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No compile?

 
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Battleblaze
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Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Tue Jan 11, 2005 6:00 pm    Post subject: No compile? Reply with quote

Why will not this dodge script compile??? All it does is riase up the hero and stop NPCs when the key A is pressed....

include, plotscr.hsd
include, scancode.hsi


define script(1,do dodge,none)
define constant(KEY:S,dodgekey)


script,do dodge,begin

if (key is pressed(dodgekey)) then,begin

suspend NPCs
wait (5)
suspend player
suspend obstruction
set hero z (me,1)
wait (Cool
set hero z (me,0)
resume obstruction
resume player
wait (3)
resume NPCs

end
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no_shot
Surpasses you in poetical prowess




Joined: 28 Apr 2003
Posts: 300
Location: On the road to perfection.

PostPosted: Tue Jan 11, 2005 7:00 pm    Post subject: Reply with quote

At a first glance, I could tell right away that something was wrong. That cool guy smiley definitely does not belong there. Also, you need an end at the end of the script.
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Sephyroth
Renegade Rebel Redmage
Class A Minstrel



Joined: 04 Feb 2003
Posts: 644
Location: Schmocation

PostPosted: Tue Jan 11, 2005 8:24 pm    Post subject: Reply with quote

The cool-guy smiley's just a result of automatic forum smiley conversion.

wait(Cool = wait( 8 )

In other news, the script has two begins, but only one end. Add an "end" to the end of the script and it should compile.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Jan 11, 2005 10:13 pm    Post subject: Reply with quote

Note that "set hero z" is measure in pixels, not tiles. I believe you want "set hero z (me, 20)"

Also, what do you want this scipt to do? Because, I can't figure out what you would want it to do that it actually does.
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PostPosted: Wed Jan 12, 2005 4:30 am    Post subject: Reply with quote

It's supposed to raise the hero Z up some and suspend NPC from affecting you, when a specific key is pressed. In the end its supposed to be like a dodge script.
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Sephyroth
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PostPosted: Wed Jan 12, 2005 9:36 am    Post subject: Reply with quote

Oh.

well, the script wouldn't work that way either. Suspend NPCs doesn't suspend NPC activation; it suspends NPC random movement. Probably the only way to change activation is to use alternpc and get rid of every text box and/or script that the npc would normally activate.
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