• 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!

Few minor modifications/additions/`bug-fixes` for PotC

Pieter, me matey, ye seem tew be walkin' in de footsteps o' Nathan Kell hisself, an' doin' it rather well, Fred Bob might add! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Downloadin' yer Build 12 `Add-on` Package as we speak! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->And I added a button (F button on keyboard) to equip a blade, in case you're disarmed or it's stolen. No need for going through the F2 menu. I just want it to show "You equiped a [quality] [swordname]!" rather than just "You equiped a sword!". This is the code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "Equip_Sword":

     Log_SetStringToLog("You just equiped a sword!");

     EquipCharacterByItem(pchar, FindCharacterItemByGroup(pchar, BLADE_ITEM_TYPE));

     break;<!--c2--></div><!--ec2-->Anyone knows how?[/quote]
Wow, Pieter, amazing work.

To exempt certain characters from disarming you could check for

enemy.id == "Malcolm Hatcher"

You find the .id attribute in the characterinit files.


To put the name of the fastequip sword on the screen you could try to adapt the code of the SWAK fastequipkeys:

aref arItm;

switch(ControlName)
{
case "BI_ChargeCannonballs":
Items_FindItem(FASTEQUIP1,&arItm);
Log_SetStringToLog(LanguageConvertString(LanguageOpenFile("ItemsDescribe.txt"),arItm.name) + ".");

Probably you must only exchange FASTEQUIP1 with BLADE_ITEM_TYPE . BTW, what happens if you have no sword anymore? Probably nothing, eh?
 
Some notes on the newest version of the ModPack:

I started by playing the Stormy Start, and ended up landing at Oxbay. It seems funny to me that the French are not already in charge here, because of the conversation you have with Malcolm before leaving the tutorial deck.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Noticed something before that I forgot to mention - WHY is the `in-town` entrance to the dungeon locked? You can swim to it and EXIT from the dungeon into the town, but the town entrance is locked. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I have the skeletons enabled in the dungeons for a bit of a change, and found an unarmed one... If this carries over to ship boardings, it could be a problem...

I find it really STRANGE that a street merchant could have EIGHT diamonds available for sale, when previously they've been fairly rare.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> The escape button enabled for the F1 menu - is there another button that will help you escape from any of the icon menus? It's annoying to hit return and then accidentally bring up a menu such as RELOAD and then have to be FORCED to reload because you cannot escape out of the menu without doing anything. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> It also makes it difficult to do ANYTHING in any of the other menus because "escape" will bring you to the F1 menu all the time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> This needs to be toggled, or keyboardmapped for personal use and the default left so we can still use the escape key to ESCAPE other menus. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Oh, I decided to hire Rys Bloom to check out the dialog with Wellman, and found a typo - "I might change my mind if <b>n</b> some..." That switch does not work...

Interestingly, Bloom's skin is NOT in the "change outfits" selection screen - it's the "basic skeleton 4" - odd... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

man6_1.gm does not have a portrait, or if he does, it's corrupted because all I get is a gold square with lines in it.

When fighting in the dungeon on Redmond, I got a log entry that said I was disarmed, but I was not. Turns out it was Rys Bloom who was disarmed, and he would not then put his (now imaginary) sword away so I could then talk to him and give him another - and "F" won't work to `re-arm` anyone in your party, will it? Maybe that could be a feature to be added?

Then we got attacked by more skellies, and he went to kill them with his `non-existent` sword and was killed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

So if these `re-armed` swords are coming from my carried inventory, what happens if I prefer him to be armed with a DIFFERENT sword? I guess I'm stuck with whatever I get out of the inventory, until I can find a moment in the fight to confront him directly.

If I am disarmed, will I get my sword back if I kill the guy who disarmed me? That seems logical, I'd think... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Just a few notes... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Hope they help! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->With the "Stormy Start", it should be noted that one should not start the Clair Larrouse Quest prior to triggering the Oxbay French invasion.[/quote]I just added a questcheck, so that you can't start that quest prior to triggering the Oxbay French invasion. I haven't tested it yet, so I hope it works...

<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->To exempt certain characters from disarming you could check for  

enemy.id == "Malcolm Hatcher"

You find the .id attribute in the characterinit files.[/quote]Thanks a lot for that! I now managed to make an additional attribute for characters ("ch.nodisarm = 1") which will make them safe from disarming. Now I'll only need to add this attribute to all questcharacters that may not be disarmed.

<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->To put the name of the fastequip sword on the screen you could try to adapt the code of the SWAK fastequipkeys:

 aref arItm;

 switch(ControlName)
 {
 case "BI_ChargeCannonballs":
  Items_FindItem(FASTEQUIP1,&arItm);
  Log_SetStringToLog(LanguageConvertString(LanguageOpenFile("ItemsDescribe.txt"),arItm.name) + ".");

Probably you must only exchange FASTEQUIP1 with BLADE_ITEM_TYPE . BTW, what happens if you have no sword anymore? Probably nothing, eh?[/quote]Haven't had any luck with that one though. If you manage to ad it to my `equip-code`, feel free to, but I'm afraid I don't understand enough to manage. If you have no sword anymore, you'll get a message "You don't have a sword to equip!".
BTW: Being disarmed doesn't actually remove your sword; it just `un-equips` it. Would you know any code that would actually remove your sword. Otherwise you'll always have a sword left.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Noticed something before that I forgot to mention - WHY is the `in-town` entrance to the dungeon locked?  You can swim to it and EXIT from the dungeon into the town, but the town entrance is locked.  :? [/quote]Doesn't that always happen to first time you're in Oxbay? It always did to me when doing a normal start. However: I don't what actually triggers it being open or not...

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> The escape button enabled for the F1 menu - is there another button that will help you escape from any of the icon menus?  It's annoying to hit return and then accidentally bring up a menu such as RELOAD and then have to be FORCED to reload because you cannot escape out of the menu without doing anything.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  It also makes it difficult to do ANYTHING in any of the other menus because "escape" will bring you to the F1 menu all the time.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  This needs to be toggled, or keyboardmapped for personal use and the default left so we can still use the escape key to ESCAPE other menus.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />  :cheers [/quote]What do you mean? I works just perfectly for me. You can still use the Esc button to escape the menus; you just can also use it to get into the main menu.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Oh, I decided to hire Rys Bloom to check out the dialog with Wellman, and found a typo - "I might change my mind if <b>n</b> some..."  That switch does not work...[/quote]It's not the only one that doesn't. Beats me why. I only changed Blum into Bloom; not do anything else with it. I now totally removed the switch; see if that does any good.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Interestingly, Bloom's skin is NOT in the "change outfits" selection screen - it's the "basic skeleton 4" - odd...  :? [/quote]You never get a quest's character's outfit, do you? At least: I can't remember. It's not something I have anything to do with, that's for sure.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->man6_1.gm does not have a portrait, or if he does, it's corrupted because all I get is a gold square with lines in it.[/quote]But... But... But... I didn't do ANYTHING to those files and portraits! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->When fighting in the dungeon on Redmond, I got a log entry that said I was disarmed, but I was not.  Turns out it was Rys Bloom who was disarmed, and he would not then put his (now imaginary) sword away so I could then talk to him and give him another - and "F" won't work to `re-arm` anyone in your party, will it?  Maybe that could be a feature to be added?[/quote]You get that log entry every time someone from your party is disarmed. I need to fix that, so that you only get the "You disarmed your opponent" message if YOU disarmed him, and only get the "You were disarmed" message when YOU are disarmed. But as it stands now; it still all needs some major editing and I don't know how, so I just mess around, hoping to mess into the general right direction.
Indeed: F just `re-arms` yourself, not anyone else. It's quite weird to have your officers keep fighting without their swords, but that is just what happens when they are disarmed. Can't really help that. Unless I make them run away, which causes you and them to lose control over themselves.
I just figured that the fighting with an imaginary sword was the only way to keep him from actually being killed. Running away will either cause him to be killed instantly, or cause him to completely lose his mind.
Also: Rys won't have actually lost his sword; he'll have it `auto-un`-equiped. I hope I'll be able to change the disarming, so that the sword is removed from the disarmed person and given to the disarmer. Then, if you kill him, you'll get the sword in return. As it is now: You don't get your sword back (but you don't lose it either).
Aaarrrggghhh! It is to drive one CRAZY! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

As it is now: the `F-button` will arm what the game judges to be the best, which is usually correct. Unless you carry any SWAK weapons. I hope I might be able to fix that some way...

Since the disarming is still highly buggy (like you noticed), I added the option in BS.h to toggle it off untill it actually does work properly. Thanks for testing. I'll see what I can do. But I'm afraid I'll be needing some more help before I'm done... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Other changes I just made (but haven't uploaded yet):
- Khael Roa stormy start option moved to "case 11", so you can turn it off by just changing the rand(11) into rand(10)
 
I could do with a little help with the disarming feature. I've been messing around with the code a lot and though I do get many interesting results, I don't exactly manage what I want. Here is the code I currently have. I added comment lines to what the line should do, even though mostly, they don't do what I want them to. I also added some descriptions to what lines should do if I have no idea what the code should look like. Hopefully somebody can change the mess below into some code that would actually do what it's supposed to.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if( CheckAttribute(weapon, "disarm" ) && LAi_IsFightMode(enemy) && !bAbordageStarted && enemy.nodisarm != 1)

    // Checks if the weapon can disarm, whether the enemy's in fighting mode, whether you're boarding (there shouldn't be any disarming during boarding) and whether the enemy has a .nodisarm attribute (meant to be added to all undisarmable questcharacters in the character init files, so there can be no disarming of them)

 {

 if(rand(100)< sti(weapon.disarm) +sti(attack.skill.Fencing)/2)

 // checks if you score a lucky disarming hit, fencing skill increases chance

 {

     PlaySound("OBJECTSduelsword_fallen.wav");

    

     if ( enemy.chr_ai.group != LAI_GROUP_PLAYER ) // Next lines run when victim is not a player associate

     {

   string enemy_blade = GetCharacterEquipByGroup(enemy,BLADE_ITEM_TYPE);

   // Should store the enemy's equiped blade in the string "enemy_blade"



   RemoveCharacterEquip(enemy, BLADE_ITEM_TYPE );

   // Should make the enemy's equiped blade be put away and be `de-equiped`



   TakeItemFromCharacter(enemy, enemy_blade);

   // Should remove the enemy's previously equiped blade from the enemy



   GiveItem2Character(attack, enemy_blade);

   // Should give this blade to the player



   LAi_SetCitizenTypeNoGroup(enemy); // makes disarmed victim flee

   // Makes the disarmed person flee



   Log_SetStringToLog("You disarmed your opponent!");

   // Gives screenmessage

     }

     else

     {

   if ( enemy.chr_ai.group = LAI_GROUP_PLAYER && enemy.chr != PLAYER) // Next lines should run if one of your officers is disarmed

   {

       string attack_blade = GetCharacterEquipByGroup(enemy,BLADE_ITEM_TYPE);

       // Should store the officer's equiped blade in the string "attack_blade"



       RemoveCharacterEquip(enemy, BLADE_ITEM_TYPE );

       // Should make this officer's blade be unequiped (causing him to continue fighting with an imaginary sword; hopefully enabeling him to stay alive until the player saves him)



       TakeItemFromCharacter(enemy, enemy_blade);

       // Should remove the officer's previously equiped blade...



       GiveItem2Character(attack, enemy_blade);

       // ...and give it to the person who disarmed him



       Log_SetStringToLog("One of your officers was disarmed!");

       // Gives screenmessage



       if([no enemies near]) [Force the officer to put his imaginary sword away] // so that you can give him a real one again

   }

   else // This runs if you yourself are disarmed

   {

   string player_blade = GetCharacterEquipByGroup(enemy,BLADE_ITEM_TYPE);

   // Should store your equiped blade in the string "player_blade"



   RemoveCharacterEquip(enemy, BLADE_ITEM_TYPE );

   // Should make your equiped blade be put away and be `de-equiped`



   TakeItemFromCharacter(enemy, enemy_blade);

   // Should remove your previously equiped blade...



   GiveItem2Character(attack, enemy_blade);

   // ...and give it to the person who disarmed you



   Log_SetStringToLog("You were disarmed!");

   // Gives screenmessage

   // [After this, you should press the `F-Key` (equiping a new sword), draw your sword and continue fighting]

     }

 }

    }<!--c2--></div><!--ec2-->Thanks in advance.

BTW: I think I HAVE figured out how to fix the bug where the equip button would equip SWAK weapons rather than normal ones: I need to move the SWAK code to above the code for the normal weapons instead of having it below in the initItems file.
 
I just remembered: I now added Inez Dias's proper cannon model to the blacksmiths, but it is smaller than the original. I tried resizing it with her tool, but have been unable to find out how I should do that. Maybe someone can do it for me, or at least explain how I should do it... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
You load it with the "Open Gm" button, then choose the menuitem "Locations/Decorate Room" or, in the new version "Scene/Edit scene". Expand the "orininal" entry in the treeview and select the cannon. Now use the resize slider to resize the selected model (you should be able to see the effect in the 3D Window).
Then use the main window's "Save Gm" command to save it (it appends _x to the filename).
 
Thanks a lot Inez. That worked. For some reason, I was unable to find the resize slider in your previous version.

Certain bugfixes in the next PotCMods version:
- Blacksmith cannons fixed + resized
- Clair Larousse quest can't be started before Oxbay is invaded
- `F-Key` won't equip SWAK weapons unless you don't have any other sword/pistol (for this, I had to move the SWAK code in the initItems.c file to above the weapon's quality mod code, but it does work)

Hopefully, someone will also help me with the disarming mod. I'd like to have that working properly too, but it seems to cause quite a lot of trouble and it seems to be becoming quite a more complicated mod than it started as. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--`QuoteBegin-Fred_Bob`+--><div class='quotetop'>QUOTE(Fred_Bob)</div><div class='quotemain'><!--QuoteEBegin-->Pieter, me matey, ye seem tew be walkin' in de footsteps o' Nathan Kell hisself, an' doin' it rather well, Fred Bob might add!  :cheeky[/quote]Only HE knows what he's doing, while I don't. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Noticed something before that I forgot to mention - WHY is the `in-town` entrance to the dungeon locked?  You can swim to it and EXIT from the dungeon into the town, but the town entrance is locked.  :? [/quote]Doesn't that always happen to first time you're in Oxbay?[/quote]No, not on my game. I've always been able to go in there and boost up my money before heading off to witness the French invasion. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> The escape button enabled for the F1 menu <edit>[/quote]<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->What do you mean? I works just perfectly for me. You can still use the Esc button to escape the menus; you just can also use it to get into the main menu.[/quote] Try sailing (3rd person) and open up the reload command, then try to escape out of it. I could not. Other icon menu items cannot be escaped from unless you DO something, and that goes for land as well as sea. Before, you could escape from them if you accidentally got into the wrong section.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Oh, I decided to hire Rys Bloom to check out the dialog with Wellman, and found a typo - "I might change my mind if <b>n</b> some..."  That switch does not work...[/quote]<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->It's not the only one that doesn't. Beats me why. I only changed Blum into Bloom; not do anything else with it. I now totally removed the switch; see if that does any good.[/quote]Oh, that wasn't your edit? Heh... Sorry... That switch doesn't really need to be there, so it's fine - I rarely hire Rys, his stats are so low he needs to be coddled a LOT before you can actually use him on your ship in some capacity. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> I originally thought I'd bump his stats up enough to make him a prize ship captain...

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Interestingly, Bloom's skin is NOT in the "change outfits" selection screen - it's the "basic skeleton 4" - odd...  :? [/quote]<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->You never get a quest's character's outfit, do you? At least: I can't remember. It's not something I have anything to do with, that's for sure.[/quote]At least, you get Fred Bob's outfit and I think you also get Danielle's. I so rarely hire a quest officer, I don't play the side quests much at all except for Fred Bob Quest... (guess I'm biased, HA!) I don't know, maybe it has something to do with his being (or NOT) in the tailor shop mod. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->man6_1.gm does not have a portrait, or if he does, it's corrupted because all I get is a gold square with lines in it.[/quote]<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->But... But... But... I didn't do ANYTHING to those files and portraits! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />[/quote]Ah... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Well, it must be an anomaly of my own gamefiles, then. I'll look into it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->Since the disarming is still highly buggy (like you noticed), I added the option in BS.h to toggle it off untill it actually does work properly. Thanks for testing. I'll see what I can do. But I'm afraid I'll be needing some more help before I'm done... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />[/quote]Yep, that's what this process is all about! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> You're doing a marvelous job, and hopefully between all of us we'll figure out what can fix the troubles in the disarm feature; I think it's great, and I boosted my difficulty setting higher so I'd have longer fights - I have yet to disarm anyone myself, but I think it is a terrific idea. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I think if it's possible, perhaps this disarm feature should be an ability like "Master Swordsman" or at least you should need to BE a master swordsman to be able to disarm people... Likewise if you ARE a master swordsman, your chance of being disarmed should be VERY small - so you won't have to tie that into whatever blade is being carried, but make it a global ability attribute like not being able to use the quad pistol unless you are a master gunman... Maybe that would be an easier way to handle this... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
That the door from Oxbay town to the Dungeon is closed is FAIK Akella's doing, in Quest_reactions.c, case "begining"

Locations[FindLocation("Oxbay_town")].reload.l55.disable = true;


Maybe they wanted the player to use only the more interesting floated cave entry, and maybe they did it only in the Euro version? so that Cat got this with Pieters files? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

And maybe the controls problem is due to the Euro/ US difference as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Pieter, I'll try the disarming the next days. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
The locked door is a minor inconvenience, but an inconvenience nonetheless. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I wish I knew more about the disarming mod to be able to help with it. I can only test and report, I'm afraid. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

BTW, I noticed something that struck me as odd - there are an AWFUL LOT of the brace of small pistols turning up in chests. Almost seems too common... Maybe the rarity setting should be a little different? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Bah, you're right, I can't get the Nigel half to work either. I can't even remember what he's supposed to do, but so far he does nothing.

Pieter: Superb, and you've even answered a question I was about to ask: Whether a dialog can check for multiple items at the same time in order to show a speech option. Now that I know it, that's got to be one of my favourite functions... I'm basing a new quest on it, begun when someone "notices" one of your new tattoos.

But that `next-to`-last option, link.l6... that shows up if you have none of the tattoos, or regardless of whether or not you have any?

And could the blade `quick-equip` function be made to work with guns too, to pull out and fire a dozen

---

[later edit] Huh, I missed reading an entire page of posts when I wrote. All I might add is, I do think you get the skeleton 4 "clothes" item (which is useless - if you actually switch yourself into it, you get stuck in `1st-person` mode and can't move; and if your officer, he vanishes) as the default if the skin isn't in the tailors mod. That's how I always figured it, in my testing of new outfits and portrait sets.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->No, not on my game.  I've always been able to go in there and boost up my money before heading off to witness the French invasion.  ;)[/quote]Hmm. Think I'll just make it properly open again then. In my game, sometimes it is open, sometimes it isn't Quite strange really. But the `euro-version` shouldn't have anything to do with it, as I take it that file should've come out one of the `Build-installs`.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Try sailing (3rd person) and open up the reload command, then try to escape out of it.  I could not.  Other icon menu items cannot be escaped from unless you DO something, and that goes for land as well as sea.  Before, you could escape from them if you accidentally got into the wrong section.[/quote]I must check that out. If I can't fix it, the Escape to Main Menu function must go again.

As for the disarming: If you really want to test it, change the `disarm-mode` setting in BS.h into 2. This will trigger every hit with a blade to disarm someone. The disarming is still in a very early stage, but I think I have thought of a really nice idea to get it to work properly, involving the addition of a new weapons to the game: your fists! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
I don't know how I should involve the "Master Swordsman" ability in it though. Must think of aomething for that. Personally, I'd think it'd be nice if you always have a risk of being disarmed. As it is now: I don't think you'll ever be disarmed much, since your enemy must have a good+ sword and have a high fencing skill and quite a bit of luck. The same goes for yourself, of course, though.
I'll try and see how this works out. If it doesn't work in the end, I can always try and do it some other way.

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->But that `next-to`-last option, link.l6... that shows up if you have none of the tattoos, or regardless of whether or not you have any?[/quote]Hmm. Good question. I hadn't thought of that. It'll probably only work if you don't have any tattoo. How do you say "or" in PotC programming code anyway? With 1 "&"-sign maybe? I'll try and see what I can do about it.

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And could the blade `quick-equip` function be made to work with guns too, to pull out and fire a dozen[/quote]As it stand now: the `quick-equip` button will equip both a sword, gun and spyglass, unless you already have them equiped. But since it will only equip a gun if you don't have one equiped, you won't be able to pull out a dozen. We've got your brace of guns mod for that, don't we? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Talking about brces of guns: Maybe their rarity should indeed be turned down a bit. I haven't played (nor tested) much in PotC lately, but I will once disarming works fine.
 
There are a few files I need, but that I cannot create (being hopeless with imaging programs other than Paint):
- A new picture for the etherbottle (can't tell the etherbottle apart from the bottle 'o rum, which I find a bit annoying)
- Better character portraits for the pirat10 and pirat11 skins (Petros? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
- An item icon for your fist, which I'm going to try and add to the game as new weapon (your force increases with rank and you can punch someone `knock-out`)
- A PotC compatible punch sound for your fists (unless I can find one somewhere in the sound folders)

Hope you can give me a hand with these things... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->There are a few files I need, but that I cannot create (being hopeless with imaging programs other than Paint):
- A new picture for the etherbottle (can't tell the etherbottle apart from the bottle 'o rum, which I find a bit annoying)
- Better character portraits for the pirat10 and pirat11 skins (Petros? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
- An item icon for your fist, which I'm going to try and add to the game as new weapon (your force increases with rank and you can punch someone `knock-out`)
- A PotC compatible punch sound for your fists (unless I can find one somewhere in the sound folders)

Hope you can give me a hand with these things... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />[/quote]

I'll be happy to get on those graphics jobs!
I'll do the Ether bottle same as rum but with a black skull and crossbones.
I was meaning to do new portraits for Pirat10 and Pirat11 anyway.
Fist ... I've got an idea already.

BTW, in the past both Rys Bloom and Marc Blacque used "Chameleon" gm and skins and this was in the tailors mod.

All you had to do to get this skin was make one of them an officer and then check your own character for a change of outfit. "Chameleon" would be one of the options.
Something must have changed in the tailor mod since the update I'm using! 2/19/05
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'll do the Ether bottle same as rum but with a black skull and crossbones.  <!--QuoteEnd--></div><!--QuoteEEnd-->
COOL <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
I've often thought the rum bottle should look less like a laboratory bottle and more like a real RUM BOTTLE!

<img src="http://www.ganotherapyusa.com/extras/bottles.jpg" border="0" class="linked-image" />
These are from a shipwreck.

<b>Pieter, </b>I think the Master Swordsman ability can be checked in the code - so you could do an "if/else" command - if you have Master Swordsman, then you can disarm someone. If not, then you cannot.
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->(can't tell the etherbottle apart from the bottle 'o rum, which I find a bit annoying)[/quote]

While on that topic, I think we should have different pics to distinguish between the Needle and the Solingen Rapier!
 
Back
Top