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project

tbexon

Landlubber
I have been reading the stuff on making a qwest and i've come up with quite a good one but I need some advice as to where to go from here

my plan is that you know you meet becket at oxbay then at redmond and in redmond he asks you for the gold... well my plan is that if you don't have it and you say that then he gets very annoyed and says "it's nothing personal it's just good buisness" then you are transported to a sea battle where you are fighting the endeavour

this is the main coding I can get for becket in quest reactions

<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->case "Beckett_start":
SetEnterLocationQuest("Oxbay_tavern","Beckett_start_check",0);
break;

case "Beckett_start_check":
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Oxbay_tavern", "goto", "goto21");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_talk_1",10.5);
break;

case "Beckett_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 1500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 1500); }
Locations[FindLocation("Oxbay_tavern")].reload.l1.disable = 1;
SetQuestHeader("Beckett");
DeleteEnterLocationQuest("Oxbay_tavern", "Beckett_start_check");
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
Locations[FindLocation("Oxbay_tavern")].vcskip = true;
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;

case "Beckett_Leaves_Oxbay":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Beckett_fades", 10.0);

break;

case "Beckett_fades":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Locations[FindLocation("Oxbay_tavern")].reload.l1.disable = false;
Pchar.quest.Beckett_at_Redmond.win_condition.l1 = "location";
PChar.quest.Beckett_at_Redmond.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_at_Redmond.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_at_Redmond.win_condition = "Beckett_at_Redmond";
break;

case "Beckett_at_Redmond":
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Gold_talk_1",2.0);
}
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
Locations[FindLocation("Redmond_tavern")].vcskip = true;
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Redmond_talk_1",2.0);
}

break;

case "Beckett_Goodbye":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Beckett_Goodbye2", 10.0);

break;

case "Beckett_Goodbye2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
CloseQuestHeader("Beckett");
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
break;

case "Redmond_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
pchar.quest.Beckett = "Redmond_not_joined";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;

case "Gold_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
pchar.quest.Beckett = "Beckett_first_time_Redmond";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;

case "More_Gold_ready":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "More_Gold_ready2", 10.0);
break;


case "More_Gold_ready2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_QuestDelay("More_Gold_ready3", 0.0);
break;

case "More_Gold_ready3":
LAi_SetPlayerType(pchar);
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
Pchar.quest.Beckett_quest_gold.win_condition.l1 = "item";
Pchar.quest.Beckett_quest_gold.win_condition.l1.item = "Map_Doc_1";
Pchar.quest.Beckett_quest_gold.win_condition.l2 = "location";
PChar.quest.Beckett_quest_gold.win_condition.l2.character = Pchar.id;
Pchar.quest.Beckett_quest_gold.win_condition.l2.location = "Redmond_port";
Pchar.quest.Beckett_quest_gold.win_condition = "Beckett_quest_gold";
}
break;

case "Beckett_quest_gold":
Pchar.quest.Beckett_quest_gold2.win_condition.l1 = "goods";
Pchar.quest.Beckett_quest_gold2.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_quest_gold2.win_condition.l1.goods = GOOD_GOLD;
Pchar.quest.Beckett_quest_gold2.win_condition.l1.quantity = 1;
PChar.quest.Beckett_quest_gold2.win_condition.l1.operation = ">" ;
Pchar.quest.Beckett_quest_gold2.win_condition = "Beckett_quest_gold2";
break;

case "Beckett_quest_gold2":
if(CheckQuestAttribute("Story_1stTaskComplete", "Complete"))
{
pchar.quest.Beckett = "Beckett_delivering_gold";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_quest_gold3",0.0);
}
if(CheckQuestAttribute("Beckett_talk", "Nomainquest"))
{
pchar.quest.Beckett = "Beckett_delivering_gold";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_quest_gold3",0.0);
}
break;

case "Beckett_quest_gold3":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = 1;
pchar.quest.Beckett = "Beckett_delivering_gold";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Going_to_Governor3":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov3.win_condition.l1 = "quest";
PChar.quest.Beckett_after_Gov3.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov3.win_condition.l1.quest = "Story_1stTaskReceived";
Pchar.quest.Beckett_after_Gov3.win_condition = "Beckett_after_Gov3";
break;

case "going_to_Governor_escort":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "going_to_Governor_escort2", 10.0);
break;

case "going_to_Governor_escort2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"going_to_Governor_escort3",0.0);
break;

case "going_to_Governor_escort3":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov_Escort.win_condition.l1 = "location";
PChar.quest.Beckett_after_Gov_Escort.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov_Escort.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_after_Gov_Escort.win_condition = "Beckett_after_Gov_Escort";
break;

case "Beckett_after_Gov3":
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
pchar.quest.Beckett = "seen_the_governor";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto", "goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
pchar.quest.Beckett = "seen_the_governor";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
break;

case "Beckett_after_Gov_Escort":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov_Escort2.win_condition.l1 = "location";
PChar.quest.Beckett_after_Gov_Escort2.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov_Escort2.win_condition.l1.location = "Redmond_tavern";
Pchar.quest.Beckett_after_Gov_Escort2.win_condition = "Beckett_after_Gov_Escort2";
break;

case "Beckett_after_Gov_Escort2":
if (pchar.quest.Beckett_talk == "ship_been_sunk")
{
pchar.quest.Beckett = "ready_for_escort_duty";
ChangeCharacterAddress(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto20");
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}

break;

case "Return_with_idols_to_Beckett":
ChangeCharacterAddress(characterFromID("Yusuf Rais"), "None", "");
LAi_type_actor_Reset(characterFromID("Cutler Beckett"));
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload3", "Return_with_idols_to_Beckett2", 0.0);
break;

case "Return_with_idols_to_Beckett2":
dialog.currentnode = "";
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Return_check_program.win_condition.l1 = "item";
PChar.quest.Return_check_program.win_condition.l1.character = Pchar.id;
PChar.quest.Return_check_program.win_condition.l1.item = INCAS_COLLECTION;
Pchar.quest.Return_check_program.win_condition = "Return_check_program";
break;

case "Return_check_program":
pchar.quest.henry_talk = "henry_quest_gotidols";

Pchar.quest.Beckett_given_idols_got_ship.win_condition.l1 = "location";
PChar.quest.Beckett_given_idols_got_ship.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_given_idols_got_ship.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_given_idols_got_ship.win_condition = "Beckett_given_idols_got_ship";
break;

case "Beckett_given_idols_got_ship":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
pchar.quest.Beckett = "Idols_for_ship_exchange";
LAi_type_actor_Reset(characterFromID("Cutler Beckett"));
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "redmond_residence", "goto8");
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
break;

case "Beckett_after_gov4":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;

case "lost_gold_exit":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "lost_gold_exit2", 10.0);
break;

case "lost_gold_exit2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_return_money.win_condition.l1 = "location";
PChar.quest.Beckett_return_money.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_return_money.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_return_money.win_condition = "Beckett_return_money";
break;

case "lost_gold_exit_war":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "lost_gold_exit_war2", 10.0);
break;

case "lost_gold_exit_war2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_war.win_condition.l1 = "location";
PChar.quest.Beckett_war.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_war.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_war.win_condition = "Beckett_return_money";
break;

case "Beckett_return_money":
if ((!CheckCharacterItem(Pchar,"EITC_Passport")) && (makeint(pchar.money) >= 25000))
{
pchar.quest.Beckett = "recovered_Becketts_money";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_port", "goto","goto_2");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_return_money2",0.0);
}

break;

case "Beckett_return_money2":
CloseQuestHeader("Beckett");
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;

case "DecisionTime":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "DecisionTime2", 10.0);
locations[FindLocation("Redmond_port")].reload.l2.disable = 1;
locations[FindLocation("Redmond_port")].reload.l3.disable = 1;
locations[FindLocation("Redmond_Shore_01")].reload.l2.disable = 1;
locations[FindLocation("Redmond_Shore_02")].reload.l2.disable = 1;
locations[FindLocation("Redmond_Residence")].reload.l1.disable = false;
break;

case "DecisionTime2":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
break;

case "Going_to_Join_Dutch":
LAi_SetPlayerType(pchar);
Pchar.quest.Dutch_East_India_Company.win_condition.l1 = "location";
PChar.quest.Dutch_East_India_Company.win_condition.l1.character = Pchar.id;
Pchar.quest.Dutch_East_India_Company.win_condition.l1.location = "Douwesen_Tavern";
Pchar.quest.Dutch_East_India_Company.win_condition = "Dutch_East_India_Company";
break;

case "Dutch_East_India_Company":
LAi_SetPlayerType(pchar);
// ENDS HERE - This quest is to be extended when how it should be played is agreed - SJG
break;

case "get_ready_for_Africa":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload3", "get_ready_for_Africa2", 10.0);
break;

case "get_ready_for_Africa2":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
Locations[FindLocation("Redmond_Residence")].reload.l1.disable = false;
dialog.currentnode = "";
LAi_SetPlayerType(pchar);
PChar.quest.Beckett_given_idols_got_ship.over = "yes";
Pchar.quest.Beckett_Africa_run.win_condition.l1 = "location";
PChar.quest.Beckett_Africa_run.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Africa_run.win_condition.l1.location = "Oxbay_Lighthouse";
Pchar.quest.Beckett_Africa_run.win_condition = "Beckett_Africa_run";
break;

case "Beckett_Africa_run":
Pchar.quest.Beckett_Africa_run_talk.win_condition.l1 = "location";
PChar.quest.Beckett_Africa_run_talk.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Africa_run_talk.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_Africa_run_talk.win_condition = "Beckett_Africa_run_talk";
break;

case "Beckett_Africa_run_talk":
pchar.quest.Beckett = "Talk_about_Africa_run";
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "redmond_residence", "goto8");
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_Africa_run_talk2",0.0);
break;

case "Beckett_Africa_run_talk2":
pchar.quest.Beckett = "Talk_about_Africa_run";
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;

case "Save_the_Slaves":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Save_the_Slaves2", 10.0);
break;

case "Save_the_Slaves2":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_1"), "Antigua_shore", "goto", "locator26");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_2"), "Antigua_shore", "officers", "reload2_1");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_3"), "Antigua_shore", "officers", "reload2_2");
ChangeCharacterAddressGroup(characterFromID("Tia Dalma"), "Antigua_shore", "goto", "citizen08");
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition.l1 = "location";
PChar.quest.Beckett_Save_Slaves_Africa.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition.l1.location = "Antigua_Shore";
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition = "Beckett_Save_Slaves_Africa";
break;

case "Beckett_Save_Slaves_Africa":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
SetCurrentTime(10, 0);
LAi_QuestDelay("Beckett_Save_Slaves_Africa_2", 0.0);
break;

case "Beckett_Save_Slaves_Africa_2":
ChangeCharacterAddressGroup(characterFromID("Cutler Beckett"), "redmond_residence", "goto", "goto8");
ChangeCharacterAddress(CharacterFromID("Pirates_1"), "Antigua_shore", "locator26");
ChangeCharacterAddress(CharacterFromID("Pirates_2"), "Antigua_shore", "reload2_1");
ChangeCharacterAddress(CharacterFromID("Pirates_3"), "Antigua_shore", "reload2_2");
LAi_SetActorType(characterFromID("Tia Dalma"));
LAi_SetImmortal(characterFromID("Tia Dalma"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Tia Dalma"));
LAi_ActorDialog(characterFromID("Tia Dalma"),PChar,"",10.0,1.0);
ChangeCharacterAddress(characterFromID("Tia Dalma"), "Antigua_shore", "citizen08");
characters[GetCharacterIndex("Tia Dalma")].Dialog.Filename = "Tia Dalma_dialog.c";
break;

case "go_to_fight_Slave_Traders":
Pchar.quest.back_to_Tia_Dalma.win_condition.l1 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l1.character = "Pirates_1";
Pchar.quest.back_to_Tia_Dalma.win_condition.l2 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l2.character = "Pirates_2";
Pchar.quest.back_to_Tia_Dalma.win_condition.l3 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l3.character = "Pirates_3";
PChar.quest.back_to_Tia_Dalma.win_condition = "back_to_Tia_Dalma";
break;

case "back_to_Tia_Dalma":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
LAi_ActorDialog(characterFromID("Tia Dalma"),PChar,"",10.0,1.0);
ChangeCharacterAddressGroup(characterFromID("Cutler Beckett"), "Quest_residence", "goto", "goto6");
Characters[GetCharacterIndex("Tia Dalma")].dialog.currentnode = "speaktoTiaagain";
pchar.quest.main_line = "blaze_search_rheims_with_danielle";
setCharacterShipLocation(&characters[GetCharacterIndex("Danielle")], "Oxbay_lighthouse");
ChangeCharacterAddress(&characters[GetCharacterIndex("Danielle")], "Oxbay_Lighthouse", "goto29");
ChangeCharacterAddress(&characters[GetCharacterIndex("Barbossa")], "none", "none");
ChangeCharacterAddress(&characters[GetCharacterIndex("RESEARCHER")], "none", "none");
pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1 = "location";
pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1.location = "Oxbay_lighthouse";
pchar.quest.return_to_lighthouse_search_rheims.win_condition = "return_to_lighthouse_search_rheims_complete";
break;

case "Goodbye Tia Dalma":
LAi_ActorRunToLocator(characterFromID("Tia Dalma"), "officers", "reload2_2", "Goodbye Tia Dalma2", 20.0);
break;

case "Goodbye Tia Dalma2":
ChangeCharacterAddress(characterFromID("Tia Dalma"), "None", "");
break;
<!--colorc--></span><!--/colorc-->

as you can see there's alot and I haven't even checked the dialogs yet! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> most I can leave alone but my main problem is the jump to the sea battle and the sea battle please could I have some advice.
 
That sounds like a nice idea. One thing you should know is that for Build 14 are working on the Selectable Storylines mod that will allow you to choose one of several main quests at the beginning of the game. The Jack Sparrow one will be on of them. Short Jack Gold is working on that and is probably the best person to help you.

What I could recommend you to do is to search for "Flying Dutchman" in quests_reaction.c. There's a coded battle with the Dutchman in Bartolomeu's First Contact quest, which should show you how you can set up a sea battle.
 
Maybe you can better move that encounter to the part with the slaves, it would be weird if he'd attack you with such a big ship just because he is annoyed... But it is a good start
 
one small problem the version i've got (build alpah 7 plus) deosn't have it in the file
 

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I recommend that you upgrade to 14 8a, the newest build, thenyou can keep up to date AND it is a lot more stable then 14 7
 
<!--quoteo(post=270502:date=Jul 26 2008, 11:30 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jul 26 2008, 11:30 AM) <a href="index.php?act=findpost&pid=270502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recommend that you upgrade to 14 8a, the newest build, thenyou can keep up to date AND it is a lot more stable then 14 7<!--QuoteEnd--></div><!--QuoteEEnd-->


do I just copy it over or is there an installer.

p.s is this version more stable as in my old one I couldn't change the starting ships in internal settings
 
<img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Sorry about that. Thomas' suggestion is a good one; it is in the Alpha 8 WIP files. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Which game version? One of the Alpha 8 WIP versions? Are the ship settings in InternalSettings.h strings now instead of #defines? Try the ingame Options>Advanced Options interface. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
strings <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
Ah; that complicates matters. Changing the strings doesn't readily work and you need to change it in the Options>Advanced Options menu. Personally I thought this was pretty silly, having to choose what choices you want, so in later game versions I reset them back to #defines, which do work instantly.
 
I tried resetting it in option adanced and they all went to #defines execpt the ships and the charaters

<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>string NEW_MODEL_1 "Blaze" // Nathaniel Hawk
string NEW_MODEL_2 "Depp" // Captain Jack Sparrow
string NEW_MODEL_3 "will" // Will Turner
string NEW_MODEL_4 "cnorrington" // James Norrington
string NEW_MODEL_5 "Devlin" // Blaze Devlin (AoP)
string NEW_MODEL_6 "Aubrey" // "Lucky" Jack Aubrey
string NEW_MODEL_7 "capnhook" // Captain Hook
string NEW_MODEL_8 "33_TG5D" // Towngirl 5
string NEW_MODEL_9 "9CATa" // Catalina the Pirate
string NEW_MODEL_10 "9Ta" //
string NEW_MODEL_11 "50_Becka" // Becka
string NEW_MODEL_12 "Beatrise" // Beatrice Devlin (AoP)

// Ship Selection Options
string NEW_SHIP_1 "CursedDutchman" //
string NEW_SHIP_2 "Sloop1" //
string NEW_SHIP_3 "Barque1" //
string NEW_SHIP_4 "Yacht1" //
string NEW_SHIP_5 "Gunboat" // Fred Bobs teeny gunboat
string NEW_SHIP_6 "bermsloop163" // Captain Augast
string NEW_SHIP_7 "LuggerVML" // KK
string NEW_SHIP_8 "Ketch"
</div>

and changed them to:
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>#defines NEW_MODEL_1 "Blaze" // Nathaniel Hawk
#defines NEW_MODEL_2 "Depp" // Captain Jack Sparrow
#defines NEW_MODEL_3 "will" // Will Turner
#defines NEW_MODEL_4 "cnorrington" // James Norrington
#defines NEW_MODEL_5 "Devlin" // Blaze Devlin (AoP)
#defines NEW_MODEL_6 "Aubrey" // "Lucky" Jack Aubrey
#defines NEW_MODEL_7 "capnhook" // Captain Hook
#defines NEW_MODEL_8 "33_TG5D" // Towngirl 5
#defines NEW_MODEL_9 "9CATa" // Catalina the Pirate
#defines NEW_MODEL_10 "9Ta" //
#defines NEW_MODEL_11 "50_Becka" // Becka
#defines NEW_MODEL_12 "Beatrise" // Beatrice Devlin (AoP)

// Ship Selection Options
#defines NEW_SHIP_1 "CursedDutchman" //
#defines NEW_SHIP_2 "Sloop1" //
#defines NEW_SHIP_3 "Barque1" //
#defines NEW_SHIP_4 "Yacht1" //
#defines NEW_SHIP_5 "Gunboat" // Fred Bobs teeny gunboat
#defines NEW_SHIP_6 "bermsloop163" // Captain Augast
#defines NEW_SHIP_7 "LuggerVML" // KK
#defines NEW_SHIP_8 "Ketch" </div>

but it didn't work <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Indeed that wouldn't work. It'd require some more work than just that.
In any case, Build 14 Alpha 8 is available now, so I recommend you get that game version. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
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