OK, I have given it 5 hours, and I am stuck.
I have a parse error
[BG1NPC/Phase2/baf/X#MIINT2.BAF] PARSE ERROR at line 302 column 28-33
Near Text: GLOBAL
syntax error
[BG1NPC/Phase2/baf/X#MIINT2.BAF] ERROR at line 302 column 28-33
Near Text: GLOBAL
Parsing.Parse_error
ERROR: parsing [BG1NPC/Phase2/baf/X#MIINT2.BAF]: Parsing.Parse_error
Isolating and commenting out each block one at a time has resulted in moving the error line to 304, 302, 303... but I can't determine a pattern.
Commenting out the tp2 lines compiling and evaluating the file results in everything else in the mod installing fine, and recheck for an oddity with string delimiters and variables shows no troubles.
If someone can show me where I have a problem, I would greatly appreciate the help/extra eyes. I have marked line 302 (and have been concentrating on finding the line before it that causes the trouble).
/* Minsc, When first entering the Candlekeep catacombs */
IF %BGT_VAR%
AreaCheck("%Candlekeep_Catacombs_L1%")
Global("X#MWFETCC","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#MWFETCC","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MWFETCC","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Myself)
END
/* Minsc, When Entering The First Level Of The Low Lantern (gambling ship) */
IF %BGT_VAR%
AreaCheck("%BaldursGate_DocksLowLantern_D1%")
Global("X#MWETFLOTLL","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
SetGlobal("X#MWETFLOTLL","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MWETFLOTLL","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Myself)
END
/* Minsc, Upon Entering The Area Where Cloakwood Mines Are Located */
IF %BGT_VAR%
AreaCheck("%CloakwoodMines_MineShed%")
Global("X#MUETAWCMAL","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
SetGlobal("X#MUETAWCMAL","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MUETAWCMAL","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Myself)
END
/* Minsc, Upon entering the Lost City: */
IF %BGT_VAR%
AreaCheck("%Undercity%")
Global("X#MUETLC","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#MUETLC","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MUETLC","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Myself)
END
/* Vitiare */
IF %BGT_VAR%
AreaCheck("%NashkelCarnival_VitiaresTent%")
OR(2)
Global("X#MinscVitiare","GLOBAL",1)
Global("X#MinscVitiare","GLOBAL",4)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
IncrementGlobal("X#MinscVitiare","GLOBAL",1)
END
IF %BGT_VAR%
OR(2)
Global("X#MinscVitiare","GLOBAL",2)
Global("X#MinscVitiare","GLOBAL",5)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* Gnoll's Stronghold, Khalid NIP */
IF %BGT_VAR%
AreaCheck("%GnollStronghold%")
Global("X#MinscStronghold","GLOBAL",0)
GlobalLT("X#DYQJournalTalk","GLOBAL",2)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
!InParty("khalid")
THEN
RESPONSE #100
SetGlobal("X#MinscStronghold","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MinscStronghold","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* BG Sewers */
IF %BGT_VAR%
GlobalGT("X#MUETAWCMAL","GLOBAL",1)
Global("X#MinscSewer","GLOBAL",0)
OR(4)
AreaCheck("%BaldursGate_Undercellars%")
AreaCheck("%WSewers%")
AreaCheck("%CentralSewers%")
AreaCheck("%ESewers%")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#MinscSewer","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MinscSewer","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* Minsc Edwin Pre-Dynaheir Shutdown */
IF %BGT_VAR%
Global("X#MinscProtestsEdwin","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InParty("dynaheir")
THEN
RESPONSE #100
SetGlobal("X#MinscProtestsEdwin","GLOBAL",5)
END
/* Minsc attacks party if joined Edwin */
IF %BGT_VAR%
Global("X#MinscProtestsEdwin","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InParty("edwin")
!StateCheck("edwin",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
!InParty("dynaheir")
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#MinscProtestsEdwin","GLOBAL",2)
END
IF %BGT_VAR%
Global("X#MinscProtestsEdwin","GLOBAL",2)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InParty("edwin")
!StateCheck("edwin",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
!InParty("dynaheir")
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* Ankhegs */
IF %BGT_VAR%
AreaCheck("%FishingVillage%")
Global("X#MinscAnkhegs","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#MinscAnkhegs","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MinscAnkhegs","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* Lighthouse */
IF %BGT_VAR%
AreaCheck("%Lighthouse%")
Global("X#Minsc3600","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#Minsc3600","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#Minsc3600","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0) // <<<<<<<<THIS IS LINE 302
PlaySound("minsc99")
Dialog(Player1)
END
/* Cloakwood Nest */
IF %BGT_VAR%
Global("X#Minsc2100","GLOBAL",0)
AreaCheck("%CloakwoodNest%")
Global("X#Minsc2100","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#Minsc2100","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#Minsc2100","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* CK Catacombs */
IF %BGT_VAR%
AreaCheck("%Candlekeep_Catacombs_L1%")
Dead("phlydia")
Global("X#MinscPhlydia","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#MinscPhlydia","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#MinscPhlydia","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
/* Gallor */
IF %BGT_VAR%
GlobalGT("X#DynaMinscHelpGallor","GLOBAL",0) //auto-set from Dynaheir interjection
Global("X#MinscHelpGallor,"GLOBAL",0)
InParty(Myself) //No "CombatCounter(0)" here!
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
SetGlobal("X#MinscHelpGallor","GLOBAL",1)
SetLeavePartyDialogFile()
ChangeAIScript("",DEFAULT)
LeaveParty()
Enemy()
END
/* REPLACED MISSING DIALOGUE TRIGGER */
/* Minsc and Boo on Traps and Spiders */
IF %BGT_VAR%
AreaCheck("%Candlekeep_Catacombs_L1%")
Global("X#Minsc2615","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#Minsc2615","GLOBAL",1)
END
IF %BGT_VAR%
Global("X#Minsc2615","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("minsc99")
Dialog(Player1)
END
Link to nonfunctioning mod (internal 15 E, not for distribution obviously, as it currently fails to install):
EDIT: //removed link