Ender Shadowborne
Sailor Apprentice
Awesome, that should work, though I might need to adjust it given how I accidentally had it set up, but thank youThere's some weirdness here. This ought to work better:
Code:case "DEBUG_NODE_1": dialog.text = DLG_TEXT[50]; link.l1 = DLG_TEXT[51]; link.l1.go = "DEBUG_EXIT"; link.l2 = DLG_TEXT[52]; link.l2.go = "DEBUG_QUEST"; if (LAi_IsImmortal(NPChar) == false) { link.l3 = DLG_TEXT[53]; link.l3.go = "DEBUG_IMM_FALSE"; } else { link.l3 = DLG_TEXT[54]; link.l3.go = "DEBUG_IMM_TRUE"; } if (GetRemovable(NPChar) == false) { link.l4 = DLG_TEXT[55]; link.l4.go = "DEBUG_SCR_FALSE"; } else { link.l4 = DLG_TEXT[56]; link.l4.go = "DEBUG_SCR_TRUE"; } link.l5 = DLG_TEXT[57]; link.l5.go = "DEBUG_EXIT_DLG"; break;
Yeah, we cookin' with bacon grease now, and once I get Rex the way I want him to be, I plan to remove the debug stuff, I just have it as temporary measures to test thingsDid you get the quest book to work, or is there still some weirdness with that?
Ah, yes, that's right, a character being unremovable means that they can't be viewed on the Character screen and that it's not possible to exchange items with them.
InPROGRAM\INTERFACE\character.c
:
Code:void SetNextParty(bool bRight) { int i,cn; if(bRight) { curOfficer++; for(i=curOfficer; i<7; i++) { if(i<4) {cn = GetOfficersIndex(xi_refMainChar,i);} else {cn = GetCompanionIndex(xi_refMainChar,i-3);} //if( cn>-1 && GetRemovable(GetCharacter(cn)) ) break; if( cn>-1 ) break; } if(i<7) { xi_refCharacter = GetCharacter(cn); curOfficer = i; } else { xi_refCharacter = xi_refMainChar; curOfficer = 0; } } else { curOfficer--; if(curOfficer<0) curOfficer=6; for(i=curOfficer; i>0; i--) { if(i<4) {cn = GetOfficersIndex(xi_refMainChar,i);} else {cn = GetCompanionIndex(xi_refMainChar,i-3);} //if( cn>-1 && GetRemovable(GetCharacter(cn)) ) break; if( cn>-1 ) break; } if(i>0) {xi_refCharacter = GetCharacter(cn);} else {xi_refCharacter = xi_refMainChar;} curOfficer = i; } AddCharacterExp(xi_refCharacter,0); }
InPROGRAM\INTERFACE\itemsbox.c
:
Code:void ThatOneAndEquiped(string itmName1, string itmName2) { /*if( !GetRemovable(g_refItems) ) { SetSelectable("ONEDOWN_BUTTON",false); SetSelectable("ALLDOWN_BUTTON",false); SetSelectable("SWAP_BUTTON",false); SetSelectable("ONEUP_BUTTON",false); SetSelectable("ALLUP_BUTTON",false); return; }*/ if( IsEquipCharacterByItem(GetMainCharacter(),itmName1) ) { if( GetCharacterItem(GetMainCharacter(),itmName1)<=1 ) { SetSelectable("ONEDOWN_BUTTON",false); } SetSelectable("ALLDOWN_BUTTON",false); SetSelectable("SWAP_BUTTON",false); } if( IsEquipCharacterByItem(g_refItems,itmName2) ) { if( GetCharacterItem(g_refItems,itmName2)<=1 ) { SetSelectable("ONEUP_BUTTON",false); } SetSelectable("ALLUP_BUTTON",false); SetSelectable("SWAP_BUTTON",false); } }
Compare this to your own files and make the changes as shown to remove that limitation.
Here are the comparisons made by a website I asked to compare the texts, the formatting on some of them apparently got lost or screwed up in some manner, but it's the best I could do, given that I'm untrained in this dept., but I suppose the only way I'll know if it worked is to make the changes
And now I can confirm that these changes worked flawlessly! It also took me all of a little while to realize what changes were made, and in order of appearance given to me;
Adding a line in
PROGRAM\INTERFACE\character.c
And commenting out a section of code in
PROGRAM\INTERFACE\itemsbox.c
Alright, so found a bug, because Rex is not removable, I can't seem to re-assign him for unknown reasons, this occurs later down the story approximately after the parts where you're reunited with your ship and crew in Isla Muelle, I forget exactly WHEN, but I will try again with Rex being removable another time, currently late for me
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