When I go to fight the Crimson Blood I am flying a pirate Flag and it is neutral towards me. I have to change my flag to make it hostile.
When I try to capture it - I get to the Captain's Cabin - he threatens to kill me - I kill him and then nothing happens. J De Masse does not appear to talk to me & I cannot get the ransack screen. So I am stuck.
The Captain's cabin seems to be smaller than before - the last time I played this was Beta 2 ( i think - might even be Beta 1) and I am sure it was one of the bigger cabins.
I think this is the code in both_reactions.c
No error log generated
Save is on beach before going to ship to fight Crimson Blood

When I try to capture it - I get to the Captain's Cabin - he threatens to kill me - I kill him and then nothing happens. J De Masse does not appear to talk to me & I cannot get the ransack screen. So I am stuck.
The Captain's cabin seems to be smaller than before - the last time I played this was Beta 2 ( i think - might even be Beta 1) and I am sure it was one of the bigger cabins.
I think this is the code in both_reactions.c
Code:
case "fight_with_mefisto":
bQuestDisableMapEnter = true;
Island_SetReloadEnableGlobal("Turks", false);
Group_CreateGroup("Mefisto");
Group_AddCharacter("Mefisto", "Dark Captain");
Group_SetGroupCommander("Mefisto", "Dark Captain");
Group_SetPursuitGroup("Mefisto", PLAYER_GROUP);
Group_SetTaskAttack("Mefisto", PLAYER_GROUP, true);
Group_SetAddress("Mefisto", Characters[GetMainCharacterIndex()].location, "", "");
Group_LockTask("Mefisto");
SetCharacterRelationBoth(GetCharacterIndex("Dark Captain"),GetMainCharacterIndex(),RELATION_ENEMY);
UpdateRelations();
pchar.quest.blood_talk.win_condition.l1 = "location";
pchar.quest.blood_talk.win_condition.l1.character = "Dark Captain";
pchar.quest.blood_talk.win_condition.l1.location = pchar.location;
pchar.quest.blood_talk.win_condition = "blood_talk";
/*pchar.quest.Talk_on_Blood.win_condition.l1 = "NPC_Death";
pchar.quest.Talk_on_Blood.win_condition.l1.character = "Dark Captain";
pchar.quest.Talk_on_Blood.win_condition = "Talk_on_Blood";*/
pchar.quest.resetdark.win_condition.l1 = "ExitFromLocation";
pchar.quest.resetdark.win_condition.l1.location = "Turks";
pchar.quest.resetdark.win_condition = "resetdark";
pchar.quest.destroy_mefisto_complete.win_condition.l1 = "Ship_HP";
pchar.quest.destroy_mefisto_complete.win_condition.l1.character = "Dark Captain";
pchar.quest.destroy_mefisto_complete.win_condition.l1.quantity = 0;
pchar.quest.destroy_mefisto_complete.win_condition.l1.operation = "=";
pchar.quest.destroy_mefisto_complete.win_condition = "destroy_mefisto_complete";
AddQuestRecord("Sao Feng", 37);
break;
case "destroy_mefisto_complete":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 15000);
AddPartyExpChar(pchar, "Sailing", 5000);
AddPartyExpChar(pchar, "Sneak", 500);
}
else { AddPartyExp(pchar, 15000); }
ChangeCharacterReputation(pchar, 10);
bQuestDisableMapEnter = false
Island_SetReloadEnableGlobal("Turks", true);
// CloseQuestHeader("Sao Feng");
if (GetAttribute(pchar, "Blood") == "0")
{
RestorePassengers("Blaze");
}
// CTM -->
pchar.quest.talk_to_girls_Muelle.win_condition.l1 = "location";
pchar.quest.talk_to_girls_Muelle.win_condition.l1.location = "Muelle_Port";
pchar.quest.talk_to_girls_Muelle.win_condition = "talk_to_girls_Muelle";
pchar.quest.talk_to_girls_Muelle_shore.win_condition.l1 = "location";
pchar.quest.talk_to_girls_Muelle_shore.win_condition.l1.location = "Muelle_Shore";
pchar.quest.talk_to_girls_Muelle_shore.win_condition = "talk_to_girls_Muelle_shore";
// CTM <--
break;
case "blood_talk":
LAi_SetWarriorType(CharacterFromID("Dark Captain"));
LAi_warrior_DialogEnable(CharacterFromID("Dark Captain"), true)
break;
case "Talk_on_Blood":
LAi_SetFightMode(PChar, false);
if (LAi_IsDead(characterFromID("Jaoquin de masse")) || LAi_IsDead(characterFromID("Mergildo Hurtado")))
{
pchar.quest.Blood_Check.win_condition.l1 = "location";
pchar.quest.Blood_Check.win_condition.l1.location = "Redmond_church";
pchar.quest.Blood_Check.win_condition = "Blood_Check";
}
else
{
RemovePassenger(pchar, characterFromID("Jaoquin de masse"));
RemoveCharacterCompanion(pchar, characterFromID("Jaoquin de masse"));
RemoveOfficersIndex(pchar, GetCharacterIndex("Jaoquin de masse"));
StorePassengers(pchar.id);
pchar.blood = "0";
LAi_QuestDelay("Talk_on_Blood2", 2.0);
}
break;
case "Talk_on_Blood2":
//SetCharacterToNearLocatorFromMe("Jaoquin de masse", 3);
ChangeCharacterAddressGroup(characterFromID("Jaoquin de masse"), pchar.location, "reload", "reload1_back");
//SetOfficersIndex(Pchar, 3, GetCharacterIndex("Jaoquin de mass"));
AddPassenger(Pchar, characterFromID("Jaoquin de masse"), 0);
LAi_SetActorType(characterFromID("Jaoquin de masse"));
LAi_ActorDialog(characterFromID("Jaoquin de masse"), pchar, "", 100.0, 100.0);
characters[GetCharacterIndex("Jaoquin de masse")].dialog.currentnode = "Which_ship";
break;
case "Blood_Check":
if (GetAttribute(PChar,"ship.type") == "CrimsonBlood") CrimsonBlood_ModifyShip(); // KK
break;
case "resetdark":
LAi_SetHuberStayType(characterfromID("Dark Captain"));
break;
No error log generated
Save is on beach before going to ship to fight Crimson Blood
