I just want to preface this by saying that I really appreciate all the help I've been getting here. I'm still really surprised that I haven't gotten a single sarcastic response to any of my amateur mistakes and I think I'm looking at a really strong community.
Anyway, thanks for the script, berelinde. I can't tell you whether it works or not, but it got through the installer without any parsing errors. The dialogue, though, is still not going through. I'm not really sure what you mean by your last comment:
the only trigger you need and the only trigger you should have is ~Global("TAidenTalkedToEithyra","GLOBAL",1). Make sure you close the variable by setting it to two somewhere in the dialogue.
Should I not be using the Global AidenTalksToEithyria? And why would I set it to 2? As it is now, when AidenTalksToEithyria=1, Eithyria is supposed to leave the area and Aiden is supposed to approach Player1 to strike up a conversation. Neither of these NPCs are party members at this point.
Here's what I've got right now.
Q!Eilthy.baf (no error)
IF
Global("EilthyraExists","GLOBAL",1)
See(Player1) //or whatever DV you want
Global("AidenTalksToEilthyra","GLOBAL",0)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("AidenTalksToEilthyra","GLOBAL",1)
END
IF
Global("EilthyraExists","GLOBAL",1)
See(Player1) //or whatever DV you want
Global("AidenTalksToEilthyra","GLOBAL",1)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
StartDialogueNoSet(Player1) //or whatever
END
[i]On a side note, should I assume here that even though she's launching a dialogue with Player1, she'll actually carry out her conversation with Aiden instead? If not, what should I use instead of StartDialogueNoSet(Player1)?[/i]
Q!Eilthy.d
[code]CHAIN IF ~Global("EilthyraExists","GLOBAL",1) // you need to register a modding prefix
GlobalLT("AidenTalksToEilthyra","GLOBAL",0) // try use shorter variables.
See(Player1)
CombatCounter(0)
!See([ENEMY])~ THEN EIL AidenTalksToEilthyra
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",1)~
== ~AID~ ~Yep.~
== ~EIL~ ~We sure are!~
= ~Okay, I'm bored.~ // since Eilythra is still talking, you use Multisay instead. No need to reference her dialogue again.
//that EXIT was unnecessary: do this instead
DO ~EscapeArea()~[/code]
Here's the error report that comes up for that:
[code]Compiling 1 dialogue file ...
[Aiden/Q!eilthy.d] PARSE ERROR at line 12 column 1-17
Near Text:
syntax error
[Aiden/Q!eilthy.d] ERROR at line 12 column 1-17
Near Text:
Parsing.Parse_error
ERROR: parsing [Aiden/Q!eilthy.d]: Parsing.Parse_error
ERROR: compiling [Aiden/Q!eilthy.d]!
Stopping installation because of error.
As you can tell, I'm
really new at this and I just don't know what the problem is. Am I only supposed to be using CHAIN for dialogue involving party members? If so, what's the alternative?
Edited by ottomadenedamotto, 22 August 2010 - 01:13 PM.