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Included in Build Jack Sparrow Storyline: Rewrite "Hylie Pistof" Tavern Owner Dialog

No sorry, because my young buddy took over and played "pirates" for a while. :)
In that case, was that with the very latest ZIP?
It is probably one of those "Random" dialogs that @morgan terror and myself have been messing around with.
But I'd need to know which one and if it is the CURRENT version that is bugged or if it was a previous one. :facepalm
 
@Jack Rackham if you make a building from the pistol you don't Need a reloadtolocation, you can just use the changecharactergroup for the building, But I don't know if you would be able to place it that accuratly then.
 
And a random item can be picked up.
And the Standard Storyline contains a scene where you place a model on a very specific spot as well.

If we want to make this CRAZY COMPLICATED, I can think of all sorts of things to accomplish that.
But I'd really rather have simple solutions. Why put in a lot of effort when that isn't necessary? :cheeky

So I maintain: Tavern owner will never use that weapon and it is just there for display purposes.
If @Hylie Pistof is OK with that, I reckon that would be the best solution for sure.

Most important is the actual rewriting of that dialog file.
Here's to hoping @Mirsaneli can make something fun out of that! :cheers
 
Ok, I'll add the musketoon as it is now to my next upload. When Pieter do you plan the next version?
I have many files ready again.

if you make a building from the pistol you don't Need a reloadtolocation, you can just use the changecharactergroup for the building
How exactly is that done?

But I don't know if you would be able to place it that accuratly then
Isn't it just to use Build_at( )... in the location file?

And a random item can be picked up.
Yes, but not by an NPC?

And the Standard Storyline contains a scene where you place a model on a very specific spot as well.
What? I could use that!
 
When Pieter do you plan the next version?
Weekend.

Putting the idol on a spot in the temple on Cozumel - to open the alcove. :yes
^ Yep, that's the one.

Not entirely sure how it works, but the item is "idol" from the Standard Storyline and I think this code from PROGRAM\ITEMS\itemLogic.c has something to do with it:
Code:
void Items_ShowItem(int _itemN)
{
   aref al;
   aref activeLocation;
   ref chr = GetMainCharacter();
   makearef(activeLocation, Locations[sti(chr.itemLocationIndex)]);

   if (Items[_itemN].model == "")
   {
     Trace("ItemLogic: no model for item "+activeLocation.id+"."+Items[_itemN].id);
     return;
   }

   if (Items[_itemN].startLocator != "")
   { //unused
     Items_LoadModel(&itemModels[_itemN], &Items[_itemN]);

     if (!FindLocator(Items[_itemN].startLocation, Items[_itemN].startLocator, &al, true))
       Trace("ItemLogic: locator for item "+_itemN+" not found! ["+Items[_itemN].startLocation+">>"+Items[_itemN].startLocator);
     Trace ("ItemLogic: showing item at "+al.x+", "+al.y+", "+al.z);
     SendMessage(&itemModels[_itemN], "lffffffffffff", MSG_MODEL_SET_POSITION, makeFloat(al.x), makeFloat(al.y), makeFloat(al.z), makeFloat(al.vx.x), makeFloat(al.vx.y), -makeFloat(al.vx.z), makeFloat(al.vy.x), makeFloat(al.vy.y), -makeFloat(al.vy.z), makeFloat(al.vz.x), makeFloat(al.vz.y), -makeFloat(al.vz.z));
   }
   else
   { //used
     if (Items[_itemN].useLocation != activeLocation.id)
       return;

     Items_LoadModel(&itemModels[_itemN], &Items[_itemN]);

     for (int i=0; i<useLocatorsCount; i++)
     {
       al = useLocators[i];
       if (useAttrs[i].locator == Items[_itemN].useLocator)
       {
         SendMessage(&itemModels[i], "lffffffffffff", MSG_MODEL_SET_POSITION, makeFloat(al.x), makeFloat(al.y)+makeFloat(useAttrs[i].itemDeltaY)+makeFloat(useAttrs[i].deltaY), makeFloat(al.z), makeFloat(al.vx.x), makeFloat(al.vx.y), -makeFloat(al.vx.z), makeFloat(al.vy.x), makeFloat(al.vy.y), -makeFloat(al.vy.z), makeFloat(al.vz.x), makeFloat(al.vz.y), -makeFloat(al.vz.z));
         return;
       }
     }
   }
}

Yes, but not by an NPC?
Well, they DO disappear from the location, even though I don't know quite how.
You could try to place a random item and then execute RandItems_OnUnloadLocation() through console.
Good chance it will disappear.

But how about we continue fancy ideas somewhere else.
As we discussed above, the only thing we need here are:
1. Blunderbuss visible behind the counter of the Turks Tavern, to appear when Hylie takes over - Done by @Jack Rackham
2. Dialog text to be rewritten - Awaiting from @Mirsaneli

More programmy stuff right here might discourage those things happening. :facepalm
 
Here's the dialog. I didn't know what to write for the line 35 cause to be honest I'm not sure that I understand that line :D
I think that will do quite nicely! :cheers

Looks like line 35 is related to when you do a LOT of drinking in the tavern and make the tavern owner come over to your table for some reason.
I don't think anyone ever really triggers that. Maybe in the future when "drinking in the tavern" actually becomes a sensible part of the game.
 
And here's Hylie's musketoon in Turks tavern. Forgot it earlier.
 

Attachments

  • JRH fixes 2 16-01-09.7z
    42.4 KB · Views: 153
"Pick yer poison. Ale, wine, or rum."
"Leave the serving wench alone. The working girls are....wherever the brothel is."
One last request @Mirsaneli: Is there any spot where the above two lines might fit in?

And here's Hylie's musketoon in Turks tavern. Forgot it earlier.
Very awesome! So I think if I do this in the quests_reaction.c file, the musketoon will show up only when Hylie takes over the tavern:
Code:
       ChangeCharacterAddressGroup(characterFromID("Hylie Pistof"), "Turks_Tavern", "merchant", "goto3");
       Locations[FindLocation("Turks_Tavern")].models.always.l2 = "musketoon"; // JRH
:dance
 
One last request @Mirsaneli: Is there any spot where the above two lines might fit in?


Very awesome! So I think if I do this in the quests_reaction.c file, the musketoon will show up only when Hylie takes over the tavern:
Code:
       ChangeCharacterAddressGroup(characterFromID("Hylie Pistof"), "Turks_Tavern", "merchant", "goto3");
       Locations[FindLocation("Turks_Tavern")].models.always.l2 = "musketoon"; // JRH
:dance

Maybe instead of: "I'm all eyes and ears, sir! How can I be helpin' you?"

"I'm all eyes and ears, sir! Pick yer poison. Ale, wine, or rum?"

And instead of line 35: "Ye scurvy-ridden sons o' Davy's sow! Don't ye be makin' ol' Hylie Pistof come o'er an' pour a can o' whoopass on ye!",

"Leave the serving wench alone. The working girls are... wherever the brothel is."
 
A pirate who doesn't know where the brothel is? What an embarrasment.............
 
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