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guides and tuts?

18 replies · 3,843 views · Started 03 February 2008

http://www.geocities.com/pikachu_fan_13/zscripttutorial.txt

http://www.armageddongames.net/forums//thread/94699/

http://www.purezc.com/forums/index.php?showtopic=25946

http://zctut.com/script1.php

http://www.shardstorm.com/ZCwiki/ZScript

http://www.shardstorm.com/ZCwiki/ZScript_Language_Reference

http://www.purezc.com/forums/index.php?showtopic=33916

You could also check the thread below this one, (that Master Maniac posted) there's quite a lot of information in that as of a few hours ago too.

yay! im useful!

but seriously it should help a lot. but it also helps when you have seen scripting before too. ive dealt with processes and functions so i already knew how to arrange a script in general. i actually used game making software before where you had to basically build the hard code from scratch. it was really boring so i switched to Zquest.

also i havent seen you around here. welcome!

I've had plenty of experience compiling and scripting, so i understand the general layout. kinda like a sentence when you come to think about it..... got an object(noun), and function/methods/etc. working on it(verb), and all kinds of defining crap(adjectives, pronouns, etc.).
And it's nice to meet you 😃

I wouldn't think of it like a scentence personally, but if it works for you then ok :shrug:

I'd never scripted before ZScript by the way MM.

And yes, it's a C subset.

now i got a crucial question 😞
what version(s) support scripting, where do i get the compiler, and how do i import and reference them in the game.

really? i never would have guessed, joe... you seem really good at all of this lol like you were born with scripting in your brain.

ive done processes, but not writing actual hand written scripts.

i can answer a little bit of your question too.

im pretty sure every 2.5 build supports scripting. the compiler and import tools are in the quest editor itself.

go to tools>compile Zscript and then the import button. the compilers even on the same screen XD. and the format is NOT regular text. use the file ectension .z when writing your own.

i like the epona script 😊
all commented nicely.....
you even told the users where they need to define the variables, which is regretfully rare🙄

Well yes, it's meant to be user-friendly.
I wouldn't bother posting it up otherwise.

I didn't really go overboard on the noting though, I wrote the guide for non-scripters and assumed that scripters would understand the script.

I could go through and note it up for learning scripters, I never thought of that.

i think i'm gonna make my first quest in 2.10, simply because alot more people have it. I'm gonna be workin on it for a while, so i'll be askin some questions when i bump into them.
my first one, how do you set up a title screen like the one you had? i experimented with making link invisible and using a warp, but that requires you to step down into it x.x
i also want to know how to bring up that little icon at the end of a text box, like the little blue arrow from z64 games.

and thanks in advance 😃

well first off this forum is a scripting questions place so the best place to go for you would be the quest editor help forum. and,

there are a few ways to make title screens.

1- make link invisible(data->screen data-> invisible link) and draw everything as usual. then put un-walkable tiles around an edge of the screen so thet theres one walkable space with room for link. then place link there, and have the screen instruct you to press the arrow key toward whichever direction the edge is you set him to.

2- set the layer to 3 or higher and place all of your scenery there. everything will still be drawn above link, so he will have the affect of being invisible. then do the same thing boxing him in and the button press and all that.

and for your other question, you have to go to quest>graphics>sprites>weapons and misc. to access this. there should be a long list of things here. scroll down until you find the misc. more sprite. then just click the black box, set your tiles to use and animation frames if you wish and youre all set. this sprite should appear at the end of your message strings.