Nothing else is needed.
func void PC_ItPo_Addon_Geist_Info()
{
if((Npc_HasItems(hero,ItAt_Sting) >= 2) && (Npc_HasItems(hero,ItPo_Mana_02) >= 1) && (Npc_HasItems(hero,ItPo_Health_01) >= 1) && (Npc_HasItems(hero,ItFo_Addon_Pfeffer_01) >= 1))
{
Npc_RemoveInvItems(hero,ItAt_Sting,2);
Npc_RemoveInvItems(hero,ItPo_Mana_02,1);
Npc_RemoveInvItems(hero,ItPo_Health_01,1);
Npc_RemoveInvItems(hero,ItFo_Addon_Pfeffer_01,1);
if(Knows_Bloodfly == TRUE)
{
CreateInvItems(hero,ItPo_Addon_Geist_02,1);
}
else
{
CreateInvItems(hero,ItPo_Addon_Geist_01,1);
};
Print(PRINT_AlchemySuccess);
}
else
{
Print(PRINT_ProdItemsMissing);
CreateInvItems(self,ItMi_Flask,1);
};
b_endproductiondialog();
};
If you can make the "killing" potion, but not the normal one, the problem can
only be in not knowing how to extract the secretion. There is no other way to create the "bad" version than not having the ability.
if(Knows_Bloodfly == TRUE)
{CreateInvItems(hero,ItPo_Addon_Geist_02,1);}
else
{CreateInvItems(hero,ItPo_Addon_Geist_01,1);};
If you are REALLY sure you have the ability (not to
take stingers, but to
extract the secretion!), it's a bug. Use marvin to solve it, by writing "insert ItPo_Addon_Geist_02" into the console and taking the "correct" potion.