• New Horizons on Maelstrom
    Maelstrom New Horizons


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Information aboute The New Pirate Age - Update! [WIP]

At line 3626, replace this:
Code:
       case "bladeC38":           QualitySkipRand = true;       break;  // - New Pirate Age Pirateking
with this:
Code:
       case "bladeC38":      QualitySkipRand = true;
                                            QualitySkipSell = true;   break;          // - New Pirate Age Pirateking
Make similar replacements for the entry for "bladeC40", and also for the entries for "bladeC38" and "bladeC40" further down. That way, both "skiprand" (can't appear in random chests) and "skipSell" (can't be bought in stores) are both handled by the same 'case' statement.

If you want your own special version of the Aztec compass, you could keep the definition in "initQuestItems.c" but change the name from "aztec_compass" to something else. Make sure to change it wherever it is used in your storyline code, to match what you use in "initQuestItems.c".

In any case, the important thing is that each item must only be defined once. It cannot appear as both a quest item and a normal item. It cannot appear in both "initItems.c" and "initQuestItems.c".
 
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Ah ok. I will edit This.

No, I put this only for work in it.
In my NHRM-Update I will use the Aztec Compass for first Quest.

Cu
 
Ok now I have finsh the items work.
Please can you check the file in the Dropbox.

So time to time I learn more about the Modding. Thanks
 
So, as I said, each item must be defined only once. Can you see what is wrong with "initQuestItems.c"?

In "initItems.c", there are two places where the 'skiprand' and 'skipsell' attributes can be set, depending on whether the weapons quality mod is active. You've only corrected one of them. Look again at lines 3626 and 3627. (But I made a mistake when I copied the wrong thing into the replacement line in post #583 - now corrected.)
 
So, as I have said several times, items should only be defined once. Can you see what is wrong with "initQuestItems.c"?
 
@Grey Roger
First: The First Quest works, But I must check tomorrow why. Starts with the Note_1.

@Grey Roger
I invite you be a member of me Homepage so you can see what. To make and what I plan to make.
 
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@Grey Roger
A question:

Gives a Code which a Character is after a Talk on a ather Island on a place?

And please can you check in me Dropbox the dialog Files which I uploaded.

Thanks.

Cu
 
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@Grey Roger
A question:

Gives a Code which a Character is after a Talk on a ather Island on a place?
I'm not sure what you mean. You already know how to move a character to a place, whether it's on this island, another island, or anywhere else. For example, in case "SmugglerRoute_Quest":
Code:
ChangeCharacterAddressGroup(characterFromID("Golass"), "Couzmel", "Goto", "Goto#");
Except that won't work because "Couzmel" is misspelled, and in any case the island name refers to the waters around the island. Cozumel isn't the correct name anyway, for programming purposes - the stock game calls it "Khael Roa". So, look in "PROGRAM\Locations\init\KhaelRoa.c" and find a valid place - look for the 'Locations[n].id' lines. For example, if you want to put Golass on Cozumel shore, the location is shown by 'Locations[n].id = "KhaelRoa_port";' so instead of "Couzmel", you could put "KhaelRoa_port". And "Goto#" won't work. You already know how to find a valid locator - edit "InternalSettings.h", change "VISIBLE_LOCATORS" to 1, then go there and look around at the locators whose names are now displayed.

And please can you check in me Dropbox the dialog Files which I uploaded.
You really need to learn to check the files yourself. Look at "link.l1.go" lines and make sure they lead to dialog cases which actually exist. If you have used a preprocessed variable in a text line, make sure there is a matching "Preprocessor_Add" command for it in the dialog case where that line is used.

When you're sure that the dialog should work, try playing the scene with that character, talk to him, and see what happens. If it doesn't work, look at "error.log" and try to work out why.
 
As I said, you know how to move a character - 'ChangeCharacterAddressGroup'.

And you know how to make something happen after you've talked to someone - put 'AddDialogExitQuest' in the "dialog.c" file just before the link to "exit".

You want to make someone move to another place after you have talked to him. See where this is going?
 
As I said, you know how to move a character - 'ChangeCharacterAddressGroup'.

And you know how to make something happen after you've talked to someone - put 'AddDialogExitQuest' in the "dialog.c" file just before the link to "exit".

You want to make someone move to another place after you have talked to him. See where this is going?
:rofl :wp
 
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