1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

Low Priority Minor tweaks to Father Bernard's dialog

Discussion in 'Build Testing List' started by Grey Roger, Apr 10, 2017.

  1. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Joined:
    Feb 12, 2007
    Messages:
    6,415
    After talking to Father Bernard about some business, I noticed there was an entry in "error.log" about his dialog. It's evidently not serious enough to cause the dialog to fail, which is why it's probably never been noticed despite being there for ages. The problem is this line:
    Code:
    if (npchar.quest.church_help == "done" && pchar.quest.ANIMISTS == "FRIGATE_LOST")
    If you haven't started the "Strange Things Going On" sidequest, alias "ANIMISTS", then attribute 'pchar.quest.ANIMISTS' doesn't exist and that's what throws up the error.

    The easy way to fix that is to put a 'CheckAttribute(PChar, "ANIMISTS")' check before 'pchar.quest.ANIMISTS == "FRIGATE_LOST"'. The even easier way is to replace it with 'CheckQuestAttribute("ANIMISTS", "FRIGATE_LOST")', which does exactly that - checks if the attribute exists, then checks if it matches the value. So that's what I've done.

    Also, apropos someone's comment appreciating the way some dialogs take note of whether you're male or female, Father Bernard doesn't - he frequently refers to you as "my son", and once to "a sailor who doesn't neglect his soul". So I've replaced them all with preprocessor placeholders and put some "Preprocessor_Add" commands into "Father Bernard_dialog.c" to fill them. For some reason, I can't imagine a priest referring to a female parishioner as "my daughter", though I can imagine "my son". He might call both "my child". But, to make at least some distinction, I've set him to refer to male clients as "my son" and female clients as "my child". Which, in turn, needs an addition to "common.ini" so that 'XI_ConvertString("child")' will work.

    Next time I release a new version of "post jan7 fixes", it's going to include the change to 'CheckQuestAttribute("ANIMISTS", "FRIGATE_LOST")' in the "JackSparrow" version of "Father Bernard_dialog.c" as well. But I'm not changing that version to distinguish between male and female player characters. If you're using that version of Father Bernard's dialog then you're playing the "JackSparrow" storyline and probably aren't female. xD
     

    Attached Files:

    Pieter Boelen likes this.
  2. Pieter Boelen

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

    Joined:
    Nov 11, 2004
    Messages:
    66,623
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands

Share This Page