I have been reading the stuff on making a qwest and i've come up with quite a good one but I need some advice as to where to go from here
my plan is that you know you meet becket at oxbay then at redmond and in redmond he asks you for the gold... well my plan is that if you don't have it and you say that then he gets very annoyed and says "it's nothing personal it's just good buisness" then you are transported to a sea battle where you are fighting the endeavour
this is the main coding I can get for becket in quest reactions
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->case "Beckett_start":
SetEnterLocationQuest("Oxbay_tavern","Beckett_start_check",0);
break;
case "Beckett_start_check":
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Oxbay_tavern", "goto", "goto21");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_talk_1",10.5);
break;
case "Beckett_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 1500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 1500); }
Locations[FindLocation("Oxbay_tavern")].reload.l1.disable = 1;
SetQuestHeader("Beckett");
DeleteEnterLocationQuest("Oxbay_tavern", "Beckett_start_check");
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
Locations[FindLocation("Oxbay_tavern")].vcskip = true;
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Beckett_Leaves_Oxbay":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Beckett_fades", 10.0);
break;
case "Beckett_fades":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Locations[FindLocation("Oxbay_tavern")].reload.l1.disable = false;
Pchar.quest.Beckett_at_Redmond.win_condition.l1 = "location";
PChar.quest.Beckett_at_Redmond.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_at_Redmond.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_at_Redmond.win_condition = "Beckett_at_Redmond";
break;
case "Beckett_at_Redmond":
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Gold_talk_1",2.0);
}
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
Locations[FindLocation("Redmond_tavern")].vcskip = true;
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Redmond_talk_1",2.0);
}
break;
case "Beckett_Goodbye":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Beckett_Goodbye2", 10.0);
break;
case "Beckett_Goodbye2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
CloseQuestHeader("Beckett");
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
break;
case "Redmond_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
pchar.quest.Beckett = "Redmond_not_joined";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Gold_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
pchar.quest.Beckett = "Beckett_first_time_Redmond";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "More_Gold_ready":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "More_Gold_ready2", 10.0);
break;
case "More_Gold_ready2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_QuestDelay("More_Gold_ready3", 0.0);
break;
case "More_Gold_ready3":
LAi_SetPlayerType(pchar);
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
Pchar.quest.Beckett_quest_gold.win_condition.l1 = "item";
Pchar.quest.Beckett_quest_gold.win_condition.l1.item = "Map_Doc_1";
Pchar.quest.Beckett_quest_gold.win_condition.l2 = "location";
PChar.quest.Beckett_quest_gold.win_condition.l2.character = Pchar.id;
Pchar.quest.Beckett_quest_gold.win_condition.l2.location = "Redmond_port";
Pchar.quest.Beckett_quest_gold.win_condition = "Beckett_quest_gold";
}
break;
case "Beckett_quest_gold":
Pchar.quest.Beckett_quest_gold2.win_condition.l1 = "goods";
Pchar.quest.Beckett_quest_gold2.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_quest_gold2.win_condition.l1.goods = GOOD_GOLD;
Pchar.quest.Beckett_quest_gold2.win_condition.l1.quantity = 1;
PChar.quest.Beckett_quest_gold2.win_condition.l1.operation = ">" ;
Pchar.quest.Beckett_quest_gold2.win_condition = "Beckett_quest_gold2";
break;
case "Beckett_quest_gold2":
if(CheckQuestAttribute("Story_1stTaskComplete", "Complete"))
{
pchar.quest.Beckett = "Beckett_delivering_gold";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_quest_gold3",0.0);
}
if(CheckQuestAttribute("Beckett_talk", "Nomainquest"))
{
pchar.quest.Beckett = "Beckett_delivering_gold";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_quest_gold3",0.0);
}
break;
case "Beckett_quest_gold3":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = 1;
pchar.quest.Beckett = "Beckett_delivering_gold";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Going_to_Governor3":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov3.win_condition.l1 = "quest";
PChar.quest.Beckett_after_Gov3.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov3.win_condition.l1.quest = "Story_1stTaskReceived";
Pchar.quest.Beckett_after_Gov3.win_condition = "Beckett_after_Gov3";
break;
case "going_to_Governor_escort":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "going_to_Governor_escort2", 10.0);
break;
case "going_to_Governor_escort2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"going_to_Governor_escort3",0.0);
break;
case "going_to_Governor_escort3":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov_Escort.win_condition.l1 = "location";
PChar.quest.Beckett_after_Gov_Escort.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov_Escort.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_after_Gov_Escort.win_condition = "Beckett_after_Gov_Escort";
break;
case "Beckett_after_Gov3":
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
pchar.quest.Beckett = "seen_the_governor";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto", "goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
pchar.quest.Beckett = "seen_the_governor";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
break;
case "Beckett_after_Gov_Escort":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov_Escort2.win_condition.l1 = "location";
PChar.quest.Beckett_after_Gov_Escort2.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov_Escort2.win_condition.l1.location = "Redmond_tavern";
Pchar.quest.Beckett_after_Gov_Escort2.win_condition = "Beckett_after_Gov_Escort2";
break;
case "Beckett_after_Gov_Escort2":
if (pchar.quest.Beckett_talk == "ship_been_sunk")
{
pchar.quest.Beckett = "ready_for_escort_duty";
ChangeCharacterAddress(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto20");
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
break;
case "Return_with_idols_to_Beckett":
ChangeCharacterAddress(characterFromID("Yusuf Rais"), "None", "");
LAi_type_actor_Reset(characterFromID("Cutler Beckett"));
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload3", "Return_with_idols_to_Beckett2", 0.0);
break;
case "Return_with_idols_to_Beckett2":
dialog.currentnode = "";
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Return_check_program.win_condition.l1 = "item";
PChar.quest.Return_check_program.win_condition.l1.character = Pchar.id;
PChar.quest.Return_check_program.win_condition.l1.item = INCAS_COLLECTION;
Pchar.quest.Return_check_program.win_condition = "Return_check_program";
break;
case "Return_check_program":
pchar.quest.henry_talk = "henry_quest_gotidols";
Pchar.quest.Beckett_given_idols_got_ship.win_condition.l1 = "location";
PChar.quest.Beckett_given_idols_got_ship.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_given_idols_got_ship.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_given_idols_got_ship.win_condition = "Beckett_given_idols_got_ship";
break;
case "Beckett_given_idols_got_ship":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
pchar.quest.Beckett = "Idols_for_ship_exchange";
LAi_type_actor_Reset(characterFromID("Cutler Beckett"));
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "redmond_residence", "goto8");
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
break;
case "Beckett_after_gov4":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "lost_gold_exit":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "lost_gold_exit2", 10.0);
break;
case "lost_gold_exit2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_return_money.win_condition.l1 = "location";
PChar.quest.Beckett_return_money.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_return_money.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_return_money.win_condition = "Beckett_return_money";
break;
case "lost_gold_exit_war":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "lost_gold_exit_war2", 10.0);
break;
case "lost_gold_exit_war2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_war.win_condition.l1 = "location";
PChar.quest.Beckett_war.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_war.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_war.win_condition = "Beckett_return_money";
break;
case "Beckett_return_money":
if ((!CheckCharacterItem(Pchar,"EITC_Passport")) && (makeint(pchar.money) >= 25000))
{
pchar.quest.Beckett = "recovered_Becketts_money";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_port", "goto","goto_2");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_return_money2",0.0);
}
break;
case "Beckett_return_money2":
CloseQuestHeader("Beckett");
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "DecisionTime":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "DecisionTime2", 10.0);
locations[FindLocation("Redmond_port")].reload.l2.disable = 1;
locations[FindLocation("Redmond_port")].reload.l3.disable = 1;
locations[FindLocation("Redmond_Shore_01")].reload.l2.disable = 1;
locations[FindLocation("Redmond_Shore_02")].reload.l2.disable = 1;
locations[FindLocation("Redmond_Residence")].reload.l1.disable = false;
break;
case "DecisionTime2":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
break;
case "Going_to_Join_Dutch":
LAi_SetPlayerType(pchar);
Pchar.quest.Dutch_East_India_Company.win_condition.l1 = "location";
PChar.quest.Dutch_East_India_Company.win_condition.l1.character = Pchar.id;
Pchar.quest.Dutch_East_India_Company.win_condition.l1.location = "Douwesen_Tavern";
Pchar.quest.Dutch_East_India_Company.win_condition = "Dutch_East_India_Company";
break;
case "Dutch_East_India_Company":
LAi_SetPlayerType(pchar);
// ENDS HERE - This quest is to be extended when how it should be played is agreed - SJG
break;
case "get_ready_for_Africa":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload3", "get_ready_for_Africa2", 10.0);
break;
case "get_ready_for_Africa2":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
Locations[FindLocation("Redmond_Residence")].reload.l1.disable = false;
dialog.currentnode = "";
LAi_SetPlayerType(pchar);
PChar.quest.Beckett_given_idols_got_ship.over = "yes";
Pchar.quest.Beckett_Africa_run.win_condition.l1 = "location";
PChar.quest.Beckett_Africa_run.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Africa_run.win_condition.l1.location = "Oxbay_Lighthouse";
Pchar.quest.Beckett_Africa_run.win_condition = "Beckett_Africa_run";
break;
case "Beckett_Africa_run":
Pchar.quest.Beckett_Africa_run_talk.win_condition.l1 = "location";
PChar.quest.Beckett_Africa_run_talk.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Africa_run_talk.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_Africa_run_talk.win_condition = "Beckett_Africa_run_talk";
break;
case "Beckett_Africa_run_talk":
pchar.quest.Beckett = "Talk_about_Africa_run";
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "redmond_residence", "goto8");
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_Africa_run_talk2",0.0);
break;
case "Beckett_Africa_run_talk2":
pchar.quest.Beckett = "Talk_about_Africa_run";
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Save_the_Slaves":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Save_the_Slaves2", 10.0);
break;
case "Save_the_Slaves2":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_1"), "Antigua_shore", "goto", "locator26");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_2"), "Antigua_shore", "officers", "reload2_1");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_3"), "Antigua_shore", "officers", "reload2_2");
ChangeCharacterAddressGroup(characterFromID("Tia Dalma"), "Antigua_shore", "goto", "citizen08");
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition.l1 = "location";
PChar.quest.Beckett_Save_Slaves_Africa.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition.l1.location = "Antigua_Shore";
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition = "Beckett_Save_Slaves_Africa";
break;
case "Beckett_Save_Slaves_Africa":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
SetCurrentTime(10, 0);
LAi_QuestDelay("Beckett_Save_Slaves_Africa_2", 0.0);
break;
case "Beckett_Save_Slaves_Africa_2":
ChangeCharacterAddressGroup(characterFromID("Cutler Beckett"), "redmond_residence", "goto", "goto8");
ChangeCharacterAddress(CharacterFromID("Pirates_1"), "Antigua_shore", "locator26");
ChangeCharacterAddress(CharacterFromID("Pirates_2"), "Antigua_shore", "reload2_1");
ChangeCharacterAddress(CharacterFromID("Pirates_3"), "Antigua_shore", "reload2_2");
LAi_SetActorType(characterFromID("Tia Dalma"));
LAi_SetImmortal(characterFromID("Tia Dalma"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Tia Dalma"));
LAi_ActorDialog(characterFromID("Tia Dalma"),PChar,"",10.0,1.0);
ChangeCharacterAddress(characterFromID("Tia Dalma"), "Antigua_shore", "citizen08");
characters[GetCharacterIndex("Tia Dalma")].Dialog.Filename = "Tia Dalma_dialog.c";
break;
case "go_to_fight_Slave_Traders":
Pchar.quest.back_to_Tia_Dalma.win_condition.l1 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l1.character = "Pirates_1";
Pchar.quest.back_to_Tia_Dalma.win_condition.l2 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l2.character = "Pirates_2";
Pchar.quest.back_to_Tia_Dalma.win_condition.l3 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l3.character = "Pirates_3";
PChar.quest.back_to_Tia_Dalma.win_condition = "back_to_Tia_Dalma";
break;
case "back_to_Tia_Dalma":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
LAi_ActorDialog(characterFromID("Tia Dalma"),PChar,"",10.0,1.0);
ChangeCharacterAddressGroup(characterFromID("Cutler Beckett"), "Quest_residence", "goto", "goto6");
Characters[GetCharacterIndex("Tia Dalma")].dialog.currentnode = "speaktoTiaagain";
pchar.quest.main_line = "blaze_search_rheims_with_danielle";
setCharacterShipLocation(&characters[GetCharacterIndex("Danielle")], "Oxbay_lighthouse");
ChangeCharacterAddress(&characters[GetCharacterIndex("Danielle")], "Oxbay_Lighthouse", "goto29");
ChangeCharacterAddress(&characters[GetCharacterIndex("Barbossa")], "none", "none");
ChangeCharacterAddress(&characters[GetCharacterIndex("RESEARCHER")], "none", "none");
pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1 = "location";
pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1.location = "Oxbay_lighthouse";
pchar.quest.return_to_lighthouse_search_rheims.win_condition = "return_to_lighthouse_search_rheims_complete";
break;
case "Goodbye Tia Dalma":
LAi_ActorRunToLocator(characterFromID("Tia Dalma"), "officers", "reload2_2", "Goodbye Tia Dalma2", 20.0);
break;
case "Goodbye Tia Dalma2":
ChangeCharacterAddress(characterFromID("Tia Dalma"), "None", "");
break;
<!--colorc--></span><!--/colorc-->
as you can see there's alot and I haven't even checked the dialogs yet! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
" border="0" alt="dunno.gif" /> most I can leave alone but my main problem is the jump to the sea battle and the sea battle please could I have some advice.
my plan is that you know you meet becket at oxbay then at redmond and in redmond he asks you for the gold... well my plan is that if you don't have it and you say that then he gets very annoyed and says "it's nothing personal it's just good buisness" then you are transported to a sea battle where you are fighting the endeavour
this is the main coding I can get for becket in quest reactions
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->case "Beckett_start":
SetEnterLocationQuest("Oxbay_tavern","Beckett_start_check",0);
break;
case "Beckett_start_check":
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Oxbay_tavern", "goto", "goto21");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_talk_1",10.5);
break;
case "Beckett_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 1500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 1500); }
Locations[FindLocation("Oxbay_tavern")].reload.l1.disable = 1;
SetQuestHeader("Beckett");
DeleteEnterLocationQuest("Oxbay_tavern", "Beckett_start_check");
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
Locations[FindLocation("Oxbay_tavern")].vcskip = true;
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Beckett_Leaves_Oxbay":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Beckett_fades", 10.0);
break;
case "Beckett_fades":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Locations[FindLocation("Oxbay_tavern")].reload.l1.disable = false;
Pchar.quest.Beckett_at_Redmond.win_condition.l1 = "location";
PChar.quest.Beckett_at_Redmond.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_at_Redmond.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_at_Redmond.win_condition = "Beckett_at_Redmond";
break;
case "Beckett_at_Redmond":
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Gold_talk_1",2.0);
}
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
Locations[FindLocation("Redmond_tavern")].vcskip = true;
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Redmond_talk_1",2.0);
}
break;
case "Beckett_Goodbye":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Beckett_Goodbye2", 10.0);
break;
case "Beckett_Goodbye2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
CloseQuestHeader("Beckett");
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
break;
case "Redmond_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
pchar.quest.Beckett = "Redmond_not_joined";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Gold_talk_1":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
pchar.quest.Beckett = "Beckett_first_time_Redmond";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "More_Gold_ready":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "More_Gold_ready2", 10.0);
break;
case "More_Gold_ready2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_QuestDelay("More_Gold_ready3", 0.0);
break;
case "More_Gold_ready3":
LAi_SetPlayerType(pchar);
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
Pchar.quest.Beckett_quest_gold.win_condition.l1 = "item";
Pchar.quest.Beckett_quest_gold.win_condition.l1.item = "Map_Doc_1";
Pchar.quest.Beckett_quest_gold.win_condition.l2 = "location";
PChar.quest.Beckett_quest_gold.win_condition.l2.character = Pchar.id;
Pchar.quest.Beckett_quest_gold.win_condition.l2.location = "Redmond_port";
Pchar.quest.Beckett_quest_gold.win_condition = "Beckett_quest_gold";
}
break;
case "Beckett_quest_gold":
Pchar.quest.Beckett_quest_gold2.win_condition.l1 = "goods";
Pchar.quest.Beckett_quest_gold2.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_quest_gold2.win_condition.l1.goods = GOOD_GOLD;
Pchar.quest.Beckett_quest_gold2.win_condition.l1.quantity = 1;
PChar.quest.Beckett_quest_gold2.win_condition.l1.operation = ">" ;
Pchar.quest.Beckett_quest_gold2.win_condition = "Beckett_quest_gold2";
break;
case "Beckett_quest_gold2":
if(CheckQuestAttribute("Story_1stTaskComplete", "Complete"))
{
pchar.quest.Beckett = "Beckett_delivering_gold";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_quest_gold3",0.0);
}
if(CheckQuestAttribute("Beckett_talk", "Nomainquest"))
{
pchar.quest.Beckett = "Beckett_delivering_gold";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_quest_gold3",0.0);
}
break;
case "Beckett_quest_gold3":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = 1;
pchar.quest.Beckett = "Beckett_delivering_gold";
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Going_to_Governor3":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov3.win_condition.l1 = "quest";
PChar.quest.Beckett_after_Gov3.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov3.win_condition.l1.quest = "Story_1stTaskReceived";
Pchar.quest.Beckett_after_Gov3.win_condition = "Beckett_after_Gov3";
break;
case "going_to_Governor_escort":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "going_to_Governor_escort2", 10.0);
break;
case "going_to_Governor_escort2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"going_to_Governor_escort3",0.0);
break;
case "going_to_Governor_escort3":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov_Escort.win_condition.l1 = "location";
PChar.quest.Beckett_after_Gov_Escort.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov_Escort.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_after_Gov_Escort.win_condition = "Beckett_after_Gov_Escort";
break;
case "Beckett_after_Gov3":
if (CheckCharacterItem(Pchar,"EITC_Passport"))
{
pchar.quest.Beckett = "seen_the_governor";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern", "goto", "goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
pchar.quest.Beckett = "seen_the_governor";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto","goto20");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
break;
case "Beckett_after_Gov_Escort":
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_after_Gov_Escort2.win_condition.l1 = "location";
PChar.quest.Beckett_after_Gov_Escort2.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_after_Gov_Escort2.win_condition.l1.location = "Redmond_tavern";
Pchar.quest.Beckett_after_Gov_Escort2.win_condition = "Beckett_after_Gov_Escort2";
break;
case "Beckett_after_Gov_Escort2":
if (pchar.quest.Beckett_talk == "ship_been_sunk")
{
pchar.quest.Beckett = "ready_for_escort_duty";
ChangeCharacterAddress(CharacterFromID("Cutler Beckett"),"Redmond_tavern","goto20");
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_after_gov4",0.0);
}
break;
case "Return_with_idols_to_Beckett":
ChangeCharacterAddress(characterFromID("Yusuf Rais"), "None", "");
LAi_type_actor_Reset(characterFromID("Cutler Beckett"));
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload3", "Return_with_idols_to_Beckett2", 0.0);
break;
case "Return_with_idols_to_Beckett2":
dialog.currentnode = "";
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Return_check_program.win_condition.l1 = "item";
PChar.quest.Return_check_program.win_condition.l1.character = Pchar.id;
PChar.quest.Return_check_program.win_condition.l1.item = INCAS_COLLECTION;
Pchar.quest.Return_check_program.win_condition = "Return_check_program";
break;
case "Return_check_program":
pchar.quest.henry_talk = "henry_quest_gotidols";
Pchar.quest.Beckett_given_idols_got_ship.win_condition.l1 = "location";
PChar.quest.Beckett_given_idols_got_ship.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_given_idols_got_ship.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_given_idols_got_ship.win_condition = "Beckett_given_idols_got_ship";
break;
case "Beckett_given_idols_got_ship":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
pchar.quest.Beckett = "Idols_for_ship_exchange";
LAi_type_actor_Reset(characterFromID("Cutler Beckett"));
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "redmond_residence", "goto8");
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
break;
case "Beckett_after_gov4":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "lost_gold_exit":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "lost_gold_exit2", 10.0);
break;
case "lost_gold_exit2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_return_money.win_condition.l1 = "location";
PChar.quest.Beckett_return_money.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_return_money.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_return_money.win_condition = "Beckett_return_money";
break;
case "lost_gold_exit_war":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "lost_gold_exit_war2", 10.0);
break;
case "lost_gold_exit_war2":
Locations[FindLocation("Redmond_tavern")].reload.l1.disable = false;
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
LAi_SetPlayerType(pchar);
Pchar.quest.Beckett_war.win_condition.l1 = "location";
PChar.quest.Beckett_war.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_war.win_condition.l1.location = "Redmond_port";
Pchar.quest.Beckett_war.win_condition = "Beckett_return_money";
break;
case "Beckett_return_money":
if ((!CheckCharacterItem(Pchar,"EITC_Passport")) && (makeint(pchar.money) >= 25000))
{
pchar.quest.Beckett = "recovered_Becketts_money";
ChangeCharacterAddressGroup(CharacterFromID("Cutler Beckett"),"Redmond_port", "goto","goto_2");
LAi_SetActorType(characterFromID("Cutler Beckett"));
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_return_money2",0.0);
}
break;
case "Beckett_return_money2":
CloseQuestHeader("Beckett");
LAi_SetImmortal(characterFromID("Cutler Beckett"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Cutler Beckett"));
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",1.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "DecisionTime":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "DecisionTime2", 10.0);
locations[FindLocation("Redmond_port")].reload.l2.disable = 1;
locations[FindLocation("Redmond_port")].reload.l3.disable = 1;
locations[FindLocation("Redmond_Shore_01")].reload.l2.disable = 1;
locations[FindLocation("Redmond_Shore_02")].reload.l2.disable = 1;
locations[FindLocation("Redmond_Residence")].reload.l1.disable = false;
break;
case "DecisionTime2":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
break;
case "Going_to_Join_Dutch":
LAi_SetPlayerType(pchar);
Pchar.quest.Dutch_East_India_Company.win_condition.l1 = "location";
PChar.quest.Dutch_East_India_Company.win_condition.l1.character = Pchar.id;
Pchar.quest.Dutch_East_India_Company.win_condition.l1.location = "Douwesen_Tavern";
Pchar.quest.Dutch_East_India_Company.win_condition = "Dutch_East_India_Company";
break;
case "Dutch_East_India_Company":
LAi_SetPlayerType(pchar);
// ENDS HERE - This quest is to be extended when how it should be played is agreed - SJG
break;
case "get_ready_for_Africa":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload3", "get_ready_for_Africa2", 10.0);
break;
case "get_ready_for_Africa2":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
Locations[FindLocation("Redmond_Residence")].reload.l1.disable = false;
dialog.currentnode = "";
LAi_SetPlayerType(pchar);
PChar.quest.Beckett_given_idols_got_ship.over = "yes";
Pchar.quest.Beckett_Africa_run.win_condition.l1 = "location";
PChar.quest.Beckett_Africa_run.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Africa_run.win_condition.l1.location = "Oxbay_Lighthouse";
Pchar.quest.Beckett_Africa_run.win_condition = "Beckett_Africa_run";
break;
case "Beckett_Africa_run":
Pchar.quest.Beckett_Africa_run_talk.win_condition.l1 = "location";
PChar.quest.Beckett_Africa_run_talk.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Africa_run_talk.win_condition.l1.location = "Redmond_residence";
Pchar.quest.Beckett_Africa_run_talk.win_condition = "Beckett_Africa_run_talk";
break;
case "Beckett_Africa_run_talk":
pchar.quest.Beckett = "Talk_about_Africa_run";
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "redmond_residence", "goto8");
LAi_ActorFollow(characterFromID("Cutler Beckett"),Pchar,"Beckett_Africa_run_talk2",0.0);
break;
case "Beckett_Africa_run_talk2":
pchar.quest.Beckett = "Talk_about_Africa_run";
LAi_ActorDialog(characterFromID("Cutler Beckett"),PChar,"",10.0,1.0);
Characters[GetCharacterIndex("Cutler Beckett")].dialog.currentnode = "First time";
break;
case "Save_the_Slaves":
LAi_ActorGoToLocator(characterFromID("Cutler Beckett"), "reload", "reload1", "Save_the_Slaves2", 10.0);
break;
case "Save_the_Slaves2":
ChangeCharacterAddress(characterFromID("Cutler Beckett"), "None", "");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_1"), "Antigua_shore", "goto", "locator26");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_2"), "Antigua_shore", "officers", "reload2_1");
ChangeCharacterAddressGroup(CharacterFromID("Pirates_3"), "Antigua_shore", "officers", "reload2_2");
ChangeCharacterAddressGroup(characterFromID("Tia Dalma"), "Antigua_shore", "goto", "citizen08");
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition.l1 = "location";
PChar.quest.Beckett_Save_Slaves_Africa.win_condition.l1.character = Pchar.id;
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition.l1.location = "Antigua_Shore";
Pchar.quest.Beckett_Save_Slaves_Africa.win_condition = "Beckett_Save_Slaves_Africa";
break;
case "Beckett_Save_Slaves_Africa":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 500);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 500); }
SetCurrentTime(10, 0);
LAi_QuestDelay("Beckett_Save_Slaves_Africa_2", 0.0);
break;
case "Beckett_Save_Slaves_Africa_2":
ChangeCharacterAddressGroup(characterFromID("Cutler Beckett"), "redmond_residence", "goto", "goto8");
ChangeCharacterAddress(CharacterFromID("Pirates_1"), "Antigua_shore", "locator26");
ChangeCharacterAddress(CharacterFromID("Pirates_2"), "Antigua_shore", "reload2_1");
ChangeCharacterAddress(CharacterFromID("Pirates_3"), "Antigua_shore", "reload2_2");
LAi_SetActorType(characterFromID("Tia Dalma"));
LAi_SetImmortal(characterFromID("Tia Dalma"), true);
LAi_ActorWaitDialog(PChar,characterFromID("Tia Dalma"));
LAi_ActorDialog(characterFromID("Tia Dalma"),PChar,"",10.0,1.0);
ChangeCharacterAddress(characterFromID("Tia Dalma"), "Antigua_shore", "citizen08");
characters[GetCharacterIndex("Tia Dalma")].Dialog.Filename = "Tia Dalma_dialog.c";
break;
case "go_to_fight_Slave_Traders":
Pchar.quest.back_to_Tia_Dalma.win_condition.l1 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l1.character = "Pirates_1";
Pchar.quest.back_to_Tia_Dalma.win_condition.l2 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l2.character = "Pirates_2";
Pchar.quest.back_to_Tia_Dalma.win_condition.l3 = "NPC_Death";
Pchar.quest.back_to_Tia_Dalma.win_condition.l3.character = "Pirates_3";
PChar.quest.back_to_Tia_Dalma.win_condition = "back_to_Tia_Dalma";
break;
case "back_to_Tia_Dalma":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 5000);
AddPartyExpChar(pchar, "Sneak", 50);
}
else { AddPartyExp(pchar, 5000); }
LAi_ActorDialog(characterFromID("Tia Dalma"),PChar,"",10.0,1.0);
ChangeCharacterAddressGroup(characterFromID("Cutler Beckett"), "Quest_residence", "goto", "goto6");
Characters[GetCharacterIndex("Tia Dalma")].dialog.currentnode = "speaktoTiaagain";
pchar.quest.main_line = "blaze_search_rheims_with_danielle";
setCharacterShipLocation(&characters[GetCharacterIndex("Danielle")], "Oxbay_lighthouse");
ChangeCharacterAddress(&characters[GetCharacterIndex("Danielle")], "Oxbay_Lighthouse", "goto29");
ChangeCharacterAddress(&characters[GetCharacterIndex("Barbossa")], "none", "none");
ChangeCharacterAddress(&characters[GetCharacterIndex("RESEARCHER")], "none", "none");
pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1 = "location";
pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1.location = "Oxbay_lighthouse";
pchar.quest.return_to_lighthouse_search_rheims.win_condition = "return_to_lighthouse_search_rheims_complete";
break;
case "Goodbye Tia Dalma":
LAi_ActorRunToLocator(characterFromID("Tia Dalma"), "officers", "reload2_2", "Goodbye Tia Dalma2", 20.0);
break;
case "Goodbye Tia Dalma2":
ChangeCharacterAddress(characterFromID("Tia Dalma"), "None", "");
break;
<!--colorc--></span><!--/colorc-->
as you can see there's alot and I haven't even checked the dialogs yet! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
