ok, but HOW exactly do I do that?
(sorry, i'm new to scripting)
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ok, but HOW exactly do I do that?
(sorry, i'm new to scripting)
No, it's alright. I should stop expecting people to know how to do it. Okay, follow these steps:
Step 1: Importing and compiling the script. (You can skip this if you know how, or have already done it.)
1: Start by saving the script as a *.z file.
2: Open up ZQuest's "Compile ZScript" dialogue. (It's under "Tools", at the very bottom.)
3: Click on "Import ZScript".
4: Choose the new *.z file you just made. Done with importing.
5 (optional): If required, edit certain values in the script. For my script, those values are listed. And don't tell me "Oh, I don't know how to script, so you must tell me what to place there". THE INSERTION OF THE VALUES HAS NOTHING TO DO WITH SCRIPTING. Just insert the value as if you were using numbers to place a combo onto the screen. Say you wanted to use Combo 2, CSet 5, Flag 60 for my Block. You'd set Cmb to 2, CmbC to 5, and CmbS to 60. Cmb is the combo number (look in the combo editor for those values), CmbC is the CSet (You must not have read the Readme if you don't know the applicable (or, if you prefer, AVAILABLE) values), and CmbS is the secret flag to place on it. I'd suggest leaving that at 79 or setting it to 0.
6: Click on "Compile".
7: If all goes well, it'll say "Press any key to continue" after "Assembling". Click. Now, depending on what word was used in "___ script script_name", you must place the script in the appropriate tab. If it was "ffc", don't change tabs. "global" must be placed in global (I assume), and "item" is placed in the items tab. This script is an Item Script, so you know it goes in the Item tab. ;) Put your script in the first open file, and... You're done. :)
Step 2: Placing the Item Script on an Item.
1: Go to Quest>Graphics>Sprites>Items.
2: Find an item you wish to give a script to and double-click it. For this script, I suggest the Wand.
3: Go to the Actions tab.
4: Edit the box labelled "Script". Place the number of the script you wish it to use in this box. Clcik okay. You're done. :)
Please remember that items use ITEM SCRIPTS, not Freeform Combo (FFC) scripts! So don't try to import a script as an FFC script and expect to be able to attach it to an item! It'll read from the Item tab instead!
when i load my zquest file, it says:
"Reading Maps...Okay,
Bad token! Searching...
Found.
Reading Color Data..."
And then it crashes...
this started happening when i imported the zscript :(
WHAT'S WRONG?! :'(
.Quote:
Not sure what the rule for double-posting is here, but this is important
use the edit button.
A suggestion for the current script:
* There should probably be some provisions for cases where you create a Somaria block on top of a combo with a Block Trigger or Block Hole flag.
You're right! Well, right now, I'm working on a Shovel script. Since I'm making it end the script when you use it in front of a certain combo(s).... Once I get the working and understand it, I'll use that sort of thing in this script so it won't spawn on any combo you'd think about putting Block Holes on, like Direct Warps. But then there's the problem of your new combo types! XD Oh well. I'll fix it when I get there, alright? ;)
A-and another thing! I haven't checked yet, but maybe if you set Link->Action to LA_ATTACKING during the script, Link would make the "using item" gesture while it's happening. And maybe with those drawing commands you could draw the Cane into Link's hand.
Huh??? Is that command even in Beta 16c?
By the way... Uhh.... I don't think I could make it trigger Block Holes or Triggers. Block Holes- Most likely not. Triggers.... Eh, there'd have to be a way to make Secret Flags trigger by way of script for that. Oh yeah, block holes.... Umm.... Remember in OoA how if you tried to create the Somaria Block on top of a pit, it'd vanish. Soo.... Basically, I'd just have to make it not appear if you try to make it on a pit.
By the way, do you have any idea how to delay the creation of the block? Currently, the way it stands, the block is made the instant you use the Cane, but in games that had the Cane, it appeared AFTER the Animation reached the point where the Cane is if front of Link...
Wait...so I set the Cmb variables at the very top to be my combos, but I leave the X and Y pos alone, right? And is the reset combo what appears when the block dissapears?
Oh, and for some reason, whenever I try to import this or your shovel script, I get an error saying that it "can't open or parse input file"
I havent tried with any other scripts, so it may be scripts in general.
Hmmm.... Did you open it in 119? Because it doesn't compile right in that version. There was a compiler bug. Open it in 2.11 beta 16c. Yes, leave X and Y pos alone. Yes, the reset combo is what appears when the block vanishes. THIS is why your ground MUST be on Layers 1 or 2....