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NewJourneysFire's Crazy House of Scripts

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#1 TheLegend_njf

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Posted 16 November 2015 - 10:41 AM

This is a thing.

Not a serious thing, but still a thing none of the less.

For the purpose of learning scripts, I'm going to design a quest around my scripting practices. I suggest reading the description of the quest to find out more.

I will be working on this passively, since I will be dedicating a lot more time on my more important quests. But I will release demos from time to time. This project will mostly serve as a means to experiment with making my own scripts, and I seriously do not know what's going to come out of it. lol

I will be posting demos from time to time, but don't expect high quality work, I would rather receive criticisms on the scripts themselves rather than the quest hosting them, since I am not really trying to produce real gameplay or an actual game here. This will just be a scripting outlet with some gameplay attached to it.

 

My reason for a quest like this is because I want a quest that I can update frequently to get feedback on, and right now couldn't be a better time than ever to make a quest like this, with Avataro starting to take a few steps back from PureZC, and Moosh being busy enough as he is, I think it is time that I really need to take these kind of skills into my own hands. 

 

The reality with scripts I believe is that we at PureZC have too many people who wants scripts in their quests, and not enough people who actually know how to script. I believe that it is important for most people to realize that if they want to use scripts, they need to at least put some effort into learning how to script because I don't think there is one script designer here who will take the "Script something for me" attitude for very long. 

 

Wish me luck. :P


Edited by NewJourneysFire, 16 November 2015 - 10:47 AM.

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#2 Deedee

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Posted 16 November 2015 - 10:55 AM

I suggest reading Saffith's tutorials, and then searching for functions relevant to what you are trying to script. 



#3 Joelmacool

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Posted 16 November 2015 - 11:09 AM

I like the idea of making a quest full of scripts to make you knowledgeable about scripts! GL



#4 ShadowTiger

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Posted 16 November 2015 - 11:41 AM

Yep! One of the very, very first things that _L_ did when he started building the ability to script with jman2050 way back in 2005-2007 (Usually 2006) was make a modified Original TLOZ quest that had a few oddities, like a Heart Container that would fly up into the ceiling when you approached it, or some blocks that would rapidly move to the other end of the room, or an Aquamentus with multiple boss phases. It was quite technologically impressive back in the day.

Good luck with the practice! This is definitely one of those thing where you can take as long as you'd like. Do peruse the list of functions as if you were wheeling a shopping cart down a grocery store aisle. "Oh this looks nice. Oh, wow, I'd want to put that in a soup."
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#5 coolgamer012345

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Posted 16 November 2015 - 11:49 AM

Speaking of scripting functions, you can find the main ones in zscript.txt, an extended list of useful ones in std_functions.zh, and constants in std_constants.zh, all of which you should be able to find in the folder ZC is in.


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#6 Demonlink

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Posted 16 November 2015 - 10:25 PM

ffc script we_are_doomed{
     void run(int NJF1, int NJF2, int NJF3, int NJF4){
          while(true){
               if(NJF1 == true){
                    Screen->Message(HELL_YEAH!);
               }
               else if(NJF2==true){
                    Screen->Message(OH_YES!);
               }
               else if(NJF3==true){
                    Screen->Message(WAT);
               }
               else if(NJF4==true){
                    Screen->Message(WE_ARE_SCREWED!);
               }
          }
     }
}

Running that should freeze ZC. :P BTW, nice to hear you're finally up to try out scripting! :D


Edited by Demonlink, 16 November 2015 - 10:29 PM.

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#7 kurt91

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Posted 17 November 2015 - 03:29 AM

Just wanted to say that for a quest like this, you'd probably want to keep your scripts in the quest's script buffer rather than importing everything. For one reason, it would make it so any scripts that are giving you trouble would be able to be easily read by anybody who downloads your quest. Secondly, I'm still where I'm trying to learn how to make decent scripts, so it would be really cool to see scripts by somebody at the same knowledge level as me rather than trying to look through more complicated scripts to see how they work. (Meaning that a scripted enemy with custom movement that you make would probably be simpler than a scripted enemy in the database with custom movement, seven different attacks, rudimentary AI, etc.)


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#8 Mr.Butters

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Posted 17 November 2015 - 04:18 PM

i wish you the most luck possible! :blah:



#9 Deedee

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Posted 17 November 2015 - 08:09 PM

A nice benefit is to actually write *import "scriptfile.z"* inside the buffer. This lets you edit from whatever editor you prefer, save, and then compile without having to import the entire file each time you make a single change.


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