Hey, great that you already solved most problems <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="
" border="0" alt="onya.gif" /> Here is what I wrote on disk about your questions, even though some may not be necessary anymore <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->To CCC: Things that still need to be fixed (probably):
- Particle effect added when enemy is knocked out (haven't had any luck getting it to work only if you actually knock your opponent out; it's either all or nothing )<!--QuoteEnd--></div><!--QuoteEEnd-->
This should make them see stars: don't add an effect attribute to the fist definition but add this to the fistcode in LAi_events
Log_SetStringToLog("WHACK! You knocked out your opponent!");
float xe, ye, ze; // coordinates for effects
GetCharacterPos(enemy, &xe, &ye, &ze); // determines position of initial target
CreateParticleSystem("stars" , xe, ye+1, ze, 0.0, 0.0, 0.0, 20 );
}
else
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- If a disarmed person is disarmed and you encounter him/her again, will he/she still panick at the sight of you due to the "LAi_SetCitizenTypeNoGroup(enemy);" line in the code? That's not supposed to happen either.<!--QuoteEnd--></div><!--QuoteEEnd-->
A citizen type NPC will run away if he is hostile to you and has no weapons (with weapons he attacks). If you assault an NPC he is of course hostile, but only for some time. If get out of sight for some time all should be forgiven.
Though somtimes in the past cases were reported where your relations were for some reason not improving anymore. (The PotC relationsystem works strange sometimes ) In those cases you can talk to a houseowner who will fix relations for you.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Does a disarmed person keep his/her weapon? I know the player will actually lose the sword (and be unable to get it back in any way; that should also be fixed). If not, that'll need to be fixed too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Umm, if you use only "RemoveCharacterEquip" that will only unequip a blade, i.e. remove it from hand or belt. It will stay in the inventory unless you remove it there as well with TakeItemFromCharacter.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Also: The disarm attribute should only be given to the characters that actually need it, but for that, someone would need to make a list of important quest characters that may not be disarmed, because it'll mess up the quest or even cause you to get stuck in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You can't disarm the rapers or the sequence won't end. Same with the French who chase you out of Oxbay when you're going to steal the ship. Same with the French who catch you at Grey Rock Bay on Oxbay when you're trying to land the troops.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, the rapers are a bit tricky cause they are generated characters, so you can't give them them the "nodisarm" attribute in charactersinit .
I'll take care of them.
You could search quest_reactions.c for any questdefinitions that include the section ".win_condition.l1 = "NPC_Death";" . Which means that the quest will only be finished if some NPC is being killed, so you'd better set those to "nodisarm". The ID of the victim will be in the line below.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Question: Didn't we have it fixed that if we did not want to sell our rum to the smugglers on Douwesen, that we could get out of that part of the transaction without causing harm to the whole deal? Or is that based upon the luck level of the character? I was just forced to sell my rum and I did not want to, but the transaction would not complete otherwise...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, Akella wrote it that way. It has only become a problem because our crews are now addicted to Rum <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid="
" border="0" alt="buds.gif" /> IIRC we were only talking about a fix, and I suggested taking Rum out of the contraband list for Douwesen. How about that?
I added a compensation of sorts to the smugglerdialog: you can get an assortment of victuals(including rum) for your ship after selling the contraband.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Does the distance one throws a bomb have an effect on the enemy?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, not because it makes sense but because the function for distanceweapons, which I used for bombs etc., has a distancefactor. And sometimes they hurt no one for no apparent reason, or someone far away <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid="
ops2" border="0" alt="oops3.gif" /> I'm afraid we have to pretend that those 17th century grenades are very unreliable <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />