Here is the error
PASS 1: PARSING PASS 2: PREPROCESSING CAN'T OPEN INPUT FILE TMP, LINE 11: ERROR P01 : FAILURE TO PARSE IMPORTED FILE C:/USERS/SPRIT/DESKTOP/JASON'S THINGS/ZELDA CLASSIC 2.5 STUFF/S247_TANGOZH/DEMOTANGODEMO/COMMON.ZH. -- PRESS A KEY --
Here is my exact FFC script that has up above error
import "std.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\tango.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\font\LttPOutline.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\font\OracleExtended.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\font\Japanese.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\font\SmallExtended.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\styles.zh" import "C:\Users\sprit\Desktop\Jason's Things\Zelda Classic 2.5 Stuff\Zelda Classic\s247_tangozh\demotangoDemo\common.zh" // Shows a message when Link talks to it. // // This is a minimal usage example. It's also used to show messages that // demonstrate features that don't require any additional script support. ffc script NPC { void run(int message) { while(true) { if(StartTalking(this)) { // Display the assigned message int slot=ShowMessage(message, TANGO_SLOT_NORMAL, STYLE_PLAIN, 32, 32); // If the message was displayed successfully... if(slot!=TANGO_INVALID) { // Wait for it to be closed while(Tango_SlotIsActive(slot)) Waitframe(); } StopTalking(); } Waitframe(); } } }
How do I edit up above code so that I will have the ffc script compile error free please? Thank you