Oh you do require a new game .... did you do that?After installing the above F2 button wont work no more!
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
Oh you do require a new game .... did you do that?After installing the above F2 button wont work no more!
I started a new game, still F2 is not working.Oh you do require a new game .... did you do that?
Is this bug what are you mentioning to fix in progres? Because this is very strange...btw a known bug is the character interface sometimes showing over 100% as experience for a skill. Looking into that problem
this is very weird, I will look into it tonight....Is this bug what are you mentioning to fix in progres? Because this is very strange...
Just started new game with a free and personal play, and I was doing Malcom's training with the sword. Yeah... for some reason, accuracy was advancing through new levels of skill, more or less, but fencing not. I played against him several times, but I didn't get the new level.
View attachment 22074
I did make a "fix" for something similar a while back that would use a while loop to continue adding skills until you have less than 100% left.this is very weird, I will look into it tonight....
And still doing that? The loop must not be working then.Yes the loop is still there....
ch = CharacterFromID("IslaMuelle Commander");
TraceAndLog("Leadership = " + GetSummonSkillFromName(ch, SKILL_LEADERSHIP));
TraceAndLog("Sailing = " + GetSummonSkillFromName(ch, SKILL_SAILING));
id = IslaMuelle Commander
skill =
leadership = 4
importance = 31
fencing = 4
importance = 30
sailing = 5
importance = 51
accuracy = 4
importance = 27
cannons = 4
importance = 23
grappling = 3
importance = 13
repair = 4
importance = 16
defence = 4
importance = 18
commerce = 4
importance = 17
sneak = 3
importance = 11
freeskill = 0
float GetCharVisibilityRange(ref chr, int iRange)
{
// higher leadership and sailing skills result in better vision
float visibility_range = GetVisibilityRange(iRange);
visibility_range += makefloat(GetSummonSkillFromName(chr, SKILL_LEADERSHIP) * GetSummonSkillFromName(chr, SKILL_SAILING) * 5); // KK
return visibility_range;
}
Looking into this a bit further, I can find four functions that might fit the bill:@Pieter Boelen I believe this funciton is the one you need " CalcSummOnSkillFromName ".
int GetCharacterSkill(ref character, string skillName) // <----- THIS ONE -------
{
int value = CalcCharacterSkill(character, skillName); // <----- OR THAT ONE -------
return ApplyFleetMali(character, skillName, value, false);
}
int GetSummonSkillFromName(ref chref, string skillName) // <----- OR THAT ONE -------
{
int skillPoints = CalcSummOnSkillFromName(chref, skillName); // <----- OR THAT ONE -------
return ApplyFleetMali(chref, skillName, skillPoints, true);
}
id = IslaMuelle Commander
skill =
leadership = 6
fencing = 9
sailing = 1
accuracy = 9
cannons = 7
grappling = 1
repair = 1
defence = 4
commerce = 1
sneak = 1
freeskill = 0
CalcCharacterSkill: Leadership = 6, Sailing = 1
GetCharacterSkill: Leadership = 6, Sailing = 1
GetSummonSkillFromName: Leadership = 1, Sailing = 1
CalcSummOnSkillFromName: Leadership = 0, Sailing = 0
void LevelUp_Cheat(ref rCharacter, bool real)
{
if (real)
{
int xp = CalculateExperienceFromRank(sti(rCharacter.rank)+1)-CalculateExperienceFromRank(sti(rCharacter.rank));
float mult = 2.0 - (1.0-((GetDifficulty()-1.0) / 4.0));
AddCharacterExpNS(&rCharacter, makeint(xp*mult)); // NK do it via actual call 05-07-10
}
SetCharSkillImportance(pchar,1); //Levis make sure all skill importances are set right.
SetCharSkillImportance(ch,1); //Levis make sure all skill importances are set right.
That seems to be serving its purpose for now to give different characters different ranges:So for now, I'll use CalcCharacterSkill as that is probably the best one to use. But I do think those other two need looking at.
If indeed the list of character skill modifiers is correctly updated also for NPCs when needed, why don't we get rid of those other functions altogether?
If that is not the case, then CalcSummOnSkillFromName will need fixing because it should be returning the same numbers as GetCharacterSkill, shouldn't it?
FLAGS: The 'Diana' has visibility 1737.5 // UH????
FLAGS: The HMS 'Tribune' has visibility 1737.5 // Too high????
FLAGS: The HMS 'Cyclop' has visibility 1737.5 // Same again!
FLAGS: The HMS 'Charlestown Fort' has visibility 318.75 // <-------- LOL!!! -----------
FLAGS: The 'Diana' has visibility 293.75 // Now to normal, very strange
FLAGS: The 'Protector' has visibility 293.75
FLAGS: The HMS 'Tribune' has visibility 293.75
FLAGS: The HMS 'Tigress' has visibility 293.75
FLAGS: The HMS 'Cyclop' has visibility 293.75
FLAGS: The HMS 'Crocodile' has visibility 293.75
skill =
fencing = 2
leadership = 1
sailing = 1
accuracy = 1
cannons = 1
grappling = 1
repair = 1
defence = 1
commerce = 1
sneak = 1
rank = 3
skill =
fencing = 1
leadership = 1
sailing = 1
accuracy = 1
cannons = 1
grappling = 1
repair = 1
defence = 1
commerce = 1
sneak = 1
rank = 2