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Castle Paradox
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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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Posted: Mon Aug 24, 2009 12:55 pm Post subject: Debugging help pwease! 0.0 |
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this is on a sort of related note to my last topic on help. im working on my zelda game, and i am removing the OHR battle system, and actually restarting the entire thing. I am trying to make the sword scipt. It keeps saying it expected top level declaration but found end. i do often mess up the number of paranthesis, but i have looked over it multiple times and cant find the problem. Here's the script:
Code: | include, plotscr.hsd
include, Zelda.hsi
global variable, begin
1, AB
2, CD
3, EF
4, GH
end
Plotscript, items, begin
#sword
if (key is pressed (44))
then (
suspend player
set hero picture (0,1)
AB:=NPC at spot (herofrontx,herofronty)
create NPC (99,herofrontx,herofronty)
wait(5)
destroy NPC (99)
if (get NPC ID (AB)==1)
then (destroy NPC (AB))
set hero picture (0,0)
resume player
)
#bomb
if ( Key is pressed(48) ) then ,begin
Create Npc (98,hero X (0),hero y (0))
Wait (30)
change NPC ID (98,97)
Wait (5)
change NPC ID (97,96)
AB:=NPC at spot (NPC X (96)+1, NPC y (96))
CD:=NPC at spot (NPC X (96)--1, NPC y (96))
EF:=NPC at spot (NPC X (96), NPC y (96)+1)
GH:=NPC at spot (NPC X (96), NPC y (96)--1)
If ( get NPC ID (AB) == 1 ) then ( destroy npc (AB) )
If ( get NPC ID (CD) == 1 ) then ( destroy npc (CD) )
If ( get NPC ID (EF) == 1 ) then ( destroy npc (EF) )
If ( get NPC ID (GH) == 1 ) then ( destroy npc (GH) )
If
((
(hero x (0) <= NPC X (96)+1
and
hero x (0) >= (NPC X (96))--1)
)
and
(
(hero y (0) <= NPC Y (96)+1
and
hero Y (0) >= (NPC Y (96))--1)
))
then
(set hero stat (0,0,get hero stat (hero:link,0)--1)
fade screen out (63,0,0)
fade screen in )
wait (3)
destroy npc (96) )
end, end
script, herofrontx, begin
if (hero direction(0)==up)
then (exit returning (hero x))
if (hero direction(0)==down)
then (exit returning (hero x))
if (hero direction(0)==left)
then (exit returning (hero x--1)
if (hero direction(0)==right)
then (exit returning (hero x+1)
end
script, herofronty, begin
if (hero direction(0)==up)
then (exit returning (hero y--1))
if (hero direction(0)==down)
then (exit returning (hero y+1))
if (hero direction(0)==left)
then (exit returning (hero y)
if (hero direction(0)==right)
then (exit returning (hero y)
end
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_________________ Resident Evil RPG Demo
http://www.castleparadox.com/gamelist-display.php?game=963
Legend Of Zelda: Reptilian Warlord Demo
http://www.castleparadox.com/gamelist-display.php?game=961 |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Mon Aug 24, 2009 2:05 pm Post subject: |
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Simple.
You have 2 end's
Code: |
end, end
script, herofrontx, begin
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Remove one of them and that error message should go away. |
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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Aug 24, 2009 6:40 pm Post subject: |
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I think Spoonweaver's in the right area, but the problem is why do you have the second end parenthesis in the line right before:
The 'then' block from right before has concluded, and you have the two end's right after to take care of that script. I'm pretty sure that that's the problem. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Mon Aug 24, 2009 7:18 pm Post subject: |
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The problem went deeper still. I picked through it, edited it some, and got this version to compile. you're welcome
Code: |
include, plotscr.hsd
global variable, begin
1, AB
2, CD
3, EF
4, GH
end
Plotscript, items, begin
#sword
if (key is pressed (44)) then (
suspend player
set hero picture (0,1)
AB:=NPC at spot (herofrontx,herofronty)
create NPC (99,herofrontx,herofronty)
wait(5)
destroy NPC (99)
if (get NPC ID (AB)==1) then (destroy NPC (AB))
set hero picture (0,0)
resume player
)
#bomb
if ( Key is pressed(48) ) then ,begin
Create Npc ( 98,hero X (0),hero y (0) )
Wait (30)
change NPC ID (98,97)
Wait (5)
change NPC ID (97,96)
AB:=NPC at spot (NPC X (96)+1, NPC y (96) )
CD:=NPC at spot (NPC X (96)--1, NPC y (96) )
EF:=NPC at spot (NPC X (96), NPC y (96)+1 )
GH:=NPC at spot (NPC X (96), NPC y (96)--1 )
If ( get NPC ID (AB) == 1 ) then ( destroy npc (AB) )
If ( get NPC ID (CD) == 1 ) then ( destroy npc (CD) )
If ( get NPC ID (EF) == 1 ) then ( destroy npc (EF) )
If ( get NPC ID (GH) == 1 ) then ( destroy npc (GH) )
If (
( (hero x (0) <= NPC X (96)+1) and ( hero x (0) >= (NPC X (96))--1 ) ) and ( (hero y (0) <= NPC Y (96)+1) and ( hero Y (0) >= (NPC Y (96)--1 ) ) )
) then (
set hero stat ( 0,0,get hero stat (hero:link,0)--1 )
fade screen out (63,0,0)
fade screen in
)
wait (3)
destroy npc (96)
end,end
script, herofrontx, begin
if (hero direction(0)==up)
then (exit returning (hero x))
if (hero direction(0)==down)
then (exit returning (hero x))
if (hero direction(0)==left)
then (exit returning (hero x--1))
if (hero direction(0)==right)
then (exit returning (hero x+1))
end
script, herofronty, begin
if (hero direction(0)==up)
then (exit returning (hero y--1))
if (hero direction(0)==down)
then (exit returning (hero y+1))
if (hero direction(0)==left)
then (exit returning (hero y))
if (hero direction(0)==right)
then (exit returning (hero y))
end
script, debug, begin
end |
There was a problem with the part :
Code: |
If (
( (hero x (0) <= NPC X (96)+1) and ( hero x (0) >= (NPC X (96))--1 ) ) and ( (hero y (0) <= NPC Y (96)+1) and ( hero Y (0) >= (NPC Y (96)--1 ) ) )
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which I fixed, also I added a debug script to make sure the last script had it's ( 's closed. Guess it wasn't that simple after all. Hope it's in working order now. |
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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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