I will try it, but I will have to change the island (no cayman islands in AoP:CT) and change the quest ship # to the next available value. The AoP version the code is almost identical except for "pchar" vs "PChar".Here is some relevant code from PotC that might be useful.
It might be slightly different in CoAS, so you have to see if you can find anything similar. But it'll be close to this anyway.
And:Code:Group_CreateGroup("FlyingDutchman"); Group_AddCharacter("FlyingDutchman", "Davy Jones"); Group_SetGroupCommander("FlyingDutchman", "Davy Jones"); Group_SetPursuitGroup("FlyingDutchman", PLAYER_GROUP); Group_SetTaskAttack("FlyingDutchman", PLAYER_GROUP); Group_SetAddress("FlyingDutchman", "Cayman", "Quest_ships", "Quest_ship_12"); Group_LockTask("FlyingDutchman"); Pchar.quest.Story_Sink_Dutchman1.win_condition.l1 = "Ship_HP"; Pchar.quest.Story_Sink_Dutchman1.win_condition.l1.character = "Davy Jones"; Pchar.quest.Story_Sink_Dutchman1.win_condition.l1.quantity = 1; Pchar.quest.Story_Sink_Dutchman1.win_condition.l1.operation = "<"; Pchar.quest.Story_Sink_Dutchman1.win_condition = "Story_Sink_Dutchman"; Pchar.quest.Story_Sink_Dutchman2.win_condition.l1 = "NPC_Death"; Pchar.quest.Story_Sink_Dutchman2.win_condition.l1.character = "Davy Jones"; Pchar.quest.Story_Sink_Dutchman2.win_condition = "Story_Sink_Dutchman";
Code:case "Story_Sink_Dutchman": GiveItem2Character(PChar, "whatyouwant"); break;
I plan to tie this back in to quests.c for simplicity. Oh and I also accidentally added to the story_line quest without checking to see if my previous edit (i.e. bloody mischelle encounter) was still there. Thank god I still had the v3.5 in storage just in case or else I would have to download it from Mod DB! Its fixed now and I can work on this.
Here's a few questions:
Do you have to define the character using iChar before using this code?
If using as a quest file would I still have to define it as a quest?
Is it possible to give the player an item before this code initiates?