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[Other✓] NPC script being skipped

  • 60
    Posts
    10
    Years
    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
     
    Last edited:
    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!
     
    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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