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  1. #1
    The Timelord
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    P.S. Do you have Block->Shutters, or Enemies->Shutters set in Screen Flags @Joeiiii ?

  2. #2
    Keese
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    Quote Originally Posted by ZoriaRPG View Post
    P.S. Do you have Block->Shutters, or Enemies->Shutters set in Screen Flags @Joeiiii ?
    With a guy in the room: If Block->Shutters is checked OR unchecked, the door is closed (and the block unmoveable)

    Without a guy:

    If Block->Shutters is unchecked, the door is open and I can move the stone. But for what? To open an open door?

    If Block->Shutters is checked, the door is closed, I can move the stone and the trigger makes the door open (as it should be).


    The other problem: I get the following error message, if I try to load your script:


  3. #3
    The Timelord
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    Quote Originally Posted by Joeiiii View Post
    With a guy in the room: If Block->Shutters is checked OR unchecked, the door is closed (and the block unmoveable)

    Without a guy:

    If Block->Shutters is unchecked, the door is open and I can move the stone. But for what? To open an open door?

    If Block->Shutters is checked, the door is closed, I can move the stone and the trigger makes the door open (as it should be).
    You want Block>Shutters enabled, but not Enemies->Shutters. If that solved your problem, then you likely won't need the script, unless you run into a situation where you need a room guy, and you need something such as Enemies->Secret.

    Try it with your screen Guy set as 'Empty'. I think that may both show your message, and still alliow Enemy secrets.


    The other problem: I get the following error message, if I try to load your script:

    That's not at ASM script. You'd compile it in the ZScript buffer:

    Press the 'Y' key to open the ZScript dialogue, or go to Quest->Scripts->Compile ZScript
    Click the Import button
    Select the file by typing in the filename under which you saved it--2.50.2 will only list files with an extension of .z--I fixed this starting in 2.53.
    At the top of the buffer, add:
    Code:
    import "std.zh"
    Close the buffer. When the dialogue asks if you wish to save it, confirm with 'Yes', then click 'Compile'.

    When the compiler finishes, youll see the 'Assign to slot' dialogue.

    Click on the FFC tab. click the script name, and click the assign << button t assign it to the lowest unused slot.

    Click the OK button to complete the process. The script will now be available to the FFC editor dialogues.

    -----or

    http://timelord.insomnia247.nl/zc-de...keroomguy.zasm

    Download that, and use the Import ASM FFC Script dialogue to load it to your lowest-numbered, unused ffc script slot.

  4. #4
    Keese
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    Quote Originally Posted by ZoriaRPG View Post
    Try it with your screen Guy set as 'Empty'. I think that may both show your message, and still alliow Enemy secrets.
    The door stay closed, the block unmoveable.


    Quote Originally Posted by ZoriaRPG View Post
    That's not at ASM script. You'd compile it in the ZScript buffer:

    Press the 'Y' key to open the ZScript dialogue, or go to Quest->Scripts->Compile ZScript
    Click the Import button
    Select the file by typing in the filename under which you saved it--2.50.2 will only list files with an extension of .z--I fixed this starting in 2.53.
    At the top of the buffer, add:
    Code:
    import "std.zh"
    Close the buffer. When the dialogue asks if you wish to save it, confirm with 'Yes', then click 'Compile'.

    When the compiler finishes, youll see the 'Assign to slot' dialogue.

    Click on the FFC tab. click the script name, and click the assign << button t assign it to the lowest unused slot.

    Click the OK button to complete the process.
    I've done it so as you said. But: What then? How can I say "Script, do in this room what you should do!"? Sorry for the silly question, but I never used scripts before.

    Slowly I think it would be better if I make the guy-room one room before and the trigger-door-room sepaerate.

  5. #5
    The Timelord
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    Quote Originally Posted by Joeiiii View Post
    The door stay closed, the block unmoveable.



    I've done it so as you said. But: What then? How can I say "Script, do in this room what you should do!"? Sorry for the silly question, but I never used scripts before.

    Slowly I think it would be better if I make the guy-room one room before and the trigger-door-room sepaerate.


    Note that I didn't write this to output one character at a time although that's also possible.

  6. #6
    The Timelord
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    Quote Originally Posted by Joeiiii View Post
    The door stay closed, the block unmoveable.



    I've done it so as you said. But: What then? How can I say "Script, do in this room what you should do!"? Sorry for the silly question, but I never used scripts before.

    Slowly I think it would be better if I make the guy-room one room before and the trigger-door-room sepaerate.


    Send the updated quest file to me, with room and map coordinates for this puzzle, and I'll look at it.

    Here's a test quest that demonstrates the correct set-up of the block and the trigger.

    Here is a second test quest, adding a room guy. It still works, although because I used an upward shutter, Link can't walk to it. (The combos above and around the room guy are solid).

  7. #7
    Keese
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    Quote Originally Posted by ZoriaRPG View Post


    Send the updated quest file to me, with room and map coordinates for this puzzle, and I'll look at it.
    Thanks for the video tutorial.

    But the new problem is: in the new script is an undeclared variable g.



    My quest: v127-fixed10.qst

    The room with the "problem" you can find in M14, S27

    Required string is 82.

    And a special only for your eyes: In M8, S76 you ca find a real picture of princess Zelda.

  8. #8
    The Timelord
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    For the script, change:

    Code:
    ++f; ++g;
    to

    Code:
    ++f;
    I removed (g), but I apparently pasted a version of the script that I saved before doing that.

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