Yup.And if at some point he does need fists, "bladeX4" can be given and equipped again...
PROGRAM\QUESTS\quests_check.c contains this bit:No, which has caused problems in the "Assassin" storyline in the past. There's a scene where Bartolomeu has just been scouting a fort for the Aztec throne and you have to help him fight some guards. Bartolomeu didn't have a weapon, so he was punching guards, and if he stunned one then you couldn't proceed to the next scene. This was solved by giving Bartolomeu his special sword. I don't know why he didn't need "bladeX4" to be removed, but Elting does need it removed in the "Bartolomeu" storyline. That's just how it works...
Code:
case "NPC_Death":
return CharacterIsDead(refCharacter);
break;
Code:
case "NPC_Death":
return CharacterIsDead(refCharacter) || CheckAttribute(refCharacter, "stuntime");
break;
It should also be possible to only enable that check for specific stun-prone quest scenes and have only the regular check in effect most of the time.