The dialogs we were working on are no longer there so I can not check them.
"Skullface.h" looks alright.
"Skullface.c":
Code:
case "The_Deal1":
dialog.text = DLG_TEXT[9];
link.l1 = DLG_TEXT[10];
link.l1.go = "Exit";
link.l1 = DLG_TEXT[11];
link.l2.go = "Skullface_Quest";
break;
You have no "Skullface_Quest" defined in "Skullface.c" so that won't work.
link.l2.go must point to another
case section inside "Skullface.c". Remember, for a dialog to trigger a case in "quests_reaction.c", use
AddDialogExitQuest.
Add another couple of lines to "Skullface.h" - perhaps Skullface asks you to give him the money, you agree, and that is when the deal happens. (Don't forget to change the number in the 'DLG_TEXT' line.)
Change the line in "Skullface.c", case "The_Deal1" to:
Code:
link.l2.go = "The_Deal2";
Add case "The_Deal2" to use the two new lines in "Skullface.h". Include
AddDialogExitQuest("Skullface_Quest"); Then, if the player gives the answers which lead to the deal, the dialog should end at "The_Deal2" which will then trigger quest case "SkullFace_Quest".
Perhaps these files should be renamed to "Skullface_dialog.c" and "Skullface_dialog.h"?
"quests_reaction.c": case "Skullface_Quest" is currently empty. When you have finished correcting Skullface's dialog files, we can work on that.