<!--quoteo(post=337282:date=Jul 14 2009, 10:39 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:39 PM) <a href="index.php?act=findpost&pid=337282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Otherwise, could you check these following reloads ? :
- reload from the Turks Fort to the Jungle.
- reload from the cave to the Sandy Point.(always on Turks island)<!--QuoteEnd--></div><!--QuoteEEnd-->I'll try to remember checking those in a couple of days. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid="
" border="0" alt="mybad.gif" />
<!--quoteo(post=337282:date=Jul 14 2009, 10:39 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:39 PM) <a href="index.php?act=findpost&pid=337282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another thought, did you not forget to remove the Antigua_Store in the Antigua_outskirts ?? Why we need it if we already have one in the port ??<!--QuoteEnd--></div><!--QuoteEEnd-->Dunno; I didn't make the Antigua locations... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=337282:date=Jul 14 2009, 10:39 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:39 PM) <a href="index.php?act=findpost&pid=337282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->btw : How to prevent somebody from saving the game in a specific location ??<!--QuoteEnd--></div><!--QuoteEEnd-->In PROGRAM\INTERFACE\save_load.c there is the following code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if(CheckAttribute(PMainCharacter,"NoSave.CarryRelic") && PMainCharacter.NoSave.CarryRelic != "none")
{
bNightmareMode = true;
GameInterface.strings.NoSave = LanguageConvertString(tmpLangFileID,"You can't save while carrying a holy relic! Give it to a monk first."); // NK
}
// scheffnow <--
// KK -->
if(CheckAttribute(PMainCharacter, "NoSave.Resurrection"))
{
bNightmareMode = true;
GameInterface.strings.NoSave = LanguageConvertString(tmpLangFileID, "You can't save until") + " " + GetMyFullName(ResurrectingOfficiant) + " " + LanguageConvertString(tmpLangFileID, "leaves.");
}
// <-- KK<!--c2--></div><!--ec2-->
You could add something like:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: For Bartolomeu -->
if (!bSeaActive)
{
ref lcn = &Locations[FindLocation(PMainCharacter.location)]; // PB
if(CheckAttribute(PMainCharacter, "nosave") || CheckAttribute(lcn, "nosave"))
{
bNightmareMode = true;
GameInterface.strings.NoSave = "You can't save for quest purposes.";
}
}
// PB: For Bartolomeu <--<!--c2--></div><!--ec2-->
Then you can either add a "nosave" attribute to the player or a location and you should not be able to save there.
However, I think you could still be able to use quicksave and save anyway. But I'm not sure how to handle that.
In fact, the whole save code will soon be greatly modified to add the Save At Sea functionality, which could complicate matters.
What exactly is your plan with disabling saving?