Amazing. Great work. I need to try this out right away. When the new release is out. Heh.
SetPersonLayer('turtletrainer', '3');
SetPersonLayer('roofus', 3);
Edit: yep, this game is pretty broken. After fixing a line of SetPersonLayer() and saving a PNG camouflaged as a BMP as an actual BMP, the game runs, but there are lots of problems. Can't enter most doors, can't talk to most people. I'm just impressed it's working this well besides those problems.
QueuePersonCommand(thePC.name, COMMAND_MOVE_NORTH, false); // <-- is_immediate is false, suspends command execution until next frameQueuePersonScript(thePC.name, "trigtest(); if (!Kbusy && !climbmode[0]) AttachInput(thePC.name); walking=false; ", false);
So yes, this game is broken, but the fact that it works in the original engine makes it interesting: In many cases it's hanging on to its stability by a thread, so the smallest difference in engine behavior under the hood can break everything.
It'd probably be better to fix the game here rather than your code specifically, especially if it means performance regression for all other games. I mean, the game needed some fixes anyway.