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Sneaky Trader mod help, please...

Yes, sniping would enhance also landfights and special weapons. But I've no idea where that manual aiming code could be (hardcoded? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
 
I've been using bombs a lot more now. The trick is to hit C just before you throw, so any health lost is immediately restored. I killed four frenchies at once at `point-blank` range. It was sinfully delicious.
 
Hey, neat trick! I will put that hint into some dialog <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
Yes, excellent idea! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Now... how might I create code for a weapon to stun or otherwise disable someone with his sword drawn? The form it might take could be a bola or net pistol, freezing someone in place... he wouldn't have to be "knocked unconscious."
 
!LAi_IsFightMode(enemy) checks if your opponent has drawn his blade. I put that in the initial condition of the "Stun" code in LAI_events.c :


if( CheckAttribute(weapon, "stun" ) && !LAi_IsFightMode(enemy) && enemy.chr_ai.group != LAI_GROUP_PLAYER )


I did that because I found it too easy if every stroke with a sandbag in a duel knocked out one opponent. But if you want copy the whole stuncode section and create a new weaponsattribute, e.g. ".stunsfighting"


if( CheckAttribute(weapon, "stunsfighting" ) && enemy.chr_ai.group != LAI_GROUP_PLAYER )


Maybe you could include a random factor, so that only lucky hits would knock out. That would prevent this attribute from making fighting too easy. ".stunsfighting" could be the knockout chance in percent:


if( CheckAttribute(weapon, "stunsfighting" ) && enemy.chr_ai.group != LAI_GROUP_PLAYER && rand(100) < sti(weapon.stunsfighting ) + sti(attack.skill.Fencing) )
 
Perfect. I might make one version for a `hand-weapon` and one for a `gun-type`.

What about the freezing in place? Ha, like, you trap someone with a netgun or "snare" someone's ankles with a bola (and then they enter "lay" mode -- *trip, augh!*), and then they lie there helpless as you hack them into itty bitty pieces.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->and then they lie there helpless as you hack them into itty bitty pieces.[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <Catalina reminds herself never to get Alan angry with her!> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> AhhhHEM... Here Alan, have some rum... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
*cough* between this and my hackable kids, it seems I risk getting you and Inez into fits of weeping... and straying from bumbling mad genious to `bloody-minded` rascal.

*Alan's rep across the boards plummets to Horror of the Information Superhighway*
 
<snicker!> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /> I'm not in fits of weeping, Alan... Just wouldn't want to have to end your modding career prematurely... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
How about a compromise: cute little skellykids and toddling mummybabies. Both wielding poisoned toyswords, so that it would be PC to slaughter them.

ddddaaaammmm, my hands are trembling. Could it be the evil genius virus? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Speaking of toys and evil genius, here is my latest SWAK invention: monkeybait.

" Akellani witchdoctors filled this jar with fermented tropical fruits and herbs. If you break it the jar the emenating smell will lure the ever present junglemonkeys out of their hidingplaces, and the alcohol in the fermented fruits will send them on a rampage. Great for creating diversions. "

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Woah, seriously? How bizarre. So, like, monkeys would appear out of nowhere and start attacking people? That is freaking awesome!

Aw, tiny skeletons... kickass.

--

Cat: So, um, were you able to get the help you needed with your ST? And by the way, just wondering if you ever got very far editing the blacksmith character textures.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->How about a compromise: cute little skellykids and toddling mummybabies. Both wielding poisoned toyswords, so that it would be PC to slaughter them. [/quote]

skellykids and mummybabies, or Mummykids and Skellybabies!

Aaaa, I love it! Tis music to my ears!

::to the tune of "Sherry" by the Four Seasons::

`Skeh-eh`-lly, Skelly baby,
`Skeh-eh`-lly, Skelly baby;

`Skeh-eh`-`eh-eh`-`eh-eh`-llyy `ba-a`-by,
Skelly baby;
`Skeh-eh`-lly can you come out tonight,
Come out, come out `to-ni`-`i-ight`!
 
Could you record that tune as soundfile for the dungeons ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

Back to SLIGHTLY less bizarre topics:

Cat do you still have problems with not reappearing traders? This weekend I worked on NPCs who run away as well, and I made something that might work for you as well: NPCs that alternate between two or more locations.

Applied to a Sneaky this would work like this: You'd meet him first in e.g. Oxbay town, and when you scare him he would run away and reappear in Oxbay port. If you scare him there again he would run back to town. Or you could let him shuttle between two or more "hideout" houses, so that you always had to search a little for him.

One nice thing about this is that you don't have to make a case for that in quest_reactions. You can include the whole code in the dialogfile, like this


case "scare":
dialog.text = "I didn't cheat you, I swear!";
Link.l1 = "I'll kill you for that!... Hey, stay here...";
Link.l1.go = "exit_run";
break;

case "Exit_run":
LAi_SetActorType(Npchar);

if(Npchar.location=="Oxbay_town")
{
LAi_ActorRunToLocation(Npchar), "reload", "reload1", "Oxbay_port", "goto", "goto1", "", 20.0);
}

if(Npchar.location=="Oxbay_port")
{
LAi_ActorRunToLocation(Npchar), "reload", "reload1", "Oxbay_town", "goto", "goto1", "", 20.0);
}

DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;
break;


You must only somewhere switch off the actor type before you can talk to him again.
 
ROTFLMRO!
{Especially re: the Four Seasons, a group not unknown to my ears or my Winamp}

Wow.
Just...wow.

I bow to the light of your genius. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

Regarding item trading. Yep, bought time we added a "nottradeable" attribute as CCC suggests, rather than skiptrade (which sadly really only means, `skip-_giving_`-`to-traders`, not skip trade/ing/).

Regarding prices: there's some code in reinit.c that also mucks up the prices of items some (only blades and guns tho*). We really should "bake" that code into the item defines and get rid of it, like we baked the HFM ship bonuses/penalties into the ship defines (also originally in reinit.c) for 12.
*Divides the price by 10, currently.

Regarding rarity: just the item define, nothing more. Though there's a rather complex formula used when assigning the item to the trader that takes into account luck and various other things when checking _against_ rarity...

But rarity only has meaning in terms of the GiveItemsToTrader() function anyway; SFAIK it's not used anywhere else.
 
Thanks, CCC, I'll check on how that code works out when I get back home to all my files... It looks good! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> It's actually a lot like what I was thinking of attempting, but did not implement yet because I got too caught up with bugtesting everyone else's mods... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> MUCH APPRECIATED!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Nathan, I beg thee, kindly <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <span style='`font-size`:25pt;`line-height`:100%'><b>HAAAALLLLLP ME `OBI-WAN` KELL!!!!</b></span> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Heh.
My pleasure, Cat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

What exactly would you like?
 
Hee hee, thank you, Nathan... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> I can give you specifics, but only after I've gotten home, as I do not have my files with me right now.

One thing I would like to know - and maybe you can answer this now -

See, these guys are going to be like roving quest generators - give him an item to sell that is connected to a quest, and off you go, searching for treasure, using the item to unlock a door or find a person you wouldn't have otherwise thought to talk to... That kind of thing...

With that in mind, I want my sneaky trader array of items able to be added to at any time, and also to be ONLY available from HIM - yet I want these guys to have <b>random</b> sneaky trader items (not all at once, in other words) just like the regular wandering traders or the street merchants or the regular merchant in town. You can't buy them except from him, and you will not be able to sell them to anyone but another Sneaky Trader (and at a huge loss!)... I was trying to make up a separate "ST" goods file but got lost in all that gobbledegook... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

This would also help Alan Smithee with his pharmacist fellow or the curiousity shop that he's been working on, so if you could possibly give us a couple of clues, we'd really appreciate it A LOT! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Sure, that's addable, as CCC (I think) mentions upthread we can add an attribute like item_seller_type to items, and check for it in GiveItemsToTrader() and in itemstrade.
 
Boy, my curio is way overdue. I mean, all the skins and stuff are pretty much ready... I thought I'd release him as part of a large quest, but that's stuck on a shoal for the time being and this shop is too cool to sit on, so I'll rewrite some dialog and when I understand `trader-specific` shop code I'll release it as a seperate element.

I'd like to also change what the monkeys give you, to be lucky/cursed monkey paws instead of leather... I mean, who ever wore monkeyskin anything, anyway?

(Though I'm reminded of a great Ilf & Petrov story, "The Soviet Robinson Crusoe," where the guy made himself a "Tolstoi blouse" out of monkey tails.)
 
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