GMdsam
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Script_execute calling numbers?
I recently tested putting some of the decompiled code into an actual GameMaker: Studio project to test how accurate the decompiler was. Turns out, it was REALLY accurate. I managed to get dialogue to show with few changes.
Now, script_execute functions tended to come up with errors. In GameMaker, you call the script name, not the index. So, replacing the number with the script name should fix it. It's probably an easy change because it already is in a comment next to the number.