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ref ctown = GetTownFromID("Greenford");
aref tisland; makearef(tisland, Islands[FindIsland(ctown.island)]);
int cargonum = tisland.cargonum;
string cargoid = "cargo_"+cargonum;
tisland.cargos.(cargoid).good = GOOD_TREATMENT;
tisland.cargos.(cargoid).amount = 100;
tisland.cargos.(cargoid).town = ctown.id;
tisland.cargos.(cargoid).requester = "apothecary";
tisland.cargonum = sti(tisland.cargonum)+1;
AnnounceFetchQuestEvent(ctown.island, cargoid);
Well here are a lot of fixes from my work.
Hopefully next week I can do some final tweaks and finish the officer tutorial.
Mod Release - Levis' Stuff [Nov 14] | PiratesAhoy!
I hope @Pieter Boelen would be able to make a new installer this weeked. I won't be able to do any modding this weekend at least.
Do you have any error logs and possibly a savegame to test from?Hi Levis,
Apothecary dialogue now doesn.t work. Will have a look but I'm not all that good at coding.
Uh? Do you have more details on that? Maybe a screenshot of the offending Questbook entry?When I read about it in the quest book another quest is mentioned.
This, you mean?Uhm think I know the problem already. @Pieter Boelen in the dialog file please search for the string questbook and how it's defined. I think you'll spot the problem there already.
case "save goods for me":
RemoveCharacterGoods(PChar,sti(NPChar.fetch_quest.good),sti(NPChar.temp_amount));
NPChar.fetch_quest.already_received = NPChar.temp_amount;
DeleteAttribute(NPChar,"temp_amount");
Diag.CurrentNode = Diag.TempNode;
questbookname = "fetch&number="+NPChar.fetch_quest.cargoid; //Set a questname
AddQuestRecord(questbookname, 2);
DialogExit();
break;