It seems the check for whether newer functions in a script is a bit trigger happy about not having new functions. My script buffer contains the word 'repeat' a few times (in a timed secrets script, I forget where from, which I'll put at the end of this post; I've checked the rest of my script buffer to make sure the word 'repeat' doesn't show up) and therefore ZQuest doesn't let me use the script.
I mean, the easy workaround (which I'm doing) is to just rename the 'repeat' variable, but I still feel it's an issue.
Here's the script in question, for interest:
// The script will activate secrets after 'frames' number of frames (set as D0). // If D1 is set, it will repeat it as many times as specified; if 0, then repeat indefinitely // It will also play the sound specified in D2 ffc script TimedSecrets { void run (int frames, int repeat, int sound) { Waitframes(15); // If repeat is above 0, then it will repeat that many times if (repeat > 0) { while(repeat > 0){ Waitframes(frames); Screen->TriggerSecrets(); Game->PlaySound(sound); repeat -= 1; } } // If repeat is not above 0, then it will repeat indefinitely else { while(true) { Waitframes(frames); Screen->TriggerSecrets(); Game->PlaySound(sound); } } } }