RockRaiderWolf Posted May 3, 2014 Share Posted May 3, 2014 So from what I have seen it is obviously possible to make a working script that does not use the NERPs. What I want to know is this, previously the tutorials I had read gave me the impression that most of the Variables could not be used as the NERPs file already used them. So if a script is created that does not use the NERPs file is it possible to use all eight of the variables (R0-R7) without issues? Link to comment Share on other sites More sharing options...
McJobless Posted May 3, 2014 Share Posted May 3, 2014 What. NERPS = Scripting system? And, problems with variables? The only thing I recall you couldn't freely use were two timers. Link to comment Share on other sites More sharing options...
RockRaiderWolf Posted May 3, 2014 Author Share Posted May 3, 2014 What. NERPS = Scripting system? And, problems with variables? The only thing I recall you couldn't freely use were two timers. Look at the nrm file for my Arctic Frenzy Level TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 ; Check for level fail TRUE ? SetR1 0 GetToolstoresBuilt = 0 ? AddR1 1 GetMinifiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail GetOxygenLevel < 1 ? SetLevelFail ;Slimy Slug CalltoArms TRUE ? SetR2 0 GetMiniFiguresOnLevel > 5 ? AddR2 1 GetCrystalsCurrentlyStored > 10 ? AddR2 1 GetRandom100 = 1 ? AddR2 1 GetRandomTrueFalse = True ? AddR2 1 GetSlugsOnLevel < 2 ? AddR2 1 GetR2 = 5 ? GenerateSlug ; Check for level success GetCrystalsCurrentlyStored > 49 ? SetLevelCompleted It does not include the Base NERPs lines that the original maps do ;;;;;;;;;;;;;;;;;;;;; ; NERPs Source File ; ;;;;;;;;;;;;;;;;;;;;; ; Generated ; "Sep 21 1999" ;;;;;;;;;;;;;;;;;;;;; ; Stamp it here: "22:53:19": ;;;;;;;;;;;;;;;;;;;;; GetObjectiveSwitch ? SetMessagePermit 0 GetObjectiveSwitch ? :SkippedSkip GetObjectiveShowing = 1 ? :Skip SkippedSkip: TRUE ? SetMessageTimerValues 1000 1000 10000 TRUE ? AddR0 1 TRUE ? SetR6 0 TRUE ? :end Wbe: GetMessageTimer > 0 ? Stop TRUE ? SetTimer0 0 TRUE ? SetR0 0 TRUE ? AddR5 1 Stop Skip: TRUE ? SetTutorialFlags 4095 TRUE ? SetMessagePermit 1 TRUE ? SetTimer0 0 TRUE ? SetTimer1 0 TRUE ? SetTimer2 0 TRUE ? SetR0 0 TRUE ? SetR1 0 TRUE ? SetR5 0 TRUE ? SetR7 1 TRUE ? CameraUnlock Stop Next: TRUE ? AddR3 1 Clear: TRUE ? SetR0 0 TRUE ? SetTimer0 0 TRUE ? AddR7 GetR5 TRUE ? SetR5 0 Stop finish: Stop Complete: GetMessageTimer > 0 ? Stop TRUE ? SetLevelCompleted Stop end: I beleive that is the same as not including #include <nerpnrn.h> if you were starting from an .nrn file? Anyway it looks like I may have let myself get a bit confused by Baz's Scripting tutorial and what I read at the bottom of the nerpnrn.h were it says // IMPORTANT NOTES: ///////////////////// // Register 0 is reserved for per-message counting // Register 2 is reserved for auto-function calling // Register 3 is reserved for current-function counter // Register 4 is reserved for initial function message number // Register 5 is reserved for per-function message offset // Register 6 is reserved for auto-function calling // Register 7 is reserved for automatic message numbering // thus leaving register 1 spare, which shall probably be needed for further NERPS++ development. // Maybe sometime it could be an idea to set aside // some extra registers especially for the above. so thanks for responding anyway. PS: Thank you for joining us for this episode of, "Watch Wolfy Be Embarresed After Asking Dumb Questions"! Don't forget to join us again next week when Wolfy Asks: What is a Rock Raider's Favorite Food? Link to comment Share on other sites More sharing options...
aidenpons Posted May 5, 2014 Share Posted May 5, 2014 It does not include the Base NERPs lines that the original maps do So? Providing it works... what do you need to do? Link to comment Share on other sites More sharing options...
RockRaiderWolf Posted May 9, 2014 Author Share Posted May 9, 2014 It does not include the Base NERPs lines that the original maps do So? Providing it works... what do you need to do? to do what? If you mean in order to use all the Registers you'd use them the same way provided the nerpnrn.h was not referenced/included in your script. in other words using Get/Set/Add/SubR# with # being whatever register number you choose to use. Link to comment Share on other sites More sharing options...
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