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Land Lubber 101

Thanks JR
That's much appreciated. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=177068:date=Dec 27 2006, 02:16 AM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Dec 27 2006, 02:16 AM) [snapback]177068[/snapback]</div><div class='quotemain'><!--quotec-->
Whatever happened to Nathan? When I first joined, he was one of the most active members on here, then he just suddenly disappeared. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> You better not do that to us, Pieter! We expect you to stick your head in every once in a while to say hello even if you can't work on the build. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nathan left. I don't really know why. He said he'd drop in every now and then and he did until he really stopped showing up. I haven't heard from him in ages. I do intend to keep dropping in from time to time here myself when I can find the time to do it. And I hope that when I return from sea, you'll all still be here for me to return to. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
dont worry, mate. we will be...

this game's too good to be left alone...and your fun to have around...we'd be here just to get to chat with you again! <img src="style_emoticons/<#EMO_DIR#>/jackhat.gif" style="vertical-align:middle" emoid=":j2" border="0" alt="jackhat.gif" />
 
Wow, it took me an entire afternoon but I've finally gotten a character I've added to talk to me. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

I should have done this years ago! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Congratulations, Petros! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
the advantage is that you can decide what that person says. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I love the new "cabin". <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> It fits you.

I've tried this myself, adding a room to an unused house and trying to put in a housekeeper or someone like that. Haven't gotten it to work... I know nothing about coding and all that. :p
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Commodore John Paul Jones
Thanks!

Way back when Alan Smithee first added locations to the Rob C. blacksmith mod, I followed what he did and added a room for myself in Redmond. I lost those files long ago, and yes ... forgot how to do it <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Then wanting to do it again, I studied CCC's tutorial on adding locations and did one in IM.
Then game the new ships cabins, and I thought, that's got to make a nice room!

Adding characters was not hard for me as I've done plenty of re-skins and initModel.c entries.
Graphics related, I've learned to add new loading screens, new items like the Solingen, ships with walk files.

However, adding new characters with dialogs was totally new to me.
I'm learning by studying dialog files, starting with the house residents and town walkers, and then going to specific individual characters.

I played this game through beginning to end with almost every quest over a dozen times, so even though I don't know any C+, or any other kind of coding, I can visualize much of what the code does by what I know the characters to do.

Adding this room to IM has gotten me to take the plunge and start construction of an entire quest.

I should have started this years ago!
 
Is there any way to use "Closed quest header" for one quest as a condition in dialog files to start new quests?
 
<!--quoteo(post=178720:date=Jan 10 2007, 11:33 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 10 2007, 11:33 PM) [snapback]178720[/snapback]</div><div class='quotemain'><!--quotec-->
Is there any way to use "Closed quest header" for one quest as a condition in dialog files to start new quests?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I personally don't know of any way to do that. That's why I suggested you add a <i>PChar.quest.Lucas = "completed";</i> line of code to the final quest case. That way you can use that as trigger. That should work just as well as what you want with the only difference that I actually know how to do it, which means I could try to help you with it. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

See <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=9059&view=findpost&p=177888" target="_blank">here</a> for my previous write-up on how to do that.
 
It is that while items and characters aren't a problem for me, changing locations and the whole "reinit.c" file thing is.

I find myself just starting the quest over and over.
That is OK, as I use the time to recheck and adjust dialogs, skins, etc. but having to redo the Lucas quest as well is just too much.
 
You don't need to redo the Lucas quest, just add one line of code so that you can use that at as a check to start your own quest after the Lucas quest is completed.
 
What I meant was that I have to start a "new game" when I modify/create new locations.

I don't remember how to work that "reinit.c" file to include changes in game, and that file looks way different from what I do remember.
 
About items, I notice that with the new "initItems.c" file we just can't add an item and then set various characteristics to it, but instead have to place it in pre-defined categories.

I want to add a sword, that along with damage/block stats as usual, would add to players skill points.
It has to be unique, really the only one in game, and unable to buy or sell.

I'm guessing, I now would have to add it to CCC's weapons to make this work, right?
 
<!--quoteo(post=178828:date=Jan 12 2007, 06:02 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 12 2007, 06:02 PM) [snapback]178828[/snapback]</div><div class='quotemain'><!--quotec-->What I meant was that I have to start a "new game" when I modify/create new locations. I don't remember how to work that "reinit.c" file to include changes in game, and that file looks way different from what I do remember.<!--QuoteEnd--></div><!--QuoteEEnd-->To initialize your new location and add a locator to an existing location so your new location becomes accessible without starting a new game, add code similar to this to reinit.c or console.c:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if(FindLocation(<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"den"<!--colorc--></span><!--/colorc-->) == -1)
// Replace "den" with the location ID for your new location
// This prevents the location from being initialized once it is already enabled
{
// I think this code will initialize any new locations added to the location init files
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->if(LoadSegment("locations\locations_init.c"))
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->{
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->..........<!--colorc--></span><!--/colorc-->InitLocations();
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->..........<!--colorc--></span><!--/colorc-->UnloadSegment("locations\locations_init.c");
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->}

// After the previous chunk of code, your new lcoation is initialized. It's not yet accessible though
// This is because there is no locator pointing to your location. So add a locator like this:
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->n = FindLocation(<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"Conceicao_town"<!--colorc--></span><!--/colorc-->);
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// This should be the location ID of the location where the reload locator to your location should be
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Locations[n].reload.l16.name = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"reload6"<!--colorc--></span><!--/colorc-->; // Reload locator
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Locations[n].reload.l16.go = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"Con_blacksmith"<!--colorc--></span><!--/colorc-->;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// This should be your new location's ID
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Locations[n].reload.l16.emerge = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"reload1"<!--colorc--></span><!--/colorc-->; // Emerge locator
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Locations[n].reload.l16.autoreload = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"0"<!--colorc--></span><!--/colorc-->;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// 1 if it should autoreload, 0 if it shouldn't
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Locations[n].reload.l16.label = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"Smithy"<!--colorc--></span><!--/colorc-->; // Display label.
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// Please note: You probably need to add this label to RESOURCE\INI\TEXTS\ENGLISH\interface_strings.txt as well
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Locations[n].reload.l16.close_for_night = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->1<!--colorc--></span><!--/colorc-->;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// 1 if it should close at night, 0 if it shouldn't<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=178842:date=Jan 12 2007, 11:56 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 12 2007, 11:56 PM) [snapback]178842[/snapback]</div><div class='quotemain'><!--quotec-->About items, I notice that with the new "initItems.c" file we just can't add an item and then set various characteristics to it, but instead have to place it in pre-defined categories.<!--QuoteEnd--></div><!--QuoteEEnd-->You can still initialize items as you always could, as shown with CCC's special weapons. Just add your own blade in the same way. However, your new blade will then not be a part of the weapon quality mod. If you do want your blade to be part of the weapons quality mod, you need to add the additional characteristics in a different way. Just add your blade to the InitBlade (to enable it with weaponsmod <b>on</b>) and InitStdBlade (to enable it with weaponsmod <b>off</b>) code "tables". However, your blade is now a common blade. To add the special attributes, add this code to the end of the InitBlade() and InitStdBlade() functions:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if ( id == <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"blade18"<!--colorc--></span><!--/colorc--> ) // Your blade ID
{
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->blade.skiprand = true;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// Add all your additional attributes here
}<!--QuoteEnd--></div><!--QuoteEEnd-->
In your case, the code will look like this:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if ( id == <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"blade18"<!--colorc--></span><!--/colorc--> ) // Your blade ID
{
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->blade.skiprand = true;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// Prevents your blade from being found anywhere
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->blade.skiptrade = true;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// Prevents your blade from being buyable and sellable. The blade will now not appear in the trader item exchange list at all
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->blade.skill.fencing = 1; // Adds a +1 fencing attribute to this blade. Not sure if this works for blades; I never tried
}<!--QuoteEnd--></div><!--QuoteEEnd-->
You can use <i>.skipsell</i> instead of <i>.skiptrade</i> if your blade <i>can</i> be sold to traders for money, but traders won't ever sell them to the player.
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->Please note:<!--colorc--></span><!--/colorc--> The code for the weapon quality mod has always been in table-form; that is not new. It is only new for other items.

The above should also work for other items than blades; just replace "InitBlade" with "InitGun" or "InitItem", depending on what you want to acchieve.
 
<!--quoteo(post=178877:date=Jan 13 2007, 07:21 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 13 2007, 07:21 AM) [snapback]178877[/snapback]</div><div class='quotemain'><!--quotec-->
...<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if(FindLocation(<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"den"<!--colorc--></span><!--/colorc-->) == -1)
// Replace "den" with the location ID for your new location
// This prevents the location from being initialized once it is already enabled
{
// I think this code will initialize any new locations added to the location init files
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->if(LoadSegment("locations\locations_init.c"))
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->{
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->..........<!--colorc--></span><!--/colorc-->InitLocations();
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->..........<!--colorc--></span><!--/colorc-->UnloadSegment("locations\locations_init.c");
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->} <!--QuoteEnd--></div><!--QuoteEEnd--><!--QuoteEnd--></div><!--QuoteEEnd-->

If locations are being added directly to "IslaMuelle.c", shouldn't I put that in the above code instead?


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
You can still initialize items as you always could, as shown with CCC's special weapons. Just add your own blade in the same way. <!--QuoteEnd--></div><!--QuoteEEnd-->
What I said.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
However, your new blade will then not be a part of the weapon quality mod. If you do want your blade to be part of the weapons quality mod, you need to add the additional characteristics in a different way. Just add your blade to the InitBlade (to enable it with weaponsmod <b>on</b>) and InitStdBlade (to enable it with weaponsmod <b>off</b>) code "tables". However, your blade is now a common blade. To add the special attributes, add this code to the end of the InitBlade() and InitStdBlade() functions:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->if ( id == <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"blade18"<!--colorc--></span><!--/colorc--> ) // Your blade ID
{
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->blade.skiprand = true;
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->// Add all your additional attributes here
}<!--QuoteEnd--></div><!--QuoteEEnd-->
....<!--QuoteEnd--></div><!--QuoteEEnd-->

Ahh, kool, thanks for the tip!

Oh, about rarity, can we make a blade unique?
If not, how low can "itm.rare" go without breaking the game?


PS, I also notice adding /changing sounds to characters required a new game as well.
 
<!--quoteo(post=178917:date=Jan 13 2007, 06:30 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 13 2007, 06:30 PM) [snapback]178917[/snapback]</div><div class='quotemain'><!--quotec-->
If locations are being added directly to "IslaMuelle.c", shouldn't I put that in the above code instead?
<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think so. I didn't come up with that code, but it is used as shown in my example in reinit.c. I think what that code does is to first deinitialize <i>all</i> locations, then initialize <i>all</i> of them again. The result of this is that all new locations that were added to any location init file after the game was started are initialized as well. That way it doesn't matter whether the locations are added to "IslaMuelle.c" or any other file. You can try putting "locations\init\IslaMuelle.c" in there instead, but I have no idea what the result of that would be. I have never seen the code used as such. I only ever have seen it used the way I show in my example.

However, like I said before, when the new location is initialized in your savegame, the new location still isn't accessible, because there is no locator pointing to it yet. To add such a locator, you need to use the second part of my example code as well.

Please note that I never tried this myself; it is just what I have deduced from the way I have seen the code used in reinit.c. One thing is for certain: It IS possible. Somehow. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=178917:date=Jan 13 2007, 06:30 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 13 2007, 06:30 PM) [snapback]178917[/snapback]</div><div class='quotemain'><!--quotec-->
What I said.
<!--QuoteEnd--></div><!--QuoteEEnd-->Just confirming what you said. And telling you the pros and cons of doing it that way. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=178917:date=Jan 13 2007, 06:30 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 13 2007, 06:30 PM) [snapback]178917[/snapback]</div><div class='quotemain'><!--quotec-->
Oh, about rarity, can we make a blade unique?
If not, how low can "itm.rare" go without breaking the game?
<!--QuoteEnd--></div><!--QuoteEEnd-->To make a blade or any other item truly unique, you shouldn't set the rarity value very low, but instead set <i>.skiprand = true;</i>. That line should make sure that the item is never found anywhere, nor used by any enemies. Which is exactly what you want, isn't it?

<!--quoteo(post=178917:date=Jan 13 2007, 06:30 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 13 2007, 06:30 PM) [snapback]178917[/snapback]</div><div class='quotemain'><!--quotec-->
PS, I also notice adding /changing sounds to characters required a new game as well.
<!--QuoteEnd--></div><!--QuoteEEnd-->You mean the character greeting? Isn't this also updated when you reinitialize? I thought characters were always reinitialized. You can always add some code like this to reinit.c:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->ch = CharacterFromID(<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"Petros"<!--colorc--></span><!--/colorc-->);
// This should be the character ID for who you want to change the greeting
ch.greeting = <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->"Gr_Petros"<!--colorc--></span><!--/colorc-->;
// This should be the greeting you want to give the character
// "Gr_Petros" refers to "Gr_Petros" in RESOURCE\INI\ALIASES\Greetings_alias.ini
// If you use a new greeting, you need to add it to that file as well<!--QuoteEnd--></div><!--QuoteEEnd-->Please note: You can also change other character's attributes in a similar way by adding <i>ch.yourattribute = something;</i> in there.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->To make a blade or any other item truly unique, you shouldn't set the rarity value very low, but instead set .skiprand = true;. That line should make sure that the item is never found anywhere, nor used by any enemies. Which is exactly what you want, isn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Hello Pieter & Petros, I tried this (itm.skiprand = true;) but outcommented the rare value completely. Now when I met this guy with an armchair on his back in Oxbay I thought there might be something wrong ...

I "fixed" it by changing itm.skipequip = false; to
itm.skipequip = NO_SPECIALWEAPONED_NPC; (which is of course no safe method)

Could it be that the rare value was read as zero when outcommented?
 
I don't recommend outcommenting the rare value. The game might check for that attribute at one point and it might mess up pretty badly if it doesn't find that value. As long as .skiprand = true, it shouldn't matter what the rare value is, because the item will never be encountered anyway.

You can also set .skipequip = true, but I once made a mistake with that. I set that value to true for all excellent blades with the intent that no enemy characters should ever use excellent blades. Result: No character would ever equip an excellent blade. Not even officers to whom you gave an excellent blade. So that's probably not what you want. It is only useful if you want to make a blade that can only be used by the player and MUST be equipped manually through the F2>Inventory menu. The Quick-Equip buttons won't equip anything with .skipequip = true.

NO_SPECIALWEAPONED_NPC is set to 1 by default, so if you set itm.skipequip = false to itm.skipequip = NO_SPECIALWEAPONED_NPC, the result would be that itm.skipequip = true because 1 equals true. This will cause all the issues I describe above.

BTW: Might you have a screenshot of that guy with the armchair on his back? I wonder where that came from? Might it be a BuildingSet item that somehow ended up with that man?
 
<!--quoteo(post=178984:date=Jan 14 2007, 10:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 14 2007, 10:09 AM) [snapback]178984[/snapback]</div><div class='quotemain'><!--quotec-->
..However, like I said before, when the new location is initialized in your savegame, the new location still isn't accessible, because there is no locator pointing to it yet. To add such a locator, you need to use the second part of my example code as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes there is. I already added those locators to IslaMuella.c when I added the locations themselves, That is how I am able to go there to do all those screen shots.

So I'm guessing that if re-init with the code you gave, first de-initializes all locations, then initializes all of them again, I should have no problem.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->To make a blade or any other item truly unique, you shouldn't set the rarity value very low, but instead set <i>.skiprand = true;</i>. That line should make sure that the item is never found anywhere, nor used by any enemies. Which is exactly what you want, isn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Now I understand, Right on. Got it.
 
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