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Zelda Classic 2.5 RC4


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#121 Russ

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Posted 04 September 2012 - 05:05 AM

QUOTE(HylianGlaceon @ Sep 3 2012, 10:58 PM) View Post

Is there any way to fix the shops so when you buy something, you can't go back in there while it's counting down and buy another item with rupees you shouldn't have?

Long message strings.

#122 SpacemanDan

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Posted 04 September 2012 - 05:13 AM

Actually, speaking of long message strings - I'm trying to use the 'continuation of previous string' feature. There's three strings attached to one another with the intent of it displaying it all on the screen at one time. However, when I have the box checked off for the previous string continuation, it'll show the first string, require me to hit A and then show the last of the three strings. I checked several times to make sure the strings were connected proper and that the boxes were indeed checked off.

Is there a specific way to set up that kind of thing, or is this a bug?

#123 MoscowModder

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Posted 04 September 2012 - 10:42 AM

Have you actually been able to buy another item you shouldn't have been able to afford?

#124 HylianGlaceon

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Posted 04 September 2012 - 11:37 AM

QUOTE(MoscowModder @ Sep 4 2012, 10:42 AM) View Post

Have you actually been able to buy another item you shouldn't have been able to afford?


Yep, I had 300 Rupees, bought a Wallet that cost 300 Rupees, walked out then back in, bought a Magic Jar for 100 Rupees and almost had enough time for another purchase.

I imagine if it were 999 Rupees, I'd be able to purchase like three items in that amount of time..


QUOTE(Russ @ Sep 4 2012, 05:05 AM) View Post

Long message strings.


But I'd probably need to hold the player hostage for like 30 seconds if it were a more expensive item that cost like 999 Rupees. I'd rather just have them steal than sit there trying to get through the strings..

Edited by HylianGlaceon, 04 September 2012 - 11:40 AM.


#125 LinktheMaster

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Posted 05 September 2012 - 09:34 PM

Is there any reason why variables variables within ffc scripts yet outside of functions inside of the ffc scripts are deprecated?

Basically:

CODE
ffc script test{
int x = 0;
void run(){Waitframe();}
}


int x = 0 is deprecated. This can just be pretty useful when you have large ffc scripts that you want to break apart into multiple functions. It doesn't seem to cause any real problems, but it's still labeled as deprecated.

Similarly, is there any reasons why global ffcs aren't allowed? I don't think I really have a need for them, I was just curious.

#126 Saffith

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Posted 06 September 2012 - 10:04 AM

QUOTE(HylianGlaceon @ Sep 4 2012, 01:58 AM) View Post
EDIT2: Now this is odd, one of my walkthrough walls made ZC pretty much crash. It had solid Armos combos on the other side, but it worked fine in RC3. It's only at a certain spot too, if i'm slightly lower where I can still walk through the wall, then it doesn't hang up.

Is that something you can reproduce? Can you show me where it happens?

QUOTE(SpacemanDan @ Sep 4 2012, 06:13 AM) View Post
Is there a specific way to set up that kind of thing, or is this a bug?

I'm not too sure how those are supposed to work, honestly. I'll check it out, though.

QUOTE(LinktheMaster @ Sep 5 2012, 10:34 PM) View Post
Is there any reason why variables variables within ffc scripts yet outside of functions inside of the ffc scripts are deprecated?

I think it's because it's misleading; they look like script-scope variables, but they're actually global.

QUOTE
Similarly, is there any reasons why global ffcs aren't allowed? I don't think I really have a need for them, I was just curious.

No idea. Global pointers would be pretty useful sometimes. If I can work out how to enable them, I might do that.

#127 HylianGlaceon

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Posted 06 September 2012 - 11:26 AM

QUOTE(Saffith @ Sep 6 2012, 10:04 AM) View Post

Is that something you can reproduce? Can you show me where it happens?


It's sort of random when I tested it some more, but I'll PM the pictures where it happens. I think it's something to do with the Smart Screen Scrolling.


#128 Dan358

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Posted 08 September 2012 - 09:56 AM

(Um, I think this hasn't been brought already, but if it has then just ignore this.)
Hi. I'm using RC4 and I think I have discovered a glitch.
Whenever I save and then exit ZQuest then go back into my game, it offsets ALL of my side warps on map 1! Also all the continue are offset as well. It DID NOT DO THAT IN RC3!!!!

So... Yeah.

#129 Russ

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Posted 08 September 2012 - 02:06 PM

Go to the dmap editor. See the little slider under the map? Is it, by any chance, moved from its default position?

#130 Dan358

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Posted 08 September 2012 - 03:13 PM

QUOTE(Russ @ Sep 8 2012, 03:06 PM) View Post

Go to the dmap editor. See the little slider under the map? Is it, by any chance, moved from its default position?

It's an Overworld type DMap. (No slider). The warps on the dialog box for Side Warp are change to another number whenever I save and close out of ZQuest. (But only on that specific map...)

#131 Saffith

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Posted 08 September 2012 - 03:24 PM

Could you send me that quest?

#132 accela2me

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Posted 10 September 2012 - 03:38 PM

I have noticed recently a problem that seems related to the rule "Can select A-Button weapon on subscreen".
With this rule enabled, if I start the game with the sword, it appears on some screens (start screens determined through the DMAP) in slots A and B of the passive subscreen and in other screens it appears in the 2 slots, but disappears from the slot to the A-button.

I did the test with a default subscreen, deleted all the maps, all the scripts and the result was the same. The problem only stopped when I didn't selected this rule.

Can anyone help me solve this? Or is it a bug from version RC4?

#133 Moosh

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Posted 11 September 2012 - 11:58 AM

So I tried writing up a script on my mac today and the compiler doesn't seem to be able to make it past step 5. Think you could ask _L_ about this?

#134 MoscowModder

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Posted 11 September 2012 - 12:10 PM

What was the error? Did it compile fine on another version?

#135 Kite

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Posted 11 September 2012 - 12:25 PM

QUOTE(accela2me @ Sep 10 2012, 04:38 PM) View Post

I have noticed recently a problem that seems related to the rule "Can select A-Button weapon on subscreen".
With this rule enabled, if I start the game with the sword, it appears on some screens (start screens determined through the DMAP) in slots A and B of the passive subscreen and in other screens it appears in the 2 slots, but disappears from the slot to the A-button.

I did the test with a default subscreen, deleted all the maps, all the scripts and the result was the same. The problem only stopped when I didn't selected this rule.

Can anyone help me solve this? Or is it a bug from version RC4?

I don't think the default subscreens have a selectable sword (which is necessary with that quest rule). You'll probably have to edit the subscreen in the subscreen editor to add one if you want to use that quest rule. icon_shrug.gif


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