I'm trying to test some sprites in game using the first battle at orbonne monastary. I find that the conversation inside the monastary takes too long, though, and need to learn how to edit events anyway. So i tried to take out the conversation by deleting the WaitForInstruction(x01, x00) lines. Inside the monastary whizzed by, but then when the game tried to go outside to start the battle, i just got a dark screen with some weird glitch running across the top of the screen. I assume i did something wrong, but have no idea what. Can anyone help?
Thanks
You need to add {end} to each place where dialog was. {end} lets the game know where to read the next set of dialog. That was the only part of the dialog you wanted to remain.
Quote from: Pride on May 16, 2011, 03:08:34 pm
You need to add {end} to each place where dialog was. {end} lets the game know where to read the next set of dialog. That was the only part of the dialog you wanted to remain.
If you're going to take away the text, at least remove both the displaymessage and waitforinstruction(x04 instructions.
i thought waitforinstruction(x04 was waiting for camera movement? Later i did go back and remove the displaymessage and closedialog commands, but thanks for letting me know that i have to keep the {end} commands in there. i'll try it out later. in the meantime i'd just started using the second battle (at gariland) to keep testing.
if you take out all the DisplayMessage/CloseDialog, then you don't even need to have space allocated for text, meaning no need to have {end} as it won't even be read anymore anyway.
After I did that, though, it froze when simon knelt down to help the wounded knight.
I mean, play a bit with the event... we're not going to debug it for you. This should be a simple thing to fix. If you can't, just start over... not like it takes much time.