Jump to content

Photo

Help, i am having issues to complie a script

Scripts Tile Loose Editor Zquest Quests

  • Please log in to reply
10 replies to this topic

#1 Zeldaria12

Zeldaria12

    Princess

  • Members
  • Real Name:Souler
  • Location:Hyrule.

Posted 16 April 2014 - 07:02 PM

I tried to get the GBScript to work and i got this, what do i do?

 

 

 

Complie Prograss

PASS 1: PARSING
PASS 2: PREPROCESSING
CAN'T OPEN IMPORT FILE
TMP, LINE 32: ERROR P01   :   FAILURE TO PARSE IMPORTED FILE GBSCRIPTS/MI_KIKI.Z

--PRESS A KEY--

Error

There were compile errors.
Compliation halted.
 

 



#2 David

David

    Fallen leaves... adorn my night.

  • Administrators
  • Real Name:David
  • Pronouns:He / Him

Posted 16 April 2014 - 07:07 PM

Can you show us what is in the script buffer in ZQuest?

 

Do you also have ffcscript setup? http://www.purezc.ne...showtopic=50511



#3 Zeldaria12

Zeldaria12

    Princess

  • Members
  • Real Name:Souler
  • Location:Hyrule.

Posted 16 April 2014 - 08:42 PM

This is what i have in the script buffer. How do i make it complie? I want it to work.

 

I had to type all of this down and i hope i got it right. This script is what is in the buffer and i want it to work. Its the GBscript here is the link to it.

 

http://www.purezc.ne...topic=53832&hl=

 

 

 

//MAIN SCRIPT

//  headers
import   "std. zh"
import   "string. zh"
import   "ghost_zh/ghost . zh"

import   "ffcscript/ffcscript . zh"
import   "MI_Constants. zh"

//  GB set
import   "GBscripts/GB_Utilities . z"
import   "GBscripts/GB_Fixes . z"
import   "GBscripts/GB_Combs . z"
import   "GBscripts/GB_ffcs . z"
import   "GBscripts/GB_Talk . z"
import   "GBscripts/GB_LinkAction . z"
import   "GBscripts/GB_Enemies . z"
//import      "GBscripts/GB_BossCommon . z"
import   "GBscripts/GB_Items . z"


//  Ghosted Enemies
//import  "GBscripts/Enemies/HoleWorm . z"
//import  "GBscripts/Enemies/JumpingStalfos . z"
//import  "GBscripts/Enemies/SwordEnemy . z"
//import  "GBscripts/Enemies/Hardhatbeetle . Z"

//  quest specific scripts
import  "GBscripts/MI_Introduction. z"
import  "GBscripts/MI_Minimap . z"
import  "GBscripts/MI_Items . z"
import  "GBscripts/MI_Events . z"
import  "GBscripts/MI_kiki . z"
//import  "GBscripts/BossCrab . z"
//import  "GBscripts/BossSkeleton . z"
//import  "GBscripts/BossDeath . z"

//  Global Scripts
global script Slot_2{
  void run(){
      //---to do the first time the quest starts---
     if(!Game - >HasPlayed){
      //Boss_Variables_Init( );
      Game - >Time  =0'
      }

      //---to do when the quest starts---
      LinkInit( );
      link_on_cart  =  false;
      splashTimer  = splashFreq;

//  temp
Game->Counter[CR_SCRIPT2]  =  10;
  while(true){

// Timer  (i don't know why the built in one is not working...)
Game - >Time  ++;
//Screen - > DrawInteger (3,  16,  16,  FRONT_Z1,  1,  -1,  0,0,  1.0*Game - >Time/6. 0,  128) ;

// GB Fixes
Jump ( ) ;
Sword ( ) ;
ItemJump ( ) ;

// GB combs
HoleLava ( ) ;
CrumblingGround ( ) ;
Ladder ( ) ;
CliffJump ( ) ;
Chest ( ) ;
//ShallowWater ( ) ;

DarkRoom ( ) ;

//  Items
EmptyItem ( ) ;
Shield ( ) ;   
Bombs ( ) ;
Shovel ( ) ;
Arrows ( ) ;
Compass ( ) ;
MagicPowder ( ) ;
PowerBracelet ( ) ;
Cape ( ) ;
pegasusBoots ( ) ;

//  Links Actions
LinkKnockback ( );
LinkStun ( ) ;
Push ( ) ;

/ /       MiniMap
    Minimap ( ) ;

//  Enemies
Enemies ( ) ;

//  autoghost  ( by Saffith )
GhostZHActiveScript_loop ( ) ;

// other
instruments ( ) ;

StoreHP  =  Link - >HP ;
waitframe ( ) ;
    }
   }
 }

global script Slot_3{
  void run ( ) ;

  // unset all the LTM items
  Link - >Item[ LTM_Cape ]  =  false ;
  Link - >Item[ LTM_CATCHING ]  = false ;                    
  Link - >Item[ LTM_HOLDING ]  = false ;
  Link - >Item[ LTM_PULLING ]  =  false ;
  Link - >Item[ LTM_PUSHING ]  =  false ;
  Link - >Item[ LTM_SHOVEL ]  =  false ;

// unset Link's actions
pegasusDash  = false ;
pegasusCollision  = false ;
UseCape  = 0 ;
holding_block  =   0 ;
holding_bomb  = 0;
holding_bush  =  false ;
holding_item  =   0 ;
link_catching  = 0 ;
link_on_cart  = false ;
link_pushing = 0 ;
link_falling  = false ;
link_throwing  =  0;
 

  }
}


Edited by Zeldaria12, 16 April 2014 - 08:56 PM.


#4 Gleeok

Gleeok

    It's dangerous to dough alone, bake this.

  • Members
  • Real Name:Pillsbury
  • Location:Magical Land of Dough

Posted 16 April 2014 - 08:59 PM

Either MI_KIKI.Z does not exist or the path/filename is different from what is in the buffer. See if that's the problem.

#5 Zeldaria12

Zeldaria12

    Princess

  • Members
  • Real Name:Souler
  • Location:Hyrule.

Posted 16 April 2014 - 09:04 PM

The file MI_KIKI.Z

is not in the zip file.

 

:(

 

is there a download link for it?



#6 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 16 April 2014 - 09:09 PM

I don't think you need that file. Just look for and delete a line that says import "MI_KIKI.z"



#7 Zeldaria12

Zeldaria12

    Princess

  • Members
  • Real Name:Souler
  • Location:Hyrule.

Posted 16 April 2014 - 09:16 PM

:( How does anybody get the script to work?


Edited by Zeldaria12, 16 April 2014 - 09:38 PM.


#8 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 17 April 2014 - 04:01 AM

If I recall, there were a few errors in that script set. You might want to look at the entire thread, because several of the scripts do not compile as-is; or at least, the did not when posted.

@Zeldarina12: It would be helpful to know what you're trying to do, and what scripts you're actually using. The problem with some packages, is that they may not compile out of hand, as dependencies may have changed since their release.

May I suggest packing all of your scripts, and a .qst file, on which you wish to compile them, into one ZIP file, for analysis? It's pretty much impossible to debug all the possible imports and problems, but clearly the file '/GBscripts/MI_kiki.z' is (not there), (2) named differently, or (3) has some internal problem that prevents it from being imported.

Keep in mind that filenames for imported files, and all commands, variables, and functions are CaSe senSitive.

Even if you do import all of these, they may not compile.

You may want to PM Zepinho, or post in the thread Zepinho started in 2012, to ask if there are any updates for this script set.

As to how we get stuff to work, if we're not familiar with C, we start small, and learn a bit at a time.

Because the script set doesn't include an example .qst file (which I think should be mandatory), you sadly can't just open a file with everything set up, and start building a quest from it.

The best way to simplify using a complex script set, is to include along with it, a quest file, with everything pre-compiled, that assigns the functions on screens, items, enemies, and FFCs, to demonstrate how to use everything; and then let the questmaker use that as a base to make a game. (Few actually make this available.)

I don;t know what the kiki script does, on what it depends, or what depends on it; but if you remove it, you may want to see what other errors you encounter. Some of the scripts in this package are quite old, and keep in mind that Zepinho didn't make (all of) them, but just assembled a package of scripts that can be used together to make a GB quest.

Because dome of the dependencies have changed inthe last two years, these scripts are a potentially a massive can of worms, and you may want to start by deciding which components you will want to use. Every script that you add to a game increases the complexity of making that game; so if you're new to all of this, I strongly advise using a minimal number of scripts, and then adding more, as you determine that you need them.

Otherwise, your brain will waive a white flag at ZQ, after only a short while of being assaulted by this sort of problem. I know for a fact that the package in that post does not compile out of the box, and that only when people nodified its contents, were they able to use that set.

One last thing, please use the code tags: [ code ] and [ /code ] (without the spaces between brackets and tag-word) when making posts with code, as otherwise, it is corrupted when you post it.
 
This is text enclosed in code tags, including this line:
function(8);
This is text not enclosed in code tags, including this line:
function( 8);

See the problem?

You can also use the [ hidden ] and [ /hidden ] tags...
.

Let me know if you want any direct help in getting anything to work for your game, but I think you're starting with too much at one time.

Edited by ZoriaRPG, 17 April 2014 - 04:12 AM.


#9 Zeldaria12

Zeldaria12

    Princess

  • Members
  • Real Name:Souler
  • Location:Hyrule.

Posted 17 April 2014 - 10:53 AM

I just want a game that is just like the Gameboy,color,advance Zelda games.

 

what is your skype? is it okay to ask on my post?

 

I could send you my qst file. That i am working on and the GBScript zip file,and maybe you could see what is wrong with the zip file.

 

I am new to the ZC script system.

 

I have read the guild, over and over again,for making scripts. Its not easy to understand, finally i mastered layering screens,

but scripts? That is my hardest challenge right now.

 

How does anybody make scripts? :(

 

I would love it, if i had a working Gameboy Zelda script.

 

Will you help me?  Please. :)



#10 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 18 April 2014 - 11:06 PM

My Skype ID is in my profile, and is the same as my username here.

As I said, the best thing tis to make a ZIP of your entire directory: All the files that you are using, the ZC version you are using, etc; so that nothing is missing, and so that I am compiling it using the same ZC version.

I'm assuming you;re using 250 Final. If so, I only need your .qst files, your script files, and any SFX or other quest-dependency resources, so that I can try to fix the scripts. I do not know how long it will take to get it to work, as many of these scripts are collected from different coders, and I don't know what dependencies each of them may have.

Some of the reasons that they may be broken may include that they were designed on an RC build of 2.50, or 2.11. There are quite a few depreciation that occurred between 2.11 and early 2.50 builds, and the final build, that could cause the compiler to fail to parse scripts from that time period.

If you're using 2.50.1 RC, then I would prefer that you include the ZC files too, but it isn't mandatory. (I am assuming that there aren't many ZScript changes between 2.50 and 2.50.1.)

Last, bear in mind that just because scripts compile, doesn't mean that they will work: You'll need to follow the set-up for each aspect of a script that you want to use, including item scripts, FFC scripts, and subscreen changes.

I can't make an entire game for you, but I can help you get started.

#11 Zeldaria12

Zeldaria12

    Princess

  • Members
  • Real Name:Souler
  • Location:Hyrule.

Posted 19 April 2014 - 01:38 AM

Thanks. Well i added you on skype. :D





Also tagged with one or more of these keywords: Scripts, Tile, Loose, Editor, Zquest, Quests

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users