It's not really COMPLICATED, just a lot of work. It could look something like this:
Altermatively, it should be possible to make two copies of the ships_init file.
One would be loaded with the mod ON and the other would be loaded with the mod OFF. Might be simpler.
And of course you can use the toggle concept for anything you feel requires it.
Code:
//-------------------------------------------------------------------------
// Amsterdam by Doober and Kazeite
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "Amsterdam";
refShip.id = refShip.Name;
refShip.SName = "Indiaman1";
refShip.all = "Pinnace1";
refShip.Nation = HOLLAND;
refShip.Class = 4;
refShip.Cannon = CANNON_TYPE_LONG_LBS12;
refShip.MaxCaliber = 12;
refShip.Weight = Tonnes2CWT(1000);
refShip.Capacity = 3500;
refShip.CannonsQuantity = 46;
// NK cannon qtys 05-04-18 -->
refShip.Cannons.Borts.cannonf.qty = 2;
refShip.Cannons.Borts.cannonb.qty = 4;
// NK <--
refShip.Walk = "Amsterdam"; // SeaNorris
if(REAL_TIME_BATTLE_MOD)
{
refShip.MaxCrew = 200;
refShip.MinCrew = 50;
refShip.SpeedRate = 10;
refShip.TurnRate = 30;
refShip.Price = 500000;
refShip.HP = 10000;
refShip.SP = 100;
}
else
{
refShip.MaxCrew = 400;
refShip.MinCrew = 100;
refShip.SpeedRate = 13;
refShip.TurnRate = 35;
refShip.Price = 220000;
refShip.HP = 5000;
refShip.SP = 100;
}
// KK -->
refShip.BI.Tex = 14;
refShip.BI.Pic = 12;
refShip.QDeck = "ShipDeck6";
refShip.CannonsDeck = 2;
refShip.CargoHold = 2;
refShip.Cabin = "Cabin2";
refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;
// <-- KK
//Period
refShip.period.0 = 0.0; //
refShip.period.1 = 0.4; //
refShip.period.2 = 0.6; //
refShip.period.3 = 0.8; //
refShip.period.4 = 1.0; //
refShip.period.5 = 0.9; //
//Nation
refShip.england = 0.0; //
refShip.france = 0.0; //
refShip.holland = 1.0; //
refShip.portugal = 0.0; //
refShip.pirate = 0.0; //
refShip.spain = 0.0; //
refShip.america = 0.0; //
refShip.Model = "Amsterdam"; // KK
refShip.Type.Trade = true;
refShip.Type.War = false;
refShip.CanBuy = true;
refShip.CanEncounter = true;
refShip.Rigtype = "Corvette1";
refShip.WaterLine = -0.3;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 0.6;
refShip.InertiaAccelerationX = 0.2; refShip.InertiaBrakingX = 2.0;
refShip.InertiaAccelerationY = 10; refShip.InertiaBrakingY = 6;
refShip.InertiaAccelerationZ = 4.0; refShip.InertiaBrakingZ = 1.0;
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
One would be loaded with the mod ON and the other would be loaded with the mod OFF. Might be simpler.
And of course you can use the toggle concept for anything you feel requires it.