I'm about a week late replying to this but I thought I should add my 2 cents.
I know exactly what issue you are referring to. It generally happens within the IF/THEN window. First you create your IF bit, then fill in what happens in the THEN window but if you add another if statement within the ELSE window, you most likely will get an error. Today I was working on one where I had
IF flag “whatever†is set,
THEN
[If player has whatever object,
THEN…whatever, whatever
ELSE…whatever, whatever]
ELSE
Type message “whatever, whateverâ€
Turn on flag “whateverâ€
Ok that’s pretty generic but I hope you understand what I’m saying. The above scenario did not work. Before closing all the windows out, I could see red font which means an error is sitting in there. What finally worked was putting what I had in the ELSE window as a procedure and just calling that procedure instead of putting all the commands there (which confuses the IF/THEN system). But in the following scenario that worked, I changed some things around and even started with “if the flag was offâ€â€¦
IF flag “whatever†is NOT set,
THEN
Run “new†procedure (which originally was my ELSE message.)
ELSE
[If player has whatever object,
THEN…whatever, whatever
ELSE…whatever, whatever]
And separately, I have my “new†procedure…
Type message “whatever, whateverâ€
Turn on flag “whateverâ€
Make sense at all? If not, I can try to be more detailed and give an exact step-by-step how I made mine work.