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// Missing man quest
// Angelique Moulin - FIND ANGELIQUE MOULIN'S FATHER (Missing Man quest)
ch.old.name = "Angelique";
ch.old.lastname = "Moulin";
ch.name = TranslateString("","Angelique");
ch.lastname = TranslateString("","Moulin");
ch.id = "Angelique Moulin";
ch.model = "towngirl6";
ch.sex = "woman";
ch.sound_type = "pirate";
ch.location = "none";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "Angelique Moulin_dialog.c";
ch.rank = 1;
ch.reputation = "none";
ch.experience = "0";
ch.skill.Leadership = "1";
ch.skill.Fencing = "1";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "3";
ch.skill.Sneak = "1";
ch.money = "500";
ch.quest.meeting = "0";
LAi_SetStayType(ch);
LAi_SetLoginTime(ch, 8.0, 20.0);
LAi_SetHP(ch, 40.0, 40.0);
ch.greeting = "Gr_Angelique Moulin";
ch.questchar = true;//MAXIMUS: identifier for captives
AddGameCharacter(n, ch);
// François Moulin - FIND ANGELIQUE MOULIN'S FATHER (Missing Man quest)
ch.old.name = "François";
ch.old.lastname = "Moulin";
ch.name = TranslateString("","François");
ch.lastname = TranslateString("","Moulin");
ch.id = "Francois Moulin";
ch.model = "old_man1";
ch.sex = "man";
ch.sound_type = "old_man2";
ch.location = "None";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "Francois Moulin_dialog.c";
ch.greeting = "Gr_Francois Moulin";
ch.rank = 1;
ch.reputation = "None";
ch.experience = "0";
ch.skill.Leadership = "1";
ch.skill.Fencing = "2";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
ch.quest.meeting = "0";
LAi_SetStayType(ch);
LAi_SetLoginTime(ch, 8.0, 20.0);
LAi_SetHP(ch, 60.0, 60.0);
ch.questchar = true;//MAXIMUS: identifier for captives
AddGameCharacter(n, ch);
These are town folk we're talking about, right? I think it makes sense to have them not there during the night.
Maybe a note can be added to a Questbook entry?
Do you happen to have a screenshot of the questbook entry where the note should be added?The note would help, I think.
Side quest questbook entries are to be found in "RESOURCE\INI\TEXTS\ENGLISH\QUESTBOOKS". The one you're after is "Moulin.txt". And this version has a little hint added to text.t4.
This now included in my game. Thanks again.Side quest questbook entries are to be found in "RESOURCE\INI\TEXTS\ENGLISH\QUESTBOOKS". The one you're after is "Moulin.txt". And this version has a little hint added to text.t4.
Or you take sword while they're still visible. Doesn't get much easier than that!When you've saved game, quit and edit "InternalSettings.h" - go right down to the bottom, find the line '#define VISIBLE_LOCATORS 0' and replace the '0' with '1'. Load up your savegame, locators will now be labelled, and you're looking for "citizen010". Now you can quit, put "VISIBLE_LOCATORS" back to 0, load up the savegame again, and now you know exactly where you need to look.