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Included in Build Improved Fast Travel and New Icons

Discussion in 'Build Testing List' started by Jack Rackham, May 31, 2016.

  1. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Not my biggest mod but:
    I have added an icon for Gunsmiths. And one for doctors (only quest locations now) but it's available.
     

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    Armada, ANSEL and Pieter Boelen like this.
  2. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Is that for the Fast Travel menu?

    There are 1-2 gunsmiths in the Caribbean for whom it could be used.
    And the Doctor one could be applied to the Bridgetown Apothecary. :onya
     
  3. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    It's for the reload locator. Guess something additional is needed for fast travel.
    This is a quest thing and I thought it could be of common use as well.

    I could
    1) fix fast travel
    2) make sure the apothecary will use the Icon too.
     
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  4. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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  5. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Here is this small mod:

    Apothecary in Greenford: medicine icon
    Con_blacksmith: gunsmith icon
    Turks blacksmith who also is a gunsmith: pistol + blade icon

    All 3 now have fast reload which is tested and works.
     

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  6. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    That's awesome, @Jack Rackham! :bow

    Just to be sure, this is an overview of the "gunsmiths" in the game:
    - Turks: Gun- and Blacksmith
    - Conceicao: Gunsmith
    - Nevis: Gun- and Blacksmith IF player joined the Pirates

    I think you already figured that out correctly, right?
    (Apologies if I'm being stupid here; my brain is not cooperating today.... :oops: )
     
  7. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    HA! In PROGRAM\QUESTS\quests_common.c find:
    Code:
           //Levis: Change the Nevis blacksmith to gunsmith -->
           Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
           Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
           aref store; makearef(store, Stores[PIRATES_STORE]);
           DeleteAttribute(store,"blacksmith");
           store.gunsmith = "Arne Saknussem";
           //Levis: Change the Nevis blacksmith to gunsmith <--
    
    Replace it with:
    Code:
           // JRH&Levis: Change the Nevis blacksmith to gunsmith -->
           Locations[FindLocation("QC_town_exit")].reload.l6.go = "QC_Gunsmith";
           Locations[FindLocation("QC_blacksmith")].id.label = "Pirate Gun- and Blacksmith";
           Locations[FindLocation("QC_blacksmith")].id = "QC_Gunsmith";
           Characters[GetCharacterIndex("QC_blacksmith")].Location = "QC_Gunsmith";
       
           // Modify the Fast Travel icon
           aref curTable;
           makearef(curTable,objFastReloadTable.table.QC);
           curTable.l6.pic = FRP_GUNBLACKSMITH;
           curTable.l6.tex = FRT_GUNBLACKSMITH;
           curTable.l6.note = FRN_GUNBLACKSMITH;
           curTable.l6.location = "QC_Gunsmith";
           
           // Give him the alternate dialog
           Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
           
           // And enable the correct fetch quests
           Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
           aref store; makearef(store, Stores[PIRATES_STORE]);
           DeleteAttribute(store,"blacksmith");
           store.gunsmith = "Arne Saknussem";
           // JRH&Levis: Change the Nevis blacksmith to gunsmith <--
    
    That makes the icons change too! :cheeky
     
    Last edited: May 31, 2016
  8. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Anyway, I tested both Jack's original work and my additional suggestion and both seem to work fine.

    Now I'm wondering if any other locations could use a similar update.
    The Opium Den springs to mind.... :wp
     
  9. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Hmm I missed the Nevis one, thanks Pieter. Ok I'll take the Opium Dens on.
     
  10. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Easy to miss. It only changes at the time when you join the pirates (as a bonus to pirate players).
    So it requires changing it "on the fly" instead of in the usual way.
    I even had to change the location ID, which is normally not a very good idea.... :wp

    On a related subject, is it right that this section of code is in your GoldBug QuestsLocations.c file?
    Code:
       Locations[n].reload.l6.name = "reload4";
       Locations[n].reload.l6.go = "QC_blacksmith";
       Locations[n].reload.l6.emerge = "reload1";
       Locations[n].reload.l6.close_for_night = 1;
    
    Cool, thanks! Now that it has much more gameplay use, that should help to make players more aware that it exists. :onya

    @Grey Roger, @Mere_Mortal, @Talisman, @ANSEL and @Jason: Can you think of any other locations that could use Fast Travel?
     
  11. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    No, I don't find those line in there.
     
  12. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Really? I see it here:
    Code:
    //--------------------------------------------------------------------------
    
       Locations[n].filespath.models = "locations\Outside\Jungle_QC";
       Locations[n].id = "Legrands_backyard";
       locations[n].id.label = "Legrands backyard";
       Locations[n].image = "GB_Legrands_backyard.tga";
       //Town sack
       Locations[n].townsack = "Quebradas Costillas"; // KK
    
       [...]
    
       Locations[n].reload.l5.name = "Reload3_back";
       Locations[n].reload.l5.go = "Fort_Moultrie_exit";
       Locations[n].reload.l5.emerge = "reload1";
       Locations[n].reload.l5.autoreload = "1";
       Locations[n].reload.l5.label = "Jungle.";
       Locations[n].locators_radius.reload.Reload3_back = 2.0;
    
       Locations[n].reload.l6.name = "reload4";
       Locations[n].reload.l6.go = "QC_blacksmith";
       Locations[n].reload.l6.emerge = "reload1";
       Locations[n].reload.l6.close_for_night = 1;
    
       Locations[n].locators_radius.randitem.randitem1 = 0.01;
       Locations[n].items.randitem1 = "pirate_house";
    
    I accidentally noticed that because when changing the ID of the location, I had to double-check if there are any more references to it that also needed to be changed.
     
  13. Mere_Mortal

    Mere_Mortal Free Like a Radical Storm Modder

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    I have no idea if anywhere is missing any fast locations, I think I spend too much time at sea to ever really notice.
     
  14. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    I found it now. Something went wrong with the search function.
    Those lines have absolutely no meaning as there is no blacksmith in Legrands backyard.
    Just never deleted.
     
  15. ANSEL

    ANSEL Corsair Storm Modder Hearts of Oak Donator

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    I tried to replace those lines. It gives me this runtime error. Have I done it wrong?
     

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  16. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Actually, you did it perfectly right. The only differences with my own version are some minor things with indentation.
    But you need to install @Jack Rackham's files from post #5 first. My change relies on his work. :doff

    Sea is, of course, the best place to be. :cheeky

    Hey, that rhymes! :cheers
    [/CODE]

    Looking at the code, that reload may actually have worked in your storyline to teleport the player to Nevis!
    I'll remove it for the next update. :doff
     
  17. ANSEL

    ANSEL Corsair Storm Modder Hearts of Oak Donator

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    :facepalm:onya
     
  18. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    No because the player can't get to the original reload4 as Legrands backyard is all off-pist.
    :onya
     
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  19. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    I found these "opium dens":

    Redmond , "den". OK.

    "PaP_Brothel_room" and "Tortuga_Brothel_room" have additional brothel rooms and name "Opium Den" so
    they are "dens". But no opium action what I can see so maybe fast reload is unnecessary?

    Eleuthera, "Alice_Brothel_room": empty, no other brothel rooms, name "Alice Town Brothel. Loading = "Opium Den".
    Is it a brothel or a den?
     
    Last edited: Jun 1, 2016
  20. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Only Redmond has a real opium den. All those other ones must be a mistake

    Would there be any point in having Fast Travel to the Maltese Knight Abbey?
    Might make it more obvious to players that it exists.
     

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