I don't understand what you are saying. You have to "hardcode" them otherwise how in the hell is ZC going to call the script function at the appropriate place in the code? Hint: It can't.
Scripts can also
at any time - even in the callback itself!! - change the callback dynamically in the script. Ex:
Code:
void OnDeathWithFairy()
{
//revive Link
// then....
if(--bottled_fairy_count == 0)
Game.SetCallback(CB_DEATH, @OnLinkDeath);
}
void OnLinkDeath()
{
//dies ..poor guy. R.I.P.
}
For all the writing you do I feel like you don't
read what I am saying... like ever. You don't NEED TO SET EVERYTHING IN ZQUEST BECAUSE WITH THE NEW SCRIPT ENGINE YOU DONT NEED TO EVER OPEN ZQUEST. You can compile scripts directly in ZC as you are playing, minus setting up enemies in the editor and shit like that. At least that's the plan.