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Discussion Dead Man's Chest Storyline

Better would probably be:
Code:
RemoveCharacterGoods(Pchar, GOOD_POWDER, GetCargoGoods(Pchar, GOOD_POWDER));
That takes out all the player's gunpowder instead. Then have a dialog, questbook entry or something saying that all the powder is wet, it will take some time to dry, but right now the only way you can attack that ship is by summoning the Kraken. So now the player doesn't feel cheated because all his ammo has disappeared for no apparent reason, and he gets a hint as to what you want him to do.
 
Your "both_reaction.c" has two '{' and no corresponding '}', which is why the system doesn't like it.

Copy "PROGRAM\Storyline\Hornblower\quests\both_reaction.c" into "PROGRAM\Storyline\Dead man's chest\quests", replacing your existing "both_reaction.c" file. The "Hornblower" one contains no active code, it is just a starting file with the basic 'switch' block. If you don't need anything in "both_reaction.c", that should be enough to stop the system from showing errors.

"error.log" also indicates a problem with your "Ragetti_Dialog.h". Could you post that as an attachment?
@Grey Roger I solved. The problem was in HP. I have inserted the number of HP smaller than the original one.:modding
 
Does anyone know what these two errors refer to?
Code:
RUNTIME ERROR - file: Towns\Towntable.c; line: 165
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 165
no rAP data
This happens as soon as I go to Tortuga port, the game crashes
 
163: //town-store interoperability
164: string GetTownIDFromGroup(string group)
165: {
I checked back to see if I wrote well "tortuga" wherever you serve, and I did not notice any mistakes
 
Last edited:
Can't think of any obvious reasons right now, I'm afraid.
Maybe next week when I'm near my game files again or @Grey Roger is around.
 
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