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Fixed Confusion with Pickpocket Money

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
While working on other stuff, I got my pockets picked by an "Enc_Walker" character.
I then noticed that I didn't mention an amount of money, which left an empty spot in the sentence.
So that has been fixed now.

But then I mentioned "wanting my 5000 gold back" and subsequently got a bit less instead.
This seems to have been intentional as per this code:
Code:
    case "moneyback":
       if(rand(100)>30)
       {
         PlayStereoSound("INTERFACE\took_item.wav");
         // Aconcagua: this seems what was originally intended by KK when calculating FakeMoney at "stolen"
         // what was the intention of reducing the stolen money, however?
         pickgold = sti(NPChar.pickgold) - Rand(200) - 100; // <---------------------- RIGHT HERE --------------
         AddMoneyToCharacter(PChar, pickgold);
         // Aconcagua: so now, leave nothing to the character -> no sense in adding afterwards
         NPChar.money = 0;
         Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"You got") + " " + pickgold + " " + XI_ConvertString("gold."));
         if(AUTO_SKILL_SYSTEM) { AddPartyExPChar(PChar, "Sneak", 100+makeint(pickgold/4))); }
         else { AddPartyExp(PChar, 100+makeint(pickgold/4))); }
         d.Text = DLG_TEXT[245];
         Link.l1 = DLG_TEXT[247];
         Link.l1.go = "donation";
         Link.l2 = DLG_TEXT[246];
         Link.l2.go = "exit_out";
       }
       else
       {
         // Aconcagua: only needed for experience; originally (KK), FakeMoney was used, but no sense in reducing exp here
         pickgold = sti(NPChar.pickgold);
         // Aconcagua: TODO: is this intended??? (possibly: -> see winlink at "stolen")
         GiveItem2Character(PChar, "jewelry"+(1+rand(15)));

         // Aconcagua: lets assume he is really a runner as told in [266]...
         // Aconcagua: TODO: should we?
         // if(Rand(100) < xxx)
         // {
         //   NPChar.money = sti(NPChar.money) - pickgold;
         //    NPChar.pickgold = 0;
         //   // Aconcagua: TODO: do we need an extra dialog then?
         // }
         if(AUTO_SKILL_SYSTEM) { AddPartyExPChar(PChar, "Sneak", 100+makeint(pickgold/2))); }
         else { AddPartyExp(PChar, 100+makeint(pickgold/2))); }
         d.Text = DLG_TEXT[266];
         Link.l2 = DLG_TEXT[268];
         Link.l2.go = "jewel";
         Link.l3 = DLG_TEXT[267];
         if(rand(100)+sti(PChar.skill.leadership)>50) {Link.l3.go = "moneydouble";}
         else{Link.l3.go = "nomoney";}
       }
     break;

     case "donation":
       if(rand(GetDifficulty()+1)<1) //Depending on your difficulty this happens more often or not.
       {
         ChangeCharacterReputation(PChar, 2);
       }
      PlayStereoSound("INTERFACE\took_item.wav");
      // TIH --> to prevent giving all your money back to the bastard! Aug29''06
      int donationSum = 50 + rand(300);
      if ( sti(PChar.money) < donationSum ) donationSum = makeint(sti(PChar.money) / 2);
       AddMoneytoCharacter(PChar, -donationSum);
       AddMoneytoCharacter(NPChar, donationSum);
       // TIH <--
       Diag.CurrentNode = "thanx";
       DialogExit();
     break;
But WHY? Apparently @Aconcagua was as confused as I am now when he looked at that.
Maybe this should be a bit reconsidered, eh?

Though perhaps we should wait with that until we do a larger rewrite of that dialog as @Levis and myself have suggested before.
 
Does anyone care anything about this one at all?
You're losing money for no apparent reason here. o_O
 
I'd say just remove that. I see no reason for it...
 
I'd say just remove that. I see no reason for it...
Very well then: :cheers
Code:
         PlayStereoSound("INTERFACE\took_item.wav");
         // Aconcagua: this seems what was originally intended by KK when calculating FakeMoney at "stolen"
         // what was the intention of reducing the stolen money, however?
         // PB: I have no clue, so let's get rid of it
         pickgold = sti(NPChar.pickgold); // PB: was - 'Rand(200) - 100'
         AddMoneyToCharacter(PChar, pickgold);
 
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