There is a small issue with IF:D/E receivers
Many WoG scripters wrote their script by using 0 as the parameter for "nothing", like this one from the Emerald Tower script:
Sometimes they put nothing in it (Espionage script):
Most of the time these are ok. however, when you have another IF:D/F/E dialogue using the same dialogue ID, the problem comes. For example, execute this before the emerald tower script:
and you will see the Emerald Tower dialogue corrupted because both this script and Emerald Tower use the same dialogue ID 3.
This should not happen in ERA 3! We are free from remembering the used variable index, so should dialogue IDs.
I suppose ERA should support "0" or "nothing input" in IF:D/F for clearing the cache created in the previous erm executions.
Quote:Doesn't CM:R work for witch huts?
It does but when I have two IF:M from two different scripts, I can't disable one by CM:R0. Anyway think I have a solution.