Better would probably to not have a questbook at all. You don't need to be told what to fetch, to where, by what date, if you already have the goods! In the version of "tailor.c" which I found in your zip file, if you have the goods already then the dialog proceeds straight to case "fetch quest complete". Copy that instead, and leave out these lines:The way I did it initially, the code flow does not go through the "agree fetch" block (tailor.c/shipyard.c file etc.) so it does not configure the input characteristics in QB.
The entry is left without a title and without the first descriptive paragraph (text.t1 of fetch.txt).
The solution I adopted for my use is a new code block ("config the fetch") with the instructions from the "agree fetch" block. I didn't know how to make a block or routine without a dialog, so it's an adjusted code duplicate.
Code:
questbookname = "fetch&number="+NPChar.fetch_quest.cargoid+NPChar.index; //Set a questname
AddQuestRecord(questbookname, 3);
CloseQuestHeader(questbookname);
Code:
PChar.quest.(questbookname).over = "yes"; // GR: cancel quest fail timer
The line in "a_map.c" is for when you are looking at the archipelago map and you click on an island, which brings up a map of the island provided you have a map of the island. The line in "items.c" is for when you examine a map in your inventory and is at the bottom of a long function called "I_ExamineItem()". An important pair of lines in both files, before the line you found, is:What I know about the syntax and functions of these scripts is very scarce so I have to use trial and error.
a_map.c items.c
This snippet looks to me like displaying details from the inventory.
View attachment 45095
Code:
aref itmRef;
if (Items_FindItem(itmName, &itmRef) >= 0 && CheckAttribute(itmRef, "index")) GameInterface.ItemIdx = itmRef.index;
If I have time, I'll look into that, but again I have a couple of other projects in progress.Here in my BNH game, the mission "Help the church", I entered the crypt labyrinth before taking on the mission, I picked up a cross, a rifle and a book.
And when I took on the mission, I couldn't finish it. I noticed that pchar.quest.telescope_quest.foundbook didn't assume the value true (although there is a fix for this in case you didn't take on the mission), I don't know if it's something I did or a code bug, if you want to check, send Sabegame immediately before picking up these items.