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Slashable, non stabbable bushes needed

ffc or global script

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#31 Emily

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Posted 19 January 2020 - 03:24 AM

Continue is handeled like retry, till you picked up the recent slashscroll item, then everything works as usual.

...and when you die AFTER picking it up (and didn't save the pickup) the whole save/Continue screen is skipped, and you get "thrown back" to last save state (if completly unsaved before, you're restart from the beginning)

Either something in your `.qst` file is SERIOUSLY corrupted, or you have some QRs on like `No Continue`



#32 Bagu

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Posted 19 January 2020 - 03:29 AM

But like I said, doesn't seem entirely broken to me, when all works fine, without the script in this slot.
And using ffcs might be waste, but I only need it for a few screens in the beginnig, it doesn't have to be "random bushes".
So, it's not the big mass of ffcs that I need to use.

Edited by Bagu, 19 January 2020 - 03:31 AM.


#33 Emily

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Posted 19 January 2020 - 03:32 AM

But like I said, doesn't seem entirely broken to me, when all works fine, without the script in this slot.
And using ffcs might be waste, but I only need it for a few screens in the beginnig, it doesn't have to be "random bushes".
So, it's not the big mass of ffcs that I need to use.

If that script being in that slot alone causes it, then you have serious corruption in your qst file, or there is a serious bug going on here. Just ignoring it and working around it could lead to you running into much worse bugs later. So uh, you should see if you can fix this.

Can you replicate the issue in a fresh quest?


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#34 Bagu

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Posted 19 January 2020 - 03:34 AM

I'll make a test qst later.
Then gonna try this script in a brand new qst file (without any other script) if it's still causing errors, it can't be caused by my current qst or my other scripts

#35 Timelord

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Posted 19 January 2020 - 03:48 AM

Continue is handeled like retry, till you picked up the recent slashscroll item, then everything works as usual.

...and when you die AFTER picking it up (and didn't save the pickup) the whole save/Continue screen is skipped, and you get "thrown back" to last save state (if completly unsaved before, you're restart from the beginning)

 

Please provide the .qst file and any scripts needed to compile for it.


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#36 Bagu

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Posted 19 January 2020 - 11:37 AM

Please provide the .qst file and any scripts needed to compile for it.

Sorry, just got home
Today was my daughter's birthday, so I've been a little buisy.

Edited by Bagu, 19 January 2020 - 11:39 AM.

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#37 Bagu

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Posted 31 January 2020 - 08:49 PM

Back and still alive...
Had some trouble and changed my web provider, during the last weeks.

 

I used this time to make a complete rebuilt version of my quest... (not all shops are set... but so far so good)

It's got the identic  error...

It disables the the save conzinue screen, sometimes.
Intresting fact is, that in this new version, I don't get any warnings by compliling the same script.
Compiling is successful in both versions (original and rebuilt) and all scriptd functions work perfect.
...but the old version (that I began in 2.50) reports the messy headers
(tried around when loaded my first script - and I didn't know how to use headers)

I found my personal solution in adding the survival factor to my game.
I completly disabled the save/continue screen in quest rules, and added hotels and other save/save quit points (save->continue here).
I like my hotels, they're really simple.
All my DMaps (excepting the hotel Map) use level sepcific keys.
In the lobby, you have two options (after the "Welcome" String)...

You can talk to the employer at the terminal (to ask for costs) or check in (using a 2nd npc that simulates a "guestbook").
If you want to register, you switch through Messagestrings, depending on stringfunctions..

Cheking rupee counter (original string is the string that apperars if "Not enough Money"), setting key counter to 1,
silently adding a check item (preventing double payment)...
Now you can open the door to your room, use a diary to save or go to bed (wich is a fairy cricle: all) to save and quit.

When you leave the hotel, you reset the room door a hit a scripted step->mesaage trigger, that plays a "Good Bye" string...
This string removes the check item and (if not used) it sets the key counter back to 0.
Prevents from keeping a normal key, for other DMaps.

Btw.: I "wrote" my first 2 strings "on my own"...
....more making patchwork scripts, with element of other scripts.

The first is just a readable letter/Message item

Probably the shortest script ever  :nerd:  :nerd:  :nerd: (1 Line)

Meant for the action script slot.

 

item script readableLetter
{
	void run(int m)
	{
		Screen->Message(m);
	}
}

Second is based on the same message script....

It's a screen data scripts, playing a variable message, till Link got a variable item.
If Link got the item, no string appears.
I use it, warp link Link out of all underwater maps, till he gets the blue tunic.
String says "I can't breathe" and warps you out.

screendata script MessageDisappear
{
	void run(int switchItem, int m)
	{
		if(Hero->Item[switchItem]) Quit();
		{
			Screen->Message(m);
		}
	}
}

Tomorrow I gonna load up my quest and zs files on dropbox, and post the Link here.
If the OnSave/Load Error can not be fixed, it's not a problem

I LOVE my new hotels  :love:  :love:  :love:


Sorry for beeing away so long.
This is the first time, I was online, since I wrote my last post.



#38 Bagu

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Posted 11 February 2020 - 03:02 PM

Hey, I guess I found out what's the problem
So, sorry for unqulified statements.

I've only been confused, didn't want to annoy someone.

It seems to be an issue with my old (2.50) qst file , cause when I make a rebuilt version (in 2.55 alpha 48)
and load/compile the same script, I don't have ANY problems with the save/contiue screen, 
when I use your OnSave/Load Script.
It was a problem with the F6 function, somehow
Now I  use both scripts, as they were supposed to.

No matter, meanwhile  I have made hostels where you can save, save and quit.
I disabled the Save/Continue screen completely and I really love this new survival factor in my quest.


Edited by Bagu, 11 February 2020 - 03:07 PM.


#39 Bagu

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Posted 11 February 2020 - 03:32 PM

Btw: If there's something unecceptable I've done, please tell me.
Maybe I'm wrong, but since I had the problems with this script,
no ZC Developer answers my contents.

That's a bit sad because I came so close to the end (of the Demo) and now I only need a little, last support.
I understand that you are very buisy and yes I know there's no guarantee.
But I have the feeling, that something has changed.

At first all my contents were answered by Development Members, within 1-2 day(s)
...now, not one single of my new posts.
I also sent Zoria a dropbox Link, to the related files, via private message.

That doesn't mean I want someone to hurry up.
It just means, I didn't want to offend someone.
So, I hope I'm just paranoid and not on a kind of "black list"  :puppyeyes:  :puppyeyes:  :puppyeyes: 

And if I've done somethong wrong, that was annoying you, please accept my apologies?

I'm a stupid german Kraut, struggling with english language and zscript.


Edited by Bagu, 11 February 2020 - 03:40 PM.



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