Yes, I have the upgrades to Santiago, and added a few of my own - three extra permanent citizens, an outdoor blacksmith, and an item trader on one of your new "merchant" locators.
In the new batch, "PROGRAM\ITEMS\initItems.c" wants to give "pistolpdart", the poisoned throwing knife, a new icon - is there a reason for this? In any case, WinMerge shows an odd character in the "itm.picTexture" line. The same peculiar character shows up in the definition of "pistoldart", the quest-specific unpoisoned throwing knife, which also uses the new icon. The character is invisible in Notepad but you can tell it's there because if you use the arrow keys to move along the line 'itm.picTexture = "ITEMS_JRH28";' you have to press the arrow twice to go from "S" to "_" as the cursor moves across the invisible character. The odd character is easily deleted by moving right to the "_", skipping the character, then pressing Backspace to remove it.
A useful shortcut: instead of:
Code:
if (CheckAttribute(char, "thing") && char.thing == value)
you can have:
Code:
if (GetAttribute(char, "thing") == value)
'GetAttribute' is defined in "NK.c". It uses 'CheckAttribute' to see if the attribute exists, returns the attribute's value if it does, or returns "-1" (as a string, not a number) if the attribute does not exist. It will return a false positive if you're looking for the attribute to be set to "-1", otherwise it's a bit neater than doing the 'CheckAttribute' yourself. I haven't changed any of your code, this is just for information in case you want to use 'GetAttribute' in future.