temnix Posted August 31, 2020 Author Share Posted August 31, 2020 Perfect without the brackets! Thank you. Quote Link to comment
temnix Posted August 31, 2020 Author Share Posted August 31, 2020 However, now this refuses to do anything: REPLACE_TEXTUALLY ~ActionOverride(\(.+\),LeaveParty())~ %Kill(/1)% This is for scripts, not dialogues. Dialogues are a lot easier to patch. I don't know why there is no match for the above. The regular expression is there. I'm checking this against Jaheira's script, one of whose lines reads: ActionOverride("Khalid",LeaveParty()). Quote Link to comment
temnix Posted December 23, 2020 Author Share Posted December 23, 2020 I got another difficulty with replacement. This code is supposed to look at scripts and replace creatures' incoming teleportation to a point with spawning not far away from the main character and then walking to the point: REPLACE_TEXTUALLY ~CreateCreatureDoor("\([^"]+\)",\([^"]+\),S)~ ~CreateCreatureObjectOffset("\1",Player1,[-100.-100]) ActionOverride("\1",MoveToPoint(\2))~ Doesn't parse, though. Anyone know what's wrong? Quote Link to comment
temnix Posted December 27, 2020 Author Share Posted December 27, 2020 That problem was solved. Now I have a particular troublesome piece of script, which refuses to be replaced even with CASE_INSENSITIVE EXACT_MATCH and backslashes: REPLACE_TEXTUALLY CASE_INSENSITIVE EXACT_MATCH ~IF AreaCheck("AR2200") Global("DemonWalks","GLOBAL",5) See(\[PC\]) THEN RESPONSE #100 CreateVisualEffectObject("SPPORTAL",Myself) DestroySelf() END~ ~~ Here I'm just checking if I can do anything with the code at all. The tildas are to be filled with the actual replacement later. Ideas? Quote Link to comment
Magus Posted December 27, 2020 Share Posted December 27, 2020 It is common etiquette to post the solution to the problem if you found it, so that others may benefit from it later. As for your last question, better try R_B_B. Quote Link to comment
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