https://rpg.hamsterrepublic.com/ohrrpgce/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0OHRRPGCE-Wiki - New pages [en]2024-03-29T10:24:26ZFrom OHRRPGCE-WikiMediaWiki 1.39.7https://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_increase_or_decrease_the_value_of_a_global_variable%3FHow do I increase or decrease the value of a global variable?2023-11-04T12:19:38Z<p>Bis Senchi: </p>
<hr />
<div>When you use the switch command simply when you want to make a menu and display stats you need to be able to decrease and increase variable. <br />
<br />
They are various ways to do this. Before we start open your hss and add global variable at the top of your file. <br />
<br />
global variable (36, test)<br />
<br />
<br />
= Dedicated plotscript command=<br />
<br />
So let's say that you want to decrease or increase the value inside the variable by two. There are plotscripts command which specially does this. Feel free to click on the<br />
link to the plotscript dictionary for more details.<br />
<br />
If you want to decrease the value inside the variable test by 2, you just write<br />
<br />
decrement (test, 2) <br />
<br />
At the opposite, it want to increase the content of the variable by 4 you simply write <br />
<br />
increment (test, 4) <br />
<br />
Aside the plotscript commands which have been created for this are not the only way to do this. You can also choose to write directly inside the variable its new value. <br />
<br />
<br />
= Put the new value directly inside the variable= <br />
<br />
This method is very simple and requires only the sign :=. How does this work? Well let's take an example. Imagine we write<br />
<br />
test:= 7<br />
<br />
In this situation the content on the variable is 7. Before the sign := we have the name of the variable and after the sign we have the new value. In our example what we want is not 7 but<br />
the value inside the variable which had been decremented or incremented. To specify incrementation or decrementation, we'll need the operators + and --<br />
Let's take again the example from above.<br />
<br />
<br />
If you want to decrease the value inside the variable test by 2, you just write<br />
<br />
test:= test--2 #write new value inside test : test--2. Value test decrease by two <br />
<br />
At the opposite, it want to increase the content of the variable by 4 you simply write <br />
<br />
test:= test+ 4 #write new value inside test : test+4. Value test increase by four <br />
<br />
A variation of this is with command set variable. It works also well, but you need to use parenthesis correctly when writing your script<br />
<br />
= Using the command variable= <br />
<br />
The last way of doing this is using the command set variable. Again let's start with something simple. Let's imagine we want to give the variable<br />
the value 7. We'll write<br />
<br />
set variable (test, 7)<br />
<br />
So in the first part we have the name of the variable (itself linked to a number) and next we have the value. Just like in the previous section we'll have use the variable two times<br />
inside the same line and combine it with an operator. We'll need the operators + for increment and -- for decrement<br />
<br />
Let's take the same example again.<br />
<br />
If you want to decrease the value inside the variable test by 2, you just write<br />
<br />
set variable (test, (test -- 2)) #write new value inside test : test--2. Value test decrease by two <br />
<br />
At the opposite, it want to increase the content of the variable by 4 you simply write <br />
<br />
set variable (test, (test + 4)) #write new value inside test : test+4. Value test increase by four <br />
<br />
<br />
As mentioned in the previous section, notice that test -- 2 and test + 4 here are considered as a whole which represents the number 5 and 11. So you need to use parenthesis so that Hspeak.exe to make it understand.<br />
You can't simply write :<br />
<br />
set variable (test, test -- 2)<br />
<br />
Now we have reviewed all the options to make increase or decrease the content of a variable, you may want to learn how to check its content so that you are sure that the variable has the correct value for what you intend<br />
to do. <br />
<br />
<br />
= Checking the actual value with a text box = <br />
<br />
The most simple way to check the content of a variable is to make it display is a text box. When you edit the content of text a text box, you may notice that they are a list of lines below. The first three ones are <br />
<br />
<br />
${C0} Leader's name<br />
${C#} Hero's name at caterpillar spot <br />
${P#} Hero Name at party slot<br />
<br />
The one which interests us is this one<br />
<br />
${V#} Global plotscript variable ID#<br />
<br />
This line means that if we replace # by the number of a global variable, we can actually display its content inside the text box. That's exactly what need. So pick up a free one. Here we chose text bx 15. Write something<br />
in it like <br />
<br />
The current value of this global variable is : ${V36}<br />
<br />
<br />
All which is left to do is to make a little script<br />
<br />
<pre><br />
<br />
define script ( 41, check variable content, none)<br />
<br />
<br />
global variable (36, test)<br />
<br />
#----------------------------------------------------<br />
plotscript, check variable content, begin<br />
<br />
suspend player<br />
suspend npcs<br />
<br />
test:=8<br />
wait (2)<br />
test:= test+ 4<br />
wait (3)<br />
show text box (15)<br />
wait for text box<br />
<br />
resume player <br />
resume npcs<br />
<br />
end #end for the script<br />
#----------------------------------------------------<br />
</pre><br />
<br />
Give this script to an NPC. In the example we chose to increment by four so that make 8+4=12. If you speak to the NPC the number 12 will appear inside the text box. <br />
<br />
= See Also=<br />
<br />
* [http://hamsterrepublic.com/ohrrpgce/docs/plotdictionary.html Plotscripting Dictionary]<br />
* [[What are the differences between a variable and a global variable?]]<br />
<br />
<br />
<br />
[[Category:Questions]] [[Category:Plotscripting]] [[Category:Intermediate Plotscripting]] [[Category:Miscellaneous]]</div>Bis Senchihttps://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_make_a_INN_that_does_not_revive_dead_heroes%3FHow do I make a INN that does not revive dead heroes?2023-10-30T08:56:17Z<p>Bis Senchi: /* The bitset "Inn revive dead heroes" */</p>
<hr />
<div>{{revise|needs to be re-written for user-defined menus}}<br />
<br />
As you have learned in the article How do I make an INN? the most common way to<br />
make an INN is to link a shop with an INN function, and then attach the whole thing to a text box<br />
which is displayed by the INN keeper NPC.<br />
<br />
<br />
Why an INN that does not revive dead heroes you may ask? <br />
Well, if you want to implement a church or another revival system in your game that implies to make an INN that does not revive dead heroes. <br />
It is very common in rpg. Do you the Fire Emblem series? In this rpg series, the player not be able to revive heroes, only to heal<br />
them. So preventing the hero from coming back to life can be interesting from a game design perspective. <br />
<br />
Even if Custom.Exe allow you to do this very easily, it may be good to <br />
learn how to it using a menu, text boxes and plotscripting<br />
because it will give you to opportunity to understand how to store and display stats and hero ID.<br />
This knowledge may be helpful if you want to develop further your own RPG game and improve you game design.<br />
<br />
Understanding how to store hero ID, Hp level and Mp level may be useful when making a battle system slice collection <br />
So let's go! <br />
<br />
<br />
= The bitset "Inn revive dead heroes" =<br />
<br />
Use a INN shop and don't activate the bitset "Inns revive dead hero" is the most<br />
simple way to prevent the INN keeper from transforming into a priest and ressurecting all<br />
the dead heroes of your party. <br />
<br />
See the article below entitled "How do I prevent a dead hero from reviving at the Inn?"<br />
For more details.<br />
<br />
= The method with Text Boxes and a Menu =<br />
<br />
To come<br />
<br />
= See also =<br />
<br />
<br />
* [[How do I make an Inn?]]<br />
* [[How to use NPCs and Tags]]<br />
* [[Ways to refer to a hero in a script]]<br />
* [[How do I prevent a dead hero from reviving at the Inn?]]<br />
* [[How do I make an INN using a slice collection and a menu?]]<br />
<br />
<br />
[[Category:Unfinished Articles]] [[Category:Plotscripting]] [[Category:Intermediate Plotscripting]] [[Category:Menus]] [[Category:Tags]] [[Category:Textboxes]]</div>Bis Senchihttps://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_make_a_INN_using_a_menu_edited_under_Custom%3FHow do I make a INN using a menu edited under Custom?2023-10-28T07:49:14Z<p>Bis Senchi: </p>
<hr />
<div>{{revise|needs to be re-written for user-defined menus}}<br />
As you have learned in the article How do I make an INN? the most common way to<br />
make an INN is to link a shop with an INN funtion, attach the whole thing to a text box<br />
and then make the INN keeper NPC display the script.<br />
<br />
The method we're going to use in this article is a bit different and will use a menu<br />
made under custom, that is to say a menu made edit the edit menu function. <br />
<br />
This method may be helpful to know, if you have already made a church and don't want (among<br />
other things, the player to be asked for donation whereas we're talking about INN fees.)<br />
<br />
Is may also be helpful to you if the INN shop look doesn't suit you. This script here can be<br />
use as a base for a more complex INN that you may use in your game.<br />
<br />
In this article you'll learn how to use a menu, and how to store and display stats. <br />
Making a INN from scratch and is not very complicated. All what you<br />
learned here, can also be use again when making a slice collection. <br />
<br />
<br />
So let's go!<br />
<br />
<br />
== Setting up the system ==<br />
<br />
More to come<br />
<br />
<br />
<br />
[[Category:Unfinished Articles]]<br />
[[Category:Plotscripting]]<br />
[[Category:Intermediate Plotscripting]]<br />
<br />
[[Category:Menus]]<br />
[[Category:Tags]]<br />
[[Category:Textboxes]]</div>Bis Senchihttps://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_make_dialogues_with_letter_that_has_accents_or_in_a_foreign_language%3FHow do I make dialogues with letter that has accents or in a foreign language?2023-10-22T07:44:48Z<p>Bis Senchi: /* With a string and a texbox box */</p>
<hr />
<div>{{revise|needs to be re-written for user-defined menus}}<br />
<br />
Including special characters in dialogues is rather easy. The first thing you need to check the state of your font table. Edit a text and press control and space.<br />
If you see plenty of blank spaces, then you should import a new one. Click on the link above for more details. <br />
<br />
Now that you have letters with accents, let's see the different ways to integrate them.<br />
<br />
= A simple text box and control & space key ==<br />
<br />
That's the most simple way. Edit the text boxes. Pick up a free one. When you want to type the character with accent<br />
press control and space. You access the font table. Use the arrow to pick up the character you need.<br />
Valid with enter<br />
<br />
You display the text with the dedicated command show text box <br />
<br />
<pre><br />
#---------------------------------------------------------------------------------------<br />
script, npc dialogue, begin<br />
<br />
suspend player<br />
suspend npc<br />
<br />
show text box (125)<br />
wait for text<br />
<br />
resume player <br />
resume npcs<br />
end #end of the script <br />
<br />
#---------------------------------------------------------------------------------------<br />
</pre><br />
<br />
== With a string and a textbox ==<br />
<br />
To do so, we're going to need the expand ascii command.<br />
How does this command works? Well it's simple. The first<br />
one is the string. The second one is the character number<br />
such a defined by your font table.<br />
<br />
For example capital A is linked to the number 65.<br />
<br />
So if your want to make appear this letter with this command<br />
using string number 9 you'll write.<br />
<br />
<br />
append ascii (9, 65)<br />
<br />
<br />
So let's write a simple sentence <br />
<br />
Hola, ¿Ha visto a Sanchez? <br />
No, la mañana pasada fue a iglesia buscar pero no lo ví<br />
<br />
It's spanish and it can be translated to<br />
<br />
Hello, have you seen Sanchez?<br />
No, yesterday morning I went to the church to search for him but I didn't see him.<br />
<br />
So how to proceed? String lenghts are limited. So it's best use several here. We're going to use<br />
three strings string 9, string 10 & string 11 Remember that string can't do several things at the same time. <br />
So make sure that those are free, which means that does already stored something when the script is triggered. <br />
<br />
<br />
One you've chosen your numbers, go under custom. Edit the text boxes and pick a free one. Here it will be text box 17. Give each line a string:<br />
<br />
So you must see<br />
<br />
${s9}<br />
${s10}<br />
${s11}<br />
<br />
inside your text box.<br />
<br />
No you can go edit your hss file. Insert the following script.<br />
<br />
<pre><br />
script, dialogue with accents, begin<br />
<br />
suspend player<br />
suspend npcs<br />
<br />
<br />
show text box (17)<br />
wait for text box<br />
<br />
resume player<br />
resume npcs<br />
end<br />
<br />
</pre><br />
<br />
<br />
Then copy and paste the text. Identifies the letter with accents or other punctuation signs. <br />
<br />
<br />
<pre><br />
script, dialogue with accents, begin<br />
<br />
suspend player<br />
suspend npcs<br />
<br />
Hola, ¿Ha visto a Sanchez? <br />
No, la mañana pasada fue a iglesia para buscarlo pero no lo ví<br />
<br />
<br />
show text box (17)<br />
wait for text box<br />
<br />
resume player<br />
resume npcs<br />
end<br />
</pre><br />
<br />
Here, we have 3 ASCII to append <br />
<br />
¿ => inversed question mark (punctuation sign specific to spanish)<br />
ñ => letter with accent<br />
í => another letter with accent <br />
<br />
Check your font table for the character code and note them.<br />
Now we can start adding the strings<br />
<br />
<pre><br />
script, dialogue with accents, begin<br />
<br />
suspend player<br />
suspend npcs<br />
<br />
$9= "Hola."<br />
append ascii (9, 176)<br />
$9+"Ha visto a Sanchez? \n " # <br />
$10+"No La ma"<br />
append ascii (9, 188) #n tidle<br />
$10+"ada pasada " #fin de ligne 1 L1 & string 9<br />
$11= " yo fui en la iglesia para buscarlo. " #L2 & string 10<br />
$11= " pero no lo v" #L3 & string 11 <br />
append ascii (11, 180) #letter i with an accent<br />
$11+"." #final point<br />
<br />
wait (2)<br />
show text box (17)<br />
wait for text box<br />
<br />
resume player<br />
resume npcs<br />
end<br />
<br />
</pre><br />
<br />
Have you noticed the mark <br />
<br />
\n <br />
<br />
This mark enable you to change line in the text box. Keep that in mind<br />
when you try to keying text directly through strings.<br />
<br />
What else to do? The last thing you need to do is to test and make display text box 17.<br />
You may need to make some changes or there may be error with the <br />
character code, so text may appear with strange letters.<br />
<br />
As you can see, it is really unconvinient to append ASCII one letter at a time.<br />
If you're making dialogue in a foreign language, you need to be able to key in <br />
letters with accent or specific punctuation sign easily. <br />
<br />
The first method we saw is the one more likely to met your need. <br />
<br />
Another big drawback is that you need to have the model of the sentence <br />
with you and sadly you cannot put even in comments letters with accents<br />
in a hss file. <br />
<br />
But there are time form some reasons, you need to use fake text boxes or same text box<br />
with a particular look or that we want to be able to make appear several lines of a dialogue<br />
with accent on screen through plotscrpting so how should we do that ? <br />
<br />
That what we're going to see next.<br />
<br />
== With a fake textbox and plotscripting ==<br />
<br />
So let's take again the simple sentences from the previous section<br />
<br />
Hola, ¿Ha visto a Sanchez? <br />
No, la mañana pasada fue a iglesia para buscarlo pero no lo ví<br />
<br />
As we saw at the beginning of the article, type them in a text box<br />
under custom. This time we're using text box 18 and only one<br />
string<br />
<br />
<br />
<pre><br />
script, dialogue with accents, begin<br />
<br />
suspend player<br />
suspend npcs<br />
<br />
textbox text (9, 18)<br />
variable (box)<br />
box:= create rect (320, 55, 0) #1rst number witdh, 2nd number height, 3rd number style. Can take value only from 0 to 14.<br />
set rect trans (box, true)<br />
show string at (9, 10, 10)<br />
wait (3)<br />
<br />
wait for key (key: space)<br />
if (key is pressed (key: space)) then, begin<br />
clear string (9)<br />
free slice (box)<br />
resume player<br />
resume npcs<br />
wait (2)<br />
end #end for the if<br />
exit script #very important. Prevent the script from pooping up again<br />
<br />
end# end of the script<br />
</pre><br />
<br />
As you can see you can have a really good result with the command textbox text!<br />
Two accent and a specific punctuation sign in one time with only one string!<br />
<br />
If you need only one word or a few, you can use the command <br />
<br />
textbox line (string ID, textbox)<br />
<br />
<br />
It's useful if you have a name of a person with a special writing and you want this name to appear <br />
on a dialogue in english let's say. <br />
<br />
<br />
= How to make advance dialogues?=<br />
<br />
To come<br />
<br />
<br />
<br />
=See also=<br />
<br />
* [[How do I use string to update dialogues?]]<br />
* [[Where can I find fonts?]]<br />
* [[How do I convert a TTF font into an OHF font?]]<br />
* [[Using the special letters of foreign languages]]<br />
<br />
<br />
[[Category:Questions]] [[Category:Strings]] [[Category:Fonts]] [[Category:Intermediate Plotscripting]] [[Category:Advanced Plotscripting]] [[Category:OHRRPGCE Internals]]</div>Bis Senchihttps://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_check_if_a_slice_collection_is_opened_or_closed%3FHow do I check if a slice collection is opened or closed?2023-10-22T03:33:01Z<p>Bis Senchi: </p>
<hr />
<div><br />
Just like menus, slices collections state needs to be checked before actually closing them. This is to prevent an error message called 'invalid slice handle"<br />
<br />
It's really easy to get this error if you don't check it correctly! The main reason is that close it directly without using the if function.<br />
<br />
<br />
Let's see how to prevent that. Let's say that you have your own designed armor shop. It is a slice collection with a menu rectangle slices and a portrait of the merchant. <br />
<br />
You made it using slice collection (12). As you know, a slice collection is manipulated though global variables (just like menus by the way).<br />
<br />
To make appear your shop on screen you'll write :<br />
<br />
<pre><br />
global variable (14, shop sl collection handle)<br />
<br />
shop sl collection handle:= load slice collection (12) #armor shop opens<br />
</pre><br />
<br />
And when you want to close your slice collection, you'll write<br />
<br />
<pre><br />
free slice (shop sl collection handle) # armor shop closes<br />
</pre><br />
<br />
That's generally when the error message pops up on screen.<br />
<br />
The trick is just like with the menus, to make disappear our slice collection we need to be sure that it is already on screen<br />
when the line free slice is read by Hspeak.exe.<br />
<br />
<br />
How to do that? You use an if function. <br />
<br />
<br />
As you you know the value of a global variable can return whether true or false, that value 0 or take value 1. So you may think that you need to write<br />
<br />
<pre><br />
if (shop sl collection handle== false)<br />
or<br />
if (shop sl collection handle== 0)<br />
</pre><br />
<br />
when you want to make appear your slice collection and its reverse<br />
<br />
<pre><br />
<br />
if (shop sl collection handle== true)<br />
or<br />
if (shop sl collection handle== 1)<br />
</pre><br />
<br />
when you want to make it disappear... but you would be wrong. <br />
<br />
<br />
Your code would be recognised by Hspeak.exe and it would compile. It may even work the first time you test but it would be the first time only. Why is that? Well because the variable used for <br />
slice handling keeps its values once and for all. <br />
<br />
You can check this by yourself. Give this script to a separate NPC. <br />
<br />
<pre><br />
#---------------------------------------------------<br />
plotscript, slice collection state, begin <br />
<br />
if (shop sl collection handle==0) then, begin<br />
show value (2)<br />
end<br />
<br />
if (shop sl collection handle==1) then, begin<br />
show value (3)<br />
end<br />
<br />
end #end for the script<br />
#-------------------------------------------------<br />
</pre><br />
<br />
Make your slice collection pop up and then make it disappear. Go and speak to the NPC. He/she will give you<br />
the value (3) What does that means? It means that when the slice collection disappears its value is still <br />
one (that's why you get a 3 as an answer under the form of a value on your screenplay)! <br />
Or to be able to trigger the shop again, you need a 0!<br />
<br />
<br />
You make wonder, I've already used a global variable like a tag to check <br />
a condition for the menus and it worked! The plotscript dictionary itself says a value<br />
in global variable can return true or false and you would be right. <br />
<br />
That's the trick here. '''To be able to check if a slice collection is on screen we cannot use the variable <br />
used to put it on the screen itself! We need to use another one.'''<br />
<br />
Let's take the example of the armor shop again. But this time we'll use two variables. <br />
<br />
<pre><br />
global variable (shop sl collection handle)<br />
global variable (armor shop on screen)<br />
<br />
#----------------------------------------------<br />
script, armor shop, begin <br />
<br />
suspend player<br />
suspend npcs <br />
<br />
if (armor shop on screen == true) then, begin<br />
shop sl collection handle:=load slice collection (12)<br />
#your other stuff here<br />
<br />
armor shop on screen:= false<br />
wait (2)<br />
end #end for the if shop sl collection handle<br />
<br />
resume player<br />
resume npcs<br />
<br />
end# end for the script<br />
<br />
#-----------------------------------------------------<br />
script, quit armor shop, begin<br />
<br />
suspend player<br />
suspend npcs <br />
<br />
if (shop sl collection handle== false) then, begin<br />
free slice (shop sl collection handle)<br />
#your other stuff here<br />
<br />
armor shop on screen:= true<br />
wait (2)<br />
<br />
end #end for the if shop sl collection handle<br />
<br />
resume player<br />
resume npcs<br />
end #end for the script<br />
<br />
#-----------------------------------------------------<br />
</pre><br />
<br />
<br />
''' You can test by yourself and see that it works perfectly. '''<br />
<br />
As global variable are precious because they are limited, you may not want to use it <br />
for something like that but''' may want replace them by a tag to get the same effect '''<br />
<br />
<pre><br />
global variable (shop sl collection handle)<br />
<br />
<br />
#----------------------------------------------<br />
script, armor shop, begin <br />
<br />
suspend player<br />
suspend npcs <br />
<br />
if (check tag (tag: armor shop on screen)== on) then, begin<br />
shop sl collection handle:=load slice collection (12)<br />
<br />
# your other stuff here<br />
set tag (tag: armor shop on screen, off)<br />
end #end for the if check tag<br />
<br />
resume player<br />
resume npcs<br />
<br />
end# end for the script<br />
<br />
#-----------------------------------------------------<br />
script, quit armor shop, begin<br />
<br />
suspend player<br />
suspend npcs <br />
<br />
if (check tag (tag: armor shop on screen)== off) then, begin<br />
free slice (shop sl collection handle)<br />
# your other stuff here<br />
<br />
set tag (tag: armor shop on screen, off)<br />
end #end for the if check tag<br />
<br />
resume player<br />
resume npcs<br />
end #end for the script<br />
<br />
#-----------------------------------------------------<br />
</pre><br />
<br />
<br />
So in conclusion, we can say that slice collection like menus can be tricky to manipulate. <br />
Especially when you think that you could get an information but if fact for some reasons you don't. <br />
If you still have error message while closing your slice collections, feel to ask questions on the discord<br />
servor or on the slime salad forum<br />
<br />
<br />
[[Category:Questions]] [[Category:Intermediate Plotscripting]] [[Category:Advanced Plotscripting]] [[Category:Error Messages]] [[Category:OHRRPGCE Internals]]</div>Bis Senchihttps://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_check_if_a_menu_is_opened_or_closed%3FHow do I check if a menu is opened or closed?2023-10-22T03:11:33Z<p>Bis Senchi: </p>
<hr />
<div><br />
So you have a made menu. It pops up on screen but when you want to close it you have error message? <br />
Well the name is error is called "invalid menu error" <br />
<br />
There are two main reasons for that <br />
<br />
1- You wrote a line like this one <br />
<br />
close menu (2)<br />
<br />
because you though just like you use a figure to make open, you can use a figure to make it close.<br />
Therefore, Hspeak can't find the correct menu you're talking about<br />
<br />
2-You correctly wrote<br />
<br />
menu handle:= find menu ID (2)<br />
close menu (menu handle)<br />
<br />
because menu 2 is already closed when Hspeak.exe so again it cannot find and do what you want. <br />
<br />
The source of this error is wrong menu handling. Menu are used with global variable. And one of<br />
function of the variable is that it can take two value true or false, 1 or 0. Keep in mind that <br />
<br />
# menu handle == true means that the menu can be found and therefore is opened. <br />
# menu handle == false means that the menu cannot be found and therefore is closed <br />
<br />
To prevent this error we need to write with an if it so that we can check a returned value. <br />
<br />
So the correct way to write it would be <br />
<br />
<pre><br />
menu handle:= find menu ID (4) #find menu and get it state (opened or not opened)<br />
#if the command returns true then the menu is opened and we can close it or do other things later<br />
if (menu handle == true) then, begin <br />
close menu (menu handle)<br />
<br />
#other stuff here<br />
<br />
end<br />
</pre><br />
<br />
<br />
If you include those last lines in your code, the error message will disappear. You specified that the command close menu can be executed<br />
only if the menu has been opened previously and is still currently opened. <br />
<br />
<br />
<br />
[[Category:Questions]] [[Category:Intermediate Plotscripting]] [[Category:Advanced Plotscripting]] [[Category:Error Messages]] [[Category:OHRRPGCE Internals]]</div>Bis Senchi