• New Horizons on Maelstrom
    Maelstrom New Horizons


    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!

Captain Red's map

I've already suggested a 10% increase for 500 per character level. A level 5 character will have to pony up 2500. A level 20 character would have to come up with 10000.

Adjust these numbers until you get the effect you want. I'd suggest not using a fixed HP increase, but one based on a percentage.

Hook
 
That is certainly a good idea. So who is going to code it in? It won't be as simple as using a fixed value... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Repaeating myself: I think 50 points for 5000 is right. <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
<!--quoteo(post=154400:date=Jul 9 2006, 09:54 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 9 2006, 09:54 AM) [snapback]154400[/snapback]</div><div class='quotemain'><!--quotec-->
That is certainly a good idea. So who is going to code it in? It won't be as simple as using a fixed value... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
In apothecary_dialog.c change...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(CheckCharacterItem(Pchar,"meds1") && CheckCharacterItem(Pchar,"meds2") && CheckCharacterItem(Pchar,"meds3") && CheckCharacterItem(Pchar,"meds4"))
    {
        dialog.Text = DLG_TEXT[18];
        if (makeint(pchar.wealth) >= pchar.rank*500)
//          if (makeint(pchar.wealth) >= 5000)
<!--c2--></div><!--ec2-->
and also change

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    int increasePer;
    
    if (officerIndex == 0) {
        refOfficer = pChar;        
    } else {
        int intOfficer = sti(GetOfficersIndex(PChar, officerIndex));
        refOfficer = GetCharacter(intOfficer);
    }
    increasePer = makeint(LAi_GetCharacterMaxHP(refOfficer) * 0.1 + 0.5);
<!--c2--></div><!--ec2-->
Someone else can adjust the dialogs. I've been told that there's a tutorial and anyone can do it. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Note that the money is calculated on the player character level, while the effect might be intended for one of the officers. This is the simplest way to do it, but if you wanted to calculate the cost on the officer's rank, some redesign will be needed.

Note that the above code hasn't been tested, so don't put it in the build until testing is complete.

Hook
 
Back
Top