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Build 14 Alpha 8 WIP 2 PIRATE_KK

<!--quoteo(post=269052:date=Jul 14 2008, 03:29 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Jul 14 2008, 03:29 AM) <a href="index.php?act=findpost&pid=269052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just checked this - ultimately the command should remain the same, but I'll have to fix code in one of those functions. One more bug. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Well, at least we know it's there (the bug). Thanks for checking. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
How far are you with the Jack Sparrow quest? The beginning sounds fun. I was thinking of making a side quest were you have to disguise yourself as a spanish navy officer.
 
<!--quoteo(post=269068:date=Jul 14 2008, 08:20 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jul 14 2008, 08:20 AM) <a href="index.php?act=findpost&pid=269068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How far are you with the Jack Sparrow quest? The beginning sounds fun. I was thinking of making a side quest were you have to disguise yourself as a spanish navy officer.<!--QuoteEnd--></div><!--QuoteEEnd-->Right now "Jack" is at the beginning of his "career" where he is getting into trouble with a variety of women, and the authorities. I did this in order to tie in with the later story (already written and coded) which leads the player into the film with Jack's arrival at Port Royal and on through to regaining the Black Pearl.
The part in between is "open" so if you want to add something in there as a side quest - feel free.
I am making it so the player always has a decision to make at various points in the game, and depending on which choice is made the game will take a different path. Hopefully this will make it better for re-playing - taking the various "other choices" on later plays to see what happens.
 
Is "reload_2" the correct reload locator?

It IS possible to sail through those rocks at Redmond, but it's challenging especially on a low level with a big ship. You need to find the correct way through, which requires some quick turns. That's why I thought perhaps it was intentional.

Your work on the Jack Sparrow quest sounds really good. I'm looking forward to testing it some more later today. I noticed you didn't yet add the original part of the quest. but you're working on that, right? I like the idea of Jack getting into trouble with women and the authorities; this is going to be a lot of fun to play. And the different paths is really good as well! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I tried to fix the bell sound, but had no luck so far. See <a href="http://forum.piratesahoy.net//index.php?showtopic=11934&view=getnewpost" target="_blank">here</a>.
It seems the Hornblower character name problem has somehow fixed itself. Except for one time when they did have random names after all. Might have been caused because that time the game was actually lagging because of an overkill of bell sounds. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Why don't you replace Governor Brin with Governor Swann straight away in the Jack Sparrow quest? When is Governor Swann going to arrive otherwise? We might be getting rather a lot of different governors, by the likes of it.

For some reason I am now having random surnames in the Jack Sparrow quest. Very strange. Seems to be random; they were correct last time I checked. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
And why is there a stationary mute soldier in Oxbay town?
 
<!--quoteo(post=269092:date=Jul 14 2008, 11:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 11:49 AM) <a href="index.php?act=findpost&pid=269092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why don't you replace Governor Brin with Governor Swann straight away in the Jack Sparrow quest? When is Governor Swann going to arrive otherwise? We might be getting rather a lot of different governors, by the likes of it.<!--QuoteEnd--></div><!--QuoteEEnd--> Because he is the Governor in the WIP2 as download, so I just continued to use him. Not a major issue to change.
<!--quoteo(post=269092:date=Jul 14 2008, 11:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 11:49 AM) <a href="index.php?act=findpost&pid=269092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For some reason I am now having random surnames in the Jack Sparrow quest. Very strange. Seems to be random; they were correct last time I checked. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I did see that early on in play/testing, but for me, it seems to have gone away now.
<!--quoteo(post=269092:date=Jul 14 2008, 11:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 11:49 AM) <a href="index.php?act=findpost&pid=269092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And why is there a stationary mute soldier in Oxbay town?<!--QuoteEnd--></div><!--QuoteEEnd-->Cos I wanted a quick "character loaded check" for Oxbay when I first started to write the quest, so I knew which version of the game I was running at that particular time, as I run several at once to be sure I have cleared all the data when I make a change to the game being modded. He will be gone in the next upload. (picky, picky, picky! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> )
 
<!--quoteo(post=269095:date=Jul 14 2008, 06:05 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 14 2008, 06:05 PM) <a href="index.php?act=findpost&pid=269095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because he is the Governor in the WIP2 as download, so I just continued to use him. Not a major issue to change.<!--QuoteEnd--></div><!--QuoteEEnd-->He was governor for KK's Beatrice test-quest. This is done by the InitTowns.c file in the Towns folder. In my game version I have this removed from the LegendJackSparrow folder anyway, because it is wrong and makes Redmond town Spanish, which shouldn't be the case. It should be relatively easy to put Governor Swann as governor straight away if you prefer that, but keeping Brin is also fine as long as Swann does show up in time. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<!--quoteo(post=269095:date=Jul 14 2008, 06:05 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 14 2008, 06:05 PM) <a href="index.php?act=findpost&pid=269095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cos I wanted a quick "character loaded check" for Oxbay when I first started to write the quest, so I knew which version of the game I was running at that particular time, as I run several at once to be sure I have cleared all the data when I make a change to the game being modded. He will be gone in the next upload. (picky, picky, picky! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for explaining. I was afraid something was broken. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=269101:date=Jul 14 2008, 11:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 11:49 AM) <a href="index.php?act=findpost&pid=269101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->....but keeping Brin is also fine as long as Swann does show up in time. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Then I'll do that as it works better with the Brin.. Brinkley dialog.

<!--quoteo(post=269101:date=Jul 14 2008, 11:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 11:49 AM) <a href="index.php?act=findpost&pid=269101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for explaining. I was afraid something was broken. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->...only my brain! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
LOL. Yeah, keep it as-is. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
I think I might have figured out the whole name problem thing. You get the correct names when you start a new game without starting a different storyline first. So if you load the game and start the Hornblower quest, everything is good. But if you then start the Jack Sparrow quest, the names will be messed up. If you then start the Hornblower quest again, the names will be messed up as well. Please check if my suspicions are correct.

Also I did some cleaning of the Storylines folder in my game, removing a whole bunch of superfluous pieces of code and unused code files.
 
If anybody's interested, I uploaded my latest code folders here:
<a href="http://www.piratesahoy.net/build/Build%2014%20Alpha%208%20WIP/14%20July%202008/PB%20Code.zip" target="_blank">http://www.piratesahoy.net/build/Build%201...8/PB%20Code.zip</a>
This might be useful especially for Short Jack Gold and Bartolomeu o Portugues for further developing their quests. Required RESOURCE and MODULES files can be found elsewhere on the PotC and Build FTPs. Please let me know if you need anything else. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=269115:date=Jul 14 2008, 01:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2008, 01:48 PM) <a href="index.php?act=findpost&pid=269115"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If anybody's interested, I uploaded my latest code folders here:
<a href="http://www.piratesahoy.net/build/Build%2014%20Alpha%208%20WIP/14%20July%202008/PB%20Code.zip" target="_blank">http://www.piratesahoy.net/build/Build%201...8/PB%20Code.zip</a>
This might be useful especially for Short Jack Gold and Bartolomeu o Portugues for further developing their quests. Required RESOURCE and MODULES files can be found elsewhere on the PotC and Build FTPs. Please let me know if you need anything else. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Now my brain is really broken! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
I will work on these tomorrow (WnMerge with what I have) and add my story updates to them.
 
Are my new files that bad? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
So Beatrice has to go and ask character Pieter Boelen to go swimming? Niiiice... <img src="style_emoticons/<#EMO_DIR#>/love.gif" style="vertical-align:middle" emoid=":luv" border="0" alt="love.gif" />
I take it you want to show off Sir Christopher Mings' new Catalina/Beatrice model that CAN swim? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I just noticed that Turks doesn't seem to have a governor at all and in the Beatrice quest it seems I'm in the governor's seat at one point. Am I suddenly being promoted to governor? I can't be both governor and captain of the Amsterdam at the same time, can I? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I believe we're getting some Pieter-overkill where I'm playing a role in just about every new quest. I don't think this is fair because there have been many other forum members who did at least as much for the modpack as I did. Nathan Kell most notably amongst them and he only gets some dialog references. How about we stop putting me in all new quests and start giving that privilege to other forum members? Check the "Modders" member group for suggestions on who to add.
 
<!--quoteo(post=269139:date=Jul 15 2008, 06:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2008, 06:12 AM) <a href="index.php?act=findpost&pid=269139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So Beatrice has to go and ask character Pieter Boelen to go swimming? Niiiice... <img src="style_emoticons/<#EMO_DIR#>/love.gif" style="vertical-align:middle" emoid=":luv" border="0" alt="love.gif" />
I take it you want to show off Sir Christopher Mings' new Catalina/Beatrice model that CAN swim? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Actually it is based on your comment in the forum to Sir Christopher Mings that you would like to go swimming with her.
<!--quoteo(post=269139:date=Jul 15 2008, 06:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2008, 06:12 AM) <a href="index.php?act=findpost&pid=269139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just noticed that Turks doesn't seem to have a governor at all and in the Beatrice quest it seems I'm in the governor's seat at one point. Am I suddenly being promoted to governor? I can't be both governor and captain of the Amsterdam at the same time, can I? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->The intention is not to have a Governor - I wanted the mansion room to be filled with various modders as well as yourself, who would form the "pirate committe" running the island (CCC would be on the couch, Sir Christopher Mings next to the Ming vase etc etc for some light relief) - but I am having a problem with the trigger placing the characters in position. So for the moment it is on hold.
 
I have just fixed some various small things again, including the empty quest book entry after talking to Beatrice's uncle. Turned out it was caused because of a reference to the My Early Days Jack Sparrow quest text. I removed those two lines and it works fine now. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

The Hornblower and Beatrice quests work fine in my game version, except for that wrong to sea reload in the Hornblower quest that Pirate_KK confirmed to be a bug. Now I'll need to continue with the Jack Sparrow quest. Should be fun. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=269145:date=Jul 15 2008, 12:56 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 15 2008, 12:56 PM) <a href="index.php?act=findpost&pid=269145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually it is based on your comment in the forum to Sir Christopher Mings that you would like to go swimming with her.<!--QuoteEnd--></div><!--QuoteEEnd-->It's all my own ruddy fault. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=269145:date=Jul 15 2008, 12:56 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 15 2008, 12:56 PM) <a href="index.php?act=findpost&pid=269145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The intention is not to have a Governor - I wanted the mansion room to be filled with various modders as well as yourself, who would form the "pirate committe" running the island (CCC would be on the couch, Sir Christopher Mings next to the Ming vase etc etc for some light relief) - but I am having a problem with the trigger placing the characters in position. So for the moment it is on hold.<!--QuoteEnd--></div><!--QuoteEEnd-->LOL. That sounds brilliant.
Indeed I noticed the <i>"to_find_Pieter_Boelen2"</i> quest case doesn't seem to be working and the <i>ChangeCharacterAddressGroup(characterfromID("Emmanuel Devlin"),"Turks_townhall", "goto", "goto8");</i> seems to never be executed. However, if you place this line in <i>Josephine Bonassieu_dialog.c</i>, it works just fine:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Where_to_go":
            ChangeCharacterAddressGroup(characterfromID("Pieter Boelen"),"Turks_townhall", "sit", "sit1");
            LAi_SetSitType(characterfromID("Pieter Boelen"));
            ChangeCharacterAddressGroup(characterfromID("Emmanuel Devlin"),"Turks_townhall", "goto", "goto8");
            dialog.text = DLG_TEXT[36];
            link.l99 = DLG_TEXT[37];
            link.l99.go = "Exit";
        break;<!--c2--></div><!--ec2-->
 
<!--quoteo(post=269148:date=Jul 15 2008, 06:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2008, 06:17 AM) <a href="index.php?act=findpost&pid=269148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Hornblower and Beatrice quests work fine in my game version, except for that wrong to sea reload in the Hornblower quest that Pirate_KK confirmed to be a bug. Now I'll need to continue with the Jack Sparrow quest. Should be fun.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for the code - I'll try it.

Jack Sparrow quest has been moded since the version you have. You might want to wait till later today when I hope to upload it. (it still isn't finished, but does go further).
 
I just tried the Jack Sparrow quest and found the following:
- Walking over land to Greenford doesn't work entirely right. When you enter Greenford (location "Greenford_suburb") the lady doesn't come to talk to you. When you enter "Greenford_town", the lady doesn't automatically talk to you either. You can continue by talking to her manually though.
- The game over scene you envisioned doesn't work yet. I think you'll find this works better:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Upstairs_Fight":
            LAi_SetPlayerType(pchar);
            LAi_SetImmortal(Pchar, false);
            LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], false);
            LAi_SetImmortal(characterFromID("Billy Brock"), true);
            LAi_ActorAttack(characterfromID("Billy Brock"), pchar, "");
            LAi_QuestDelay("Upstairs_Fight2", 2.0);
        break;

        case "Upstairs_Fight2":
            Lai_KillCharacter(pchar);
            LAi_QuestDelay("Upstairs_Fight3", 2.0);
        break;

        case "Upstairs_Fight3":
            pchar.killed = true;
            PostEvent("LAi_event_GameOver", 0, "s", "land");
        break;<!--c2--></div><!--ec2-->
You also need to modify this line in seadogs.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //ccc call original GameOver function / BF mar05
    if (rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE || CheckAttribute(mc,"killed")) { // SJG
        GameOverOrg(sName);
        //LanguageCloseFile(tmpLangFileID);
        return;
    }<!--c2--></div><!--ec2-->
 
<!--quoteo(post=269153:date=Jul 15 2008, 08:41 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2008, 08:41 AM) <a href="index.php?act=findpost&pid=269153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just tried the Jack Sparrow quest and found the following:
- Walking over land to Greenford doesn't work entirely right. When you enter Greenford (location "Greenford_suburb") the lady doesn't come to talk to you. When you enter "Greenford_town", the lady doesn't automatically talk to you either. You can continue by talking to her manually though.
- The game over scene you envisioned doesn't work yet. I think you'll find this works better:<!--QuoteEnd--></div><!--QuoteEEnd-->O.K. - one at a time... <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
Devlin is O.K. now - the modder characters are in the room (I have used arbitrary character models for the moment as I'm sure individual modders might wish to choose/make their own).

I know about the to town walk omission regarding dialog and will fix that (i needed the dialog to be common - which it now is).

Should be fixed by next upload.

Thanks for the "end game" code - saves a lot of time.

By the way - I notice that when corpses are looted, you only get a cheap bottle of mixture - can we have some more random (and better) items?
 
<!--quoteo(post=269153:date=Jul 15 2008, 02:41 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2008, 02:41 PM) <a href="index.php?act=findpost&pid=269153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Walking over land to Greenford doesn't work entirely right. When you enter Greenford (location "Greenford_suburb") the lady doesn't come to talk to you. When you enter "Greenford_town", the lady doesn't automatically talk to you either. You can continue by talking to her manually though.<!--QuoteEnd--></div><!--QuoteEEnd-->This seems to work better:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "to_find_a_sister":
            Pchar.quest.to_find_a_sister2.win_condition.l1 = "location";
            PChar.quest.to_find_a_sister2.win_condition.l1.character = Pchar.id;
            Pchar.quest.to_find_a_sister2.win_condition.l1.location = "Greenford_port";
            Pchar.quest.to_find_a_sister2.win_condition = "to_find_a_sister2";

            Pchar.quest.to_find_a_sister2A.win_condition.l1 = "location";
            PChar.quest.to_find_a_sister2A.win_condition.l1.character = Pchar.id;
            Pchar.quest.to_find_a_sister2A.win_condition.l1.location = "Greenford_suburb";
            Pchar.quest.to_find_a_sister2A.win_condition = "to_find_a_sister2";

            Pchar.quest.to_find_a_sister2B.win_condition.l1 = "location";
            PChar.quest.to_find_a_sister2B.win_condition.l1.character = Pchar.id;
            Pchar.quest.to_find_a_sister2B.win_condition.l1.location = "Greenford_town";
            Pchar.quest.to_find_a_sister2B.win_condition = "to_find_a_sister2";
        break;

        case "to_find_a_sister2":
            DeleteAttribute(pchar,"quest.to_find_a_sister2");
            DeleteAttribute(pchar,"quest.to_find_a_sister2A");
            DeleteAttribute(pchar,"quest.to_find_a_sister2B");
            pchar.quest.Jacks_early_days = "find_sister_one";
            LAi_SetActorType(characterFromID("Annabella Brin"));
            Lai_ActorFollow(characterFromID("Annabella Brin"), pchar, "to_find_a_sister2_next", 3.0);
        break;<!--c2--></div><!--ec2-->
I can't get the .vcskip to actually take effect here for some reason. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

BTW: The lady is never in any danger if you walk through the jungle, because characters without a blade equipped are never attacked. You can fix that by giving her fists ("bladeX4").

<!--quoteo(post=269155:date=Jul 15 2008, 02:57 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 15 2008, 02:57 PM) <a href="index.php?act=findpost&pid=269155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should Thanks for the "end game" code - saves a lot of time.<!--QuoteEnd--></div><!--QuoteEEnd-->It works. I checked. You might want to change the <i>LAi_QuestDelay("Upstairs_Fight3", 2.0);</i> delay though because the "ooooohhh" sound doesn't get the chance to play through to the end.

<!--quoteo(post=269155:date=Jul 15 2008, 02:57 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 15 2008, 02:57 PM) <a href="index.php?act=findpost&pid=269155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way - I notice that when corpses are looted, you only get a cheap bottle of mixture - can we have some more random (and better) items?<!--QuoteEnd--></div><!--QuoteEEnd-->But it IS random. You get the blade, gun, ammo and any other items the corpse is carrying. Usually this is a bottle or a mixture, but all random female characters also carry a gem.
Better items? I know people have been complaining about being able to get money too quickly and giving corpses better items would only make this worse. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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