Here's that dialog check on the Blacksmith on IM:
It found this node -
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "SelectFix":
if (BladeID != "" && makeint(GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_EXELLENT)) > 0 )
// ccc special weapons: blotted RobC's wonderful code with this messy pricecheck
{
// Retrieve blade name, blade quality, and upgrade prices
string BladeName = GetBladeNameByID(BladeID);
int BladeQuality = GetBladeQualityByID(BladeID);
int PriceExcellent = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_EXELLENT);
int PriceFine = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_FINE);
int PriceGood = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_GOOD);
int PriceAverage = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_AVERAGE);
// Build the dialog according to the values retrieved above
switch (BladeQuality)
{
// For a badly worn blade, show Excellent, Fine, Good and Average
// (if the player has enough money that is)
case QUALITY_BADLYWORN:
Dialog.text = DLG_TEXT[5] + BladeName + DLG_TEXT[6];
if (PriceExcellent <= PlayerMoney)
{
link.l1 = DLG_TEXT[17] + PriceExcellent;
link.l1.go = "MakeExcellent";
}
if (PriceFine <= PlayerMoney)
{
link.l2 = DLG_TEXT[18] + PriceFine;
link.l2.go = "MakeFine";
}
if (PriceGood <= PlayerMoney)
{
link.l3 = DLG_TEXT[19] + PriceGood;
link.l3.go = "MakeGood";
}
/*if (PriceAverage <= PlayerMoney)
{
link.l4 = DLG_TEXT[20] + PriceAverage;
link.l4.go = "MakeAverage";
}
link.l5 = DLG_TEXT[22];
link.l5.go = "exit";*/
break;
// Same goes for worn as goes for badly worn
case QUALITY_WORN:
Dialog.text = DLG_TEXT[7] + BladeName + DLG_TEXT[8];
if (PriceExcellent <= PlayerMoney)
{
link.l1 = DLG_TEXT[17] + PriceExcellent;
link.l1.go = "MakeExcellent";
}
if (PriceFine <= PlayerMoney)
{
link.l2 = DLG_TEXT[18] + PriceFine;
link.l2.go = "MakeFine";
}
if (PriceGood <= PlayerMoney)
{
link.l3 = DLG_TEXT[19] + PriceGood;
link.l3.go = "MakeGood";
}
/*if (PriceAverage <= PlayerMoney)
{
link.l4 = DLG_TEXT[20] + PriceAverage;
link.l4.go = "MakeAverage";
}
link.l5 = DLG_TEXT[22];
link.l5.go = "exit";*/
break;
// If the blade is average, show excellent, fine and good
case QUALITY_AVERAGE:
Dialog.text = DLG_TEXT[9] + BladeName + DLG_TEXT[10];
if (PriceExcellent <= PlayerMoney)
{
link.l1 = DLG_TEXT[17] + PriceExcellent;
link.l1.go = "MakeExcellent";
}
if (PriceFine <= PlayerMoney)
{
link.l2 = DLG_TEXT[18] + PriceFine;
link.l2.go = "MakeFine";
}
if (PriceGood <= PlayerMoney)
{
link.l3 = DLG_TEXT[19] + PriceGood;
link.l3.go = "MakeGood";
}
link.l4 = DLG_TEXT[22];
link.l4.go = "exit";
break;
// If the blade is good, show excellent and fine
case QUALITY_GOOD:
Dialog.text = DLG_TEXT[11] + BladeName + DLG_TEXT[12];
if (PriceExcellent <= PlayerMoney)
{
link.l1 = DLG_TEXT[17] + PriceExcellent;
link.l1.go = "MakeExcellent";
}
if (PriceFine <= PlayerMoney)
{
link.l2 = DLG_TEXT[18] + PriceFine;
link.l2.go = "MakeFine";
}
link.l3 = DLG_TEXT[22];
link.l3.go = "exit";
break;
// If the blade is fine, show only excellent
case QUALITY_FINE:
Dialog.text = DLG_TEXT[13] + BladeName + DLG_TEXT[14];
if (PriceExcellent <= PlayerMoney)
{
link.l1 = DLG_TEXT[17] + PriceExcellent;
link.l1.go = "MakeExcellent";
}
link.l2 = DLG_TEXT[22];
link.l2.go = "exit";
break;
// If the blade is excellent, refuse to repair (as there is nothing to repair...)
case QUALITY_EXELLENT:
Dialog.text = DLG_TEXT[15] + BladeName + DLG_TEXT[16];
link.l1 = DLG_TEXT[21];
link.l1.go = "exit";
break;
}
}
else
{
Dialog.text = DLG_TEXT[25];
link.l1 = DLG_TEXT[21];
link.l1.go = "exit";
}
break;<!--c2--></div><!--ec2-->This is where the conversation just stops. There is nothing more it does. If you try to reinitiate the conversation he says "let me see" again, and then nothing.
The icons work when I install my "new characters" skins but they don't when I use Pieter's modfix - although Pieter says they are working in HIS game???
That resourceiniinterfacespictures.ini file is already `pre-populated` up to portrait #199 - and actually I thought I'd made it up to 299, but that seems to be missing in Pieter's modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I don't find it in MY modpack either, so it's nothing you did, Pieter - however because the existing file DOES `pre-populate`, the portraits SHOULD WORK. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
And they do not in mine, but they do in Pieter's game???
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid="
" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid="
" border="0" alt="8q.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid="
" border="0" alt="ko.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
" border="0" alt="dunno.gif" /> :bbb I'm sooooo confused!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />