I see no particular wrongs in your above code. When you try it, what happens?
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case "opening":
sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, pchar.model, "reload", "reload1");
sld.name = pchar.name;
sld.lastname = pchar.lastname;
sld.id = "Original Model";
Pchar.originalmodel = pchar.model;
ChangeCharacterAddressGroup(CharacterFromID("Original Model"), "none", "", "");
ChangeCharacterAddress(characterFromID("Carpenter"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_01"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_02"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_03"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_04"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_05"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_06"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_07"), "none", "");
ChangeCharacterAddress(characterFromID("Crew_member_08"), "none", "");
ChangeCharacterAddress(characterFromID("Jack Aubrey"), "none", "");
Locations[FindLocation("Antigua_Residence")].reload.l2.disable = 1;
Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
LAi_SetActorType(pchar);
Pchar.dialog.filename = "Stephen Maturin_dialog.c";
Pchar.dialog.currentnode = "First time";
LAi_ActorSelfDialog(Pchar, "player_back");
pchar.Turks = "0";
if(ENABLE_CHEATMODE)
{
ChangeCharacterAddressGroup(CharacterFromID("Stephen Maturin"),"Antigua_tavern", "sit", "sit5");
pchar.quest.henry_talk = "for_game_shortcuts";
}
break;
case "opening_1":
LAi_QuestDelay("opening_2", 1.0);
break;
case "opening_2":
LAi_SetActorType(pchar);
Pchar.dialog.currentnode = "Tavern_stuck";
LAi_ActorSelfDialog(Pchar, "player_back");
break;
case "opening_3":
LAi_SetActorType(characterFromID("Stephen Maturin"));
LAi_ActorSetSitMode(characterFromID("Stephen Maturin"));
LAi_QuestDelay("opening_4", 1.0);
break;
case "opening_4":
LAi_ActorDialogNow(characterFromID("Stephen Maturin"), pchar, "", -1);
break;
case "Take_a_seat_BB":
DeleteAttribute(pchar,"quest.henry_talk");
LAi_SetActorType(characterFromID("Stephen Maturin"));
LAi_ActorSetSitMode(characterFromID("Stephen Maturin"));
LAi_fade("Take_a_seat_BB2", "Take_a_seat_BB3");
break;
case "Take_a_seat_BB2":
LAi_SetSitType(pchar);
ChangeCharacterAddressGroup(pchar, "Antigua_tavern", "sit", "sit4");
break;
case "Take_a_seat_BB3":
Characters[GetCharacterIndex("Stephen Maturin")].dialog.currentnode = "Tavern_Story2";
LAi_ActorDialog(characterFromID("Stephen Maturin"), pchar, "", 0.0, 0.0);
break;
Pchar.dialog.currentnode = "First time";
LAi_ActorSelfDialog(Pchar, "player_back");
DeleteAttribute(pchar,"quest.henry_talk");
case "Start":
ChangeCharacterAddressGroup(CharacterFromID("Stephen Maturin"),"Antigua_tavern", "sit", "sit5");
LAi_SetActorType(characterFromID("Stephen Maturin"));
LAi_ActorSetSitMode(characterFromID("Stephen Maturin"));
break;
case "Take_a_seat":
LAi_fade("Take_a_seat_2", "Take_a_seat_3");
break;
case "Take_a_seat_2":
LAi_SetSitType(pchar);
ChangeCharacterAddressGroup(pchar, "Antigua_tavern", "sit", "sit4");
break;
case "Take_a_seat_3":
Characters[GetCharacterIndex("Stephen Maturin")].dialog.currentnode = "Tavern_Story2"; //change the currentnode
LAi_ActorDialog(characterFromID("Stephen Maturin"), pchar, "", 0.0, 0.0);
break;
SetQuestHeader("Beginning");
AddQuestRecord("Beginning", "1");
CloseQuestHeader("Beginning");
rNation.Ranks.Quantity = 19;
rNation.Ranks.1 = "Volunteer First Class";
rNation.Ranks.2 = "Midshipman";
rNation.Ranks.3 = "Ensign";
rNation.Ranks.4 = "Lieutenant";
rNation.Ranks.5 = "Lieutenant-Commander";
rNation.Ranks.6 = "Commander";
rNation.Ranks.7 = "Captain";
rNation.Ranks.8 = "Commodore";
rNation.Ranks.9 = "Rear Admiral, Blue Flag";
rNation.Ranks.10 = "Rear Admiral, White Flag";
rNation.Ranks.11 = "Rear Admiral, Red Flag";
rNation.Ranks.12 = "Vice Admiral, Blue Flag";
rNation.Ranks.13 = "Vice Admiral, White Flag";
rNation.Ranks.14 = "Vice Admiral, Red Flag";
rNation.Ranks.15 = "Admiral, Blue Flag";
rNation.Ranks.16 = "Admiral, White Flag";
rNation.Ranks.17 = "Admiral, Red Flag";
rNation.Ranks.18 = "Admiral of the Fleet";
rNation.Ranks.19 = "First Lord of the Admiralty";
NATIONS_QUANTITY++;
case ENGLAND:
switch(GetRank(pchar, GetCurrentLocationNation()))
{
case 1: // Volunteer First Class
switch(GetAttribute(pchar,"model"))
{
case "cnorrington": GiveModel2Player("Mdnorrington", true); break;
case "blaze": GiveModel2Player("47_Blaze_brtmds", true); break;
switch(rand(2))
{
case 0: GiveModel2Player("rn_mdshp18_1", true); break;
case 1: GiveModel2Player("rn_mdshp18_2", true); break;
case 2: GiveModel2Player("rn_mdshp18_3", true); break;
}
}
GiveItem2Character(pchar,"clock1"); // ..
break;
case 2: // Midshipman
if(pchar.model == "depp") GiveModel2Player("47_Ltsparrow", true);
if(pchar.model == "Mdnorrington") GiveModel2Player("Ltnorrington", true);
if(pchar.model == "47_Blaze_brtmds") GiveModel2Player("47_Blaze_brtlt", true);
GiveItem2Character(pchar,"compass1"); // ..
GiveItem2Character(pchar,"spyglass2"); // ..
break;
case 3: // Ensign
GiveItem2Character(pchar,"sextant"); // ..
GiveItem2Character(pchar,"clock2"); // position geht nun..
break;
case 4: // Lieutenant
GiveItem2Character(pchar,"spyglass3"); // ..
break;
case 5: //Lieutenant-Commander
break;
case 6: //Commander
if(pchar.model == "47_Ltsparrow") GiveModel2Player("47_Cptsparrow", true);
if(pchar.model == "Ltnorrington") GiveModel2Player("cnorrington", true);
if(pchar.model == "47_Blaze_brtlt") GiveModel2Player("47_Blaze_brtcpt", true);
GiveItem2Character(pchar,"blade24"+qual); // English Officer's Saber
EquipCharacterByItem(pchar,"blade24"+qual);
break;
case 7: //Captain
if(pchar.model == "47_Cptsparrow") GiveModel2Player("47_Cosparrow", true);
if(pchar.model == "cnorrington") GiveModel2Player("Conorrington", true);
if(pchar.model == "47_Blaze_brtcpt") GiveModel2Player("47_Blaze_brtco", true);
GiveItem2Character(pchar,"blade22"+qual); // Corsair's Pride
EquipCharacterByItem(pchar,"blade22"+qual);
break;
case 8: // Commodore
if(pchar.model == "47_Cosparrow") GiveModel2Player("47_Admsparrow", true);
if(pchar.model == "47_Blaze_brtco") GiveModel2Player("47_Blaze_brtadm", true);
break;
case 9: //Rear Admiral, Blue Flag
break;
case 10: //Rear Admiral, White Flag
break;
case 11: //Rear Admiral, Red Flag
break;
case 12: //Vice Admiral, Blue Flag
break;
case 13: //Vice Admiral, White Flag
break;
case 14: //Vice Admiral, Red Flag
break;
case 15: //Admiral, Blue Flag
GiveItem2Character(pchar,"spyglass4"); // ..
break;
case 16: // Admiral, White Flag
break;
case 17: // Admiral, Red Flag
break;
case 18: // Admiral of the Fleet
break;
case 19: // First Lord of the Admiralty
break
}
break;
I like the idea of adding more promotion rewards, but I reckon similar ones should be added to the other nations then as well.
As for the ranks, the game at this time only supports 12 ranks per nation. You can add more lines of code, but they aren't used.
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