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Need Help Quest for Historical Immersion Supermod

Modder01

Freebooter
Storm Modder
I've hit a snag when creating the Flying Dutchman quest for the supermod.:modding

A runtime error plagued me for a while, but I fixed them. Unfortunately the quest it is still not working.

The Quest is linked to quests.c
I have Notepad++

What I want:
-I want the quest to start at the same time the main quest starts, but not interfere with the Storyline.
-I want the quest when the player >= rank 2 he will get the slip of paper. Or the "Quester" dialog in Bridgetown tavern will give the paper when the dialog finishes when nextdialog.currentnode = "Win".
-Then an encounter will generate the Flying Dutchman circling around the island Grenada.
-The quest will then check if the ship is sunk, or the Captain is dead from you killing him while boarding.
-If the ship is sunk, the quest will reload the encounter when you refresh the Grenada sea.
-If the Captain is killed the quest will remove the slip of paper from your person signifying the quest is done and replace it with a unique sword and a 4 barreled pistol.

Here is the new code (i don't know how to debug in relation to the game):
Code:
{
    //login Davy Jones
    iChar = GenerateCharacter(PIRATE, WITH_SHIP, "officer", MAN, 1, BOSS);
    characters[iChar].id = "Davy Jones";
    characters[iChar].name = "Davy";
    characters[iChar].lastname = "Jones";
    characters[iChar].model = "pirate_5";
    characters[iChar].Ship.Type = GenerateShip(SHIP_DUTCHMAN, 1);
    characters[iChar].ship.name = "The Flying Dutchman";
    characters[iChar].skill.Fencing = 10;
    characters[iChar].skill.Gun = 10;
    LAi_SetHP(CharacterFromID("Davy Jones"), 1000.0, 1000.0);
    GiveItem2Character(CharacterFromID("Davy Jones"), "blade15");
    EquipCharacterByItem(CharacterFromID("Davy Jones"), "blade15");
    characters[iChar].cannotsurrender = 1;

            if (characters[pchar].rank) >= 2;
            GiveItem2Character(pchar, "pslip");
          
                //generate encounter
                iChar = GetCharacterIndex("Davy Jones");
                DeleteAttribute(&characters[iChar], "seaai");
                Group_CreateGroup("dutchman");
                Group_AddCharacter("dutchman", "Davy Jones");
                Group_SetGroupCommander("dutchman", "Davy Jones");
                Group_SetAddress("dutchman", "grenada", "quest_ships", "quest_ship_1");
                SetCharacterRelationBoth(nMainCharacterIndex, iChar, RELATION_ENEMY);
                Group_SetTaskAttack("dutchman", PLAYER_GROUP);
                Group_LockTask("dutchman");
                UpdateRelations();

                //start check: kill ships
                pchar.quest.Kill_ships.win_condition.l1 = "npc_death";
                pchar.quest.Kill_ships.win_condition.l1.character = iChar;
                pchar.quest.Kill_ships.win_condition = "Ship dead";
                trace("!!! sea spawned");

            //start check: kill boss
            LAi_SetCheckMinHP(CharacterFromID("Davy Jones"), 200.0, 0, "char_dead");

        case "Ship dead":
        //generate encounter
        iChar = GetCharacterIndex("Davy Jones");
        DeleteAttribute(&characters[iChar], "seaai");
        Group_CreateGroup("dutchman");
        Group_AddCharacter("dutchman", "Davy Jones");
        Group_SetGroupCommander("dutchman", "Davy Jones");
        Group_SetAddress("dutchman", "grenada", "quest_ships", "quest_ship_1");
        SetCharacterRelationBoth(nMainCharacterIndex, iChar, RELATION_ENEMY);
        Group_SetTaskAttack("dutchman", PLAYER_GROUP);
        Group_LockTask("dutchman");
        UpdateRelations();
        break;

    case "char_dead":
    GiveItem2Character(pchar, "blade19");
    GiveItem2Character(pchar, "gun6");
    TakeItemFromCharacter(pchar, "pslip");
    break;
}

I rarely edit/code quests. COAS is very similar to AoP in terms of code so I would welcome COAS modder's input on this issue.

Please Help,
Modder01
 
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