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Odd Errors


discharger12

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http://forums.spellholdstudios.net/index.php?showtopic=16998

 

Above thread goes with the following:

 

I've been playing with my .d, but lately it's gone off the deep end.

 

Everything is utterly insane, things that worked fine before don't work at all now. I have no idea why! It just started with a missing END on a line, now everything doesn't work.

 

I had this:

 

IF ~~ THEN BEGIN Rescue
SAY ~Want to find a friend? I guess that's only fair if you want to help me find my father. I'll do my best to help!~
++ ~Glad to have you with us, Tork!~ DO ~JoinParty()~ EXIT
END

IF ~~ THEN BEGIN WizardKill
SAY ~A wizard? I've fought a few of those, and I'm still here today. I don't know what "hazardous" means, but I'm it'll be a okay. I'll do my best to help!~
++ ~Glad to have you with us, Tork!~ DO ~JoinParty()~ EXIT
END

 

Nothing looks wrong. I got rid of it, when I couldn't figure it out, and then the debug wanted this fixed:

 

//LSTC
IF ~NumTimesTalkedToGT(0)~ THEN BEGIN ReturnDialogue
SAY ~I see you have returned, my friend.~
IF ~~ THEN REPLY ~Yep, come and join the party.~ DO ~SetGlobal("A#TorkJoined","LOCALS",1)
JoinParty()~ EXIT
IF ~~ THEN REPLY ~Yeah, but I still don't want you in the party.~ GOTO RefusedAgain
END

 

This worked previously, so I couldn't figure it, and put it away. Then it asked me to fix this:

 

BEGIN A#TorkP

IF ~Global("TorkJoined","LOCALS",1)~ THEN BEGIN KickOut
SAY ~You are now kicking me out.~
IF ~~ THEN REPLY ~Oops, I meant to boot that twit Anomen, not you. Sorry.~ DO ~JoinParty()~ EXIT
IF ~~ THEN REPLY ~That's right, I don't want you in the party.~ DO ~SetGlobal("TorkJoined","LOCALS",0)~ EXIT
END

IF ~Global("TorkJoined","LOCALS",0)~ THEN BEGIN Rejoin
SAY ~You want me to rejoin?~
IF ~~ THEN REPLY ~That's right Vondo, get back in formation.~ DO ~SetGlobal("TorkJoined","LOCALS",1)
JoinParty()~ EXIT
IF ~~ THEN REPLY ~That's right, I don't want you in the party.~ EXIT
END

 

More code that used to work fine. I've stopped moving all of this, because I don't think my NPC looks right without.

 

So, what does it look like is going on?

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Am not in the best state to answer this now, but I see you are using the prefix A#, which I have been too for the last few years. :p Might want a diufferent one to avoid incompatabilities.

 

What are the errors? Not compiling or just not showing ingame?

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Oh, it just reads that such and such line is not installing in the debug.

 

And I'll try not to use A# if it ever comes to uploading this mod to the internet. :p

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1) [Y]es or [N]o or [Q]uit?

Installing [Tork for BG2: SoA]

Copying 1 file ...

[Tork\A#Tork.cre] loaded, 2240 bytes

Copied [Tork\A#Tork.cre] to [override\A#Tork.cre]

Compiling 1 dialogue file ...

[./override/TRIGGER.IDS] loaded, 7725 bytes

[TRIGGER.IDS] parsed

[./override/ACTION.IDS] loaded, 13073 bytes

[ACTION.IDS] parsed

 

[Tork\A#Tork.d] LEXER ERROR at line 53 column 4-169

Near Text: "

invalid character ["]

 

[Tork\A#Tork.d] ERROR at line 53 column 4-169 (<-- goes with other lines)

Near Text: "

Parsing.Parse_error

ERROR: parsing [Tork\A#Tork.d]: Parsing.Parse_error

ERROR: compiling [Tork\A#Tork.d]!

Stopping installation because of error.

 

ERROR Installing [Tork for BG2: SoA], rolling back to previous state

[Tork\backup/0/UNSETSTR.0] SET_STRING uninstall info not found

[Tork\backup/0/UNINSTALL.0] loaded, 20 bytes

Will uninstall 1 files for [sETUP-TORK.TP2] component 0.

Deleting [override\A#Tork.cre] (to restore original game condition)

Uninstalled 1 files for [sETUP-TORK.TP2] component 0.

ERROR: Parsing.Parse_error

PLEASE email the file SETUP-TORK.DEBUG to discharger12@yahoo.com

 

2) Yeah, that sounds like a good idea, now that you mention it. I'll change that when I get the chance. (Hopefully soon.)

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Actually, these lines I haven't posted, but here are the surrounding lines:

 

 
IF ~~ THEN BEGIN Party
SAY ~They all died.~
++ ~But, how?. Can you go more into detail?~ + InquireDeathParty
++ ~Nevermind, farewell.~ EXIT
END

IF ~~ THEN BEGIN InquireDeathParty
This is line 53--> SAY ~Before I left, a human in the party said that something called "Internal Conflicts" and told me to leave. All I know is that the other's were fighting a whole lot.~"
++ ~That's too bad. You really don't know what to do?~ + WhatToDo
//++ ~You caused the internal conflicts, which means you are to blame.~ + Sadden 
++ ~Forget I said anything, farewell.~ EXIT 
END

IF ~~ THEN BEGIN WhatToDo
SAY ~I guess wait until another party comes by. Maybe they could help me with my problem.~
++ ~And what problem is that?~ + Problematic
++ ~I have to go, farewell.~ EXIT
END

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SAY ~Before I left, a human in the party said that something called "Internal Conflicts" and told me to leave. All I know is that the other's were fighting a whole lot.~"

 

Symbol ' " ' after ' ~ ' does not look good.

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SAY ~Before I left, a human in the party said that something called "Internal Conflicts" and told me to leave. All I know is that the other's were fighting a whole lot.~"

 

Symbol ' " ' after ' ~ ' does not look good.

 

Woah! :p

 

No wonder I've been having such problems. How is it that something so small can be such a big problem?

 

Thanks guys, for putting up with such a stupid mistake.

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It causes problems because it can't parse that line anymore. It doesn't know what to do with that symbol so it can cause nasty error messages. For future reference, when it gives you a line number where its reporting an error, check that line carefully and then the two around it (or just the last line of the block before if its the start of a new block). WeiDU gives error reports for a reason.

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