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(
;
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.