Maybe rats are refered to as a different name like the Arabella is not called the Arabella but is refered to by that name in which case the name should be in common configuration located in Age of Pirates 2\RESOURCE\INI\texts\russian. Nope this is the only string of code there.
What files have referance to the Rats?
Yes i think Pieter is right Powder is listed as the 4th good after balls, knipples, bombs and grape shots which are something that the rats do not eat and the oil is the 30th good all the goods from 4 to 30 i have seen the rats eat everything before 4 and after 30 i haven't seen the rats eat.
Here's is the list of goods from goods.H located in Age of Pirates 2\Program\STORE
If the goods could be redifiened so that it looks like this
Then the rats code could be changed to something like.
This is only an example but i guess you could add a few other goods like coffee, tobacco and other goods that can be eaten/drunk.
Code:
string = NoEat_NoRats,"Don't eat and no rats"
What files have referance to the Rats?
Yes i think Pieter is right Powder is listed as the 4th good after balls, knipples, bombs and grape shots which are something that the rats do not eat and the oil is the 30th good all the goods from 4 to 30 i have seen the rats eat everything before 4 and after 30 i haven't seen the rats eat.
Here's is the list of goods from goods.H located in Age of Pirates 2\Program\STORE
Code:
#define GOODS_QUANTITY 62 // boal
#define GOOD_BALLS 0
#define GOOD_GRAPES 1
#define GOOD_KNIPPELS 2
#define GOOD_BOMBS 3
// boal -->
#define GOOD_POWDER 4
#define GOOD_FOOD 5
#define GOOD_WEAPON 6
#define GOOD_MEDICAMENT 7
#define GOOD_SAILCLOTH 8
#define GOOD_PLANKS 9
#define GOOD_CHOCOLATE 10
#define GOOD_COFFEE 11
#define GOOD_TOBACCO 12
#define GOOD_SUGAR 13
#define GOOD_WHEAT 14
#define GOOD_WINE 15
#define GOOD_RUM 16
#define GOOD_ALE 17
#define GOOD_COTTON 18
#define GOOD_LINEN 19
#define GOOD_LEATHER 20
#define GOOD_SILK 21
#define GOOD_CLOTHES 22
#define GOOD_EBONY 23
#define GOOD_MAHOGANY 24
#define GOOD_SANDAL 25
#define GOOD_CINNAMON 26
#define GOOD_COPRA 27
#define GOOD_PAPRIKA 28
#define GOOD_FRUITS 29
#define GOOD_OIL 30
#define GOOD_BRICK 31
//
#define GOOD_SLAVES 32
#define GOOD_GOLD 33
#define GOOD_SILVER 34
// cannons ............
#define GOOD_CANNON_4 35
#define GOOD_CANNON_6 36
#define GOOD_CANNON_8 37
#define GOOD_CANNON_10 38
#define GOOD_CANNON_12 39
#define GOOD_CANNON_16 40
#define GOOD_CANNON_18 41
#define GOOD_CANNON_20 42
#define GOOD_CANNON_24 43
#define GOOD_CANNON_32 44
#define GOOD_CANNON_36 45
#define GOOD_CANNON_42 46
#define GOOD_CANNON_48 47
#define GOOD_CANNON_68 48
#define GOOD_CANNON_92 49
#define GOOD_CULVERINE_4 50
#define GOOD_CULVERINE_6 51
#define GOOD_CULVERINE_8 52
#define GOOD_CULVERINE_10 53
#define GOOD_CULVERINE_12 54
#define GOOD_CULVERINE_16 55
#define GOOD_CULVERINE_18 56
#define GOOD_CULVERINE_20 57
#define GOOD_CULVERINE_24 58
#define GOOD_CULVERINE_32 59
#define GOOD_CULVERINE_36 60
#define GOOD_CULVERINE_42 61
// boal <--
If the goods could be redifiened so that it looks like this
Code:
#define GOODS_QUANTITY 62 // boal
#define GOOD_BALLS 0
#define GOOD_GRAPES 1
#define GOOD_KNIPPELS 2
#define GOOD_BOMBS 3
// boal -->
#define GOOD_POWDER 4
#define GOOD_FOOD 5
#define GOOD_FRUITS 6
#define GOOD_CHOCOLATE 7
#define GOOD_WHEAT 8
#define GOOD_WEAPON 9
#define GOOD_MEDICAMENT 10
#define GOOD_SAILCLOTH 11
#define GOOD_PLANKS 12
#define GOOD_COFFEE 13
#define GOOD_TOBACCO 14
#define GOOD_SUGAR 15
#define GOOD_WINE 16
#define GOOD_RUM 17
#define GOOD_ALE 18
#define GOOD_COTTON 19
#define GOOD_LINEN 20
#define GOOD_LEATHER 221
#define GOOD_SILK 22
#define GOOD_CLOTHES 23
#define GOOD_EBONY 24
#define GOOD_MAHOGANY 25
#define GOOD_SANDAL 26
#define GOOD_CINNAMON 27
#define GOOD_COPRA 28
#define GOOD_PAPRIKA 29
#define GOOD_OIL 30
#define GOOD_BRICK 31
//
#define GOOD_SLAVES 32
#define GOOD_GOLD 33
#define GOOD_SILVER 34
// cannons ............
#define GOOD_CANNON_4 35
#define GOOD_CANNON_6 36
#define GOOD_CANNON_8 37
#define GOOD_CANNON_10 38
#define GOOD_CANNON_12 39
#define GOOD_CANNON_16 40
#define GOOD_CANNON_18 41
#define GOOD_CANNON_20 42
#define GOOD_CANNON_24 43
#define GOOD_CANNON_32 44
#define GOOD_CANNON_36 45
#define GOOD_CANNON_42 46
#define GOOD_CANNON_48 47
#define GOOD_CANNON_68 48
#define GOOD_CANNON_92 49
#define GOOD_CULVERINE_4 50
#define GOOD_CULVERINE_6 51
#define GOOD_CULVERINE_8 52
#define GOOD_CULVERINE_10 53
#define GOOD_CULVERINE_12 54
#define GOOD_CULVERINE_16 55
#define GOOD_CULVERINE_18 56
#define GOOD_CULVERINE_20 57
#define GOOD_CULVERINE_24 58
#define GOOD_CULVERINE_32 59
#define GOOD_CULVERINE_36 60
#define GOOD_CULVERINE_42 61
// boal <--
Then the rats code could be changed to something like.
Code:
int iGoods = GOOD_FOOD + rand(GOOD_WHEAT - GOOD_FOOD);
This is only an example but i guess you could add a few other goods like coffee, tobacco and other goods that can be eaten/drunk.