1: Try putting this into the quest code before you go to talk to the governor:
Then, when you restore the governor to normal:
2: At the top of "quests_reaction.c", directly under the variable declarations, add:
Then, at case "Fake_Bea_removes2", try this:
Normally for a search through officers, I'd use 'for (n=1; n<OFFICER_MAX; n++)', as it's possible to change OFFICER_MAX to allow more than the usual party of 4 - not recommended as it can do silly things, but some people may want to try it. But there's no point in checking past 4 here because there are no "officers" locators past 3.
3: The other thing about "questchar" is that it protects the character from the levelling process. The skills you give him in his definition are the exact skills he will have in the game. At present all his skills are 1, which means he's going to be no more effective at fighting or sailing than a little old lady wandering around the town.
4: No need. Just assign the sword to the captain. At present you've given him "blade25", which is a French nobility sword. If he surrenders, he should hand it to you. If you kill a character in melee then you automatically loot his equipped weapons. If someone else kills him in melee, loot the body. If you sink the ship then you don't duel the captain and you don't get his sword. That's how I get Barbossa's Dragon's Head - there's nothing in quest code to give it to me, it's simply assigned to him, and I take it from him when he's dead. The one problem is that some people may disable corpse looting, in which case they won't be able to get the sword if a crewman or officer kills the captain. That's their choice - they're also missing out on a lot of other free weapons.
Code:
DeleteAttribute(CharacterFromID("Edmund Christobel Shaw"), "Dialog.Filename.GroupDialog");
Code:
Characters[GetCharacterIndex("Edmund Christobel Shaw")].Dialog.Filename.GroupDialog = "governor.c";
2: At the top of "quests_reaction.c", directly under the variable declarations, add:
Code:
int n;
Code:
for (n=1; n<4; n++)
{
if(GetOfficersIndex(PChar, n) != -1)
{
ChangeCharacterAddressGroup(Characters[GetOfficersIndex(PChar, n)], "Cayman_Shore_01", "officers", "reload1_"+n);
}
}
3: The other thing about "questchar" is that it protects the character from the levelling process. The skills you give him in his definition are the exact skills he will have in the game. At present all his skills are 1, which means he's going to be no more effective at fighting or sailing than a little old lady wandering around the town.
4: No need. Just assign the sword to the captain. At present you've given him "blade25", which is a French nobility sword. If he surrenders, he should hand it to you. If you kill a character in melee then you automatically loot his equipped weapons. If someone else kills him in melee, loot the body. If you sink the ship then you don't duel the captain and you don't get his sword. That's how I get Barbossa's Dragon's Head - there's nothing in quest code to give it to me, it's simply assigned to him, and I take it from him when he's dead. The one problem is that some people may disable corpse looting, in which case they won't be able to get the sword if a crewman or officer kills the captain. That's their choice - they're also missing out on a lot of other free weapons.