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isle muelle priest?? in the main quest?

How many help will you put in such a thread. Only Help for Bugs or also help for not clear quests? It should have many points in it but not too many. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Some minutes ago, i got the next bug <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> After the super-storm i went to douwesen but the tavern is closed. Ok, most pubs don't have open the whole night... But it's not a problem. I want to restore the previous save because i want to save my money before i'll go into super-storm <i>(would be cool if i could sail in that storm with twisters, 20m high waves and so on)</i>.
 
Go to the Pirate Tavern, talk with the people in there, get another ship and go to Isla Muelle.
 
Hey <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

sorry, that you had to wait for my response ... was busy and couldn't play. Pieter, you're right. But that was clear to me. I wanted to see if i could sail to isla muelle without speaking to one of the pirates. Maybe I could use a berthed ship but at least i decided to check this next time i'll play the main quest. I wanted to fight the black pearl without using the super-weapon - and yes: I DID IT!

That was really a hard and cool seafight- I've beaten her down to let's say something near 10% because my spyglass says numbers from 4% up to 15% <i>(I've set the value for spyglass view to 3-hard)</i>. I fighted her with 4 Manowars. Ok, 3 of the ships were heavy damaged and i had to swap ships 3 times to keep alive. At least i had to take the ability, because i was out of powder. But because of that i learned something new, i can board the Pearl. That was new to me.

Thanks for your helps to get the main quest finished. I play the game very often, but finishing the main quest doesn't happen so often because it takes to long time and it's a little bit boring then you know what will happen next...

Now i can go on playing with 3 manowars, a black pearl or with my favorites (light frigate 2 and pirate corvette). The overs will be berthed <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />


By the way, i found an other bug: I met someone in a jungle. This persons offered me to teach me in leadership and i agreed but i already had 10 points for that. After that the numbers were gone. Now i don't know if i have 10 or nothing for this. It seems to not influencing anything but I thought i should tell it.

Greetings
 
You can board the Black Pearl in Build 13, yes. You should get to fight a bunch of skeletons there, after which you could then take the Pearl for yourself. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

As for the boring main quest: In Build 14, the main quest will be rewritten to work as a prequel to the film quests, so there will be some surprises in store for you. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I thought that when you had a skill of 10, you would tell your would-be teacher that you "already know it all and can even teach him". <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
wasn't that bug supposed to be fixed with the skills? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Don't know if it should be fixed but this is the result: <img src="http://community.mbuscher.de/images/missing_leadership.jpg" border="0" class="linked-image" />

A little bit crazy. Would be nice to know if i've now leadership eleven or zero? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=232274:date=Jan 5 2008, 05:42 PM:name=Phate)--><div class='quotetop'>QUOTE(Phate @ Jan 5 2008, 05:42 PM) [snapback]232274[/snapback]</div><div class='quotemain'><!--quotec-->Don't know if it should be fixed but this is the result: <img src="http://community.mbuscher.de/images/missing_leadership.jpg" border="0" class="linked-image" />

A little bit crazy. Would be nice to know if i've now leadership eleven or zero? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
We have never had this problem in Build 13 as far as I know.

Could you list the steps how you installed Build 13?
 
<!--quoteo(post=232301:date=Jan 6 2008, 02:39 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 6 2008, 02:39 AM) [snapback]232301[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=232274:date=Jan 5 2008, 05:42 PM:name=Phate)--><div class='quotetop'>QUOTE(Phate @ Jan 5 2008, 05:42 PM) [snapback]232274[/snapback]</div><div class='quotemain'><!--quotec-->Don't know if it should be fixed but this is the result: <img src="http://community.mbuscher.de/images/missing_leadership.jpg" border="0" class="linked-image" />

A little bit crazy. Would be nice to know if i've now leadership eleven or zero? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
We have never had this problem in Build 13 as far as I know.

...
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

I came across the situation without actually minding it, because it seemed natural then to visit the priest and reasign the skills.

The skill overflow happens when dialogue with the walker offering skills is re-initiated after first exit, if the player chooses to talk to the same walker again, in spite of the fact that first time the dialogue works all right ending with the frase "I can even teach you" upon which the characters part.
Being addressed a second time the walker asks if the player is ready to pay the price and the dialogue option ”I'll pay what you are asking” is available.
If performed, then the additional skill will be received and the skill overflow takes the ranking out of the character interface for that speciffic skill because the player has 11 or more skillpoints.

The skill sum is still available which can however only become obvious if the main character wants to change ”ways of life” with the priest. The overflowskills unshown in the interface will then be available as total to be reasigned. The max for each skill will again be 10 if the player chooses to do that. The exceeding amount of skillpoints will become unasignable.

The occurence of the ”second chance” dialogue option may surely be fixable.

It will be tough to test however due to (the wonderfull) random calculations which make it almost impossible to meet same walker offering the same service even if you restart from a save. At least for me using actual gameplay. Pieter should maybe move the topic to Sparrowsought to see what the other testers have to say

<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Could you list the steps how you installed Build 13?<!--QuoteEnd--></div><!--QuoteEEnd-->
Ouw... i don't remember. It's completely saved on a recoverydisk. I think it should be the same way as everyone do it, because it runs very well. <i>The quest problems are not a result of the build mod i think.</i>
 
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

I have a clean install, made with extra care for the purposes of testing, and have experienced the same situation(s) exactly as you describe it - without any obvious inconvenience to the game within long hours of playing.

So the bug is there, except that you have spotted it... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> ... while I stepped just beside it.

<!--quoteo(post=232258:date=Jan 5 2008, 10:25 PM:name=Phate)--><div class='quotetop'>QUOTE(Phate @ Jan 5 2008, 10:25 PM) [snapback]232258[/snapback]</div><div class='quotemain'><!--quotec-->Hey <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

...
...

By the way, i found an other bug: I met someone in a jungle. This persons offered me to teach me in leadership and i agreed but i already had 10 points for that. After that the numbers were gone. Now i don't know if i have 10 or nothing for this. It seems to not influencing anything but I thought i should tell it.

Greetings<!--QuoteEnd--></div><!--QuoteEEnd-->


Great job notifying!

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=232399:date=Jan 6 2008, 12:06 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 6 2008, 12:06 AM) [snapback]232399[/snapback]</div><div class='quotemain'><!--quotec-->...The skill overflow happens when dialogue with the walker offering skills is re-initiated after first exit, if the player chooses to talk to the same walker again, in spite of the fact that first time the dialogue works all right ending with the frase "I can even teach you" upon which the characters part.
Being addressed a second time the walker asks if the player is ready to pay the price and the dialogue option ”I'll pay what you are asking” is available.
If performed, then the additional skill will be received and the skill overflow takes the ranking out of the character interface for that speciffic skill because the player has 11 or more skillpoints.

The skill sum is still available which can however only become obvious if the main character wants to change ”ways of life” with the priest. The overflowskills unshown in the interface will then be available as total to be reasigned. The max for each skill will again be 10 if the player chooses to do that. The exceeding amount of skillpoints will become unasignable.

The occurence of the ”second chance” dialogue option may surely be fixable.

...<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I'd guess we could by making the first encounter and refusal the same as when you encounter teachers on other occasions and refuse to take their class.
Or like when you encounter a "sneaky" merchant and refuse to buy what they offer. You don't get a second chance.
 
The problem is somewhere in the "Enc_Walker.c" dialog file. I had a look at it yesterday, but couldn't figure it out in a hurry. Should be quite fixable though. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=232655:date=Jan 7 2008, 05:10 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 7 2008, 05:10 AM) [snapback]232655[/snapback]</div><div class='quotemain'><!--quotec-->...
I'd guess we could by making the first encounter and refusal the same as when you encounter teachers on other occasions and refuse to take their class.
Or like when you encounter a "sneaky" merchant and refuse to buy what they offer. You don't get a second chance.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=232704:date=Jan 7 2008, 12:22 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2008, 12:22 PM) [snapback]232704[/snapback]</div><div class='quotemain'><!--quotec-->The problem is somewhere in the "Enc_Walker.c" dialog file. I had a look at it yesterday, but couldn't figure it out in a hurry. Should be quite fixable though. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> With the credits going to you, Gentlemen, most of the job being to figure out what to look for and where to do it, then these changes in the Enc_Walker.c should work! I have been testing them in the game play and they perform exactly as Petros suggested, by choosing case "exit_out" instead of exit.


case "skill":
switch (Rand(7))
{
case 0:
d.Text = DLG_TEXT[74];
if(makeint(PChar.skill.Fencing)>9)
{
Link.l1 = DLG_TEXT[75];
Link.l1.go = "exit_out"; // Julian instead of "exit_Fencing";
}
else
{
Link.l1 = DLG_TEXT[76];
Link.l1.go = "Fencing";
}
if(makeint(PChar.skill.Defence)>9)
{
Link.l1 = DLG_TEXT[77];
Link.l1.go = "exit_out";
}
else
{
Link.l2 = DLG_TEXT[78];
Link.l2.go = "Defence";
}
Link.l3 = DLG_TEXT[79];
Link.l3.go = "exit_out"; // Julian instead of "exit_Fencing";
break;

case 1:
d.Text = DLG_TEXT[80];
if(makeint(PChar.skill.Leadership)>9)
{
Link.l1 = DLG_TEXT[81];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[82];
Link.l1.go = "Leadership";
}
Link.l2 = DLG_TEXT[83];
Link.l2.go = "exit_out"; // Julian instead of "exit_Leadership";
break;

case 2:
d.Text = DLG_TEXT[84];
if(makeint(PChar.skill.Sailing)>9)
{
Link.l1 = DLG_TEXT[85];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[86];
Link.l1.go = "Sailing";
}
Link.l2 = DLG_TEXT[87];
Link.l2.go = "exit_out"; // Julian instead of "exit_Sailing";
break;

case 3:
d.Text = DLG_TEXT[88];
if(makeint(PChar.skill.Accuracy)>9)
{
Link.l1 = DLG_TEXT[89];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[90];
Link.l1.go = "Accuracy";
}
Link.l2 = DLG_TEXT[91];
Link.l2.go = "exit_out"; // Julian instead of "exit_Accuracy";
break;

case 4:
d.Text = DLG_TEXT[92];
if(makeint(PChar.skill.Cannons)>9)
{
Link.l1 = DLG_TEXT[93];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[94];
Link.l1.go = "Cannons";

}
Link.l2 = DLG_TEXT[95];
Link.l2.go = "exit_out"; // Julian instead of "exit_Cannons";
break;

case 5:
d.Text = DLG_TEXT[96];
if(makeint(PChar.skill.Grappling)>9)
{
Link.l1 = DLG_TEXT[97];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[98];
Link.l1.go = "Grappling";
}
Link.l2 = DLG_TEXT[99];
Link.l2.go = "exit_out"; // Julian instead of "exit_Grappling";
break;

case 6:
d.Text = DLG_TEXT[100];
if(makeint(PChar.skill.Repair)>9)
{
Link.l1 = DLG_TEXT[101];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[102];
Link.l1.go = "Repair";
}
Link.l2 = DLG_TEXT[103];
Link.l2.go = "exit_out"; // Julian instead of "exit_Repair";
break;

case 7:
d.Text = DLG_TEXT[104];
if(makeint(PChar.skill.Commerce)>9)
{
Link.l1 = DLG_TEXT[105];
Link.l1.go = "exit_out";
}
else
{
Link.l1 = DLG_TEXT[106];
Link.l1.go = "Commerce";
}
Link.l2 = DLG_TEXT[107];
Link.l2.go = "exit_out"; // Julian instead of "exit_Commerce";
break;
}
break;

case "Fencing":
Sum = (sti(Pchar.skill.Fencing) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[108] + Sum + DLG_TEXT[109];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[110];
Link.l1.go = "exit_out"; // Julian instead of "exit_Fencing";
}
else
{
Link.l1 = DLG_TEXT[111];
Link.l1.go = "Fencing1";
Link.l2 = DLG_TEXT[112];
Link.l2.go = "exit_out"; // Julian instead of "exit_Fencing";
}
break;

case "Fencing2":
Sum = (sti(Pchar.skill.Fencing) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[113] + Sum + DLG_TEXT[114];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[115];
Link.l1.go = "exit_out"; // Julian instead of "exit_Fencing";
}
else
{
Link.l1 = DLG_TEXT[116];
Link.l1.go = "Fencing1";
Link.l2 = DLG_TEXT[117];
Link.l2.go = "exit_out"; // Julian instead of "exit_Fencing";
}
break;

case "Fencing1":
Sum = (sti(Pchar.skill.Fencing) + 1) * 1000; //ccc from 10000
Pchar.skill.Fencing = makeint(Pchar.skill.Fencing) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("fencing"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Defence":
Sum = (sti(Pchar.skill.Defence) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[118] + Sum + DLG_TEXT[119];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[120];
Link.l1.go = "exit_out"; // Julian instead of "exit_Defence";
}
else
{
Link.l1 = DLG_TEXT[121];
Link.l1.go = "Defence1";
Link.l2 = DLG_TEXT[122];
Link.l2.go = "exit_out"; // Julian instead of "exit_Defence";
}
break;

case "Defence2":
Sum = (sti(Pchar.skill.Defence) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[123] + Sum + DLG_TEXT[124];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[125];
Link.l1.go = "exit_out"; // Julian instead of "exit_Defence";
}
else
{
Link.l1 = DLG_TEXT[126];
Link.l1.go = "Defence1";
Link.l2 = DLG_TEXT[127];
Link.l2.go = "exit_out"; // Julian instead of "exit_Defence";
}
break;

case "Defence1":
Sum = (sti(Pchar.skill.Defence) + 1) * 1000; //ccc from 10000
Pchar.skill.Defence = makeint(Pchar.skill.Defence) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("Defence"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Leadership":
Sum = (sti(Pchar.skill.Leadership) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[128] + Sum + DLG_TEXT[129];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[130];
Link.l1.go = "exit_out"; // Julian instead of "exit_Leadership";
}
else
{
Link.l1 = DLG_TEXT[131];
Link.l1.go = "Leadership1";
Link.l2 = DLG_TEXT[132];
Link.l2.go = "exit_out"; // Julian instead of "exit_Leadership";
}
break;

case "Leadership2":
Sum = (sti(Pchar.skill.Leadership) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[133] + Sum + DLG_TEXT[134];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[135];
Link.l1.go = "exit_out"; // Julian instead of "exit_Leadership";
}
else
{
Link.l1 = DLG_TEXT[136];
Link.l1.go = "Leadership1";
Link.l2 = DLG_TEXT[137];
Link.l2.go = "exit_out"; // Julian instead of "exit_Leadership";
}
break;

case "Leadership1":
Sum = (sti(Pchar.skill.Leadership) + 1) * 1000; //ccc from 10000
Pchar.skill.Leadership = makeint(Pchar.skill.Leadership) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("leadership"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Sailing":
Sum = (sti(Pchar.skill.Sailing) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[138] + Sum + DLG_TEXT[139];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[140];
Link.l1.go = "exit_out"; // Julian instead of "exit_Sailing";
}
else
{
Link.l1 = DLG_TEXT[141];
Link.l1.go = "Sailing1";
Link.l2 = DLG_TEXT[142];
Link.l2.go = "exit_out"; // Julian instead of "exit_Sailing";
}
break;

case "Sailing2":
Sum = (sti(Pchar.skill.Sailing) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[143] + Sum + DLG_TEXT[144];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[145];
Link.l1.go = "exit_out"; // Julian instead of "exit_Sailing";
}
else
{
Link.l1 = DLG_TEXT[146];
Link.l1.go = "Sailing1";
Link.l2 = DLG_TEXT[147];
Link.l2.go = "exit_out"; // Julian instead of "exit_Sailing";
}
break;

case "Sailing1":
Sum = (sti(Pchar.skill.Sailing) + 1) * 1000; //ccc from 10000
Pchar.skill.Sailing = makeint(Pchar.skill.Sailing) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, - Sum);
GotSkill("sailing"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Accuracy":
Sum = (sti(Pchar.skill.Accuracy) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[148] + Sum + DLG_TEXT[149];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[150];
Link.l1.go = "exit_out"; // Julian instead of "exit_Accuracy";
}
else
{
Link.l1 = DLG_TEXT[151];
Link.l1.go = "Accuracy1";
Link.l2 = DLG_TEXT[152];
Link.l2.go = "exit_out"; // Julian instead of "exit_Accuracy";
}
break;

case "Accuracy2":
Sum = (sti(Pchar.skill.Accuracy) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[153] + Sum + DLG_TEXT[154];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[155];
Link.l1.go = "exit_out"; // Julian instead of "exit_Accuracy";
}
else
{
Link.l1 = DLG_TEXT[156];
Link.l1.go = "Accuracy1";
Link.l2 = DLG_TEXT[157];
Link.l2.go = "exit_out"; // Julian instead of "exit_Accuracy";
}
break;

case "Accuracy1":
Sum = (sti(Pchar.skill.Accuracy) + 1) * 1000; //ccc from 10000
Pchar.skill.Accuracy = makeint(Pchar.skill.Accuracy) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("accuracy"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Cannons":
Sum = (sti(Pchar.skill.Cannons) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[158] + Sum + DLG_TEXT[159];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[160];
Link.l1.go = "exit_out"; // Julian instead of "exit_Cannons";
}
else
{
Link.l1 = DLG_TEXT[161];
Link.l1.go = "Cannons1";
Link.l2 = DLG_TEXT[162];
Link.l2.go = "exit_out"; // Julian instead of "exit_Cannons";
}
break;

case "Cannons2":
Sum = (sti(Pchar.skill.Cannons) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[163] + Sum + DLG_TEXT[164];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[165];
Link.l1.go = "exit_out"; // Julian instead of "exit_Cannons";
}
else
{
Link.l1 = DLG_TEXT[166];
Link.l1.go = "Cannons1";
Link.l2 = DLG_TEXT[167];
Link.l2.go = "exit_out"; // Julian instead of "exit_Cannons";
}
break;

case "Cannons1":
Sum = (sti(Pchar.skill.Cannons) + 1) * 1000; //ccc from 10000
Pchar.skill.Cannons = makeint(Pchar.skill.Cannons) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("gunnery"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Grappling":
Sum = (sti(Pchar.skill.Grappling) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[168] + Sum + DLG_TEXT[169];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[170];
Link.l1.go = "exit_out"; // Julian instead of "exit_Grappling";
}
else
{
Link.l1 = DLG_TEXT[171];
Link.l1.go = "Grappling1";
Link.l2 = DLG_TEXT[172];
Link.l2.go = "exit_out"; // Julian instead of "exit_Grappling";
}
break;

case "Grappling2":
Sum = (sti(Pchar.skill.Grappling) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[173] + Sum + DLG_TEXT[174];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[175];
Link.l1.go = "exit_out"; // Julian instead of "exit_Grappling";
}
else
{
Link.l1 = DLG_TEXT[176];
Link.l1.go = "Grappling1";
Link.l2 = DLG_TEXT[177];
Link.l2.go = "exit_out"; // Julian instead of "exit_Grappling";
}
break;

case "Grappling1":
Sum = (sti(Pchar.skill.Grappling) + 1) * 1000; //ccc from 10000
Pchar.skill.Grappling = makeint(Pchar.skill.Grappling) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("grappling"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Repair":
Sum = (sti(Pchar.skill.Repair) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[178] + Sum + DLG_TEXT[179];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[180];
Link.l1.go = "exit_out"; // Julian instead of "exit_Repair";
}
else
{
Link.l1 = DLG_TEXT[181];
Link.l1.go = "Repair1";
Link.l2 = DLG_TEXT[182];
Link.l2.go = "exit_out"; // Julian instead of "exit_Repair";
}
break;

case "Repair2":
Sum = (sti(Pchar.skill.Repair) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[183] + Sum + DLG_TEXT[184];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[185];
Link.l1.go = "exit_out"; // Julian instead of "exit_Repair";
}
else
{
Link.l1 = DLG_TEXT[186];
Link.l1.go = "Repair1";
Link.l2 = DLG_TEXT[187];
Link.l2.go = "exit_out"; // Julian instead of "exit_Repair";
}
break;

case "Repair1":
Sum = (sti(Pchar.skill.Repair) + 1) * 1000; //ccc from 10000
Pchar.skill.Repair = makeint(Pchar.skill.Repair) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("repair"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;

case "Commerce":
Sum = (sti(Pchar.skill.Commerce) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[188] + Sum + DLG_TEXT[189];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[190];
Link.l1.go = "exit_out"; // Julian instead of "exit_Commerce";
}
else
{
Link.l1 = DLG_TEXT[191];
Link.l1.go = "Commerce1";
Link.l2 = DLG_TEXT[192];
Link.l2.go = "exit_out"; // Julian instead of "exit_Commerce";
}
break;

case "Commerce2":
Sum = (sti(Pchar.skill.Commerce) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[193] + Sum + DLG_TEXT[194];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[195];
Link.l1.go = "exit_out"; // Julian instead of "exit_Commerce";
}
else
{
Link.l1 = DLG_TEXT[196];
Link.l1.go = "Commerce1";
Link.l2 = DLG_TEXT[197];
Link.l2.go = "exit_out"; // Julian instead of "exit_Commerce";
}
break;

case "Commerce1":
Sum = (sti(Pchar.skill.Commerce) + 1) * 1000; //ccc from 10000
Pchar.skill.Commerce = makeint(Pchar.skill.Commerce) + 1;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("commerce"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
break;


The changed file JulianEncWalkerFixed is at <a href="http://pafiles.com/build/" target="_blank">http://pafiles.com/build/</a>

I have tested it in getting the skills by accepting the price and it works. I have tested it by denying to pay and by re-addressing the character in which case it performs "I thought we had it covered all out".
I wonder if you could test it with cheat skill assignments to max. for the final quality control?
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=232867:date=Jan 8 2008, 12:34 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 8 2008, 12:34 AM) [snapback]232867[/snapback]</div><div class='quotemain'><!--quotec-->The changed file JulianEncWalkerFixed is at <a href="http://pafiles.com/build/" target="_blank">http://pafiles.com/build/</a><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks very much.

<!--quoteo(post=232867:date=Jan 8 2008, 12:34 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 8 2008, 12:34 AM) [snapback]232867[/snapback]</div><div class='quotemain'><!--quotec-->I have tested it in getting the skills by accepting the price and it works. I have tested it by denying to pay and by re-addressing the character in which case it performs "I thought we had it covered all out".<!--QuoteEnd--></div><!--QuoteEEnd-->I wonder if it would be possible to add the >9 check into the second talk case as well, so that you could re-address the character without any worries. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=232867:date=Jan 8 2008, 12:34 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 8 2008, 12:34 AM) [snapback]232867[/snapback]</div><div class='quotemain'><!--quotec-->I wonder if you could test it with cheat skill assignments to max. for the final quality control?<!--QuoteEnd--></div><!--QuoteEEnd-->I can't; lack of time. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=233043:date=Jan 8 2008, 09:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 8 2008, 09:37 PM) [snapback]233043[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=232867:date=Jan 8 2008, 12:34 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 8 2008, 12:34 AM) [snapback]232867[/snapback]</div><div class='quotemain'><!--quotec-->I have tested it in getting the skills by accepting the price and it works. I have tested it by denying to pay and by re-addressing the character in which case it performs "I thought we had it covered all out".<!--QuoteEnd--></div><!--QuoteEEnd-->I wonder if it would be possible to add the >9 check into the second talk case as well, so that you could re-address the character without any worries. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=232867:date=Jan 8 2008, 12:34 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 8 2008, 12:34 AM) [snapback]232867[/snapback]</div><div class='quotemain'><!--quotec-->I wonder if you could test it with cheat skill assignments to max. for the final quality control?<!--QuoteEnd--></div><!--QuoteEEnd-->I can't; lack of time. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> All right then, you just keep up the good work and I'll be doing my part in making the old stuff "ship-shape" <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Your idea of adding the >9 check in the second talk case led actually to a nice design.
Although not appropriate for second talk, it could be used very nice in the last case for assigning the skill.

Now the story is that the player can re-address the skill masterwalker, which gives enhanced play options like the possibility to use money stocked with officers or sell something to a strret trader, and as long as the player does not exit location the dialogue can be re-initiated.

So player is still given a good second chance.

If the walker is addressed at top skill then >9check works again, now by addition of a new dialogue line and voiding the skill overflow

I have been testing all functionality, including max skills through cheat mode.

I have added the modified enc-walker dialog c. and h. files in JulianforPieterEncWalker at <a href="http://pafiles.com/build/" target="_blank">http://pafiles.com/build/</a>

Here you are with a model for the case pattern:
case "Leadership":
Sum = (sti(Pchar.skill.Leadership) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[128] + Sum + DLG_TEXT[129];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[130];
Link.l1.go = "exit_Leadership";
}
else
{
Link.l1 = DLG_TEXT[131];
Link.l1.go = "Leadership1";
Link.l2 = DLG_TEXT[132];
Link.l2.go = "exit_Leadership";
}
break;

case "Leadership2":
Sum = (sti(Pchar.skill.Leadership) + 1) * 1000; //ccc from 10000
d.Text = DLG_TEXT[133] + Sum + DLG_TEXT[134];
if(makeint(Pchar.money) < Sum)
{
Link.l1 = DLG_TEXT[135];
Link.l1.go = "exit_Leadership";
}
else
{
Link.l1 = DLG_TEXT[136];
Link.l1.go = "Leadership1";
Link.l2 = DLG_TEXT[137];
Link.l2.go = "exit_Leadership";
}
break;

case "Leadership1":
if(makeint(PChar.skill.Leadership)>9) // Julian for avoiding skill overflow, Pieter's design -->
{
Link.l1 = DLG_TEXT[305];
Link.l1.go = "exit_out";
}
else
{
Sum = (sti(Pchar.skill.Leadership) + 1) * 1000; //ccc from 10000
Pchar.skill.Leadership = makeint(Pchar.skill.Leadership) + 1;
PlayStereoSound("INTERFACE\new_level.wav");
AddMoneytoCharacter(Pchar, -Sum);
GotSkill("leadership"); // ccc apr11
Diag.CurrentNode = "get_out";
DialogExit();
} // Julian for avoiding skill overflow, Pieter's design <--
break;

If the walker is addressed twice by player at skill max the overflow is now avoided and it ends like this:

[attachment=1547:lineadde...skillend.JPG]



<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
Thanks again. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Yes, Thanks Julian! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

You are always most welcome!

I'm plain happy when it works.
... I still have to put in some hours in exchange for what I owe you for hundreds of days of mindscaping fun...

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Thanks right back at you!
 
Well done!
Should i go to the chruch to reset the skills to see my skill rank or iis it sure, that i've now skill 11? Then it would be better to hold it <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> One Question, does it takes effect with a higher skill for leadership or is it only a "nice to have"?

Greetings
 
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