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Kill pirate quests from governors

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
If you take on the quest to sink a pirate's ship from a governor, you can collect your reward from any other governor. How could I make it so that if you take the quest from, for example, the Dutch governor, only the Dutch governor can give you the reward. I've got a general idea of what must be done, including doing changes to the governor's dialogs and the quest_reaction.c file, but I would like a bit more help, because it isn't totally clear.
Thanks in advance! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
I suppose these changes to the governor's dialog code might do the trick (but I'm not sure if this works ingame; I'm doing this by memory, so I might have used code that doesn't exist or works that way. I do know that there should be code that does this though, even if it's not exactly the code I used), but I doubt if it is the proper way to do this. Anyway, here's the code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "kill_pirate_agree":
     NPChar.quest.meeting = lastspeak_date; // RM
     DialogExit();
     Diag.CurrentNode = Diag.TempNode;
     AddDialogExitQuest("kill_pirate_agree");
     PChar.kill_pirate_redmond = 1;
 break;<!--c2--></div><!--ec2--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      if (CheckQuestAttribute("generate_kill_quest", "completed") && CheckCharacterAttribute(PChar, "kill_pirate_redmond"))
     {
   d.text = DLG_TEXT[336];
   Link.l3 = DLG_TEXT[337];
   Link.l3.go = "kill_pirate_completed";
     }
     Link.l99  = DLG_TEXT[24];
     Link.l99.go = "exit";<!--c2--></div><!--ec2--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "kill_pirate_completed":
     AddPartyExp(pchar, 1500);
     AddMoneyToCharacter(pchar, makeint(pchar.quest.killmoney));
     RemoveAttribute(PChar, "kill_pirate_redmond");
     AddDialogExitQuest("kill_pirate_refused_2");
     ChangeCharacterReputation(pchar, 1);
     NPChar.quest.meeting = lastspeak_date; // RM
     DialogExit();
     Diag.CurrentNode = Diag.TempNode;
     pchar.quest.generate_kill_quest = "wait_timer";
 break;<!--c2--></div><!--ec2-->Please tell me what you think!
 
Looks good to me. However I'd recommend you append island name to _every_ quest reference--i.e. pchar.quest.redmond_killmoney, pchar.quest.redmond_generate_kill_quest, and the various dialog exit quests. Some may not need it (I don't recall ATM) but that's the way to be sure.
 
Pieter,
You're making me wonder if the adaptation of the Governor's Quest with the "excellent" weapons falls under the scenario of being able to get a reward from any governor regardless of whomever gave you the mission. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I'm going to have to go test that out cause I've never tried it .... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
You get the weapons from the "excellent adaption" when doing a sink pirate quest, right? That probably is influenced by this bug too. But, if I managed to fix it correctly, then it'll be solved too. After you re-added it, that is. It's not in any of the Builds, if I am right.
 
<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Looks good to me. However I'd recommend you append island name to _every_ quest reference--i.e. pchar.quest.redmond_killmoney, pchar.quest.redmond_generate_kill_quest, and the various dialog exit quests. Some may not need it (I don't recall ATM) but that's the way to be sure.<!--QuoteEnd--></div><!--QuoteEEnd-->Shouldn't I go and make changes to Quests_reaction.c? Because I don't have that code figured out properly yet. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Forget what I said above. Just check the pchar.quest.killdestination attribute, that will tell you which governor the quest is for.
Before I was thinking that you could do more than one of these quests concurrently, but since there's only one quest_pirate character, that won't work.
So just in governors' dialog, when checking the kill quest attribute, also check pchar.quest.killdestination == "whateverisland".
 
sounds nice.... would it actually be possible to mix this quest up with nathans fleet mod, so you actually have to go look for the pirates... maybe there could be some drunken sailors in the taverns who could give you clues about the pirates ware abouts.
 
That's a bit too complicated for me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Maybe some time that can be done though. Sounds nice. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
and maybe some other quests available from governors like escort duty, assult on town or maybe kidnapping of other nations high ranking officers
 
Yeah! More random-generated quests like in Pirates!. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> Sounds like a lot of fun! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Great ideas! Yes, this is indeed the sort of situation Fleets was built for--you create a pirate fleet, set it to patrol, and then let it be.

And the other randomgen quests--neat too, and a goal I share. But it'll take time to make them, and time is, eh, not in abundance what with everything else. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--QuoteBegin-v_Grimmelshausen+May 12 2005, 04:28 AM--><div class='quotetop'>QUOTE(v_Grimmelshausen @ May 12 2005, 04:28 AM)</div><div class='quotemain'><!--QuoteEBegin-->Too true, so much to do, so little time...
<div align="right">[snapback]104991[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->So so unfortunately true. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
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