I have just posted a ZIP with extra fixes here: Mod Release - Build 14 Beta 4 Internal WIP For Testing | PiratesAhoy!
That may solve these dialog errors for you already.
That may solve these dialog errors for you already.
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I thought it was fixed, but this fix will do it.
This definitely still needs work.
There is some dialog that doesn't show normally.
I did make a change so that Tavern brawls get triggered after the dialog closes and not during it.
I think the Guards one may be functionally OK now, but those other two probably aren't yet.
If I recall, they don't include a case yet for when you are KNOWN to be hostile based on your current flag.
That should probably be added.
if(GetRMRelation(PChar, sti(Npchar.nation)) <= REL_WAR) //MT: At war with pirates
{
// MT: Chance to be recognised, not neccesarily when using a false flag
if (GetNationRelation(PERSONAL_NATION, sti(chr.nation)) == RELATION_ENEMY && GetFlagRMRelation(sti(Npchar.nation)) != RELATION_ENEMY && frnd() < GetChanceDetectFalseFlag())
{
if ((GetCurrentLocationNation() == PIRATE)) // MT: If you were masquerading as a pirate to sneak into their town:
{
Dialog.Text = DLG_TEXT[3];
Link.l1 = DLG_TEXT[4];
}
else //MT: You are a rich and famous individual, hostile towards pirates
{
Dialog.Text = DLG_TEXT[20] + GetMySimpleName(PChar) + DLG_TEXT[21];
Link.l1 = DLG_TEXT[22];
}
Link.l1.go = "exit";
LAi_group_SetRelation("random_pirates_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
}
else
{
if (frnd()<makefloat(GetRankFromPoints(GetScore(PChar)))/12.0) //MT: detection chance
{
Dialog.Text = DLG_TEXT[20] + GetMySimpleName(PChar) + DLG_TEXT[21];
Link.l1 = DLG_TEXT[22];
}
else //MT: The pirates don't want to bother attacking you despite being hostile:
{
Dialog.Text = DLG_TEXT[10];
Link.l1 = DLG_TEXT[11];
}
Link.l1.go = "exit";
}
}
I also saw this line of dialog in the game when I first talked to a sailor:
"Alright, let's try this again... 'Would you, sir, happen to be someone willing to take me on as crew aboard your merchant and/or other vessel?'"
'Again' suggests I talked to him before, but I didn't, so I was wondering how that is meant to be used.
Ah, right; I failed to catch that.I'd imagined that the sailor had been talking to various people already, excluding you. The player just happens to be the xth person he tried to get a job with, hence the phrasing in the rest of that line.
Cool!Allright, i've worked out the pirates. Also simplified the false flag check a bit, since the code was checking for player vs. NPC hostility twice, which was unecessary. Still need to add in the check for when you're known to be hostile based on your current flag though, although i suspect it won't be needed for the pirates, since they're not allied with any nation but themselves. You're either personally hostile, or not.
if(GetNationRelation(PERSONAL_NATION, sti(chr.nation)) == RELATION_ENEMY)
if(GetNationRelation2MainCharacter(sti(NPChar.nation)) == RELATION_ENEMY)
You may be missing the case where you are flying a flag that is hostile to the pirates.
It looks like at the moment, if you are hostile to them and don't hide that fact, they will leave you alone.
This is something I had to add to the sitting guard dialog as well, because that wasn't covered there either....
Thanks a lot!I think i've got that covered now. I moved the flag hostility check outside of the brackets, which had some minor consequences for the rest of dialogue. It's a bit difficult to wrap your head around this one, but i think the comments i made in the file should help people understand.