Can you share a sample of the way you're writing some of your inline conditions? I talked more with Nim above offsite and you may be experiencing the same issue.
jw “{if tempcallb}[tempchar]{else}[rw]{/else}, {if tempcallb}take a search party to find our missing {if len(templist)>1}wolves{else}wolf{/else}{if not tempcallb}secure the premise”
mc_t “”” An eldritch wave crashed into the wards!
Some slipped through...
{if eldbool}But I seemed to be fine{else}Ugh, the headache from that{/else}
“””
Edit: lol I missed there were more responses as I had to step away and didn't refresh the page. Thank you for the updates! I'll leave my original response here anyway, and I do intend to see if I can have better line returns for errors.
Hmm, this seems fine to me. The custom.txt line is irrelevant; it's just checking if you've got the inline python tool installed and need linting for it.
How are you running the linter? From the launcher lint option, or from an in-game button? 8.2+ properly parses lines using the say_menu_filter, so you can run it from the launcher rather than the custom in-game button.
My other thought is possibly that you have an {else} split up across multiple monologue lines - these are considered individual lines when considering text tags, rather than one text block, so an {else} that was left open, then two newlines to begin the next line, will not continue the {else} tag.
I'll see if I can modify the linter to return an actual line to look at as well!
Thank you for the response. Basically, I should run Lint before I run Generate Translations. ;) Once I got rid of the TL folder temporarily, Lint was able to capture the lines that were causing a problem.
Is it possible to just have your Linter just ignore anything in TL folders? Because if it checks through the code and go “Hey, we are having a problem parsing the line”, the moment you fix it, you got to generate a new translation anyways because Renpy will change the translation id and require you to create a new one. :)