// Code Added: Annamaria and Battle Sequence(?)
case "straight_to_lighthouse_and_Annamaria":
ChangeCharacterAddressGroup(characterFromID("Annamaria"), "Oxbay_lighthouse", "officers", "reload3_3");
LAi_SetActorType(characterFromID("Annamaria"));
characters[GetCharacterIndex("Annamaria")].Dialog.Filename = "Annamaria_dialog.c";
LAi_SetActorType(characterFromID("Annamaria"));
LAi_ActorDialog(characterFromID("Annamaria"),PChar,"",10.0,10.0);
Characters[GetCharacterIndex("Annamaria")].dialog.currentnode = "We_have_a_treasure_map";
Log_SetStringToLog(TranslateString("","Anna Maria Location Triggered"));
break;
case "Looking for Compass":
pchar.quest.Annamaria_hides.win_condition.l1 = "ExitFromLocation";
pchar.quest.Annamaria_hides.win_condition.l1.location = "Oxbay_lighthouse";
pchar.quest.Annamaria_hides.win_condition = "Annamaria_hides";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l1 = "item";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l1.item = "aztec_compass";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l2 = "location";
PChar.quest.Now_have_Aztec_Compass.win_condition.l2.character = Pchar.id;
Pchar.quest.Now_have_Aztec_Compass.win_condition.l2.location = "Oxbay_lighthouse";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l3 = "item";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l3.item = "Map_Doc_1";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l4 = "item";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l4.item = "Map_Doc_2";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l5 = "item";
Pchar.quest.Now_have_Aztec_Compass.win_condition.l5.item = "Map_Doc_3";
Pchar.quest.Now_have_Aztec_Compass.win_condition = "Now_have_Aztec_Compass";
break;
case "Annamaria_hides":
ChangeCharacterAddressGroup(characterFromID("Annamaria"), "none", "", "");
break;
case "Now_have_Aztec_Compass":
ChangeCharacterAddressGroup(characterFromID("Annamaria"), "Oxbay_lighthouse", "officers", "reload3_3");
LAi_SetActorType(characterFromID("Annamaria"));
characters[GetCharacterIndex("Annamaria")].Dialog.Filename = "Annamaria_dialog.c";
LAi_SetActorType(characterFromID("Annamaria"));
LAi_ActorDialog(characterFromID("Annamaria"),PChar,"",10.0,10.0);
Characters[GetCharacterIndex("Annamaria")].dialog.currentnode = "Got_the_compass_now";
break;
case "Open_the_Grotto":
Locations[FindLocation("IslaDeMuerte_shore_01")].reload.l2.disable = 0;
break;
case "Hunt_the_Volcano":
SetOfficersIndex(Pchar, 1, getCharacterIndex("Annamaria"));
Pchar.Quest.Now_have_Aztec_Compass.over = "yes";
LAi_SetImmortal(characterFromID("Annamaria"), true);
Pchar.quest.Volcano_Battle_Setup.win_condition.l1 = "location";
Pchar.quest.Volcano_Battle_Setup.win_condition.l1.location = "FalaiseDeFleur";
Pchar.quest.Volcano_Battle_Setup.win_condition = "Volcano_Battle_Setup";
break;
case "Volcano_Battle_Setup":
SetCurrentTime(10.00, 0);
SetNextWeather("Blue Sky");
PlayStereoSound("OBJECTS\SHIPCHARGE\hurrah.wav");
characters[GetCharacterIndex("Eng Captain Near FdF")].quest.english_war_ship = "1"; // Simon Blunden
SetCharacterRelation(GetCharacterIndex("Eng Captain Near FdF"),GetMainCharacterIndex(),RELATION_ENEMY);
SetCharacterRelation(GetCharacterIndex("FalaiseDeFleur Commander"),GetCharacterIndex("Eng Captain Near FdF"),RELATION_ENEMY);
Group_CreateGroup("Eng Captain Near FdF");
Group_AddCharacter("Eng Captain Near FdF", "Eng Captain Near FdF");
Group_SetGroupCommander("Eng Captain Near FdF", "Eng Captain Near FdF");
Group_SetAddress("Eng Captain Near FdF", "FalaisedeFleur", "Quest_Ships","Quest_Ship_12");
UpdateRelations();
Pchar.quest.Volcano_Destroyed.win_condition.l1 = "NPC_death";
Pchar.quest.Volcano_Destroyed.win_condition.l1.character = "Eng Captain Near FdF";
Pchar.quest.Volcano_Destroyed.win_condition = "Volcano_Destroyed";
SetActualRMRelation(FRANCE, REL_WAR);
break;
case "Volcano_Destroyed":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 30000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else {AddPartyExp(pchar, 30000);}
PlayStereoSound("OBJECTS\SHIPCHARGE\hurrah.wav");
ChangeCharacterAddressGroup(characterFromID("Barbossa"), "Falaise_de_fleur_shore", "goto", "locator5");
Pchar.quest.Barbossa_In_French_Tavern.win_condition.l1 = "location";
Pchar.quest.Barbossa_In_French_Tavern.win_condition.l1.location = "Falaise_de_fleur_port_01";
Pchar.quest.Barbossa_In_French_Tavern.win_condition = "Barbossa_In_French_Tavern";
Pchar.quest.Barbossa_on_French_Beach.win_condition.l1 = "location";
Pchar.quest.Barbossa_on_French_Beach.win_condition.l1.location = "Falaise_de_fleur_port_02";
Pchar.quest.Barbossa_on_French_Beach.win_condition = "Barbossa_on_French_Beach";
Pchar.quest.Barbossa_on_French_BeachA.win_condition.l1 = "location";
Pchar.quest.Barbossa_on_French_BeachA.win_condition.l1.location = "Falaise_de_fleur_shore";
Pchar.quest.Barbossa_on_French_BeachA.win_condition = "Barbossa_on_French_Beach";
break;
case "Barbossa_In_French_Tavern":
Pchar.Quest.Barbossa_on_French_Beach.over = "yes";
Pchar.Quest.Barbossa_on_French_BeachA.over = "yes";
PlayStereoSound("OBJECTS\SHIPCHARGE\hurrah.wav");
PlayStereoSound("OBJECTS\SHIPCHARGE\hurrah.wav");
PlayStereoSound("OBJECTS\SHIPCHARGE\hurrah.wav");
ChangeCharacterAddressGroup(characterFromID("Turpin Cabanel"), "Falaise_de_fleur_port_01", "goto", "goto13");
LAi_QuestDelay("Now_find_Barbossa_Falaise", 0.0);
characters[GetCharacterIndex("Turpin Cabanel")].Dialog.Filename = "Turpin Cabanel_dialog.c";
break;
case "Now_find_Barbossa_Falaise":
ChangeCharacterReputation(pchar, 5);
characters[GetCharacterIndex("Turpin Cabanel")].Dialog.Filename = "Turpin Cabanel_dialog.c";
LAi_SetActorType(characterFromID("Turpin Cabanel"));
LAi_ActorDialog(characterFromID("Turpin Cabanel"),PChar,"",2.0,2.0);
Characters[GetCharacterIndex("Turpin Cabanel")].dialog.currentnode = "We_have_Killed_Blunden";
break;
case "Information_on_Barbossa":
LAi_ActorGoToLocator(characterFromID("Turpin Cabanel"), "goto", "goto17", "", 10.0);
characters[GetCharacterIndex("Annamaria")].Dialog.Filename = "Annamaria_dialog.c";
LAi_SetActorType(characterFromID("Annamaria"));
LAi_ActorDialog(characterFromID("Annamaria"),PChar,"",10.0,10.0);
Characters[GetCharacterIndex("Annamaria")].dialog.currentnode = "This_smells_to_me";
break;
case "Information_on_Barbossa2":
LAi_ActorGoToLocator(characterFromID("Turpin Cabanel"), "officers", "shipyard_2", "", 10.0);
ChangeCharacterAddressGroup(characterFromID("Barbossa"), "Falaise_de_fleur_shore", "goto", "locator5");
Pchar.quest.Barbossa_on_French_Beach.win_condition.l1 = "location";
Pchar.quest.Barbossa_on_French_Beach.win_condition.l1.location = "Falaise_de_fleur_shore";
Pchar.quest.Barbossa_on_French_Beach.win_condition = "Barbossa_on_French_Beach";
break;
case "Barbossa_on_French_Beach":
LAi_SetOfficerType(characterFromID("Annamaria"));
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 1500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 1500); }
Pchar.Quest.Barbossa_In_French_Tavern.over = "yes";
ChangeCharacterAddress(characterFromID("Turpin Cabanel"), "None", "");
if(CheckAttribute(locations[FindLocation(Pchar.location)],"Falaise_de_fleur_port_02"))
{
Pchar.Quest.Barbossa_on_French_BeachA.over = "yes";
}
if(CheckAttribute(locations[FindLocation(Pchar.location)],"Falaise_de_fleur_shore"))
{
Pchar.Quest.Barbossa_on_French_Beach.over = "yes";
}
characters[GetCharacterIndex("Barbossa")].Dialog.Filename = "Barbossa_dialog.c";
LAi_SetStayType(characterFromID("Barbossa"));
LAi_ActorDialog(characterFromID("Barbossa"),PChar,"",5.0,5.0);
Characters[GetCharacterIndex("Barbossa")].dialog.currentnode = "Talk_Barbossa_French_Beach";
break;
case "Annamaria_on_French_Beach":
LAi_SetActorType(characterFromID("Annamaria"));
characters[GetCharacterIndex("Annamaria")].Dialog.Filename = "Annamaria_dialog.c";
LAi_ActorDialog(characterFromID("Annamaria"),PChar,"",10.0,10.0);
Characters[GetCharacterIndex("Annamaria")].dialog.currentnode = "Talk_on_French_Beach";
break;
case "Back_to_Lighthouse_yet_again":
pchar.quest.return_to_lighthouse_and_Annamaria.win_condition.l1 = "location";
pchar.quest.return_to_lighthouse_and_Annamaria.win_condition.l1.location = "Oxbay_lighthouse";
pchar.quest.return_to_lighthouse_and_Annamaria.win_condition = "return_to_lighthouse_and_Annamaria";
break;
// Code Added: End