<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mateys... I was bugtesting the recent adds to Pieter's modpack (opium den and pharmacy) and casting about for something to do while I was messing around in the game, I started the Animists quest ("Strange Things in the Archipelago"). After hitting QC to ask Ines about the Mephisto, I ran into a dead end, with nothing to point me to the priest on Redmond - which is the next part of the quest.
After musing about it a few minutes, I realized I should attempt to make some small simple changes in dialog to help the quest along.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="
" border="0" alt="modding.gif" /> Okay... So as you all probably know by now, NOTHING ever is "simple", with me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="
" border="0" alt="rolleyes.gif" />
The questbook entry mentions that the Animists killed someone on the beach, before leaving QC. Ines mentions it too. I thought perhaps I needed to talk to someone on the beach for further info. That someone (to my mind, logically) turned out to be Terry Snider, the black sailor who walks around the QC port.
His dialog is the QC citizen dialog, ably and wittily amended by Alan Smithee (thanks for the laughs, Alan, haha!) into something quite a bit more interesting than the bland dialog you get when talking with most townspeople.
I've added a REAL and separate dialog for Terry Snider - keeping the citizen dialog in, but adding a taste of character flavor (ala FredBobSpeak, in a way) and - of course - the bits about the priest on Redmond.
Here's the dilemma:
In order to trigger the talk about the Animists, I've added a quest check in Ines's dialog when you ask her about the Mephisto. This is good.
HOWEVER... I now need a check so that the dialog will NOT trigger again, when it's over. You should still be able to talk to him like you'd talk with any citizen of QC.
I thought to use an "if/else" command but I'm not sure what the structure should be, PLUS I am severely lacking in sufficient lubrication of the RUM kind to get my brain working in a logical manner... So I need some help. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
Here's the bit of code. What should I do?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs 17";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogswoman 24";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "voiceQCSIQCSI001";
dialog.snd1 = "";
dialog.snd2 = "";
dialog.snd3 = "";
dialog.snd1 = "";
dialog.snd2 = "";
dialog.snd3 = "";
dialog.text = randphrase("Off with ye! Ah'm in no mood t' talk t' stranejahs.", "Ah, matey, buy me some rum?", "Ah'm busy matey, buggah off.", &dialog, dialog.snd1, dialog.snd2, dialog.snd3);
if(!Rand(3)) dialog.text ="Of all the " + GetTownSize("Quebradas Costillas") + " people on this island, I had to run into you..."; // NK
link.l1 = "...";
link.l1.go = "exit";
// RobC/Alan_Smithee Blacksmiths (plus A_S' whim, expanding the dialog mightily) (and edited to suit character by Cat) -->
link.l2 = "Hold there, friend. I only need some information on your fair colony here. There might be some rum in it for ya, if you're `helpful-like`.";
link.l2.go = "new question";
//<--ditto<!--c2--></div><!--ec2-->Here's my add:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if (pchar.quest.ANIMISTS == "go_to_beach") // --> Added dialog by CatalinaThePirate to help fix confusion in Animists Quest
{
Dialog.snd = "voiceQCSIQCSI001";
dialog.text = "Aye, matey?";
link.l1 = "I heard tell there was a black ship moored here for a little while. The Mephisto.";
link.l1.go = "mephisto1";
}
NextDiag.TempNode = "first time"; // <-- selah haha
<!--c2--></div><!--ec2-->And then the rest of the node:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if (pchar.quest.main_line == "blaze_talk_with_silehard_complete" && characters[GetCharacterIndex("Ines Diaz")].quest.rheims != "speak_with_humans")
{
Dialog.snd = "voiceQCSIQCSI001";
dialog.text = "What?";
link.l1 = "I'm looking for a man named " + characters[GetCharacterIndex("Raoul Rheims")].name + " " + characters[GetCharacterIndex("Raoul Rheims")].lastname + ". He's a captain. Have you seen him?";
link.l1.go = "search_rheims";
AddQuestRecord("Blaze_search_Rheims", "12");
characters[GetCharacterIndex("Ines Diaz")].quest.rheims = "speak_with_humans";
}
NextDiag.TempNode = "first time";
break;<!--c2--></div><!--ec2-->I'm guessing there's a way to say, "IF, but NOT IF". ??? In other words, I'd like to say, if <span style='color:darkred'> (pchar.quest.ANIMISTS == "go_to_beach")</span>
So I'm confused. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I hope this makes sense. Please help! (send rum, haha!) Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="
" border="0" alt="onya.gif" />
After musing about it a few minutes, I realized I should attempt to make some small simple changes in dialog to help the quest along.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="


The questbook entry mentions that the Animists killed someone on the beach, before leaving QC. Ines mentions it too. I thought perhaps I needed to talk to someone on the beach for further info. That someone (to my mind, logically) turned out to be Terry Snider, the black sailor who walks around the QC port.
His dialog is the QC citizen dialog, ably and wittily amended by Alan Smithee (thanks for the laughs, Alan, haha!) into something quite a bit more interesting than the bland dialog you get when talking with most townspeople.
I've added a REAL and separate dialog for Terry Snider - keeping the citizen dialog in, but adding a taste of character flavor (ala FredBobSpeak, in a way) and - of course - the bits about the priest on Redmond.
Here's the dilemma:
In order to trigger the talk about the Animists, I've added a quest check in Ines's dialog when you ask her about the Mephisto. This is good.
HOWEVER... I now need a check so that the dialog will NOT trigger again, when it's over. You should still be able to talk to him like you'd talk with any citizen of QC.
I thought to use an "if/else" command but I'm not sure what the structure should be, PLUS I am severely lacking in sufficient lubrication of the RUM kind to get my brain working in a logical manner... So I need some help. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

Here's the bit of code. What should I do?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs 17";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogswoman 24";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "voiceQCSIQCSI001";
dialog.snd1 = "";
dialog.snd2 = "";
dialog.snd3 = "";
dialog.snd1 = "";
dialog.snd2 = "";
dialog.snd3 = "";
dialog.text = randphrase("Off with ye! Ah'm in no mood t' talk t' stranejahs.", "Ah, matey, buy me some rum?", "Ah'm busy matey, buggah off.", &dialog, dialog.snd1, dialog.snd2, dialog.snd3);
if(!Rand(3)) dialog.text ="Of all the " + GetTownSize("Quebradas Costillas") + " people on this island, I had to run into you..."; // NK
link.l1 = "...";
link.l1.go = "exit";
// RobC/Alan_Smithee Blacksmiths (plus A_S' whim, expanding the dialog mightily) (and edited to suit character by Cat) -->
link.l2 = "Hold there, friend. I only need some information on your fair colony here. There might be some rum in it for ya, if you're `helpful-like`.";
link.l2.go = "new question";
//<--ditto<!--c2--></div><!--ec2-->Here's my add:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if (pchar.quest.ANIMISTS == "go_to_beach") // --> Added dialog by CatalinaThePirate to help fix confusion in Animists Quest
{
Dialog.snd = "voiceQCSIQCSI001";
dialog.text = "Aye, matey?";
link.l1 = "I heard tell there was a black ship moored here for a little while. The Mephisto.";
link.l1.go = "mephisto1";
}
NextDiag.TempNode = "first time"; // <-- selah haha
<!--c2--></div><!--ec2-->And then the rest of the node:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if (pchar.quest.main_line == "blaze_talk_with_silehard_complete" && characters[GetCharacterIndex("Ines Diaz")].quest.rheims != "speak_with_humans")
{
Dialog.snd = "voiceQCSIQCSI001";
dialog.text = "What?";
link.l1 = "I'm looking for a man named " + characters[GetCharacterIndex("Raoul Rheims")].name + " " + characters[GetCharacterIndex("Raoul Rheims")].lastname + ". He's a captain. Have you seen him?";
link.l1.go = "search_rheims";
AddQuestRecord("Blaze_search_Rheims", "12");
characters[GetCharacterIndex("Ines Diaz")].quest.rheims = "speak_with_humans";
}
NextDiag.TempNode = "first time";
break;<!--c2--></div><!--ec2-->I'm guessing there's a way to say, "IF, but NOT IF". ??? In other words, I'd like to say, if <span style='color:darkred'> (pchar.quest.ANIMISTS == "go_to_beach")</span>
So I'm confused. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I hope this makes sense. Please help! (send rum, haha!) Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="
