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Old May 24th, 2015 (2:08 PM). Edited May 24th, 2015 by ShadowSorcererX.
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Hey guys, I was working on a long script and towards the end I encountered a problem. The script with the error is down below, as it always is. Now in the script that is being skipped down below, 4 applymovements are applied at the same time, so 4 npcs move at the same time. But instead of 4 npcs moving, only the first 2 move. I did a bit of testing though, and found out that no matter what order I put them in, only npcs 8 & 9 will move. (in this specific script) 10 & 11 will remain locked, even if I remove showsprite. The npc information and script (that is having errors, not the entire thing) is below. Also, I'm hacking ruby, just want to note.

applymovement 0x8 @walk10
applymovement 0x9 @walk11
showsprite 0x10
applymovement 0x10 @walk12
showsprite 0x11
applymovement 0x11 @walk13
waitmovement 0x0
playsong 0x01B2 0x0
release
end

#org @walk10
#raw 0x18
#raw 0xFE 'End of Movements

#org @walk11
#raw 0x18
#raw 0xFE 'End of Movements

#org @walk12
#raw 0x18
#raw 0xFE 'End of Movements

#org @walk13
#raw 0x18
#raw 0xFE 'End of Movements
Attached Images
File Type: png npc8.png‎ (57.5 KB, 1 views) (Save to Dropbox)
File Type: png npc9.png‎ (58.7 KB, 1 views) (Save to Dropbox)
File Type: png npc10.png‎ (59.2 KB, 1 views) (Save to Dropbox)
File Type: png npc11.png‎ (58.7 KB, 1 views) (Save to Dropbox)
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Old May 24th, 2015 (2:20 PM).
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The person events are in hexadecimal, 0x10 is 0xA and 0x11 is 0xB, make those changes. Simple mistake, done this a few times.
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Old May 24th, 2015 (2:24 PM).
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Quote:
Originally Posted by C me View Post
The person events are in hexadecimal, 0x10 is 0xA and 0x11 is 0xB, make those changes. Simple mistake, done this a few times.
Ahaha! It worked my friend! I never actually knew that they had to be converted until you told me just now! Every event I've ever made I never had to do this, beginners luck right? Haha, thanks so much!
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Old May 24th, 2015 (3:28 PM).
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Quote:
Originally Posted by ShadowSorcererX View Post
Ahaha! It worked my friend! I never actually knew that they had to be converted until you told me just now! Every event I've ever made I never had to do this, beginners luck right? Haha, thanks so much!
You can use the decimal numbers too, just get the 0x off, and just put applymovement 10 @move. Just saying ;)
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Old May 24th, 2015 (4:04 PM).
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Quote:
Originally Posted by Percy View Post
You can use the decimal numbers too, just get the 0x off, and just put applymovement 10 @move. Just saying ;)
Aha! Thank you so much friend! I will remember this! :D
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