Alright, Door Buster Buster Buster. ver.3
item script Door_Buster
Code:
{
void run()
{
if (Link->HP <= 80){
Game->PlaySound(9);
Quit();
} else {
if (Screen->Door[DIR_UP] == D_LOCKED){
Screen->Door[DIR_UP] = D_SHUTTER;
} else {
if (Screen->Door[DIR_DOWN] == D_LOCKED){
Screen->Door[DIR_DOWN] = D_SHUTTER;
} else {
if (Screen->Door[DIR_LEFT] == D_LOCKED){
Screen->Door[DIR_LEFT] = D_SHUTTER;
} else {
if (Screen->Door[DIR_RIGHT] == D_LOCKED){
Screen->Door[DIR_RIGHT] = D_SHUTTER;
}
Link->HP -= 80;
Game->PlaySound(27);
}
}
}
}
}
}
Alright more problems...at least this one works!..sorta. LOL!!
The version before this went like this:
Code:
{
void run()
{
if (Link->HP <= 80){
Game->PlaySound(9);
Quit();
} else {
Link->HP = 16;
Screen->Door[DIR_UP] = D_UNLOCKED;
Screen->Door[DIR_DOWN] = D_UNLOCKED;
Screen->Door[DIR_LEFT] = D_UNLOCKED;
Screen->Door[DIR_RIGHT] = D_UNLOCKED;
Game->PlaySound(27);
}
}
}
It creates an unlocked door on all sides even if there was a wall there before!!! Oopsie.
So anyway their getting more complicated.. , and i'm trying to get it to create shutters on all doors, but only if it's a locked door. plus play sfx and take away hearts as well. Now it just does these things when it wants to. ...I know I fucked that part up, but i'm not sure how to get the && in there, or take the if's and else if's out........hmm....
EDIT: Ahhh fluckin a...........Door Buster Buster Buster BUSTER!
Code:
import "std.zh"
item script Door_Buster
{
void run()
{
if (Link->HP <= 80){
Game->PlaySound(9);
Quit();
} else if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_UP] == D_LOCKED) &&
Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_UP] == D_LOCKED) &&
Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_DOWN] == D_LOCKED) &&
Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_UP] == D_LOCKED) &&
Screen->Door[DIR_DOWN] == D_LOCKED {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_UP] == D_LOCKED) &&
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_UP] == D_LOCKED) &&
Screen->Door[DIR_LEFT] == D_LOCKED {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_DOWN] == D_LOCKED) &&
Screen->Door[DIR_LEFT] == D_LOCKED {
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
if (Screen->Door[DIR_UP] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else if {
Screen->Door[DIR_DOWN] == D_LOCKED {
Screen->Door[DIR_DOWN] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else if {
Screen->Door[DIR_LEFT] == D_LOCKED {
Screen->Door[DIR_LEFT] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else if {
Screen->Door[DIR_RIGHT] == D_LOCKED {
Screen->Door[DIR_RIGHT] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
} else {
Game->PlaySound(9);
Quit();
}
}
}
It won't compile,( unexpected else on line 23) and I can't figure out why???
...Plus I think there's too many Braces in there....but I haven't even got there in the compiler....And now I am completely lost.
----------------------------------------------------------------------
And now the Door Buster Buster MAX!
Code:
item script Door_Buster
{
void run()
{
if (Link->HP <= 80){
Game->PlaySound(9);
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED && //55
Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_DOWN] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_LEFT] == D_LOCKED) {
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_DOWN] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_DOWN] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_LEFT] == D_LOCKED &&
Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_LEFT] = D_SHUTTER ;
Screen->Door[DIR_RIGHT] = D_SHUTTER ;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_UP] == D_LOCKED) {
Screen->Door[DIR_UP] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_DOWN] == D_LOCKED) {
Screen->Door[DIR_DOWN] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_LEFT] == D_LOCKED) {
Screen->Door[DIR_LEFT] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
if (Screen->Door[DIR_RIGHT] == D_LOCKED) {
Screen->Door[DIR_RIGHT] = D_SHUTTER;
Game->PlaySound(27);
Link->HP -= 80 ;
Quit();
}
else Game->PlaySound(9);
Quit();
}
}
Still, what I wan't to do is make it so non locked doors become locked also....and shutters become Walls!! ..sweet.
-Can anyone show me an easier way to do that so it doesn't take 2 years to write up?