<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->With the "Stormy Start", it should be noted that one should not start the Clair Larrouse Quest prior to triggering the Oxbay French invasion.[/quote]I just added a questcheck, so that you can't start that quest prior to triggering the Oxbay French invasion. I haven't tested it yet, so I hope it works...
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->To exempt certain characters from disarming you could check for
enemy.id == "Malcolm Hatcher"
You find the .id attribute in the characterinit files.[/quote]Thanks a lot for that! I now managed to make an additional attribute for characters ("ch.nodisarm = 1") which will make them safe from disarming. Now I'll only need to add this attribute to all questcharacters that may not be disarmed.
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->To put the name of the fastequip sword on the screen you could try to adapt the code of the SWAK fastequipkeys:
aref arItm;
switch(ControlName)
{
case "BI_ChargeCannonballs":
Items_FindItem(FASTEQUIP1,&arItm);
Log_SetStringToLog(LanguageConvertString(LanguageOpenFile("ItemsDescribe.txt"),arItm.name) + ".");
Probably you must only exchange FASTEQUIP1 with BLADE_ITEM_TYPE . BTW, what happens if you have no sword anymore? Probably nothing, eh?[/quote]Haven't had any luck with that one though. If you manage to ad it to my `equip-code`, feel free to, but I'm afraid I don't understand enough to manage. If you have no sword anymore, you'll get a message "You don't have a sword to equip!".
BTW: Being disarmed doesn't actually remove your sword; it just `un-equips` it. Would you know any code that would actually remove your sword. Otherwise you'll always have a sword left.
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Noticed something before that I forgot to mention - WHY is the `in-town` entrance to the dungeon locked? You can swim to it and EXIT from the dungeon into the town, but the town entrance is locked. :? [/quote]Doesn't that always happen to first time you're in Oxbay? It always did to me when doing a normal start. However: I don't what actually triggers it being open or not...
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid="
:" border="0" alt="icon_eek.gif" /> The escape button enabled for the F1 menu - is there another button that will help you escape from any of the icon menus? It's annoying to hit return and then accidentally bring up a menu such as RELOAD and then have to be FORCED to reload because you cannot escape out of the menu without doing anything. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> It also makes it difficult to do ANYTHING in any of the other menus because "escape" will bring you to the F1 menu all the time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> This needs to be toggled, or keyboardmapped for personal use and the default left so we can still use the escape key to ESCAPE other menus. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
" border="0" alt="yes.gif" />
[/quote]What do you mean? I works just perfectly for me. You can still use the Esc button to escape the menus; you just can also use it to get into the main menu.
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Oh, I decided to hire Rys Bloom to check out the dialog with Wellman, and found a typo - "I might change my mind if <b>n</b> some..." That switch does not work...[/quote]It's not the only one that doesn't. Beats me why. I only changed Blum into Bloom; not do anything else with it. I now totally removed the switch; see if that does any good.
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Interestingly, Bloom's skin is NOT in the "change outfits" selection screen - it's the "basic skeleton 4" - odd... :? [/quote]You never get a quest's character's outfit, do you? At least: I can't remember. It's not something I have anything to do with, that's for sure.
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->man6_1.gm does not have a portrait, or if he does, it's corrupted because all I get is a gold square with lines in it.[/quote]But... But... But... I didn't do ANYTHING to those files and portraits! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid="
:" border="0" alt="icon_eek.gif" />
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->When fighting in the dungeon on Redmond, I got a log entry that said I was disarmed, but I was not. Turns out it was Rys Bloom who was disarmed, and he would not then put his (now imaginary) sword away so I could then talk to him and give him another - and "F" won't work to `re-arm` anyone in your party, will it? Maybe that could be a feature to be added?[/quote]You get that log entry every time someone from your party is disarmed. I need to fix that, so that you only get the "You disarmed your opponent" message if YOU disarmed him, and only get the "You were disarmed" message when YOU are disarmed. But as it stands now; it still all needs some major editing and I don't know how, so I just mess around, hoping to mess into the general right direction.
Indeed: F just `re-arms` yourself, not anyone else. It's quite weird to have your officers keep fighting without their swords, but that is just what happens when they are disarmed. Can't really help that. Unless I make them run away, which causes you and them to lose control over themselves.
I just figured that the fighting with an imaginary sword was the only way to keep him from actually being killed. Running away will either cause him to be killed instantly, or cause him to completely lose his mind.
Also: Rys won't have actually lost his sword; he'll have it `auto-un`-equiped. I hope I'll be able to change the disarming, so that the sword is removed from the disarmed person and given to the disarmer. Then, if you kill him, you'll get the sword in return. As it is now: You don't get your sword back (but you don't lose it either).
Aaarrrggghhh! It is to drive one CRAZY! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="
" border="0" alt="modding.gif" />
As it is now: the `F-button` will arm what the game judges to be the best, which is usually correct. Unless you carry any SWAK weapons. I hope I might be able to fix that some way...
Since the disarming is still highly buggy (like you noticed), I added the option in BS.h to toggle it off untill it actually does work properly. Thanks for testing. I'll see what I can do. But I'm afraid I'll be needing some more help before I'm done... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Other changes I just made (but haven't uploaded yet):
- Khael Roa stormy start option moved to "case 11", so you can turn it off by just changing the rand(11) into rand(10)