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Pirates turn hostile

Discussion in 'Hoist the Colours (Jack Sparrow)' started by Grey Roger, May 30, 2017.

  1. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Feb 12, 2007
    I've been playing through "Hoist The Colours", fixing a few problems when I encounter them. Usually they're just dialogs which need a bit of tweaking.

    One thing I noticed is that if you joined the Brotherhood at Nevis and acquired some rank with the pirates, you don't have it any more after the battle between Black Pearl and Interceptor. The reason is that case "insertforchase2" contains this:
    if(GetRMRelation(PChar, PIRATE) > REL_WAR) SetRMRelation(PChar, PIRATE, REL_WAR);
    Is there a reason why Pirates should turn hostile to you at this point? Granted, you're now playing as Barbossa, though everything else about your character remains the same (your skills, for a start); the change of personality is basically just a change of name and outfit. I'm wondering whether "Mr. Gibbs", now commanding Interceptor, used to be Pirate as well, so that would be needed to make him hostile. Nowadays he flies a British flag, and anyway he's going to turn hostile because the next line of code is:
    characters[GetCharacterIndex("Mr. Gibbs")].recognized = true;
    So, unless someone knows of a plot reason why the rest of the Pirate world takes a sudden dislike to Captain Jack Sparrow, I'm going to remove that line.
  2. Pieter Boelen

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

    Nov 11, 2004
    Maritime Research: Project Engineer (Analysis)
    Wageningen, The Netherlands
    Good question, @Grey Roger!

    Most likely, it was meant purely to ensure the enemy ship is hostile.
    The new "recognized" attribute should work equally well for that, so I think you can remove the line as you suggest. :onya

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