That's because you're still ActorType. You need to trigger a dialog exit quest in Tomas' dialog that links to a quest case in your quests_reaction.c file that includes a line LAi_SetPlayerType(pchar);
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case "player_back":
Lai_SetPlayerType(pchar);
break;
Pchar.quest.meet_habourmaster.win_condition.l1 = "location";
PChar.quest.meet_habourmaster.win_condition.l1.character = Pchar.id;
Pchar.quest.meet_habourmaster.win_condition.l1.location = "Redmond_Head_port_house";
Pchar.quest.meet_habourmaster.win_condition = "meet_habourmaster";
Why don't you forget about location coding for now and try to get a grasp on the quest coding. You can't try to learn everything at once. It's just too much. :wacko:Now all I need to know is how to script a Blacksmith shop in Santiago because that is where my next quest will take me.
Probably because you added more dialog cases than you've got dialog text. Just remove the last case and make sure to keep the links between the cases and the exit case updated and working.Before the conversation with him ends, there is one or two lines of blank dialog.
That's why:In the first line of dialog, he says my name for some reason. Why is that?
dialog.text = DLG_TEXT[0] + GetMyFullName(PChar) + "?";
I'm in the middle of the conversation with the blacksmith, but midway through the conversation, I want someone to walk in and interrupt, initiating a three way conversation. How would I go about doing that?