09 AM by Demonbman »

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: Danmakufu Q&A/Problem Thread II
« Reply #984 on: January 23, 2010, 04:24:37 PM »
The only time you are allowed to use absolute pathnames is when you release entire dnh folder in one go.

Re: Danmakufu Q&A/Problem Thread II
« Reply #985 on: January 23, 2010, 05:04:26 PM »
---------------------------ScriptError---------------------------「{」「}」の対応がとれていない部分があります。↓
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{


let angle = 90;
let angleacc = 0;
let bossimg = GetCurrentScriptDi
~~~---------------------------
OK 
 ---------------------------

I do not get what this error means, It appeared when I ran a Plural Script, but If I put the stuff like #Title and # Text in the Single Script, it still raises and error, but before I removed the #Title and Text, It worked perfectly...
Never Mind, I fixed It
« Last Edit: January 23, 2010, 05:28:38 PM by Demonbman »

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Danmakufu Q&A/Problem Thread II
« Reply #986 on: January 24, 2010, 10:59:17 PM »
I keep forgetting the dimensions of the field, which is important for the next spellcard I'm making.

Gc

  • youtu.be/pRZpjlrKM8A
Re: Danmakufu Q&A/Problem Thread II
« Reply #987 on: January 24, 2010, 11:49:49 PM »
I keep forgetting the dimensions of the field, which is important for the next spellcard I'm making.
384x448

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Danmakufu Q&A/Problem Thread II
« Reply #988 on: January 25, 2010, 12:31:15 AM »
384x448

That's the size of the area the player can move in; I need the dimensions of the enitre game screen (which includes some bits the player can't move around in. Don't include the frame).

Probably my fault, I needed to be moar specific.

Areylie

  • Cirno's Sister
    • Lymia's Website
Re: Danmakufu Q&A/Problem Thread II
« Reply #989 on: January 25, 2010, 12:35:08 AM »
(GetCenterX*2,GetCenterY*2)
[Geek code (3.12): GCS/H/M d+(-) s+:->--:- a--->? C+(++++)>$ UL++@ P+(++) L+++ E- W++ N o K? w-@ O- M- V? PS++@ PE>- Y+ PGP++ t- 5? X? R+@ tv- b+(++) DI D-- G? e>+++(++++) h! r++ x-]
[Furry code (1.3): FFm1r A !C D? H+++ M? P++++ R-- T W !Z Sf! RLCT a- cl+~++++>$ d--- e>+++ f? h* i++/+++ j+ p+ sf!]