<!--quoteo(post=154400:date=Jul 9 2006, 09:54 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 9 2006, 09:54 AM) [snapback]154400[/snapback]</div><div class='quotemain'><!--quotec-->
That is certainly a good idea. So who is going to code it in? It won't be as simple as using a fixed value... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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In apothecary_dialog.c change...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if(CheckCharacterItem(Pchar,"meds1") && CheckCharacterItem(Pchar,"meds2") && CheckCharacterItem(Pchar,"meds3") && CheckCharacterItem(Pchar,"meds4"))
{
dialog.Text = DLG_TEXT[18];
if (makeint(pchar.wealth) >= pchar.rank*500)
// if (makeint(pchar.wealth) >= 5000)
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and also change
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> int increasePer;
if (officerIndex == 0) {
refOfficer = pChar;
} else {
int intOfficer = sti(GetOfficersIndex(PChar, officerIndex));
refOfficer = GetCharacter(intOfficer);
}
increasePer = makeint(LAi_GetCharacterMaxHP(refOfficer) * 0.1 + 0.5);
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Someone else can adjust the dialogs. I've been told that there's a tutorial and anyone can do it. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="
" border="0" alt="biggrin.gif" />
Note that the money is calculated on the player character level, while the effect might be intended for one of the officers. This is the simplest way to do it, but if you wanted to calculate the cost on the officer's rank, some redesign will be needed.
Note that the above code hasn't been tested, so don't put it in the build until testing is complete.
Hook