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Disable a particular external script


ceedj
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Hi gang, my C++ hook doesn't seem to work with external scripts, likely because they are called from script.img. So, if I remove JUST the Zero Ambience script, Sanny Builder will generate a main.scm and the external for the img archive, right? Then I just back up my originals, replace with IMGTool and start a new game, all should be good?

 

I would need to remove the entry from the 4th or 5th section as well, correct?

 

Kind of silly, but the majority of the episode in question takes place in Zero's shop, and I don't want the clerk and Beefy Bomber marker in there.

 

Thanks! smile.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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The order will be wrong if you remove any external.

The external scripts are called by order number of the defined table which is the same order as they're placed in the decompiled source text

by removing 4th external, then the 5th will be the 4th and if then the 5th is called then the 6th will be started

 

And main.scm and script.img must allways be the compilation result of the same source text, otherwise it crashes by dancing or basketball

 

solution for you: replace the unlike external script with an empty dummy script

Edited by ZAZ
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The order will be wrong if you remove any external.

The external scripts are called by order number of the defined table which is the same order as they're placed in the decompiled source text

by removing 4th external, then the 5th will be the 4th and if then the 5th is called then the 6th will be started

 

And main.scm and script.img must allways be the compilation result of the same source text, otherwise it crashes by dancing or basketball

 

solution for you: replace the unlike external script with an empty dummy script

Not empty script.

It will crash the game.

 

Correct script:

 

004E: terminate_this_script

 

 

Not true about the order of scripts.

In Sanny Builder it is:

 

DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0

 

 

0926: get_number_of_script_instances_of_streamed_script 0 (PLAYER_PARACHUTE) store_to $Script_Status

 

 

In properly decompiled main.scm by SB there will be no integer values, but instead identifiers of external scripts.

Edited by fastman92
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