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Solved duplicating ships, what ami doing wrong.

Jonesie85

Boarding Master
Storm Modder
Hello, firstly i appolagise for plastering the forum with this quetion. if you need to delete some of my previous post please do not delete this one. Also, i am running GOF v1.2 full patch 1.

My Goal: My aim is to duplicate a current 5/4 rate corvette or frigate. Rename it to 'The Boarding Masters Corvette/Frigate' or something to that effect. This Ship will obviously be a cheaters ship with more speed and cargo space at the expense of other stats. This ship is intended to be used by the enemy AI aswel, Not purchasable through a ship-yard. It is intended to be encountered and is intended for use with the debuger.c spawn player ship cheat.

Code:
ref mc = GetMainCharacter();
    mc.Ship.Type = GenerateShip(SHIP_BOARDINGCORVETTE, true);

First Problem: My first issue after i did the folowing code changes was that when i attempted to spawn it via debuger.c i would get the next ship/fort/boat down the line. In this case it is a fort. Thats right, when i activated the cheat i would get a fort.
SOLUTION: I needed to REINIT (button in the mod options via the main menu). After i pressed the reinit button and then pressed the specific cheat button i would get my boarding corvette.

Second Problem: This problem i need help with. My character is in a building. I then REINIT and then activate the cheat. i get the boarding corvette and go outside. The game crashes to desktop during the loading transition from inside to outside. I am asuming it has something to do with the models and textures of my ship being displayed in port. I am also asuming to save on hdd space the ship models refer to files outside of there ship directories rather than having all of the ship files required for each ship in each directory. How do i find out which files are related to individual ships? So i can basically lift a complete ship out of the game.

The Original Ship i chose and the Files i duplicated: I chose the 'CORVETTE51' which is the Heavy Corvette. In the text files it is listed as 'CORVETTE5'

The following files were copied from there respective folders to the duplicate folder named 'BoardingCorvette'.
The black text are the original files and the red text are the duplicated files. These files were just copied not modified internally.

RESOURCE/MODELS/SHIPS/corvette51/corvette51.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_deadeyes.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_deck.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_fonar_day.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_fonar_night.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_mast1.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_mast2.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_mast3.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_mast4.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_mast10.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_patch.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_a1.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_a2.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_a3.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_a4.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_b2.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_b3.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_b4.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_c2.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_c3.gm
RESOURCE/MODELS/SHIPS/corvette51/corvette51_rey_flag.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_deadeyes.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_deck.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_fonar_day.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_fonar_night.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_mast1.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_mast2.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_mast3.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_mast4.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_mast10.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_patch.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_a1.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_a2.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_a3.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_a4.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_b2.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_b3.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_b4.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_c2.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_c3.gm
RESOURCE/MODELS/SHIPS/BoardingCorvette/BoardingCorvette_rey_flag.gm

RESOURCE/MODELS/SHIPS/SAILORSPOINTS/Corvette51.ini
RESOURCE/MODELS/SHIPS/SAILORSPOINTS/BoardingCorvette.ini

RESOURCE/TEXTURES/INTERFACES/SHIPS/corvette5.tga.tx
RESOURCE/TEXTURES/INTERFACES/SHIPS/BoardingCorvette.tga.tx

The following files were not modified, but they were duplicated
RESOURCE/TEXTURES/SHIPS/Corvette51/Hull1/bortoutcorvette1.tga.tx
RESOURCE/TEXTURES/SHIPS/Corvette51/Hull1/deck.tga.tx
RESOURCE/TEXTURES/SHIPS/Corvette51/Hull2/bortoutcorvette1.tga.tx
RESOURCE/TEXTURES/SHIPS/Corvette51/Hull2/deck.tga.tx
RESOURCE/TEXTURES/SHIPS/Corvette51/Hull3/bortoutcorvette1.tga.tx
RESOURCE/TEXTURES/SHIPS/Corvette51/Hull3/deck.tga.tx
RESOURCE/TEXTURES/SHIPS/BoardingCorvette/Hull1/bortoutcorvette1.tga.tx
RESOURCE/TEXTURES/SHIPS/BoardingCorvette/Hull1/deck.tga.tx
RESOURCE/TEXTURES/SHIPS/BoardingCorvette/Hull2/bortoutcorvette1.tga.tx
RESOURCE/TEXTURES/SHIPS/BoardingCorvette/Hull2/deck.tga.tx
RESOURCE/TEXTURES/SHIPS/BoardingCorvette/Hull3/bortoutcorvette1.tga.tx
RESOURCE/TEXTURES/SHIPS/BoardingCorvette/Hull3/deck.tga.tx

The following is a list of files and what internal code was altered.It includes extra code to show you were my changes are located within each file.

RESOURCE/INI/INTERFACES/pictures.ini
(added at the end of the list)

Code:
[SHIPS_warship1]
sTextureName    = ships\DUTCHPINNACE.tga
wTextureWidth    = 128
wTextureHeight    = 128
picture = ship,0,0,128,128
 
[SHIPS_BoardingCorvette]
sTextureName    = ships\BOARDINGCORVETTE.tga
wTextureWidth    = 128
wTextureHeight    = 128
picture = ship,0,0,128,128
 
[FACE128_0]
sTextureName    = portraits\128\face_0.tga
wTextureWidth    = 128
wTextureHeight    = 128
picture = face,0,0,128,128


RESOURCE/INI/TEXTS/RUSSIAN/common.ini
(added at the end of the list)

Code:
string = DUTCHPINNACE,"Dutch Pinnace"
string = DUTCHPINNACEGen,"Dutch Pinnace"
string = DUTCHPINNACEAcc,"Dutch Pinnace"
string = DUTCHPINNACEDat,"Dutch Pinnace"
string = Warship1,"Dutch Warship"
string = Warship1Gen,"Dutch Warship"
string = Warship1Acc,"Dutch Warship"
string = Warship1Dat,"Dutch Warship"
string = BoardingCorvette,"Boarding Corvette"
string = BoardingCorvetteGen,"Boarding Corvette"
string = BoardingCorvetteAcc,"Boarding Corvette"
string = BoardingCorvetteDat,"Boarding Corvette"


RESOURCE/INI/TEXTS/RUSSIAN/shipdescribe.txt
(added at the end of the list)

Code:
Warship1 {
A warship is a ship that is built and primarily intended for combat. Warships are usually built in a completely different way than merchant ships. As well as being armed, warships are designed to withstand damage and are usually faster and more maneuverable than merchant ships. Unlike a merchant ship, a warship typically only carries weapons, ammunition and supplies for its own crew (rather than merchant cargo). Warships usually belong to a navy, though they have sometimes been operated by individuals or companies
}
BoardingCorvette {
The boarding corvette.....
}
NoneBoat {
No ship. The hero has become a land rat, until he scrapes up a ship for himself can no longer call himself a captain.
}


PROGRAM/BATTLE_INTERFACE/battleInterface.c
(added at the end of the list)

Code:
    case "ArabellaShip":
        BI_intNRetValue[0] = 4+3*8;
        BI_intNRetValue[1] = 4+3*8 + 1;
        BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
        break;
 
    case "Flyingdutchman":
        BI_intNRetValue[0] = 6+1*8;
        BI_intNRetValue[1] = 6+1*8 + 1;
        BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
        break;
 
    case "BoardingCorvette":
        BI_intNRetValue[0] = 6+1*8;
        BI_intNRetValue[1] = 6+1*8 + 1;
        BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
        break;
    }
    BI_intNRetValue[3] = false;
}


PROGRAM/SCRIPTS/shipsUtilites.c
(i did nothing to this file. I dont want it sold at ship-yards)


PROGRAM/SHIPS/ships.h
(added at the end of the list)

Code:
#define SAILS_COLOR_QUANTITY                10
#define SHIP_TYPES_QUANTITY                            154 //< 1 ship added so the value was increased by one
#define SHIP_TYPES_QUANTITY_WITH_FORT        155 //< 1 ship added so the value was increased by one

Code:
//1
#define SHIP_INTREPIDE            135
#define SHIP_ENDEAVOUR            136
#define SHIP_MANOWAR_FAST        137
#define SHIP_MANOWAR            138
#define SHIP_BATTLEMANOWAR        139
#define SHIP_MANOW50_GUB        140
#define SHIP_VICTORY            141
#define SHIP_SOLEILROYAL        142
#define SHIP_SANFELIPE            143
 
//Quest Ships
#define SHIP_SOLEYRU            144
#define SHIP_BRIGQEEN            145
#define SHIP_BRIGSW            146
#define SHIP_XebekVML            147
#define SHIP_CORVETTE_QUEST        148
#define SHIP_ARABELLA            149
#define SHIP_FLYINGDUTCHMAN        150
#define SHIP_BOARDINGCORVETTE    151
 
//
#define SHIP_BOAT                  152 //< Number increased changed from 151 to 152
#define SHIP_FORT                  153 //< Number increased changed from 152 to 153
 
#define SHIP_NOTUSED            1000
#define SHIP_NOTUSED_TYPE_NAME    "Not Used"
#define SHIP_NAME_NOTUSED        "Noname"



PROGRAM/SHIPS/ships_init.c
(added at the end of the list)

Code:
    ///////////////////////////////////////////////////////////////////////////
    /// Boarding Corvette
    ///////////////////////////////////////////////////////////////////////////
    makeref(refShip,ShipsTypes[SHIP_BOARDINGCORVETTE]);
    refShip.Name                        = "BoardingCorvette";
    refship.Soundtype            = "corvette";
    refShip.Class            = 5;
    refShip.Cannon                      = CANNON_TYPE_CANNON_LBS8;
    refShip.MaxCaliber                  = 16;
    refShip.Weight            = Tonnes2CWT(1000);
    refShip.Capacity                    = 5000; //<----                      INCREASED
    refShip.CannonsQuantity                = 30;
    refShip.rcannon                            = 14;
    refShip.lcannon                            = 14;
    refShip.fcannon                            = 0;
    refShip.bcannon                            = 2;
    refShip.MaxCrew                    = 280;
    refShip.MinCrew                    = 18;
    refShip.BoardingCrew                        = 136;
    refShip.GunnerCrew                            = 42;
    refShip.CannonerCrew                = 84;
    refShip.SailorCrew                    = 270;
    refShip.SpeedRate                    = 14.8;
    refShip.TurnRate                    = 46.0;
    refShip.Price                      = 110000;
        if(!RTBL) // = If RTBL is NOT enabled
{
    refShip.HP                          = 7500; //<----                        INCREASED
        }
    else // = If RTBL IS enabled
    {
    refShip.HP                          = 6500;
}
    refShip.SP                          = 300;
    refShip.AbordageLocation            = "Boarding Deck_01";
    refship.Type.Merchant                    = false;
    refship.Type.War                        = true;
    refShip.fWindAgainstSpeed                = 3.0;
    refShip.sea_enchantment                    = 1.2;
    refShip.lowpolycrew = 20;
    refShip.buildtime = 100;
 
    refship.Rocking.y = 0.4;
    refship.Rocking.az = 0.035;
 
    refship.WaterLine                            = 0.2;
    refship.SpeedDependWeight            = 0.3;
    refship.SubSeaDependWeight            = 1.0;
    refship.TurnDependWeight            = 0.8;
    refship.WindAgainstSpeed  = 4.5;//boal
    refship.CabinType          = "Cabin"; // boal 28.03.05
    refship.DeckType          = "Big";
 
    refship.InertiaAccelerationX    = 5.0;    refship.InertiaBrakingX        = 5.0;
    refship.InertiaAccelerationY    = 4;    refship.InertiaBrakingY        = 4;
    refship.InertiaAccelerationZ    = 5.0;    refship.InertiaBrakingZ        = 5.0;
 
        refShip.Height.Bombs.Y = 1.0; refShip.Height.Bombs.DY = 0.5;
    refShip.Height.Grapes.Y = 2.0; refShip.Height.Grapes.DY = 1.0;
    refShip.Height.Knippels.Y = 10.0; refShip.Height.Knippels.DY = 8.0;
    refShip.Height.Balls.Y = 1.0; refShip.Height.Balls.DY = 0.5;
 
    refShip.GeraldSails.rey_b1 = 1;
    refShip.GeraldSails.rey_b2 = 1;
    refShip.GeraldSails.rey_b3 = 1;
    refShip.GeraldSails.rey_b1.vscale = 0.9;
    refShip.GeraldSails.rey_b2.vscale = 0.7;
    refShip.GeraldSails.rey_b3.vscale = 0.7;
 
    refship.Track.Enable    = true;
    refship.Track1.ZStart    = 0.20;
    refship.Track1.LifeTime = 14.5;
    refship.Track1.Width    = "3.7, 3.9";
    refship.Track1.Speed    = "7.0, 8.0";
 
    refship.Track2.ZStart    = -0.15;
    refship.Track2.LifeTime = 8.5;
    refship.Track2.Width    = "8.0, 9.0";
    refship.Track2.Speed    = "0.15, 0.25";
 
    //Nation
        refShip.england = 1.0; //
        refShip.france = 0.0; //
        refShip.holland = 0.0; //
        refShip.pirate = 1.0; //
        refShip.spain = 0.0; //
 
 
    ///////////////////////////////////////////////////////////////////////////
    /// FORT
    ///////////////////////////////////////////////////////////////////////////
    makeref(refShip,ShipsTypes[SHIP_FORT]);
    refShip.Name            = "Fort";
    refShip.isFort                  = true; // äëÿ óäîáñòâà ïðîâåðîê íà rRealShip
    refShip.Class            = 1;
    refShip.Cannon                      = CANNON_TYPE_CANNON_LBS48;
    refShip.MaxCaliber 
 
THE FORT CODE IS CONTINUED IN THE FILE. I JUST TOOK ABIT TO SHOW WHERE MY SHIP CODE IS LOCATED.

Thank you for your time and patience. It is greatly appreciated.
 
I had this problem in the past, try moving the "Boarding_Corvette" to the class 5 group in ships.H and changing the numbers for each ship (keep backup of ships.H). Then try your game, this was the problem for me. Or you could change the ship to a class 1 ship in ships_init and put the ship in ships.H under class 1 group just to test this out so that you don't have to re-number over 100 ships. Also did you rename the GM files with a hex editor?

I don't believe you can just change a ships GM name and when you did change the name, did you put the number 1 at the end of each entery so it looks like "boarding_corvette1"? this also has to be the name of both the texture and models folder for the ship. I would say the "1" missing from the end of the ships nam,e in each GM file is the reason for the game crashing to desktop when loading outside which is when the game starts to render the game.
 
thank you for your response. it is appreciated.

i know this is a hassel. but i must ask. how do you rename gm files with a hex editor? I have asic hex editing knowledge from my BOTF modding days. i did neglect to place 1 at the end. im going to try your advice out. i'll post back with teh results.
 
I managed to get it working. Although it has only been testing at port, Im expecting some bugs later down the line.

I left the '1' on teh various files. I did not change the *.gm files using a hex editor. I originally placed the 'Boarding corvette just after the ship it was copied from... HeavyCorvete (corvette5) in these files:-

RESOURCE/INI/INTERFACES/pictures.ini
RESOURCE/INI/TEXTS/RUSSIAN/common.ini
RESOURCE/INI/TEXTS/RUSSIAN/shipdescribe.txt
PROGRAM/BATTLE_INTERFACE/battleInterface.c
PROGRAM/SHIPS/ships.h
PROGRAM/SHIPS/ships_init.c

after i reinit the game the ships were randomly sorted, mostly interface related. I then placed it at the end of the ship lists with the above files changing the ship class/rate 1 as i was adviced. Obviously this resulted in my moderate 29 level character being unable to use the ship correctly. Despite the ship being the same specs (except for an extra 500 hold and 4 less cannon) as a heavy corvette. I went back into the 'ships_init.c' and changed the ships class/rate back to 5. it still works.

Also, the mixed up ships (interface related). could it have only effected my companion ship? i mean, if i start a new game would they have been handled differently?

If there is anybody out there who knows what type of bugs/glitches i am about to experience could they give me a hint about it.

One last question, I genuinly thought that each ship had set stats that did not change and that the variety that you come accross were uniquely different ship entries. But now i know that for example, the galleon has stats set in a the 'ships_init.c' are just an average. i assume there is a setting somewhere that states the range. 1.0 each way?? possibly. However, my question is... Is there a way i can make one ship exempt from that function?

Thank you for your time and patience
 
No problem bud, good to know she's now working for you.

I can't say how to edit the GM files with hex because i have never done it or understand how the hex editing stuff works (looks to complicated for me to learn). But i'm sure someone will point you in the direction if they see this post or you ask in the storm engine forum.

I don't think you will find any spacific bugs to your modified version of the Corvette5, if there are any bugs then it will be seen with the Corvette5 aswell. The only bugs you will see that aren't related to the actual ship model will be errors made in the coding you have done for her (ship name typo(s) etc).

Sadly i don't think its possible to make one ship unique in that the stats given in ships_init are the only stats the game will use without the code been created by a coder. I also do not know where the game reads the code for randomising the stats from ships_init, i would say its code is in a few files but could be wrong.

When you reinit the game after adding any new ships, all ships added in ships.H will effect the interface. Say you add a ship and its a class 6 ship, and you add it at the end of class 6 in ships.H. All ships after her will have the wrong interface imagie. This is because the reinit function doesn't update the ships.H file. I don't know if the same can be said for pictures.ini aswell, but starting a new game will fix that problem. This is why we alway's advice in patches that add new ships to start over, some patches that have been released require a new game even if they don't add ships. This is because of some files the reinit function doesn't update or can't update all changes for because the coding is in multiple files and some of those files are ones the reinit function can't update because it hasn't been coded to do so. (we need a code to get the reinit function to update all files).
 
thank you for your response. It is greatly appreciated. Again, i have another question.In the 'Ships_init.c' file i found this code. Am i correct in the assumption that it lists which nations can generate the specific ship. 0.0 = NO and 1.0 - Yes. Or is it the probability of generation? if you want alot of them on the ceans you alter it to 100.0? im just shooting in the dark with it. With the code i have posted, what does it mean?

Code:
    //Nation
        refShip.england = 0.0; //
        refShip.france = 0.0; // 1.0
        refShip.holland = 0.0; //
        refShip.pirate = 1.0; //
        refShip.spain = 0.0; //

I decided to make a new type of ship that i liked the look of and had different types of stats, The Boarding Corvette. I really should have labled it Fast Corvette but i like my original choice. I also decided to duplicate the duplicate so i could have the original, boarding corvette and boarding masters corvette (god-ship).

I am hoping that the above code, if all values are 0.0 then it'l never generate on the map. i have made sure that it cannot be bought at the shipyards. It is to be spawned to the player via debuger.c

anyway, thank you again for your time and patience. :thumbs1
 
If you add the following code then that will prevent the ship from been generated in the game.

Code:
 refship.CanEncounter     = false;

Put the above code above the following entery in ships_init.c for each of the ships you do not wish to see ingame.

Code:
  refship.Type.Merchant = true;

Yes the code you pointed out if set to 0.0 means that nation can't generate it and 1.0 means they can. Setting
 
thank you. for your hard work. I have come accrossy first bug. When in the shipyards cannon shop with the horizontal tile ship selector. I browse through ship1, ship2, ship3 and then ship4 with the same interface info as ship 3 then onto ship 5 which is ok.

I remember seeing someone else having this problem so i went to this tutorial http://www.piratesahoy.net/threads/potc-ships-to-aop-coas.13390/, captin hawk mentions soemthing that sounds like this and that he fixed it by butting the common.ini file in the correct place. i have made sure mine is in the correct place and the only change i made was to add these two entries at the end of the ships info.

Code:
string = BoardingCorvette,"Boarding Corvette"
string = BoardingCorvetteGen,"Boarding Corvette"
string = BoardingCorvetteAcc,"Boarding Corvette"
string = BoardingCorvetteDat,"Boarding Corvette"
string = BoardingMastersCorvette,"Boarding Masters Corvette"
string = BoardingMastersCorvetteGen,"Boarding Masters Corvette"
string = BoardingMastersCorvetteAcc,"Boarding Masters Corvette"
string = BoardingMastersCorvetteDat,"Boarding Masters Corvette"

Do you know what i have missed. it must be something with interfaces or text entries for these two ships.

I know i have asked you question after question after question, i mean no offence with my questions. if i ever meet you in thre real world i'll buy you a pint.
 
ok i figured out what i did wrong.

RESOURCE/Textures/INTERFACES/SHIPS/
- bortoutboardingcorvette1.tga.tx
- bortoutboardingmasterscorvette1.tga.tx

In the 'RESOURCE/INI/interfaces/pictures.ini file i wrote this:-

Code:
[SHIPS_boardingcorvette]
sTextureName    = ships\boardingcorvette.tga
wTextureWidth    = 128
wTextureHeight    = 128
picture = ship,0,0,128,128
 
[SHIPS_boardingmasterscorvette]
sTextureName    = ships\boardingmasterscorvette.tga
wTextureWidth    = 128
wTextureHeight    = 128
picture = ship,0,0,128,128

i then removed the '1' from the two files. It works now.
 
Its ok bud, happy to help.:onya

Good to see you managed to fix it.;)

I hope you ment a pint of shake because i don't drink alcohol.xD
 
Its ok bud, happy to help.:onya

Good to see you managed to fix it.;)

I hope you ment a pint of shake because i don't drink alcohol.xD

It cannot be!! :shock a pirate that does not consume twice his body weight in rum is no pirate at all! :walkplank.

joking :wp
 
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