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Thread: Trying to figure out Zscript

  1. #21
    Gibdo
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    Re: Trying to figure out Zscript

    You would have to be a rocket scientist to script! :)

  2. #22
    The Time-Loop Continues ZC Developer
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    Re: Trying to figure out Zscript

    Quote Originally Posted by Jigglysaint View Post
    I guess ZC still isn't advanced enough yet. Still, there should still be lots to do. Right now I want to create a new itemclass, but I am not sure how to do it.
    http://www.armageddongames.net/forum...ad.php?t=97366


    That should keep you busy.


    Quote Originally Posted by Joe123
    The best part is, that you have to get the script to load every single NPC on every single f*cking screen you want the weapon to work on, and then check every frame if they're close enough to the ffc to take damage, and then damage them.

    .....now 75% more crash-free. I've almost got it....
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  3. #23
    Patra Jigglysaint's Avatar
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    Re: Trying to figure out Zscript

    Yup, fun allright, at least untill I used my last energy tank and the game crashed.
    The name might be missleading, I'm not jigglypuff.


    "...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
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  4. #24
    Administrator DarkDragon's Avatar
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    Re: Trying to figure out Zscript

    The problem with ZScript is that it only translates C-like code into ZASM; what is fundamentally impossible in ZASM is thus also impossible in ZScript. For instance, ZASM has no notion of a heap; all data is stored in either one of the 8 registers, or on the stack, thus, the script-scope variables that you want are not possible without substantially redesigning ZASM - a 2.50 project at the earliest.

    The main problem is that everything in ZC - enemies, weapons, items, etc - were never designed with scripting in mind. It's being retrofitted in now, as best as possible, until we have the change to redesign ZC from the bottom up with scripting in mind.

  5. #25
    Lynel
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    Re: Trying to figure out Zscript

    Quote Originally Posted by DarkDragon View Post
    The problem with ZScript is that it only translates C-like code into ZASM; what is fundamentally impossible in ZASM is thus also impossible in ZScript. For instance, ZASM has no notion of a heap; all data is stored in either one of the 8 registers, or on the stack, thus, the script-scope variables that you want are not possible without substantially redesigning ZASM - a 2.50 project at the earliest.

    The main problem is that everything in ZC - enemies, weapons, items, etc - were never designed with scripting in mind. It's being retrofitted in now, as best as possible, until we have the change to redesign ZC from the bottom up with scripting in mind.
    Yeah, I know, I know. But, we can wish, right?

    I can't imagine that adding a heap would be too difficult. Hell, you wouldn't even have to make a real heap, per se. Use a vector, and allocate variables as indexes into that.

    I'd love to take a look at the innards of the scripting system, but I know that's not possible
    Tale of the Cave - a web comic - Updates Monday, Wednesday, Friday
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    I do script requests!

  6. #26
    Patra Jigglysaint's Avatar
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    Re: Trying to figure out Zscript

    Is it possible to obtain and re-insert the actual item itemclass scripts to make duplicates? Also why can't I name custom item classes?
    The name might be missleading, I'm not jigglypuff.


    "...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
    Second Nephi 29:3

  7. #27
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    Re: Trying to figure out Zscript

    What do you mean? An item script can be instantiated by many items.

  8. #28
    Patra Jigglysaint's Avatar
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    Re: Trying to figure out Zscript

    Well for one thing, what if I want two arrow slots in my inventory? let's say for example that I want fire arrows and ice arrows. That's not a problem, I can just make two items. However, both will compete for space in the inventory screen as the game looks for item classes rather than the items themselves. That means the ice arrows will replace the fire ones, and vice versa. I have a way arround that which involves a weapons exchange, but being able to have multiples of the same class would be good. Also with the custom item class, I guess you insert a script for it to run, but there's no way of naming it, unlike the custom items.

    Finally, and this is a rant, there should be support for editing and displaying numbers as bytes rather than numbers. This is especially good for things that store data as bits, like reflect flags. I don't know if that's feesable or not though.
    The name might be missleading, I'm not jigglypuff.


    "...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
    Second Nephi 29:3

  9. #29
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    Re: Trying to figure out Zscript

    Certainly there's no way to duplicate the hard-coded item classes at this point. But you can give the same script to two items of a different itemclass.

    For instance, you can assign my Bottled Water script (in NeoFirst) to an item of itemclass "Custom Itemclass 1", and also assign it to an item of itemclass "Custom Itemclass 2". Both of those itemclasses can each have a subscreen slot to itself.

    ...Bytes? Is that hexadecimal or binary?

  10. #30
    Lynel
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    Re: Trying to figure out Zscript

    Quote Originally Posted by Jigglysaint View Post
    Also with the custom item class, I guess you insert a script for it to run, but there's no way of naming it, unlike the custom items.
    Item classes don't actually exist. You can't point at one in game, and say "Look! That there is an item class!" Thus, there is no real need to be able to change it.

    Also, items get scripts, item classes don't. Item classes are used for two things only:

    - Determining where on the subscreen items go
    - Figuring out if the game should add or remove the lower level items when you pick it up

    Quote Originally Posted by Jigglysaint View Post
    Finally, and this is a rant, there should be support for editing and displaying numbers as bytes rather than numbers. This is especially good for things that store data as bits, like reflect flags. I don't know if that's feesable or not though.
    Code:
    int a;
    a = 0x123;
    a = 1101101b
    That what you're looking for?
    Tale of the Cave - a web comic - Updates Monday, Wednesday, Friday
    ZC Tutorials - Tutorials and Script Library - Updated July 30, 2008
    ZeldaGuard - Corruption in my save files? It's more likely than you think!
    I do script requests!

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