lol - what's the difference?
But was the bug itself reported correctly?
Fixed it for the next version though, thanks
lol - what's the difference?
But was the bug itself reported correctly?
Fixed it for the next version though, thanks
Does it check for lines containing both "not" and a condition that uses a logical operator?
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- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Can you give an example of what you mean?
Like "if not I_CompareCounter CounterX = 3"?
I think it does check that, but I would have to check it to be sure.
I added a function in v1.3 to check for region names in the I_SettlementExists and I_SettlementOwner conditions, by reading descr_regions.txt (based on HouseOfHam's Settlement Coordinate Locator)
I haven't added it for "I_SettlementSelected" yet...
Great tool
Iam a sort of greeny on scripting issues so be nice if I get something wrong in my ignorance
I used your Validator on various scripts and found that it does not recognize the shadowing or shadowed_by feature introduced with BI.
Entry Example from the descr_sm_factions.txt: romans_brutii, shadowed by Thrace
To make use of the shadow feature the faction name has to have a comma while in the actual script there is no comma...so the Validator comes up with loads of error messages "unrecognized faction".
Maybe there is a way to bypass this in a future version as on a long scripts the list of error entrys will veeeery long just for this little issue
Good point, hadn't thought of that... Though you can change the faction names manually after reading them
...the faction names dont have to be changed...these are false positives......
not a big problem with small scripts but when they get 9000 lines or longer....puuuuuhhh...if one has 500 false positives its easy to oversee a real error....
nevermind...great tool anyway
I post you an example of an error log full of false positives.
You will see one real error within the others which can be easily overseen...
What I meant, is that you can change the faction name the tool uses after you've read them from descr_sm_factions.txt, like this:
So all you have to do is to ensure the faction names listed in the tool are the correct ones and you won't get any errors...
(make sure to remove any comas and such as well...)
Very useful tool! even more now it checks for faction and region names
If you remember, some time ago we talked about the proper use of the condition GarrisonToPopulationRatio, because it appears GarrisonSettlementRatio in the sample use of the docudemon.
Sorry if I waited so long time to check it...
Let me confirm your validator is right, and this is the proper use:
While it seems the condition I was using "GarrisonSettlementRatio"does nothing.Code:GarrisonToPopulationRatio > 0.35
In the export_descr_advice file, I found these things (marked in red - scroll down to see the others):
In short, the "parameters" I found in this file are:Code:;------------------------------------------ AdviceThread Character_Suggested_Action_Attack_Enemy_Thread GameArea Campaign Item Character_Suggested_Action_Attack_Enemy_Text_01 Suppressible y Uninhibitable Verbosity 3 Threshold 1 MaxRepeats 100 RepeatInterval 3 Attitude Normal Presentation Default Parameter TargetCharacterName Title Character_Suggested_Action_Attack_Enemy_Text_01_Title Text Character_Suggested_Action_Attack_Enemy_Text_01_Text1 Text Character_Suggested_Action_Attack_Enemy_Text_01_Text2 Text Character_Suggested_Action_Attack_Enemy_Text_01_Text3 Text Character_Suggested_Action_Attack_Enemy_Text_01_Text4 ;------------------------------------------ AdviceThread Character_Suggested_Action_Attack_Settlement_Thread GameArea Campaign Item Character_Suggested_Action_Attack_Settlement_Text_01 Suppressible y Uninhibitable Verbosity 3 Threshold 2 MaxRepeats 100 RepeatInterval 4 Attitude Normal Presentation Default Parameter TargetSettlementName Title Character_Suggested_Action_Attack_Settlement_Text_01_Title Text Character_Suggested_Action_Attack_Settlement_Text_01_Text1 Text Character_Suggested_Action_Attack_Settlement_Text_01_Text2 Text Character_Suggested_Action_Attack_Settlement_Text_01_Text3 Text Character_Suggested_Action_Attack_Settlement_Text_01_Text4 ;------------------------------------------ AdviceThread Character_Suggested_Action_Patrol_Region_Thread GameArea Campaign Item Character_Suggested_Action_Patrol_Region_Text_01 Suppressible y Uninhibitable Verbosity 3 Threshold 2 MaxRepeats 100 RepeatInterval 4 Attitude Normal Presentation Default Parameter RegionName Title Character_Suggested_Action_Patrol_Region_Text_01_Title Text Character_Suggested_Action_Patrol_Region_Text_01_Text1 Text Character_Suggested_Action_Patrol_Region_Text_01_Text2 Text Character_Suggested_Action_Patrol_Region_Text_01_Text3 Text Character_Suggested_Action_Patrol_Region_Text_01_Text4 ;------------------------------------------ Etc etc...
- SettlementName
- TargetSettlementName
- RegionName
- TargetRegionName
- CharacterName
- TargetCharacterName
Only the first one exists in the docudemons, the others don't.
Does anyone have an idea if those can somehow be used as condition in a script? (and if I should add it to the validator). Of course I can test it myself, but if someone else already did, I would be duplicating work
My theory on those, I ran into them when adding advice validation to ATVTW, is that they are values you can refer to in export_ancillaries to have really customized messages. None of the advice threads actually make use of them, and I haven't tried adding them to advice threads to test. There are few others that you don't mention listed in the exe but I can't remember what they are right now.
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
They aren't conditions, I think they're parameters that can be used in the text description for the advice items.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Does anyone know what the ! in some conditions does? Currently the validator notifies it as a bug, but it's also used in the RTW prologue script:
Code:;;;;********************************************************************************************** ;;;; wait for end deployement ;;;;********************************************************************************************** while ! I_BattleStarted end_while