Hi. I must to tell about one part of BuildingSet's dialogs, which was changed and may cause problem with BuildingSet mod:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
string buildingstr = XI_ConvertString(NPChar.equip.blade);
aref buildingref;
Items_FindItem(NPChar.equip.blade,&buildingref);
string interiorstr = "";
if(CheckAttribute(Npchar,"equip.gun"))
{
interiorstr = XI_ConvertString("BS"+NPChar.equip.gun);
aref interiorref;
Items_FindItem(NPChar.equip.gun,&interiorref);
}
<!--c2--></div><!--ec2-->
In this case dialogs works right
In my previous attempt I made mistake:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
string buildingstr = XI_ConvertString(NPChar.equip.blade);
aref buildingref;
Items_FindItem(buildingstr,&buildingref);<== added TRANSLATED string
string interiorstr = "";
if(CheckAttribute(Npchar,"equip.gun"))
{
interiorstr = XI_ConvertString("BS"+NPChar.equip.gun);
aref interiorref;
Items_FindItem(interiorstr,&interiorref);<== added TRANSLATED string
}
<!--c2--></div><!--ec2-->
All others changes - strings, replaced with DLG_TEXT[] and can't cause any problem
I hope - this will help (if someone didn't find another bug). Sorry about my STUPID mistake.
P.S. I'm alone in translation work. So, please, make dialogs by original way (DLG_TEXT[])
P.P.S. BuildingSet dialogs were tested and they works right. <a href="http://www.sendspace.com/file/lzrbpk" target="_blank">Fixed dialogs are here</a>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
string buildingstr = XI_ConvertString(NPChar.equip.blade);
aref buildingref;
Items_FindItem(NPChar.equip.blade,&buildingref);
string interiorstr = "";
if(CheckAttribute(Npchar,"equip.gun"))
{
interiorstr = XI_ConvertString("BS"+NPChar.equip.gun);
aref interiorref;
Items_FindItem(NPChar.equip.gun,&interiorref);
}
<!--c2--></div><!--ec2-->
In this case dialogs works right
In my previous attempt I made mistake:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
string buildingstr = XI_ConvertString(NPChar.equip.blade);
aref buildingref;
Items_FindItem(buildingstr,&buildingref);<== added TRANSLATED string
string interiorstr = "";
if(CheckAttribute(Npchar,"equip.gun"))
{
interiorstr = XI_ConvertString("BS"+NPChar.equip.gun);
aref interiorref;
Items_FindItem(interiorstr,&interiorref);<== added TRANSLATED string
}
<!--c2--></div><!--ec2-->
All others changes - strings, replaced with DLG_TEXT[] and can't cause any problem
I hope - this will help (if someone didn't find another bug). Sorry about my STUPID mistake.
P.S. I'm alone in translation work. So, please, make dialogs by original way (DLG_TEXT[])
P.P.S. BuildingSet dialogs were tested and they works right. <a href="http://www.sendspace.com/file/lzrbpk" target="_blank">Fixed dialogs are here</a>