O.K. Jezus – time to play with your brain (he! he! he!)
Let’s see if we can clear your Davy Jones bug. (you are using 14.7 or 14.7+ right?)
First (use Notepad++)
OPEN: Pirates of the Caribbean\PROGRAM\QUESTS\Quest_reaction.c (should be last but one in the list)
Find : (it should be somewhere around line 6965 or 6977 depending on any mods you may have there already)
(you could of course do a search for: to_douwsen_shore_complete_2 [don’t forget the _2])
[codebox]
case "to_douwesen_shore_complete_2":
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
LAi_ActorWaitDialog(pchar, characterFromID("peasant"));
LAi_ActorDialog(characterFromID("peasant"), pchar, "pchar_back_to_player", 2.0, 1.0);
ChangeCharacterAddressGroup(characterFromID("Anacleto Rui Sa Pinto"), "Pirate_tavern", "sit", "sit4");
bQuestDisableMapEnter = true;
}
if (CheckCharacterItem(Pchar,"EITC_Passport")) // temporary till Davy Jones is added XXXXXXX then character can be changed XXXXXXX!!!!!!!!!!!!!!!!!
{
LAi_ActorWaitDialog(pchar, characterFromID("peasant"));
LAi_ActorDialog(characterFromID("peasant"), pchar, "pchar_back_to_player", 2.0, 1.0);
}
// <--SJG
break;[/codebox]
then copy paste in these two lines:
[codebox]
Characters[GetCharacterIndex("peasant")].dialog.currentnode = "MeetDavyonbeach";
LAi_ActorDialog(characterFromID("peasant"), pchar, "", 2.0, 2.0); [/codebox]
After the second:
LAi_ActorDialog(characterFromID("peasant"), pchar, "pchar_back_to_player", 2.0, 1.0);
So it now looks like this:
[codebox]
case "to_douwesen_shore_complete_2":
if (!CheckCharacterItem(Pchar,"EITC_Passport"))
{
LAi_ActorWaitDialog(pchar, characterFromID("peasant"));
LAi_ActorDialog(characterFromID("peasant"), pchar, "pchar_back_to_player", 2.0, 1.0);
ChangeCharacterAddressGroup(characterFromID("Anacleto Rui Sa Pinto"), "Pirate_tavern", "sit", "sit4");
bQuestDisableMapEnter = true;
}
if (CheckCharacterItem(Pchar,"EITC_Passport")) // temporary till Davy Jones is added XXXXXXX then character can be changed XXXXXXX!!!!!!!!!!!!!!!!!
{
LAi_ActorWaitDialog(pchar, characterFromID("peasant"));
LAi_ActorDialog(characterFromID("peasant"), pchar, "pchar_back_to_player", 2.0, 1.0);
Characters[GetCharacterIndex("peasant")].dialog.currentnode = "MeetDavyonbeach";
LAi_ActorDialog(characterFromID("peasant"), pchar, "", 2.0, 2.0);
}
// <--SJG
break;[/codebox]
SAVE: quest_reaction.c
CLOSE
Now open: Pirates of the Caribbean\Program\DIALOGS\peasant_dialog (it is a C File)
At the top of the page you should see this:
[codebox]//#include "DIALOGS\peasant_dialog.h"
void ProcessDialogEvent()
{
ref NPChar;
aref Link, NextDiag;
DeleteAttribute(&Dialog,"Links");
makeref(NPChar,CharacterRef);
makearef(Link, Dialog.Links);
makearef(NextDiag, NPChar.Dialog);
ref PChar;
PChar = GetMainCharacter();
switch(Dialog.CurrentNode)
{
// -----------------------------------Äèà ëîã ïåðâûé - ïåðâà ÿ âñòðå÷à [/codebox]
Scroll down till you reach:
[codebox]
case "Exit":
DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;
EndQuestMovie();TrackQuestMovie("end","Davy Jones_dialog.c -> Exit");
break;
// -->SJG
case "ForDavyJones":
dialog.text = DLG_TEXT[11];
link.l1 = DLG_TEXT[12];
link.l1.go = "ForDavyJones2";
break;[/codebox]
Then paste this in:
[codebox]
case "MeetDavyonbeach":
Dialog.snd = "voice\PEDI\PEDI002";
Dialog.Text = DLG_TEXT[9];
Link.l1 = DLG_TEXT[10];
Link.l1.go = "ForDavyJones";
break;[/codebox]
So it now looks like this:
[codebox]
case "Exit":
DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;
EndQuestMovie();TrackQuestMovie("end","Davy Jones_dialog.c -> Exit");
break;
// -->SJG
case "MeetDavyonbeach":
Dialog.snd = "voice\PEDI\PEDI002";
Dialog.Text = DLG_TEXT[9];
Link.l1 = DLG_TEXT[10];
Link.l1.go = "ForDavyJones";
break;
case "ForDavyJones":
dialog.text = DLG_TEXT[11];
link.l1 = DLG_TEXT[12];
link.l1.go = "ForDavyJones2";
break;[/codebox]
SAVE peasant_dialog
CLOSE
You should now be able to go to your game at a save point on the beach with Cutler Beckett.
Put to sea.
Get caught in Storm
Washed up on shore
Meet Davy Jones – who should now offer you a deal – take the deal – get the Black Pearl
Sail to Isle de Muelle – meet crew – and off into the sunset and wondrous new adventures!
If you have a problem – go sit in a darkened room – take two asprin – listen to soothing Christmas music – then post the problem here.