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The version I wrote should work, but only if you go all the way back to before Davy Jones gave you the Black Pearl. Case "storm_complete" in "quests_reaction.c" places characters to enable some sidequests and also sets a trigger for case "Install_Voysey_And_Blythe". Unless you have a newer version of "quests_reaction.c" and have reloaded back to before you got the Black Pearl, the trigger for "Install_Voysey_And_Blythe" is still when you arrive in "Oranjestad_town". I changed it to trigger when you arrive in "Oranjestad_exit", then "Install_Voysey_And_Blythe" sets a new trigger for "Story_Artois" when you enter "Oranjestad_town", and also sets the 'vcskip' attribute on "Oranjestad_town" to prevent random thugs from appearing.
PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location";
PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id;
PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_exit";
PChar.quest.Story_Artois_Nigel.win_condition = "Install_Voysey_And_Blythe";
PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location";
PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id;
PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_town";
PChar.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
Yes, it worked!I've found the problem and at present the quest is indeed broken. Here's why.
In "quests_reaction.c", case "storm_complete":In "both_reaction.c", case "Install_Voysey_And_Blythe":Code:PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location"; PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id; PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_exit"; PChar.quest.Story_Artois_Nigel.win_condition = "Install_Voysey_And_Blythe";
They're both using 'PChar.quest.Story_Artois_Nigel'. The game gets confused and triggers the wrong quest case. I found that out because, instead of 'LAi_QuestDelay("Story_Artois", 0.0);', I tried writing a "console.c" to reset the trigger, then wondered why "compile.log" was showing "Story_Artois" being run instead of "Install_Voysey_And_Blythe" when I went back into the jungle.Code:PChar.quest.Story_Artois_Nigel.win_condition.l1 = "location"; PChar.quest.Story_Artois_Nigel.win_condition.l1.character = PChar.id; PChar.quest.Story_Artois_Nigel.win_condition.l1.location = "Oranjestad_town"; PChar.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
So, in "quests_reaction.c", I replaced "PChar.quest.Story_Artois_Nigel" with "PChar.quest.Install_Voysey_And_Blythe" on all four lines. I'll need to play "Hoist the Colours" to check it properly, but I made the same change in my "console.c", and it worked.
All of which means:
@EugeneFox: download this file and put it in your "PROGRAM" folder. Load your savegame in Oranjestad town. Press F12; you should see a message on screen "Executed Console". Go through the gate to the outskirts, then turn around and go back into town. Gombo should then attack the slaver.