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Script problem


Miss Sakaki

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It's probably right under my nose, but this has been frustrating me for a while. The weird thing is that I'm pretty sure it's only started happening since updating to WeiDU-190. When attempting to install, I get this message:

 

[Nathaniel-ToB/script/FHNAT25.baf]  ERROR at line 36 column 30-30
Near Text: )
Not_found
ERROR: parsing [Nathaniel-ToB/script/FHNAT25.baf]: Not_found
ERROR: error compiling [Nathaniel-ToB/script/FHNAT25.baf]: Not_found

 

Lines 35-37 in the script are these:

 

!AreaType([DUNGEON])
!See([ENEMY])
!Range([NEUTRAL],10)

 

If anyone could tell me what I've written wrong in the script, that would be great.

 

Edit: Sorry, please move to the right forum (that's what comes of posting when tired, I guess).

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Yeah, this is the whole script block:

 

IF
Global("NathRomanceActive","GLOBAL",2)
See(Player1)
RealGlobalTimerExpired("NathRomance","GLOBAL")
CombatCounter(0)
!InWatchersKeep()
!AreaType([DUNGEON])
!See([ENEMY])
!Range([NEUTRAL],10)
Global("FHExpLoveTalk","GLOBAL",9)
Global("MetBal","GLOBAL",1)
THEN
RESPONSE #100
IncrementGlobal("FHExpLoveTalk","LOCALS",1)
MoveViewObject(Player,INSTANT)
Interact(Player1)
Wait(1)
END

 

And it's the !See([ENEMY]) line that WeiDU doesn't like.

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Have you successfully used InWatchersKeep() before? Because it's listed as 'not tested' (NT) in IESDP and I can't find examples of it with NearInfinity from the original game's scripts or dialogues.

 

Also, I never put Increment/SetGlobal() in the same block with Interact() or Dialogue(), because that might cause the talk not to fire if the player accidentally orders the NPC to do something else (like to walk somewhere) when he/she is just about to start the dialogue. Though, since I've not used MoveViewObject(Player,INSTANT) when triggering talks I'm not sure if that changes the situation.

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