Bill Bisco Posted May 13, 2016 Share Posted May 13, 2016 I have the following code which is giving me a compile error EXTEND_BOTTOM DEREVAIN 0 ++ ~Greetings. Have you heard any rumors in your travels?~ + DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ +9 END The original Dialogue which I'm extending is below. IF ~NumTimesTalkedTo(0)~ THEN BEGIN 0 // from: SAY ~Well met, friend. I am awesome! I am Erevain Blacksheaf of Evereska. It has been many moons since I have seen friendly faces. Despite the dreary nature of our current locale, Easthaven is a welcome sight for these elven eyes.~ IF ~~ THEN REPLY ~Hello. I'm <GABBER>. Tell me, Erevain, have you seen much in your travels?~ DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ GOTO 1 IF ~!Race(Player1, ELF)~ THEN REPLY ~An elf, eh? What in the Nine Hells are you doing up here?~ DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ GOTO 2 IF ~Race(Player1, ELF)~ THEN REPLY ~Well met, brother. How goes your journey?~ DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ GOTO 1 IF ~~ THEN REPLY ~What's wrong with the locale? There's nothing wrong with a little bit of chilly weather.~ DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ GOTO 3 IF ~~ THEN REPLY ~Yeah, she's a beaut, isn't she? Well, I must be off. Farewell.~ DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ EXIT END Any help would be appreciated. Link to comment
critto Posted May 13, 2016 Share Posted May 13, 2016 In the future, please post the actual error message. I quickly combined two of your scripts and tried to compiled them. WeiDu gives a syntax error. Judging from the materials I found (such as this wonderful tutorial http://gibberlings3.net/forums/index.php?showtopic=13675) short-style operators (++ and +) do not apply when you have actual conditions. This appears to be syntactically correct but will not compile anyway since there's no state with number 9 in your dialogue (at least, in parts that you've presented here). EDIT: correction, it compiles, but with warnings. EXTEND_BOTTOM DEREVAIN 0 ++ ~Greetings. Have you heard any rumors in your travels?~ DO ~SetGlobal("Erevain_Met","GLOBAL", 1)~ GOTO 9 END Link to comment
Roxanne Posted May 13, 2016 Share Posted May 13, 2016 EXTEND_BOTTOM DEREVAIN 0IF~Global("Erevain_Met","GLOBAL",0) ~THEN REPLY~Greetings. Have you heard any rumors in your travels?~ DO ~SetGlobal("Erevain_Met","GLOBAL",1)~ GOTO MyNew1 END APPEND DEREVAN IF~~THEN BEGIN MyNew1 //Always use your own designators, not numbers in case some other mod has appended already to the dlg. WEIDU will number stuff by itself when compiling (unless 9 is an existing state in the vanilla dialog and you want to go there) SAY~There is blabla talk about this blabla event....~ IF~~THEN REPLY~Tell me more.~GOTO And_so_on ENDEND Link to comment
Bill Bisco Posted May 14, 2016 Author Share Posted May 14, 2016 Thank you both for your generous replies. I was able to fix the issue above. I will include a screenshot for future cases. Roxanne, in my own particular unique case I am also allowing the base dialogue to be improved a bit. In the original dialogue, you get a only a couple of dialogue opportunities to glean certain information. Once you end the conversation the first time, information is no longer able to be asked. I encountered another issue today. Your help would be appreciated. The below Say line Works IF ~~ mod_ErevainA6 SAY ~Yes, I am a Mage. I have a variety of spells and special abilities that assist me in going invisible or avoiding detection.~ IF ~CheckStatGT(Player1, 8, INT)~ THEN REPLY ~The last thing I want is a helpless mage adding dead weight. Good riddance.~ DO ~SetGlobal("Erevain_Jerk","GLOBAL", 1)~ EXIT END This SAY line does not work IF ~~ mod_ErevainA7 SAY ~Very well. I shall consider traveling with your group another adventure in of itself. Come, let us explore onward!~ DO ~JoinParty()~ EXIT END I tried to follow the syntax. What do I need to do differently to get that line to compile? Weidu screenshot is here: Thanks, Bill Link to comment
Jarno Mikkola Posted May 14, 2016 Share Posted May 14, 2016 That's definitely not the whole .d file... Where's your THEN BEGIN, THEN REPLY'es ? And then if you use GOTO mod_ErevainA7 Then a continuation of that is already started conversation, then you just: IF ~~ THEN BEGIN mod_ErevainA7 SAY ~Very well. I shall consider traveling with your group another adventure in of itself.~ IF ~~ THEN REPLY ~Come, let us explore onward!~ DO ~JoinParty()~ EXIT END Link to comment
Roxanne Posted May 14, 2016 Share Posted May 14, 2016 That's definitely the whole .d file... Where's your THEN BEGIN, THEN REPLY'es ? IF ~~ THEN BEGIN mod_ErevainA7 SAY ~Very well. I shall consider traveling with your group another adventure in of itself. Come, let us explore onward!~ DO ~JoinParty()~ EXIT END IF ~~ THEN BEGIN mod_ErevainA7 SAY ~Very well. I shall consider traveling with your group another adventure in of itself. Come, let us explore onward!~ IF~~THEN DO ~JoinParty()~ EXIT END Link to comment
Bill Bisco Posted May 17, 2016 Author Share Posted May 17, 2016 The above responses solved my issue. Sincere thanks. Link to comment
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