Very probably, but that's not going to help you while you're trying to shoot up his ship.
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Definitely not!Very probably, but that's not going to help you while you're trying to shoot up his ship.
Character_SetAbordageEnable(characterFromID("Davy Jones"), false);
But still.... Is that a problem? Just means the Queen Anne's Revenge will be STUPIDLY difficult to capture!Not if you add the 'LAi_SetImmortal(characterFromID("Blackbeard"), false);' line so that you can shoot up the ship to weaken it before boarding.
So: Is it a problem?It probably wouldn't be that hard to capture, once you're properly equipped. Queen Anne's Revenge has a base crew of 420, about the same as a large frigate and slightly more than a fast war galleon. Provided you remember to poke Blackbeard himself once with a borgiablade to strip off his immortality and then press "1" to quick-equip something better, it should be considerably easier than, say, Silehard's flagship at the end of "Tales of a Sea Hawk".
Pchar.quest.FrenchShipDestroyed.win_condition.l1 = "NPC_death";
Pchar.quest.FrenchShipDestroyed.win_condition.l1.character = "BlackBeard";
Pchar.quest.FrenchShipDestroyed.win_condition = "FrenchShipDestroyed";
case "BlackBeard":
Group_CreateGroup("Blackbeard_ship");
Group_AddCharacter("Blackbeard_ship", "BlackBeard");
Group_SetGroupCommander("Blackbeard_ship", "BlackBeard");
Group_SetTaskAttack("Blackbeard_ship", PLAYER_GROUP, true);
Group_LockTask("Blackbeard_ship");
Group_SetAddress("Blackbeard_ship", "QuebradasCostillas", "Quest_ships", "Quest_Ship_12");
Sea_LoginGroupNow("Blackbeard_ship");
characters[GetCharacterIndex("BlackBeard")].nosurrender = 2;
Characters[GetCharacterIndex("BlackBeard")].recognized = true;
Character_SetAbordageEnable(characterFromID("BlackBeard"), true);
UpdateRelations();
Pchar.quest.BlackbeardDestroyed.win_condition.l1 = "NPC_death";
Pchar.quest.BlackbeardDestroyed.win_condition.l1.character = "BlackBeard";
Pchar.quest.BlackbeardDestroyed.win_condition = "BlackbeardDestroyed";
break;
case "The_Cursed_Ship":
Group_CreateGroup("Cursed_Ship");
Group_AddCharacter("Cursed_Ship", "Barbossa");
Group_SetGroupCommander("Cursed_Ship", "Barbossa");
Group_SetTaskAttack("Cursed_Ship", PLAYER_GROUP, true);
Group_LockTask("Cursed_Ship");
Group_SetAddress("Cursed_Ship", "IslaDeMuerte", "Quest_ships", "Quest_Ship_12");
Sea_LoginGroupNow("Cursed_Ship");
characters[GetCharacterIndex("Barbossa")].nosurrender = 2;
Characters[GetCharacterIndex("Barbossa")].recognized = true;
Character_SetAbordageEnable(characterFromID("Barbossa"), true);
UpdateRelations();
Pchar.quest.Cursed_ShipDestroyed.win_condition.l1 = "NPC_death";
Pchar.quest.Cursed_ShipDestroyed.win_condition.l1.character = "Barbossa";
Pchar.quest.Cursed_ShipDestroyed.win_condition = "Cursed_ShipDestroyed";
break;
case "FrenchShipDestroyed":
case "BlackbeardDestroyed":
case "Cursed_ShipDestroyed":
if(GetRMRelation(Pchar, FRANCE) > REL_WAR) SetRMRelation(Pchar, FRANCE, REL_WAR);
if(GetRMRelation(Pchar, PIRATE) > REL_WAR) SetRMRelation(Pchar, PIRATE, REL_WAR);