I already know this, I have found all the parts of the code that are part of the first game quest, where you fight the bandit and then talk to the merchant. When you finish talking you get the quest to get 5 mean. I have already changed the description of this quest and I will make it main quest in the game.Somebody said:There are several components to the merchant quest: When you first encounter the bandit (see script_prepare_alley_to_fight), after which you talk to the merchant and go to his room. That room is determined by the code block I described. Unless you mean the last quest to clean out the bandits, which is set up using script_prepare_town_to_fight.
But what I don't know how to do is that, that after you finish talking with the merchant you wouldn't yes spawn on the map, but you would go to yet another scene. I also posted code and it was working if I placed that code at the end of the dialog that you have with merchant, but the problem was that the dialog would start again.
Also I tried posting that in module_scripts after the part that you call mission_template, but then the alley scene would get overwritten and you would need to fight bandit in a new scene.
So what i tried with menus was this:
-I added this code to menu_phase_3
Code:
[
("continue",[], "Continue...",
[
(jump_to_menu, "mnu_start_phase_5"),
]),
]
And made menu phase_5
Code:
("start_phase_5",mnf_disable_all_keys,
"You and your crew sail for Farao islands.",
"none",
[
("Continue...",
[
(assign,":landing_scene",scn_lair_sea_raiders),
(jump_to_scene,":landing_scene"),
(change_screen_mission),
]),
]
),
Butt when I try to compile it I get:
Error in game menu ('start_phase_5', 512, 'You and your crew sail for Farao islands.', 'none', [('C
ontinue...', [(2133, ':landing_scene', 520), (1910, ':landing_scene'), 2048])])
So can you tell me what is wrong with my menu, or some other way how to go in another scene when you finish talking to the merchant.