Hi,
Thanks very much for the reply and complimenting my random scary picture! I have gone into the file, changed the Character first name and last name to "Will" and last name turner "Turner". I loaded up the game and pressed F2 and looked on the character menu, but hes still called Nathaniel Hawk? Very strange. And yes this is the stock game
Here's the text:
// Set characters initial data
void CreateCharacters()
{
ref ch;
int n;
for(n=0; n<TOTAL_CHARACTERS; n++)
{
makeref(ch,Characters[n]);
//DeleteAttribute(ch,"act");
DeleteAttribute(ch,"");
//Logic data
ch.id = "0";
ch.index = n;
ch.sex = "man";
//Model data
ch.model = "none";
ch.model.entity = "NPCharacter";
ch.model.animation = "";
//Address
ch.location = "none";
ch.location.group = "";
ch.location.locator = "";
ch.location.from_sea = "";
//Ship data
ch.Ship.Type = SHIP_NOTUSED;//SHIP_LUGGER;
//Quest data
ch.Dialog.CurrentNode = "First time";
ch.Dialog.TempNode = ch.Dialog.CurrentNode;
ch.quest.meeting = "0";
ch.quest = "True";
//Misc data
ch.nation = ENGLAND;
ch.skill.freeskill = 0;
ch.rank = 1;
ch.reputation = REPUTATION_NEUTRAL;
// battle hp
ch.headModel = "capitan";
LAi_SetLoginTime(ch, 6.0, 21.98333);
LAi_SetHP(ch, LAI_DEFAULT_HP, LAI_DEFAULT_HP_MAX);
}
ReloadProgressUpdate();
makeref(ch,Characters[0]); //Blaze Devlin
LAi_SetImmortal(ch, true); //Blaze Devlin
//ch.perks.list.InstantBoarding = true;
ch.name = "Will";
ch.lastname = "Turner";
ch.id = "Blaze";
ch.nation = ENGLAND;
ch.model = "blaze";
ch.activity_begin = "0";
ch.activity_end = "24";
ch.sex = "man";
ch.luck = 4;
/*ch.spyglass.itemID = COMMON_SPYGLASS;
ch.gun.itemID = GUN_COMMON;
ch.gun = "gun";
ch.blade = "saber";
ch.blade.itemID = BLADE_SABER;
ch.blade.time = 0.1;
ch.blade.colorstart = argb(128, 22, 46, 190);
ch.blade.colorend = argb(0, 20, 60, 100);*/
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "blaze_dialog.c";
ch.rank = 1;
ch.reputation = "50";
ch.experience = 0;//CalculateExperienceFromRank(sti(ch.rank));
ch.skill.Leadership = "1";
ch.skill.Fencing = "1";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.skill.freeskill = 2;
ch.perks.freepoints = 1;
ch.money = "1000";
ch.Ship.Name = "Victory";
//ch.Ship.Type = SHIP_FRIGATE_ENGLAND;
//ch.Ship.Type = SHIP_CORVETTE_ENGLAND;
ch.Ship.Type = SHIP_LUGGER_ENGLAND;
//ch.Ship.Type = SHIP_MANOWAR2_FRANCE;
ch.Ship.Stopped = true;
//ch.Ship.Cannons.Type = CANNON_TYPE_TEST;
ch.FaceId = 31;
ch.ShipSlot1.Type=SHIP_NOTUSED;
ch.ShipSlot1.Name="NoName";
ch.ShipSlot2.Type=SHIP_NOTUSED;
ch.ShipSlot2.Name="NoName";
ch.ShipSlot3.Type=SHIP_NOTUSED;
ch.ShipSlot3.Name="NoName";
ch.quest.Contraband.relation = 50;
ch.quest.RelationAgentMet = "0";
ch.quest.gambling = "0";
ch.quest.friend_in_tavern = "";
ch.quest.main_line = "0";
ch.quest.killed.pirates = "0";
Ch.quest.Story_LeavingOxbay.win_condition.l1 = "location";
Ch.quest.Story_LeavingOxbay.win_condition.l1.character = "Blaze";
Ch.quest.Story_LeavingOxbay.win_condition.l1.location = "Oxbay";
Ch.quest.Story_LeavingOxbay.win_condition = "Story_leavingOxbay";
Ch.quest.Story_LeavingOxbay.fail_condition = "Story_leavingOxbay";
/* string stmp;
stmp = GUN_COMMON; Ch.items.(stmp) = 1;
stmp = POTION; Ch.items.(stmp) = 2;
stmp = BLADE_SABER; Ch.items.(stmp) = 1;
stmp = CHEAP_SPYGLASS; Ch.items.(stmp) = 1;*/
// QUESTS BEGINNINGS
// Main story line
Ch.quest.Begining.win_condition.l1 = "location";
Ch.quest.Begining.win_condition.l1.location = "Oxbay_port";
Ch.quest.Begining.win_condition = "Begining";
//Hitman
ch.quest.Hitman = "";
ch.quest.Hit_start.win_condition.l1 = "location";
ch.quest.Hit_start.win_condition.l1.character = ch.id;
ch.quest.Hit_start.win_condition.l1.location = "Oxbay_port";
ch.quest.Hit_start.win_condition = "Hit_start";
//Hitman
//Lucas
ch.quest.Lucas = "";
ch.quest.Luc_start.win_condition.l1 = "location";
ch.quest.Luc_start.win_condition.l1.character = ch.id;
ch.quest.Luc_start.win_condition.l1.location = "Muelle_Residence";
ch.quest.Luc_start.win_condition = "Luc_start";
//Lucas
//Tutorial
ch.quest.Tut_start.win_condition.l1 = "location";
ch.quest.Tut_start.win_condition.l1.character = ch.id;
ch.quest.Tut_start.win_condition.l1.location = "Tutorial_Deck";
ch.quest.Tut_start.win_condition = "Tut_start";
//Tutorial
// Artois Voysey and Nigel Blythe quest
Ch.quest.Story_Artois_Nigel.win_condition.l1 = "location";
Ch.quest.Story_Artois_Nigel.win_condition.l1.character = "Blaze";
Ch.quest.Story_Artois_Nigel.win_condition.l1.location = "QC_town";
Ch.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
//
ReloadProgressUpdate();
n = 1;
n = CreateFalaiseDeFleurCharacters(n);
ReloadProgressUpdate();
n = CreateRedmondCharacters(n);
ReloadProgressUpdate();
n = CreateIslaMuelleCharacters(n);
ReloadProgressUpdate();
n = CreateOxbayCharacters(n);
ReloadProgressUpdate();
n = CreateConceicaoCharacters(n);
ReloadProgressUpdate();
n = CreateDouwesenCharacters(n);
ReloadProgressUpdate();
n = CreateOfficersCharacters(n);
ReloadProgressUpdate();
n = CreateStoryCharacters(n);
ReloadProgressUpdate();
n = CreateTempQuestCharacters(n);
ReloadProgressUpdate();
n = CreateQuebradasCostillasCharacters(n);
ReloadProgressUpdate();
n = CreateTempQuestEnemy(n);
ReloadProgressUpdate();
n = CreateFortCommandants(n);
ReloadProgressUpdate();
n = CreateTownUsurers(n);
ReloadProgressUpdate();
n = CreateStreetMerchants(n);
ReloadProgressUpdate();
//Trace("NChar: " + n);
CreateOtherCharacters();
ReloadProgressUpdate();
if(GetMainCharacterIndex()>=0)
{
SetMainCharacterIndex(GetMainCharacterIndex());
}
//SetAllShipData();
//SetAllFellows();
//Post init
for(n=0; n<TOTAL_CHARACTERS; n++)
{
ref rCharacter = GetCharacter(n);
if(rCharacter.sex == "man")
{
rCharacter.model.animation = "man";
rCharacter.model.height = 1.8;
}else{
rCharacter.model.animation = "towngirl";
rCharacter.model.height = 1.75;
}
rCharacter.FaceGroup = 0;
// set fellows
if (CheckAttribute(rCharacter,"fellows")) { SetBaseFellows(rCharacter); }
// set base ship data
SetBaseShipData(rCharacter);
if(n > 1) rCharacter.FaceId = 0;
switch (rCharacter.model)
{
case "black_corsair": rCharacter.FaceId = 0; break;
case "bocman1": rCharacter.FaceId = 1; break;
case "bocman3": rCharacter.FaceId = 2; break;
case "bocman4": rCharacter.FaceId = 3; break;
case "brodyaga": rCharacter.FaceId = 4; break;
case "capitan": rCharacter.FaceId = 5; break;
case "capitan1": rCharacter.FaceId = 6; break;
case "chameleon": rCharacter.FaceId = 7; break;
case "chelovek": rCharacter.FaceId = 8; break;
case "chelovek1": rCharacter.FaceId = 9; break;
case "corsair1": rCharacter.FaceId = 10; break;
case "corsair1_1": rCharacter.FaceId = 11; break;
case "corsair1_2": rCharacter.FaceId = 12; break;
case "corsair2": rCharacter.FaceId = 13; break;
case "corsair3": rCharacter.FaceId = 14; break;
case "danielle": rCharacter.FaceId = 15; break;
case "blaze": rCharacter.FaceId = 16; break;
case "fawn": rCharacter.FaceId = 17; break;
case "killer": rCharacter.FaceId = 18; break;
case "korsar": rCharacter.FaceId = 19; break;
case "korsar1": rCharacter.FaceId = 20; break;
case "lucas": rCharacter.FaceId = 21; break;
case "maltese": rCharacter.FaceId = 22; break;
case "man1": rCharacter.FaceId = 23; break;
case "man1_1": rCharacter.FaceId = 24; break;
case "man1_2": rCharacter.FaceId = 25; break;
case "man2": rCharacter.FaceId = 26; break;
case "man3": rCharacter.FaceId = 27; break;
case "man3_1": rCharacter.FaceId = 28; break;
case "man6": rCharacter.FaceId = 29; break;
case "man6_1": rCharacter.FaceId = 30; break;
case "offic_fra": rCharacter.FaceId = 31; break;
case "old_man1": rCharacter.FaceId = 32; break;
case "old_man2": rCharacter.FaceId = 33; break;
case "researcher": rCharacter.FaceId = 34; break;
case "sailor1": rCharacter.FaceId = 35; break;
case "sailor2": rCharacter.FaceId = 36; break;
case "sailor3": rCharacter.FaceId = 37; break;
case "sailor4": rCharacter.FaceId = 38; break;
case "sailor5": rCharacter.FaceId = 39; break;
case "sailor6": rCharacter.FaceId = 40; break;
case "animists2": rCharacter.FaceId = 41; break;
case "storeman": rCharacter.FaceId = 42; break;
case "storeman2": rCharacter.FaceId = 43; break;
case "will_2": rCharacter.FaceId = 44; break;
case "huber_eng": rCharacter.FaceId = 45; break;
case "blackman": rCharacter.FaceId = 46; break;
case "towngirl1": rCharacter.FaceId = 52; break;
}
rCharacter.headModel = "h_" + rCharacter.model;
if(CheckAttribute(rCharacter,"blade"))
{
if(CheckAttribute(rCharacter,"blade.itemID"))
{
rCharacter.equip.blade = rCharacter.blade.itemID;
}
else
{
rCharacter.equip.blade = BLADE_SABER;
}
DeleteAttribute(rCharacter,"blade");
}
if(CheckAttribute(rCharacter,"gun"))
{
if(CheckAttribute(rCharacter,"gun.itemID"))
{
rCharacter.equip.gun = rCharacter.gun.itemID;
}
else
{
rCharacter.equip.gun = GUN_COMMON;
}
DeleteAttribute(rCharacter,"gun");
}
if(CheckAttribute(rCharacter,"spyglass.itemID"))
{
rCharacter.equip.spyglass = rCharacter.spyglass.itemID;
DeleteAttribute(rCharacter,"spyglass");
}
}
// MainCharacter start parameters
ch.Ship.HP = 300;
ch.Ship.crew.quantity = 30;
SetCharacterGoods(&Characters[0],GOOD_BALLS,300);
SetCharacterGoods(&Characters[0],GOOD_GRAPES,100);
SetCharacterGoods(&Characters[0],GOOD_KNIPPELS,100);
SetCharacterGoods(&Characters[0],GOOD_BOMBS,300);
SetCharacterGoods(&Characters[0],GOOD_CHOCOLATE,100);
SetCharacterGoods(&Characters[0],GOOD_LEATHER,25);
Characters[GetCharacterIndex("Danielle")].model.animation = "woman";
ReloadProgressUpdate();
}
void SetAllShipData()
{
for(int i=0;i<MAX_CHARACTERS;i++)
{
SetBaseShipData(GetCharacter(i));
}
}
void SetAllFellows()
{
ref rcc;
for(int i=0;i<MAX_CHARACTERS;i++)
{
rcc = GetCharacter(i);
if(CheckAttribute(rcc,"fellows"))
{
SetBaseFellows(rcc);
}
}
}