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// Padre Iguaran
ch.old.name = "Padre";
ch.old.lastname = "Iguaran";
ch.name = TranslateString("","Padre");
ch.lastname = TranslateString("","Iguaran");
ch.id = "Padre Iguaran";
ch.model = "Animistse";
ch.sex = "man";
LAi_NoRebirthEnable(ch);
ch.sound_type = "priest";
ch.location = "village_church";
ch.location.group = "goto";
ch.location.locator = "goto11";
ch.Dialog.Filename = "Father Samuel_dialog.c";
ch.Dialog.Filename.group = "church.c";
ch.rank = 1;
ch.reputation = "None";
ch.experience = "0";
ch.skill.Leadership = "1";
ch.skill.Fencing = "1";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "1";
LAi_SetMerchantType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_NoRebirthEnable(ch);
ch.greeting = "Gr_Padre Domingues";
AddGameCharacter(n, ch);
case "voir_iguaran2":
LAi_SetActorType(CharacterFromID("Sean Sparrow"));
LAi_ActorRunToLocation(characterFromID("Sean Sparrow"), "reload", "reload1", "none", "", "", "", 0.0);
// ChangeCharacterAddressGroup(characterFromID("Padre Iguaran"), "village_church", "goto", "goto11");
Characters[GetCharacterIndex("Padre Iguaran")].Dialog.Filename = "Spaniards_dialog.c";
Characters[GetCharacterIndex("Padre Iguaran")].Dialog.CurrentNode = "begin_18";
case "habitmoine2":
LAi_Fade("habitmoine3", "habitmoine31");
//ChangeCharacterAddress(characterFromID("Padre Iguaran"), "none", "");
Characters[GetCharacterIndex("Padre Iguaran")].Dialog.Filename = "Father Samuel_dialog.c";
Characters[GetCharacterIndex("Padre Iguaran")].Dialog.Filename.group = "church.c";
break;
case "habitmoine":
LAi_KillCharacter(characterFromID("Padre Iguaran"));
LAi_QuestDelay("habitmoine2", 2.0);
break;
But since he's never needed again in game then it doesn't matter - at least, not until now. I'd suggest not locking the church, or at least, lock it for the rest of the "Anaconda Capture" quest then unlock it later, and restore the priest. He may need to be renamed back to Father / Padre Iguaran as resurrected characters sometimes get new names. Or, instead of 'LAi_KillCharacter', perhaps use 'LAi_SetStunnedTypeNoGroup' or maybe 'LAi_SetLayType'. Then you can return later to the church and see that the priest was indeed only unconscious and is now back on his feet."Is the priest alive, it is a bad omen to kill a priest?",
"Yes, he's tied up in the presbytery. You only knocked him out."
That would be a quick fix, I suppose. And if you've seen it used for similar purposes before, hopefully it makes for a safe solution too.If you replace 'LAi_KillCharacter' with 'LAi_SetStunnedTypeNoGroup' or maybe 'LAi_SetLayType' then he doesn't die and renaming is not a problem.('LAi_SetStunnedTypeNoGroup' makes the character sit down on the ground and has been used elsewhere, including in "Hornblower", which is how I know about it. I'm guessing that 'LAi_SetLayType' makes the character lie down.)
Did a quick test on it. LAi_SetStunnedTypeNoGroup plays a nice animation to make the guy sit down.If you replace 'LAi_KillCharacter' with 'LAi_SetStunnedTypeNoGroup' or maybe 'LAi_SetLayType' then he doesn't die and renaming is not a problem.('LAi_SetStunnedTypeNoGroup' makes the character sit down on the ground and has been used elsewhere, including in "Hornblower", which is how I know about it. I'm guessing that 'LAi_SetLayType' makes the character lie down.)
case "habitmoine":
SetCharacterTask_Dead(characterFromID("Padre Iguaran")); // PB: was LAi_KillCharacter
LAi_QuestDelay("habitmoine2", 2.0);
break;
case "porte_garde":
// PB: Return the Padre -->
ChangeCharacterAddressGroup(characterFromID("Padre Iguaran"), "village_church", "goto", "goto11");
Characters[GetCharacterIndex("Padre Iguaran")].Dialog.Filename = "Father Abbott_dialog.c";
Characters[GetCharacterIndex("Padre Iguaran")].Dialog.Filename.group = "church.c";
LAi_SetMerchantType(characterFromID("Padre Iguaran"));
// PB: Return the Padre <--
locations[FindLocation("Santo_Domingo_town")].reload.l3.disable = 1;
locations[FindLocation("Hispaniola_shore_01")].reload.l2.disable = 0;
ChangeCharacterAddressGroup(characterFromID("spanish_soldier_01"), "Santo_Domingo_town", "goto", "goto52");
Characters[GetCharacterIndex("spanish_soldier_01")].dialog.filename = "Spaniards_dialog.c";
Characters[GetCharacterIndex("spanish_soldier_01")].dialog.CurrentNode = "begin_22";
LAi_SetActorType(characterFromID("spanish_soldier_01"));
LAi_ActorDialog(characterFromID("spanish_soldier_01"), pchar, "", 2.0, 1.0);
break;