<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->First, I don't mean to be making life harder re: this mod, just trying to help. But the two seem to be too darn close sometimes, so feel free to tell me to shove off. <!--QuoteEnd--></div><!--QuoteEEnd-->
Argh! I hope I'm not misundertood here, I very much appreciate your input, remember, I know very little about this, and am surprised that I was able to contribute anything at all to it. Along with that, I feel secure about speaking for Screwface on this, we both want to see the maximum amount of people being able to enjoy this mod with the minimum of trouble for the players. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />
I completely forgot where you are coming from; you're trying to get this into Build 12, and I'm still thinking of this in terms of a mod. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid="
" border="0" alt="mybad.gif" />
I hope I'm following you with regard to the suggestion that you are making, and personally, I always tend to want to err on the side of blocking lines of code rather than taking anything out, and I think simpler is always better than complicated as far as solutions go.
With that said, I think commenting the disabling line out would be simpler than adding a line that reenables KR at a later point. I thought this was the line that, "turns the lights out."
case "Story_MeetSilehardManowar":
SetRumourState("BP_Start", false); // NK
LAi_Create_Officer(10, CharacterFromID("Barbossa")); // NK
Lai_SetImmortal(CharacterFromID("Barbossa"), false);
Group_AddCharacter("Black_Pearl", "Barbossa");
SetCharacterRelation(GetCharacterIndex("Barbossa"),GetMainCharacterIndex(),RELATION_ENEMY);
Group_SetGroupCommander("Black_Pearl", "Barbossa");
Group_SetTaskAttack("Black_Pearl", PLAYER_GROUP);
Group_SetAddress("Black_Pearl", "KhaelRoa", "Quest_Ships","Quest_Ship_2");
Group_LockTask("Black_Pearl");
characters[GetCharacterindex("Barbossa")].ship.hp = 100000;
RemoveOfficersIndex(pchar, GetCharacterIndex("researcher"));
bMainMenuLaunchAfterVideo = true;
PostVideoAndQuest("blackpearl", 100, "Story_FaceTheBoss");
//Island_SetGotoEnableLocal("KhaelRoa", "reload_1", false); <---This sneaky bugger
I don't know that the main game would be effected by leaving KR available while you are fighting the Black Pearl. (I want to go test this now, and see if I can get the Black Pearl to chase my ship through the passage to the bay within KR. Taking a lot of damage while it does this... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> )
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and in case "beginning" comment out Island_SetReloadEnableLocal("KhaelRoa", "reload_1", false);, though this we should maybe leave so you have to complete the MQ to unlock it?) <!--QuoteEnd--></div><!--QuoteEEnd-->
The way the mod works now is that you can go to KR from the beginning of the game, notwithstanding that line in case "beginning", which frankly, kind of confuses me as to why it works then, but you raise a very good point, most of us here have played the main quest through a couple of times so it won't really throw us to have KR available for the whole game, but would this make the game confusing to new players, especially if they wander into the maze and are unable to leave the room with the altar? hmmm....
On the other hand, I think there has been some talk about using KR locations in future quests and also setting up a box, like the one in the ship's cabin, where you can keep your stuff. If the island is disabled at some point due to the main quest, will anything you've left there disapear?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Since the chain would be, start game, reinit, then run case "begining" when you reload to Oxbay port, the Disable line in that case will get run after the enable line in KR_init.<!--QuoteEnd--></div><!--QuoteEEnd-->
Like I said, I'm not certain that that statement is accurate with the way Screwface set up the mod. The KR_Reinit makes the island available in a new game from the beginning. The lines that I added above only enabled the mod in a game with a completed quest. Will a person who downloads Build 12 have to start a new game to play it, or will they be able to reinit an old saved game?
Shove off, indeed! We we're just about to invite you in for some rum! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />