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?