CoM_Solaufein Posted September 17, 2007 Share Posted September 17, 2007 When I compiled Nina's ToB banter file, Weidu didn't like something near Text 2. I would assume it was something to do with IF ~IsValidForPartyDialog("Aerie"). CHAIN IF ~InParty("cmninaf") See("cmninaf") !StateCheck("cmninaf",STATE_SLEEPING) Global("25NinaViconia","GLOBAL",0)~ THEN BVICON25 ViccyBitch ~Text~ DO ~SetGlobal("25NinaViconia","GLOBAL",1)~ == BCMNIN25 ~Text~ == BVICON25 ~Text~ == BAERIE25 IF ~IsValidForPartyDialog("Aerie")~Text 2.~ == BVICON25 IF ~IsValidForPartyDialog("Aerie")~Text 2~ == BCMNIN25 ~Text!~ == BVICON25 ~Text~ == BCMNIN25 ~Text~ EXIT I did a work around this so I could get it to compile right and move on to the next thing. I removed the IsValid statement and made it up like below: CHAIN IF ~InParty("cmninaf") See("cmninaf") !StateCheck("cmninaf",STATE_SLEEPING) InParty("Aerie") See("Aerie") !StateCheck("Aerie",STATE_SLEEPING) I don't want to do it like this, because it means Aerie must be in the party in order for this banter to go off. I want it to work whether Aerie is in the party or not. What is the proper way to code this so this banter will go off whether Aerie is in the party or not to throw in her 2 cents in? Link to comment
Domi Posted September 17, 2007 Share Posted September 17, 2007 == BAERIE25 IF ~IsValidForPartyDialog("Aerie")~Text 2.~ You might want to try == BAERIE25 IF ~IsValidForPartyDialog("Aerie")~ THEN ~Text 2.~ Link to comment
Rabain Posted September 17, 2007 Share Posted September 17, 2007 Edit - Domi got there first! Link to comment
berelinde Posted September 17, 2007 Share Posted September 17, 2007 Edit: both Rabain and Domi beat me to it. Link to comment
CoM_Solaufein Posted September 17, 2007 Author Share Posted September 17, 2007 Ah the missing one word syndrome. That and missing ~ makes Weidu do the freaky dance. Thanks. Link to comment
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