Taimon Posted March 18, 2008 Share Posted March 18, 2008 Windows doesn't care about case but I guess Mac OS X does. Link to comment
Icendoan Posted March 18, 2008 Author Share Posted March 18, 2008 Strange, then, I must have made a typo somewhere, and corrected. Anyways, my dialogue won't compile. Icen Link to comment
jastey Posted March 18, 2008 Share Posted March 18, 2008 Strange, then, I must have made a typo somewhere, and corrected. Anyways, my dialogue won't compile. There is something missing here: IF ~NumTimesTalkedToGT(0)~ THEN BEGIN Dial2 SAY ~Ah, so you have returned, and about time, I am really sick of the pustules and those thralls. Will you have me?~ IF ~PartyHasItem("KEY03") /*OR(1) Global(*/~ THEN REPLY ~No, but I have destroyed the Warden, and soon there will be a portal out of here. You can follow me and I will meet you at Delosar's Inn in Athkatla Bridge district.~ DO ~EscapeAreaMove(AR0515,1,1)~ //misses EXIT IF ~~ THEN REPLY ~Ok, come with me then~ DO ~SetGlobal("MystJoined","LOCALS",1)JoinParty()~ //misses EXIT IF ~AreaCheck("AR0515")~ THEN REPLY ~No, I do not need you at this time.~ EXIT END /*LEAVING DIALOGUE*/ IF ~Global("MystJoined","LOCALS",1)~ THEN BEGIN MystLeaves SAY ~You are letting me wander alone, then. It was nice to walk and talk with others for more than a few minutes, though, in comparison, this time is a pittance.~ IF ~~ THEN REPLY ~What! Sorry, I really want you to stay with us.~ DO ~SetGlobal("MystJoined","LOCALS",1)JoinParty() //misses tilda: ~ and EXIT //misses END I don't know what the uncommented "OR(1)" is for, I would take it out as well. Link to comment
Icendoan Posted March 18, 2008 Author Share Posted March 18, 2008 That is for a later part, not coded or referenced yet, it is in /**/, so irrelevant, WeiDU shouldn't take any notice of it. Ah, I have cleared up those errors, and it still complains! I am now getting a parse warning, because there are not enough arguments for EscapeAreaMove(). Also it has some problems with block labels. I shall post my DEBUG. WeiDU v 20400 Log C:\Program Files\Black Isle\BGII - SoA\Setup-CQ#Mystykyl.exe [./CHITIN.KEY] loaded, 590551 bytes [./CHITIN.KEY] 182 BIFFs, 41793 resources [dialog.tlk] loaded, 9874026 bytes [dialog.tlk] 81795 string entries [./Autorun.ini] loaded, 1452 bytes [./baldur.ini] loaded, 4134 bytes Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\English\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD1\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD2\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\English\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD2\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\English\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD3\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\English\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD4\] Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD5\] [./Keymap.ini] loaded, 5615 bytes [./Mplaynow.ini] loaded, 230 bytes [C:\Program Files\Black Isle\BGII - SoA\Setup-CQ#Mystykyl.exe] Using scripting style "BG" [dialog.tlk] claims to be writeable. [dialog.tlk] claims to be a regular file. BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 0 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 1 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 2 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 3 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 100 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 101 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 102 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 103 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 104 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 106 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 107 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 108 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 109 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 110 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 111 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 112 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 113 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 114 Installed Install Component [Mystykyl - An NPC]? [I]nstall, or [N]ot Install or [Q]uit? Installing [Mystykyl - An NPC] [./override/bodhi.cre] loaded, 1216 bytes Copying and patching 1 file ... [CQ#Mystykyl/Creatures/Myst1.cre] loaded, 1616 bytes Copied [CQ#Mystykyl/Creatures/Myst1.cre] to [override/CQ#myst1.cre] Copying and patching 1 file ... [CQ#Mystykyl/CQ#shldm.itm] loaded, 114 bytes Copied [CQ#Mystykyl/CQ#shldm.itm] to [override/CQ#shld.itm] Copying and patching 1 file ... [CQ#Mystykyl/CQ#sw1m.itm] loaded, 314 bytes Copied [CQ#Mystykyl/CQ#sw1m.itm] to [override/CQ#sw1hm.itm] Copying and patching 1 file ... [./override/CQ#Myst1.cre] loaded, 1616 bytes Copied [CQ#Myst1.cre] to [override/CQ#Myst1.cre] Compiling 1 dialogue file ... [./override/TRIGGER.IDS] loaded, 7905 bytes [./override/OBJECT.IDS] loaded, 1735 bytes BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\CD5\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\CD4\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\English\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\CD3\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\English\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\CD2\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\English\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\CD2\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\CD1\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\English\/DATA/DEFAULT.BIF] BIFF may be in hard-drive CD-path [C:\Program Files\Black Isle\BGII - SoA\/DATA/DEFAULT.BIF] [C:\Program Files\Black Isle\BGII - SoA\/DATA/DEFAULT.BIF] 5847739 bytes, 444 files, 0 tilesets [./override/ACTION.IDS] loaded, 13104 bytes [action list near line 39, column 224 of CQ#Mystykyl/CQ#myst.D] PARSE WARNING at line 39 column 220-220 Near Text: ) Not enough arguments to [EscapeAreaMove]. Recovering. Processing 1 dialogues/scripts ... Adding I#MYST to internal list of available DLGs ERROR: Cannot resolve internal symbolic label [react_g2] for DLG [CQ#MYST] Known labels: Dial1 react_g1 react_g1_1 react_b1 Dial2 MystLeaves leave_end ERROR: postprocessing [I#MYST]: Failure("cannot resolve label") Stopping installation because of error. Stopping installation because of error. ERROR Installing [Mystykyl - An NPC], rolling back to previous state [CQ#Mystykyl/backup/0/UNSETSTR.0] SET_STRING uninstall info not found Will uninstall 3 files for [SETUP-CQ#MYSTYKYL.TP2] component 0. [./override/bodhi.cre] loaded, 1216 bytes Uninstalled 3 files for [SETUP-CQ#MYSTYKYL.TP2] component 0. BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 0 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 1 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 2 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 3 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 100 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 101 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 102 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 103 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 104 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 106 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 107 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 108 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 109 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 110 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 111 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 112 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 113 Installed BG2FIXPACK/SETUP-BG2FIXPACK.TP2 0 114 Installed ERROR: Failure("cannot resolve label") PLEASE email the file SETUP-CQ#MYSTYKYL.DEBUG to Mystykyl@hotmail.co.uk Install Component [Mystykyl - An NPC]? [I]nstall, or [N]ot Install or [Q]uit? I shall re-post my .D BEGIN CQ#Myst /*DIALOGUE ONE*/ IF ~NumTimesTalkedTo(0)~ THEN BEGIN Dial1 SAY ~/*This ominous man seems to be brooding over a small flame cantrip, and struggling to keep it alight.*/~ IF ~Class(LastTalkedToBy,Mage)~ THEN REPLY ~Here, let me help you with that /*You begin supporting his spell*/~ GOTO react_g1 IF ~~ THEN REPLY ~Hello, are you all right?~ GOTO react_g2 IF ~~ THEN REPLY ~Ha, fool cannot even get a cantrip going, what are you, mageling?~ GOTO react_b1 IF ~~ THEN REPLY ~I am sorry if I intruded, I will take my leave~ EXIT END IF ~~ THEN BEGIN react_g1 SAY ~Ahh, that is better. Sorry, but this is a strange place for me.~ IF ~~ THEN REPLY ~I am glad to have helped you. Is there anything more I can do?~ GOTO react_g1.1 IF ~~ THEN REPLY ~No problem. See you around.~ EXIT IF ~~ THEN REPLY ~That was only to prove I am a better Mage!~ GOTO react_b1 END IF ~~ THEN BEGIN react_g1_1 SAY ~I wish to be more acquainted with this plane and its magicks, could I follow you for a while? I am quite apt with a blade, as well as my own spells, which I can guarantee you have never seen before.~ IF ~~ THEN REPLY ~Fine, we are always looking for another party member.~ DO ~SetGlobal("MystJoined","LOCALS",1)JoinParty()~ EXIT IF ~~ THEN REPLY ~Not at this time, but we may come back for you.~ EXIT IF ~~ THEN REPLY ~You? Never! I have helped you but I would do that for every citizen in Athkatla.~ GOTO leave_end END IF ~~ THEN BEGIN react_b1 SAY ~Here I am, trapped in the greatest fortress in the planes, and you can still laugh at me? I suppose you are trapped as well, you will soon see how far these amusements last.~ IF ~~ THEN REPLY ~Fine. I am not trapped. Nothing yet has held me. Goodbye.~ EXIT IF ~~ THEN REPLY ~Heh, rot here for all I care.~ GOTO leave_end END /*DIALOGUE 2 - Returning after letting Myst go*/ IF ~NumTimesTalkedToGT(0)~ THEN BEGIN Dial2 SAY ~Ah, so you have returned, and about time. Will you have me?~ IF ~PartyHasItem("KEY03") /*OR(1) Global(*/~ THEN REPLY ~No, but I have destroyed the Warden, and soon there will be a portal out of here. You can follow me and I will meet you at Delosar's Inn in Athkatla Bridge district.~ DO ~EscapeAreaMove("AR0515",1,1)~ EXIT IF ~~ THEN REPLY ~Ok, come with me then~ DO ~SetGlobal("MystJoined","LOCALS",1)JoinParty()~ EXIT IF ~AreaCheck("AR0515")~ THEN REPLY ~No, I do not need you at this time.~ EXIT END /*LEAVING DIALOGUE*/ IF ~Global("MystJoined","LOCALS",1)~ THEN BEGIN MystLeaves SAY ~You are letting me wander alone, then. It was nice to walk and talk with others for more than a few minutes, though, in comparison, this time is a pittance.~ IF ~~ THEN REPLY ~What! Sorry, I really want you to stay with us.~ DO ~SetGlobal("MystJoined","LOCALS",1)JoinParty()~ EXIT IF ~~ THEN REPLY ~Sorry, but we are letting you go~ DO ~SetGlobal("MystJoined","LOCALS",0)~ EXIT END /*ENDING DIALOGUE*/ IF ~~ THEN BEGIN leave_end SAY ~Then leave me to my misery for the rest of eternity, fool.~ IF ~~ THEN DO ~EscapeArea()~ EXIT END Thanks for all your help. Some day I will get this right first-time. Icen Link to comment
jastey Posted March 18, 2008 Share Posted March 18, 2008 The syntax for EscapeAreaMove() would be: EscapeAreaMove("areaname",x,y,z) with x: x-Coordinates, y: y-Coordinates (in game, you can press "Contrl+x" for BGII to get the coordinates and areaname of where the cursor is) z: face direction of the NPC, I think "0" was south (or north?.. Have a look at IESDP). The other thing is, there is no state named "react_g2" which is called in the first state: IF ~~ THEN REPLY ~Hello, are you all right?~ GOTO react_g2 Link to comment
Icendoan Posted March 18, 2008 Author Share Posted March 18, 2008 Aha! Thank you, again. The react_g2 was a typo, meant to be react_g1. I fixed the EscapeAreaMove, and... HUZZAH! It now installs! Now to see if it crashes on entering the area! Icen Link to comment
Icendoan Posted March 18, 2008 Author Share Posted March 18, 2008 It works fine, apart from an item or two, I will check the Tp2. My NPC doesn't spawn like it is supposed to in AR0520, perhaps because it is governed with AR0517.bcs. Does anybody have code assigning it a new script? Icen Link to comment
erebusant Posted March 18, 2008 Share Posted March 18, 2008 It works fine, apart from an item or two, I will check the Tp2. My NPC doesn't spawn like it is supposed to in AR0520, perhaps because it is governed with AR0517.bcs. Does anybody have code assigning it a new script? Icen COPY_EXISTING ~AR0520.ARE~ ~override~ WRITE_ASCII 0x94 ~AR0520~ BUT_ONLY_IF_IT_CHANGES Link to comment
jastey Posted March 19, 2008 Share Posted March 19, 2008 Does anybody have code assigning it a new script?Don't do that, please, it is a potential breaker for other mods. I would suggest using the original script file, combined with an "AreaCheck("AR0520"). That should do the trick. Link to comment
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