Internal commands

Started by Hilbert, July 28, 2012, 01:23:29 PM

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sv6z2

All I seem to get is a quick pause.
I use:

say(-1)
text(1,0,0,4)
say(4)
[Internal]
endcutscene
untilbars
loadscript(stop)

ToasterApocalypse

Quote from: SolVVVVVVingPuzzles on January 03, 2013, 08:27:51 PM
All I seem to get is a quick pause.
I use:

say(-1)
text(1,0,0,4)
say(4)
[Internal]
endcutscene
untilbars
loadscript(stop)

Use this instead.
Code (script1) Select

iftrinkets(0,script2)

Code (script2) Select

say(2)
[internal]
loadscript(stop)
text(1,0,0,4)


or something like that.

Dav999

Quote from: ToasterApocalypse on January 03, 2013, 08:33:01 PM
Quote from: SolVVVVVVingPuzzles on January 03, 2013, 08:27:51 PM
All I seem to get is a quick pause.
I use:

say(-1)
text(1,0,0,4)
say(4)
[Internal]
endcutscene
untilbars
loadscript(stop)

Use this instead.
Code (script1) Select

iftrinkets(0,script2)

Code (script2) Select

say(2)
[internal]
loadscript(stop)
text(1,0,0,4)


or something like that.

You can also use more internal commands at once, like this for example:

say(5)
<internal>
<internal>
<internal>
<internal>
text(1,0,0,4)
say(5)
<internal>
<internal>
<internal>
<internal>
text(1,0,0,4)
say(4)
<internal>
<internal>
<internal>
loadscript(stop)


As long as you redirect to the script with iftrinkets(0,script_name)

OT: @ToasterApocalypse: I didn't know about that [code=text] trick!

ToasterApocalypse

Quote from: Dav999 on January 03, 2013, 09:04:02 PM
OT: @ToasterApocalypse: I didn't know about that [code=text] trick!

I was just experimenting with something, and it seemed to work.

sv6z2

I used iftrinkets and ifflag and it didn't work; I just walked straight through the script.

sv6z2

Quote from: SolVVVVVVingPuzzles on January 04, 2013, 10:48:58 AM
I used iftrinkets and ifflag and it didn't work; I just walked straight through the script.
or executed the internal code in a text.

sv6z2

And I know you can use internal code in chunks and also use internal and simple in one like this:

say(1,red)
Hi!
reply
Hi!
say(-1)
text(1,0,0,4)
say(4)
[Internal]
endcutscene
untilbars
loadscript(stop)

And it worked fine.

sv6z2


sv6z2

What the...
I got it once but not when I NEED IT?!  >:(
God.
:violet:
This is dumb.

Dav999

#489
Quintuple posts? There's a modify button... ::)

Anyway, I'm going to make an example level, so you can see what's supposed to happen.

EDIT: Ok, I made an example level, so you can see it for yourself. We forgot to say that you need to have exactly one empty line after the text(1,0,0,4) at the end, otherwise it doesn't work.

sv6z2

Quote from: Dav999 on January 04, 2013, 12:29:36 PM
Quintuple posts? There's a modify button... ::)

Anyway, I'm going to make an example level, so you can see what's supposed to happen.

EDIT: Ok, I made an example level, so you can see it for yourself. We forgot to say that you need to have exactly one empty line after the text(1,0,0,4) at the end, otherwise it doesn't work.
Ok I get it.

sv6z2

So it's like this:

script1:
iftrinkets(0,script2)

script2:
say(4)
[Internal]
loadscript(stop)
text(1,0,0,4)

Like that, right? I looked at the example in the level you sent and it worked fine. BUT, if I like go
into the script it just appears as the internal code in text and doesn't work when you go into
test.

sv6z2

#492
Anyway, if you look into this level here then you can see the small pause that the game inserts:


Dav999

Quote from: SolVVVVVVingPuzzles on January 04, 2013, 01:41:59 PM
Anyway, if you look into this level here then you can see the small pause that the game inserts:

So, are we talking about summittele and summittele2? You don't need to use iftrinkets(0,summittele2) if you use the say(-1) method. The say(-1) method creates cutscene bars though, and if you want to have that script without cutscene bars, you do need the iftrinkets(0,summittele2), and you have to remove the 'flash', 'say(-1)' and 'text(1,0,0,4)' at the beginning of summittele2 and insert 'text(1,0,0,4)' at the end, making sure that there is exactly one line after the last text(1,0,0,4). The flash can just be put in summittele, before iftrinkets(0,summittele2).

So this:

Code (summittele) Select
iftrinkets(0,summittele2)
Code (summittele2) Select
flash
say(-1)
text(1,0,0,4)
say(4)
gotoroom(3,15)
endcutscene
untilbars
loadscript(stop)



becomes this:

Code (summittele) Select
flash
iftrinkets(0,summittele2)

Code (summittele2) Select

say(4)
gotoroom(3,15)
endcutscene
untilbars
loadscript(stop)
text(1,0,0,4)


However, in summittele2, the endcutscene and untilbars can be removed now, because no cutscene bars were created in the first place (and say(4) has to be changed into say(2)):

Code (summittele2) Select

say(2)
gotoroom(3,15)
loadscript(stop)
text(1,0,0,4)


And that can also be:

Code (summittele2) Select
#
A)Say
gotoroom(3,15)


because you only want to use one command, namely gotoroom(3,15). So the end result is this:

Code (summittele) Select
flash
iftrinkets(0,summittele2)

Code (summittele2) Select
#
A)Say
gotoroom(3,15)

sv6z2

Quote from: Dav999 on January 04, 2013, 02:09:20 PM
Quote from: SolVVVVVVingPuzzles on January 04, 2013, 01:41:59 PM
Anyway, if you look into this level here then you can see the small pause that the game inserts:

So, are we talking about summittele and summittele2? You don't need to use iftrinkets(0,summittele2) if you use the say(-1) method. The say(-1) method creates cutscene bars though, and if you want to have that script without cutscene bars, you do need the iftrinkets(0,summittele2), and you have to remove the 'flash', 'say(-1)' and 'text(1,0,0,4)' at the beginning of summittele2 and insert 'text(1,0,0,4)' at the end, making sure that there is exactly one line after the last text(1,0,0,4). The flash can just be put in summittele, before iftrinkets(0,summittele2).

So this:

Code (summittele) Select
iftrinkets(0,summittele2)
Code (summittele2) Select
flash
say(-1)
text(1,0,0,4)
say(4)
gotoroom(3,15)
endcutscene
untilbars
loadscript(stop)



becomes this:

Code (summittele) Select
flash
iftrinkets(0,summittele2)

Code (summittele2) Select

say(4)
gotoroom(3,15)
endcutscene
untilbars
loadscript(stop)
text(1,0,0,4)


However, in summittele2, the endcutscene and untilbars can be removed now, because no cutscene bars were created in the first place (and say(4) has to be changed into say(2)):

Code (summittele2) Select

say(2)
gotoroom(3,15)
loadscript(stop)
text(1,0,0,4)


And that can also be:

Code (summittele2) Select
#
A)Say
gotoroom(3,15)


because you only want to use one command, namely gotoroom(3,15). So the end result is this:

Code (summittele) Select
flash
iftrinkets(0,summittele2)

Code (summittele2) Select
#
A)Say
gotoroom(3,15)


Awesome.