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Why do my InParty() checks compile as IVFPD()?


berelinde

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This is something that's been bugging me forever. I put ~InParty("DV") InMyArea("DV") !StateCheck("DV",CD_STATE_NOTVALID)~ in my dialogue, and it invariably compiles as ~IsValidForPartyDialogue("DV") InMyArea("DV") !StateCheck("DV",CD_STATE_NOTVALID)~. As it really is quite annoying, what can I do to stop it?

 

In the mod:

EXTEND_BOTTOM FATESP 6
+ ~InParty("Aerie") InMyArea("Aerie") !StateCheck("Aerie",CD_STATE_NOTVALID)~ + ~Send Aerie back to the circus in Athkatla.~ DO ~SetGlobal("B!AerieSentHome","GLOBAL",1) 
ActionOverride("Aerie",SetGlobal("KickedOut","LOCALS",1)) 
ActionOverride("Aerie",SetLeavePartyDialogFile()) 
ActionOverride("Aerie",ChangeAIScript("",DEFAULT)) 
ActionOverride("Aerie",LeaveParty())
ActionOverride("Aerie",GivePartyAllEquipment())
Wait(1)
CreateVisualEffectObject("SPDIMNDR","Aerie")
Wait(4)
Deactivate("Aerie")~ EXIT
//etc

Compiled:

  IF ~IfValidForPartyDialogue("Aerie")
InMyArea("Aerie")
!StateCheck("Aerie",CD_STATE_NOTVALID)
~ THEN REPLY #138309 /* ~Send Aerie back to the circus in Athkatla.~ */ DO ~SetGlobal("B!AerieSentHome","GLOBAL",1)
ActionOverride("Aerie",SetGlobal("KickedOut","LOCALS",1))
ActionOverride("Aerie",SetLeavePartyDialogueFile())
ActionOverride("Aerie",ChangeAIScript("",DEFAULT))
ActionOverride("Aerie",LeaveParty())
Wait(1)
CreateVisualEffectObject("SPDIMNDR","Aerie")
Wait(4)
Deactivate("Aerie")
~ EXIT

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It doesn't especially matter, mind. It'll still always function as InParty() ingame. (Just don't package any decompiled dialogues with your mod because IfValid can quite easily compile to its original self on someone else's install if they don't have More Interjections.)

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