Title: Making use of custom double-value interactions Post by: Xindaris on December 15, 2011, 07:22:55 PM Okay, so I was reading the ZOSE Documentation and I feel like I've missed something. I've been looking around to see if there's any indication of what I'm looking for and I've not been able to find it.
Basically, what I want to do, is use a double-value interaction to tell my script where a couple of tiles are for checking or changing. The best way I can describe what I'm trying to do is with an example...Within the existing interactions that ZOLE makes use of, the door-opening interactions read the "Y" value as the location of the door to be opened. Well, what I want to do is something like changing a hole to a single tile of floor or bridge, for instance, but with the ability to do it generically, so that every time I want a hole turned into a bridge tile I can just use the same interaction, and tell it which tile needs to change into a bridge, instead of having to rewrite practically the same script over and over again, and waste a ton of space doing it. So, what I'm trying to figure out is HOW exactly to tell the script to read or use values taken from the second part of a double-value interaction, the "X" and "Y" you enter in in ZOLE. I'm assuming this is a thing you can do because otherwise making custom scripts for a double-value interaction instead of a no-value interaction (as is specifically suggested in the documentation) would presumably be useless. Any help would be appreciated. Title: Re: Making use of custom double-value interactions Post by: Lin on December 15, 2011, 10:52:19 PM I know it seems logical, but scripts don't support using variables within commands. You're gonna have to go into assembly and call the "set tile" method for that. Don't worry about the use of scripts thpigh. Fatories and I are only up to 0x30 and we're past level 3. There are 0xFF (256) possible custom scripts for you to use so don't think it's bad to make really simple scripts, as it's not.
If you're really concerned about script indexes running out, you can always do the "jump3bytemc" on the current map and just jump to map-specific addresses (The current map address is CC30). |