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How do I make the airship fly over a layer 2 tile that the party will walk under on foot?

The Mad Cacti (talk): This isn't so straight-forward since you can't move NPCs/heroes onto a higher map layer. But if this is on a map which doesn't have lots of NPCs running around (the world map perhaps) then maybe you could cheat a bit. You could move the walkabout slice layer (see Slices for background on slices; basically slices are used to draw things on screen) above map layer 2 when you board the airship. Set the following two scripts as mount and dismount scripts in the vehicle settings. This will cause all NPCs (and heroes if there are any visible) to be drawn above map layer 2. If this isn't good, then either you could use zones to prevent NPCs from walking in any areas below overhead tiles, or a significantly more complicated script is needed to draw the airship 'manually'.

plotscript, mount airship script, begin
  move slice above(lookup slice(sl:walkabout layer), lookup slice(sl:map layer 2))

# This assumes the walkabout layer is normally between layers 1 and 2; adjust as necessary
plotscript, dismount airship script, begin
  move slice below(lookup slice(sl:walkabout layer), lookup slice(sl:map layer 2))

I'm having a strange scripting error. I am almost positive I am following the plot scripting tutorial properly but cannot not compile due to the following error:

Semicompiling pstutor.HSS to pstutor.hs
reading pstutor.HSS
ERROR: in line 1 of pstutor.HSS
include, plotscr.hsdinclude, pstutor.hsi
Found garbage pstutor.hsi after name of file to include. Try enclosing the 
filename in "quote marks"?

I have pstutor.rpg, pstutor.hsi and pstutor.HSS all in the same folder on my desktop. My script is directly copied from the wiki page and I reviewed it for any errors. I'll also let you know that I'm running CUSTOM on a MAC, I'm not sure if that makes a difference. I have done plot scripting in the past on WINDOWS computers but haven't had any real problems.

Bob the Hamster (talk) 07:17, 7 May 2013 (PDT): Hello, Sheamkennedy! You can sign your posts here with ~~~~ and it will automatically be converted into your username and the time. I think the problem here is that it is missing the line-break between the two include commands. The following is correct:

include, plotscr.hsd
include, pstutor.hsi

But your script seems to have:

include, plotscr.hsdinclude, pstutor.hsi

How do I change the Death Screen?[edit]

I would like to be able to change the death screen from just going red to a custom screen.

Bob the Hamster (talk) 14:29, 13 June 2013 (PDT): You need a on-death plotscript. This article explains them in-depth: How do I make the story continue after you die in battle?

Since you just want to show a screen on death, the script will be very simple:

plotscript, die in battle, begin
  show backdrop(15)
  wait for key(anykey)
  game over

It says plotscr.hsd is from an older version...?[edit]

Pullerrush: I have tried re-installing the editor but every time I try to upload a script to the game I am working on it says that plotscr.hsd is from an older verson of the game.

Bob the Hamster (talk) 09:49, 17 July 2013 (PDT) -- Which version have you installed, beelzebufo? Do you have any other versions installed in other folders? Can you post a screenshot of the error message you see when you try to import a script? (use if you don't have a more convenient place to upload screenshots) (PS, you are already on the Not Evil list)

TMC (talk): That error message is probably incorrect (it is a bug in the Beelzebufo version of HSpeak). It is more likely that the actual problem is that you forgot to put at the top of your script file:

include, plotscr.hsd

If you do have that line, then the problem really is that you are using an old version of plotscr.hsd

My .ogg and .mp3 music files are slowed down when imported. Why is this?[edit]

I figured out that if I set the sample rate to 44100 hz instead of 48000 hz it is back to normal.

TMC (talk) 02:43, 12 November 2016 (PST): Unfortunately that is a known bug in SDL_mixer, the library we use for music playback. There's no way around it aside from manually converting the track to 44.1kHz (some other sample rates like 22050Hz should also work). In future we hope to replace SDL_mixer with something better. I'm glad you managed to figure it out in a fraction of the time it took us :) I added the question to the FAQ.

Heroes Aren't Gaining Experience Points?[edit]

This is probably a silly question, but for some reason my heroes aren't gaining any EXP after beating enemies. It'll even say after the battle's over, "Gained 2 Experience" yet I'll look at my team's status and none of them will have gained any. Thoughts?

Bob the Hamster (talk) 19:40, 26 February 2017 (PST): Aha! I know what is happening. Experience points are divided between the heroes. So suppose you have 4 heroes, and the battle gives 2 Experience. 2/4=0.5 but because Experience points are only awarded in integer values, that 0.5 gets rounded down to 0. If you want each of the four heros to get 2 exp each, then you should adjust the enemy experience so the enemies award 8 exp total, then each hero will get 2.

The Wise Zora (talk) 20:10, 26 February 2017 (PST) Okay, so I tried raising the EXP of the enemies so that they would each give 10 EXP. Since there were four of them, at the end it said "Gained 10 Experience," but when I checked the status of my team members, it still hadn't changed at all (it still says "30 Experience Before Next Level").

I also tried starting a new game to see if the problem would persist, however it seemed to work just fine. Not too sure what I could've done to mess up the first game.

Bob the Hamster (talk) 12:49, 28 February 2017 (PST): Very strange! I am not sure what would completely prevent the heroes from getting exp (unless they are dead, but then how would you win the battle?) I just looked at the options, and I found a few that might affect your issue.

First, go to "Edit General Game Data" -> "Preference Bitsets" and look for "Don't divide experience between heroes". (this is probably what you want, even if changing it doesn't fix your issue)

Next go to "Edit General Game Data" -> "Battle System Options" and check "Experience given to heroes..." This only affects reserve heroes swapped OUT of your active party, but it is still worth checking (it is supposed to default to 0%)

Finally go to "Edit General Game Data" -> "Battle System Options" -> "Stat Caps" and check both "Initial Level Cap" and "Maximum Level". They should both default to 99, but if somehow one of them got set to 1, it might prevent all experience

The Wise Zora (talk) 14:28, 28 February 2017 (PST) Yep, that last one did it! For whatever reason, I must've changed the Initial Level Cap to 0, which explains why no one was earning anything. Thank you! :)

Import tilesets[edit]


TMC (talk): Sorry, very late!

"Tilemaps" are what you edit in the map editor: the visual part of a map, built by placing tiles. It is possible to import a tilemap from a BMP image, but I assume you meant importing tilesets, not tilemaps.

To import a tileset from an image, the image must be exactly 320x200, otherwise it'll be unselectable in the file browser. It can be either BMP or PNG (since Fufluns), and can be any color bitdepth. Then go to Edit Graphics -> Import/Export Tilesets -> Append a new tileset.