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It hasn't been changed at all from before. @Levis needs to do some further tweaking of his code for that.I remember this happening back a while and thought it was fixed, but it just happened gain.
int FindFirstContrabandGoods(ref _refCharacter)
{
int i;
/*int curStoreIdx = GetCharacterCurrentStore(_refCharacter);
if(curStoreIdx>=0)
{
_refCharacter.FindContrabandGoods.StoreIdx = curStoreIdx;
for(i=0; i<GOODS_QUANTITY; i++)
{
if( GetStoreGoodsType(&Stores[curStoreIdx],i) == TRADE_TYPE_CONTRABAND_NAME )
{
if( GetSquadronGoods(_refCharacter,i)>0 )
{
_refCharacter.FindContrabandGoods.GoodsIdx = i;
return i;
}
}
}
DeleteAttribute(_refCharacter,"FindContrabandGoods");
return -1;
}*/
int curLocIdx = FindLocation(_refCharacter.location);
if(curLocIdx<0) return -1;
int curIslandIdx = GetIslandIdxByLocationIdx(curLocIdx);
if(curIslandIdx<0) return -1;
aref islRef; makearef(islRef,Islands[curIslandIdx].Trade.Contraband);
int n;
for(i=0;i<GetAttributesNum(islRef);i++)
{
n = sti(GetAttributeValue(GetAttributeN(islRef,0)));
if( GetSquadronGoods(_refCharacter,n)>0 )
{
_refCharacter.FindContrabandGoods.IslandIdx = curIslandIdx;
_refCharacter.FindContrabandGoods.GoodsIdx = i;
return n;
}
}
return -1;
}
int FindNextContrabandGoods(ref _refCharacter)
{
int i,n;
/*if(CheckAttribute(_refCharacter,"FindContrabandGoods.StoreIdx"))
{
if(CheckAttribute(_refCharacter,"FindContrabandGoods.GoodsIdx"))
{
int curStoreIdx = sti(_refCharacter.FindContrabandGoods.StoreIdx);
if(curStoreIdx>=0)
{
for(i=sti(_refCharacter.FindContrabandGoods.GoodsIdx)+1; i<GOODS_QUANTITY; i++)
{
if( GetStoreGoodsType(&Stores[curStoreIdx],i) == TRADE_TYPE_CONTRABAND_NAME )
{
if( GetSquadronGoods(_refCharacter,i)>0 )
{
_refCharacter.FindContrabandGoods.GoodsIdx = i;
return i;
}
}
}
}
}
}
else
{*/
if(CheckAttribute(_refCharacter,"FindContrabandGoods.IslandIdx"))
{
if(CheckAttribute(_refCharacter,"FindContrabandGoods.GoodsIdx"))
{
int curIslandIdx = sti(_refCharacter.FindContrabandGoods.IslandIdx);
if(curIslandIdx>=0)
{
int curGoodsNum = sti(_refCharacter.FindContrabandGoods.GoodsIdx) + 1;
aref islRef; makearef(islRef,Islands[curIslandIdx].Trade.Contraband);
for(i=curGoodsNum; i<GetAttributesNum(islRef); i++)
{
n = GetAttributeValue(GetAttributeN(islRef,i));
if( GetSquadronGoods(_refCharacter,n)>0 )
{
_refCharacter.FindContrabandGoods.GoodsIdx = i;
return n;
}
}
}
}
}
//}
DeleteAttribute(_refCharacter,"FindContrabandGoods");
return -1;
}
Making things ever more involved, are you?Fixed a bit more and added some prework.
Smugglers now Like or Dislike you. If you do them harm you will first have to pay the agent in the tavern before you can smuggle again.
Also you need to have some experience with smuggling before you can do the Tomas O'reily smuggling quest. But beware on this quest you will piss off the smugglers so if you like the smugglers I advice you not to do the quest unless you are willing to pay afterwards .