Previously, after I'd stolen a guard's weapons, he'd wander around aimlessly and swordlessly. The only difference is that now he's no longer swordless.
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if(!CheckAttribute(chr,"stuntime.old_type_resume") && !CheckAttribute(chr, "stuntime.actor"))
{
if(!CheckAttribute(chr, "first_oldtype")) chr.first_oldtype = chr.stuntime.old_type; // for logoff
LAi_SetCitizenTypeNoGroup(chr);
chr.stunnewtype = true;
}
I could do that, but it's nothing to do with what I've been observing because I don't normally stun them. I pick their pockets with the thief's knife. The guards are fully conscious throughout the whole process.@Grey Roger: Can you try something? Stun a town guard, then leave the location BEFORE he awakens.
Then when you return, see if he's wandering around or is back at his post.
void LAi_AttemptSteal(aref attack, aref enemy, aref weapon)
{
if(CheckAttribute(enemy,"itemtrade")) // Jul05 for streetmerchants only
{
Logit(TranslateString("","The Merchantguild's watchmen are very vigilant..."));
Ambush("rn_warnt18_2", 4, "enemy", "friend",""); // 4 cops attack you
}
if(frnd() < stf(weapon.steal)*GetAttackLuckMod(&attack)) // chance of successful theft are 75% + luckskill
{
bEnemyExchange = true; // added by MAXIMUS
LaunchCharacterItemChange(enemy); // ccc jun 05 stealinterface
LAi_SetCitizenTypeNoGroup(enemy); // makes disarmed victim flee
PlaySound("INTERFACE\took_item.wav");
} else {
if(enemy.sex == "man") {PlaySound("VOICE\" + LanguageGetLanguage() + "\Eng_m_a_067.wav"); } // victim raises alarm
else{PlaySound("VOICE\" + LanguageGetLanguage() + "\Eng_f_c_016.wav"); }
ChangeCharacterReputation(attack, -3); // rephit for being caught
LAi_group_Attack(attack, enemy); // NK do this too
SetAllNormalGroupsRel(LAI_GROUP_PLAYER, LAI_GROUP_ENEMY); // NK do this in one function 05-07-10
}
}
Exactly.So.... When you knock the characters out altogether, they return back to normal.
But if you use the Thief's Knife, that is when they get confused. Right?
Except that there have been several traders to whom I've talked and they had no items, even though I didn't use either thief's knife or cobblestone (or any other form of attack) against them. Even more annoying is when they have little or no money either, because the main use I have for street traders is to sell low grade weapons taken from dead enemies. Does their stock depend on their relations? Because it seems to be French traders who have nothing for me to buy and no money with which to buy my stuff, and Nelson is not exactly friendly with France!For item traders, if you never talked to the character, he wouldn't have any items.
The item tree is generated only after talking.
Good to know! Then the best fix is probably to call the same code that restores these characters after being knocked out and apply it after using the Thief's Knife too.Exactly.
That probably use a separate Bug Tracker entry.Except that there have been several traders to whom I've talked and they had no items, even though I didn't use either thief's knife or cobblestone (or any other form of attack) against them. Even more annoying is when they have little or no money either, because the main use I have for street traders is to sell low grade weapons taken from dead enemies. Does their stock depend on their relations? Because it seems to be French traders who have nothing for me to buy and no money with which to buy my stuff, and Nelson is not exactly friendly with France!
That is the dialog of a stunned character. Is there a particular officer that has that dialog?Im playing BBF storyline. I have play it for time, But now, when boarding ships, this dialog from my officer is beginning
to come up. I have never seen this before, what is it.