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I just made a HUGE menu code, which is half way completed:
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 #TEMPERED 2 - Town Merchant Menus

  (
    "town_trade",0,
    "You head towards the marketplace.",
    "none",
    [],
    [
      ("assess_prices",[],
       "Assess the local prices.",
       [
           (jump_to_menu,"mnu_town_trade_assessment_begin"),
        ]),
      ("trade_with_arms_merchant",[],
       "Trade with the arms merchant.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("trade_with_armor_merchant",[],
       "Trade with the armor merchant.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("trade_with_horse_merchant",[],
       "Trade with the horse merchant.",
       [
           (jump_to_menu,"mnu_horse_merchant"),
        ]),
      ("trade_with_goods_merchant",[],
       "Trade with the goods merchant.",
       [
           (jump_to_menu,"mnu_goods_merchant"),
        ]),
      ("back_to_town_menu",[],"Head back.",
       [
           (jump_to_menu,"mnu_town"),
        ]),
    ]
  ),

  (
    "arms_merchant",0,
    "You arrive at the arms merchant.",
    "none",
    [],
    [
      ("trade_with_arms_merchant",[(party_slot_ge, "$current_town", slot_town_weaponsmith, 1)],
       "Trade with the arms merchant.",
       [
           (party_get_slot, ":merchant_troop", "$current_town", slot_town_weaponsmith),
           (change_screen_trade, ":merchant_troop"),
        ]),
      ("trade_with_arms_merchant_create",[],
       "Ask the merchant to create a weapon.",
       [
           (jump_to_menu,"mnu_town_create_arms"),
        ]),
      ("back_to_town_menu",[],"Head back.",
       [
           (jump_to_menu,"mnu_town_trade")
        ]),
    ]
  ),
  (
    "armor_merchant",0,
    "You arrive at the armor merchant.",
    "none",
    [],
    [
("trade_with_armor_merchant",[(party_slot_ge, "$current_town", slot_town_armorer, 1)],
       "Trade with the armor merchant.",
       [
           (party_get_slot, ":merchant_troop", "$current_town", slot_town_armorer),
           (change_screen_trade, ":merchant_troop"),
        ]),
      ("trade_with_armor_merchant_create",[],
       "Ask the merchant to create armor.",
       [
           (jump_to_menu,"mnu_town_create_armor"),
        ]),
      ("back_to_town_menu",[],"Head back.",
       [
           (jump_to_menu,"mnu_town_trade")
        ]),
    ]
  ),
  (
    "horse_merchant",0,
    "You arrive at the horse merchant.",
    "none",
    [],
    [
        ("trade_with_horse_merchant",[(party_slot_ge, "$current_town", slot_town_horse_merchant, 1)],
       "Trade with the horse merchant.",
       [
           (party_get_slot, ":merchant_troop", "$current_town", slot_town_horse_merchant),
           (change_screen_trade, ":merchant_troop"),
        ]),
      ("back_to_town_menu",[],"Head back.",
       [
           (jump_to_menu,"mnu_town_trade")
        ]),
    ]
  ),
  (
    "goods_merchant",0,
    "You arrive at the goods merchant.",
    "none",
    [],
    [
        ("trade_with_goods_merchant",[(party_slot_ge, "$current_town", slot_town_merchant, 1)],
       "Trade with the goods merchant.",
       [
           (party_get_slot, ":merchant_troop", "$current_town", slot_town_merchant),
           (change_screen_trade, ":merchant_troop"),
        ]),
      ("back_to_town_menu",[],"Head back.",
       [
           (jump_to_menu,"mnu_town_trade")
        ]),
    ]
  ),
#ARMS CREATE MENU
(
    "town_create_arms",0,
    "You ask the arms merchant to create a...",
    "none",
    [],
    [
      ("create_one_handed",[],
       "One handed weapon.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("create_two_handed",[],
       "A two handed weapon.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("create_polearm",[],
       "A polearm.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("create_bow_arrow",[],
       "A Bow and Arrow set.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("create_corssbow_bolt",[],
       "A Crossbow and Bolt set.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("create_thrown",[],
       "A Thrown weapon.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
      ("back_to_arms",[],"Head back.",
       [
           (jump_to_menu,"mnu_arms_merchant"),
        ]),
    ]
  ),
#ARMOR CREATE MENU
(
    "town_create_armor",0,
    "You ask the armor merchant to create...",
    "none",
    [],
    [
      ("create_helmet",[],
       "A helmet.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("create_gauntlet",[],
       "A pair of Gauntlets.",
       [
           (jump_to_menu,"mnu_armor_create_gauntlet"),
        ]),
      ("create_body",[],
       "Body armor.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("create_footwear",[],
       "Footwear.",
       [
           (jump_to_menu,"mnu_armor_create_footwear"),
        ]),
      ("back_to_arms",[],"Head back.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
    ]
  ),
#GAUNTLET
(
    "armor_create_gauntlet",0,
    "You ask the armor merchant to create...",
    "none",
    [],
    [
      ("create_leather_gloves",[],
       "Leather Gloves.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", leather_gloves),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_mail_mittens",[],
       "Mail Mittens.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", mail_mittens),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_scale_gauntlets",[],
       "Scale Gauntlets.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", scale_gauntlets),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_gauntlets",[],
       "Gauntlets.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", gauntlets),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("back_to_arms",[],"Head back.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
    ]
  ),
#BODY
(
    "town_create_body",0,
    "You ask the armor merchant to create...",
    "none",
    [],
    [
      ("wollen_dress",[(eq,"$character_gender",tf_female)],
       "A Dress.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("tabard",[],
       "A tabard",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("gambeson",[],
       "A gambeson.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("tribal_warrior_outfitr",[],
       "A Tribal Warrior Outfit.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("byrnie",[],
       "A Brynie.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("mail_with_surcoat",[],
       "A Mail with Surcoat",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("coat_of_plates",[],
       "A Coat of Plates.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("black_armor",[],
       "Black Armor.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("back_to_arms",[],"Head back.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
    ]
  ),
#FOOTWEAR
(
    "armor_create_footwear",0,
    "You ask the armor merchant to create...",
    "none",
    [],
    [
      ("create_wrapping_boots",[],
       "Wrapping Boots.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", wrapping_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_woolen_hose",[],
       "Wollen Hose.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", woolen_hose),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_blue_hose",[],
       "Blue Hose.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", blue_hose),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_hunter_boots",[],
       "Hunter Boots.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", hunter_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_hide_boots",[],
       "Hide Boots.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", hide_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_ankle_boots",[],
       "Ankle Boots.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", ankle_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_nomad_boots",[],
       "Nomad Boots.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", nomad_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_leather_boots",[],
       "Leather Boots.",
       [
           (assign, "$imod", imodbit_cloth),
           (assign, "$creation", leather_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_mail_chausses",[],
       "Mail Chausses.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", mail_chausses),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_splinted_leather_greaves",[],
       "Splintered Leather Greaves.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", splinted_leather_greaves),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_splinted_greaves",[],
       "Splintered Greaves.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", splinted_greaves),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_mail_boots",[],
       "Mail Boots.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", mail_boots),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_iron_greaves",[],
       "Iron Greaves.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", iron_greaves),
           (jump_to_menu,"mnu_town_create_style"),
        ]),
      ("create_black_greaves",[],
       "Black Greaves.",
       [
           (assign, "$imod", imodbit_armor),
           (assign, "$creation", black_greaves),
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("back_to_arms",[],"Head back.",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
    ]
  ),
#CREATION MENU 1
(
    "town_create_style",0,
    "What level of weapon do you wish to create?",
    "none",
    [
        (try_begin),
        (eq, "$imod", imodbit_horse_basic),
        (assign, "$imodbit_swaybacked", 1),
        (assign, "$imodbit_lame", 1),
        (assign, "$imodbit_spirited", 1),
        (assign, "$imodbit_heavy", 1),
        (assign, "$imodbit_stubborn", 1),
        (else_try),
        (eq, "$imod", imodbit_cloth),
        (assign, "$imodbit_tattered", 1),
        (assign, "$imodbit_ragged", 1),
        (assign, "$imodbit_sturdy", 1),
        (assign, "$imodbit_thick", 1),
        (assign, "$imodbit_hardened", 1),
        (else_try),
        (eq, "$imod", imodbit_armor),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_battered", 1),
        (assign, "$imodbit_crude", 1),
        (assign, "$imodbit_thick", 1),
        (assign, "$imodbit_reinforced", 1),
        (assign, "$imodbit_lordly", 1),
        (else_try),
        (eq, "$imod", imodbit_plate),
        (assign, "$imodbit_cracked", 1),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_battered", 1),
        (assign, "$imodbit_crude", 1),
        (assign, "$imodbit_thick", 1),
        (assign, "$imodbit_reinforced", 1),
        (assign, "$imodbit_lordly", 1),
        (else_try),
        (eq, "$imod", imodbit_polearm),
        (assign, "$imodbit_cracked", 1),
        (assign, "$imodbit_bent", 1),
        (assign, "$imodbit_balanced", 1),
        (else_try),
        (eq, "$imod", imodbit_shield),
        (assign, "$imodbit_cracked", 1),
        (assign, "$imodbit_battered", 1),
        (assign, "$imodbit_thick", 1),
        (assign, "$imodbit_reinforced", 1),
        (else_try),
        (eq, "$imod", imodbit_sword),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_chipped", 1),
        (assign, "$imodbit_balanced", 1),
        (assign, "$imodbit_tempered", 1),
        (else_try),
        (eq, "$imod", imodbit_sword_high),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_chipped", 1),
        (assign, "$imodbit_balanced", 1),
        (assign, "$imodbit_tempered", 1),
        (assign, "$imodbit_masterwork", 1),
        (else_try),
        (eq, "$imod", imodbit_axe),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_chipped", 1),
        (assign, "$imodbit_balanced", 1),
        (assign, "$imodbit_heavy", 1),
        (else_try),
        (eq, "$imod", imodbit_mace),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_chipped", 1),
        (assign, "$imodbit_balanced", 1),
        (assign, "$imodbit_heavy", 1),
        (else_try),
        (eq, "$imod", imodbit_pick),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_chipped", 1),
        (assign, "$imodbit_balanced", 1),
        (assign, "$imodbit_heavy", 1),
        (else_try),
        (eq, "$imod", imodbit_bow),
        (assign, "$imodbit_cracked", 1),
        (assign, "$imodbit_bent", 1),
        (assign, "$imodbit_strong", 1),
        (assign, "$imodbit_masterwork", 1),
        (else_try),
        (eq, "$imod", imodbit_crossbow),
        (assign, "$imodbit_cracked", 1),
        (assign, "$imodbit_bent", 1),
        (assign, "$imodbit_masterwork", 1),
        (else_try),
        (eq, "$imod", imodbit_missile),
        (assign, "$imodbit_bent", 1),
        (assign, "$imodbit_large_bag", 1),
        (else_try),
        (eq, "$imod", imodbit_thrown),
        (assign, "$imodbit_bent", 1),
        (assign, "$imodbit_heavy", 1),
        (assign, "$imodbit_balanced", 1),
        (assign, "$imodbit_large_bag", 1),
        (else_try),
        (eq, "$imod", imodbit_horse_good),
        (assign, "$imodbit_spirited", 1),
        (assign, "$imodbit_heavy", 1),
        (else_try),
        (eq, "$imod", imodbit_good),
        (assign, "$imodbit_sturdy", 1),
        (assign, "$imodbit_thick", 1),
        (assign, "$imodbit_hardened", 1),
        (assign, "$imodbit_reinforced", 1),
        (else_try),
        (eq, "$imod", imodbit_bad),
        (assign, "$imodbit_rusty", 1),
        (assign, "$imodbit_chipped", 1),
        (assign, "$imodbit_tattered", 1),
        (assign, "$imodbit_ragged", 1),
        (assign, "$imodbit_cracked", 1),
        (assign, "$imodbit_bent", 1),
        (try_end),
        ],
    [
      ("town_create_imodbit_swaybacked",[(eq,"$imodbit_swaybacked",1)],
       "",
       [
           (assign, "$imod_style", imodbit_swaybacked),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_tattered",[(eq,"$imodbit_tattered",1)],
       "",
       [
           (assign, "$imod_style", imodbit_tattered),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_battered",[(eq,"$imodbit_battered",1)],
       "",
       [
           (assign, "$imod_style", imodbit_battered),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_bent",[(eq,"$imodbit_bent",1)],
       "",
       [
           (assign, "$imod_style", imodbit_bent),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_chipped",[(eq,"$imodbit_chipped",1)],
       "",
       [
           (assign, "$imod_style", imodbit_chipped),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_cracked",[(eq,"$imodbit_cracked",1)],
       "",
       [
           (assign, "$imod_style", imodbit_cracked),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_crude",[(eq,"$imodbit_crude",1)],
       "",
       [
           (assign, "$imod_style", imodbit_crude),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_stubborn",[(eq,"$imodbit_stubborn",1)],
       "",
       [
           (assign, "$imod_style", imodbit_stubborn),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_lame",[(eq,"$imodbit_lame",1)],
       "",
       [
           (assign, "$imod_style", imodbit_lame),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_large_bag",[(eq,"$imodbit_large_bag",1)],
       "",
       [
           (assign, "$imod_style", imodbit_large_bag),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_rusty",[(eq,"$imodbit_rusty",1)],
       "",
       [
           (assign, "$imod_style", imodbit_rusty),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_ragged",[(eq,"$imodbit_ragged",1)],
       "",
       [
           (assign, "$imod_style", imodbit_ragged),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_reinforced",[(eq,"$imodbit_reinforced",1)],
       "",
       [
           (assign, "$imod_style", imodbit_reinforced),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_spirited",[(eq,"$imodbit_spirited",1)],
       "",
       [
           (assign, "$imod_style", imodbit_spirited),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_strong",[(eq,"$imodbit_strong",1)],
       "",
       [
           (assign, "$imod_style", imodbit_strong),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_sturdy",[(eq,"$imodbit_sturdy",1)],
       "",
       [
           (assign, "$imod_style", imodbit_sturdy),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_balanced",[(eq,"$imodbit_balanced",1)],
       "",
       [
           (assign, "$imod_style", imodbit_balanced),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_hardened",[(eq,"$imodbit_hardened",1)],
       "",
       [
           (assign, "$imod_style", imodbit_hardened),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_heavy",[(eq,"$imodbit_heavy",1)],
       "",
       [
           (assign, "$imod_style", imodbit_heavy),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_masterwork",[(eq,"$imodbit_masterwork",1)],
       "",
       [
           (assign, "$imod_style", imodbit_masterwork),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_thick",[(eq,"$imodbit_thick",1)],
       "",
       [
           (assign, "$imod_style", imodbit_thick),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_tempered",[(eq,"$imodbit_tempered",1)],
       "",
       [
           (assign, "$imod_style", imodbit_tempered),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      ("town_create_imodbit_lordly",[(eq,"$imodbit_lordly",1)],
       "",
       [
           (assign, "$imod_style", imodbit_lordly),
           (jump_to_menu,"mnu_town_create_conclude"),
        ]),
      
      ("town_create_cancel",[],
       "Head Back",
       [
           (jump_to_menu,"mnu_town"),
        ]),
    ]
  ),
#CREATION MENU 2
(
    "town_create_conclude",0,
    "So do you wish for a (reg1) (reg2) to be made? ",
    "none",
    [
        (assign, reg1, "$imod_style"),
        (assign, reg2, "$creation"),
        ],
    [
      ("town_create_yes",[],
       "Yes",
       [
           (jump_to_menu,"mnu_armor_merchant"),
        ]),
      ("town_create_yes",[],
       "No",
       [
           (jump_to_menu,"mnu_town"),
        ]),
    ]
  ),
#TEMPERED 2 end
and I put it through the "build_module.bat" and it had no problems. There was nothing out of place...
I then tried to run it through M&B and it said no!!!
I said that there was an "unexpected end of file while reading file: modules\life in calradia\menus.txt"
WHAT'S GOING ON!?!?!?!
 
Yea!!! How dare my computer think itself!!! I ought to have a word with it's pearents!!!
lol.
Anyways, I tired also breaking up the code, computer still said no. Could it be the new length of the code? as I would have added another good 100 lines of code or so...
 
No. I don't know what's causing it, but it's not the length. I've had this error myself, but I fixed it by re-writing my code.
 
Hey,what's wrong with little brittan? lol.
ANYWAYS!!! I have found the problem, and I wanted to share it with everyone so that I don't stuff up again.
If you look in the code, here is an example:
插入代码块:
("town_create_imodbit_swaybacked",
[(eq,"$imodbit_swaybacked",1)],
"",
       [ 
          (assign, "$imod_style", imodbit_swaybacked), 
          (jump_to_menu,"mnu_town_create_conclude"),
        ]),
You will notice that I never on all similar ocasions gave the meu what to say for this area. AKA there is a blank "" there.
Once i filled this in with actual text I managed to get the coding to work. AND COMPUTER SAID YES!!!

Also, how is it that I set text to a variable? AKA i want to set "$imod_style" to "lordly". I know it's possible, but when I try it tells me to set it to a variable using $...
 
This is unrelated to the below, but I figured rather than start another post and computer still said no...

Umm, I have a minor problem which is more of an annoyace. When i build the module it tells me that there is a local variable ":count" that is never used, only problem is it doesn't say what line of codeing the variable is set on. I was wondering if there is a way to find out rather than search through the countless ":count" variables (geddit?) in the mission templates?
 
kt0's modificated proccess_*.py is said to have ability to locate the unused variables, but I never try.

EDIT:
Confirmed. I try it and It works. The MS Compiler now tell me in what script or mission template, the unused local variable found.
I forget where I got it, but all kt0's post can be found with keyword Blam.
 
I have another coding problem where the build module works fine, but then mount and blade gives an error.

I am trying to make it so that you can buy a property, but to buy it, you must first finish a minor quest. Thus I am using the coding for the in game menu option:
插入代码块:
      ("town_property",[(party_slot_eq,"$current_town",slot_party_type, spt_town)],"Purchase a property.",
       [(try_begin),
        (check_quest_active,"qst_buy_bussiness"),
        (quest_slot_eq, "qst_buy_bussiness", slot_quest_target_center, "$g_encountered_party"),
        (jump_to_menu, "mnu_property_sell"),
     (else_try),
        (neq|check_quest_active,"qst_buy_bussiness"),
        (jump_to_menu, "mnu_property_buy"),
     (try_end),
        ], "Purchase a property."),
What I want this to do is see if the buy quest is active, and if it is, see if the quest is relative to this town, in which case it goes to the quest purchase menu. If that fails, I ask it to see if the buy quest is inactive, and go to the origional property menu. But for some reason it will export fine then I get this:
mb4.bmp
 
(neq|check_quest_active,"qst_buy_bussiness"),

change to:
(neg|check_quest_active,"qst_buy_bussiness"),
 
Another coding problem on the same lines.
When I run this code:
插入代码块:
("buy_yes",[(store_troop_gold, ":cur_gold", "trp_player"),
                    (ge, ":cur_gold", reg21),],
       "Buy your new bussiness.",
       [
           (setup_quest_text, "qst_buy_bussiness"),
           (start_quest, "qst_buy_bussiness"),
           (assign, s8, "$current_town"),
           (party_get_slot, s9, "$current_town", slot_town_lord),
           (quest_set_slot,"qst_buy_bussiness",slot_quest_target_troop,s9),
           (quest_set_slot,"qst_buy_bussiness",slot_quest_target_center,"$g_encountered_party"),
           (quest_set_slot,"qst_buy_bussiness",slot_quest_target_party,1),
           (try_begin),
              (eq, "$slot2", 1),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_center, 1),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_troop, 1),
              (assign, s7, "@tavern"),
           (else_try),
              (eq, "$slot2", 2),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_center, 2),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_troop, 2),
              (assign, s7, "@armor merchant"),
           (else_try),
              (eq, "$slot2", 3),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_center, 3),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_troop, 3),
              (assign, s7, "@arms merchant"),
           (else_try),
              (eq, "$slot2", 4),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_center, 4),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_troop, 4),
              (assign, s7, "@horse merchant"),
           (else_try),
              (eq, "$slot2", 5),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_center, 5),
              (quest_set_slot, "qst_buy_bussiness", slot_quest_giver_troop, 5),
              (assign, s7, "@goods merchant"),
           (try_end),
           (jump_to_menu,"mnu_property_sell"),
        ]),
It comes up with another huge error list, but only in game. Shouldn't the module build pick up on these things? any idea's on where i stuffed up?
Please note, I know I am putting up a lot of posts today, but I lose my broadband connection tomorrow, so I am trying to work out a lot of the hard stuff now, so I can do the easy stuff in the slow connection speed times.
 
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