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    Maelstrom New Horizons


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

Thanks a lot, Pieter <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 got two questions:
1) Why, if you kill a pickpocket, do the guards come and attack you? They should be happy you killed him, shouldn't they?
2) If you are fighting a battle with the townguards and you die and are regenerated days later and you go outside the tavern, they immediately start attacking you again. Is this supposed to be so, or should it be changed. And, if so, how?
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->BTW: I'll be uploading a little new version today, including this:
- CCC's Silehart bugfix
- His sword `pick-pocketing` (though chance defaults to 0)
- His disarm feature (5% disarm chance added to swords with a block of 50% or more; this in the idea of "if you have a high block, you don't nescessarily want to kill your opponent, but just survive yourself")
- His yet unused options in BuildSettings.h put back in[/quote]Well: I just did. You can find the new version <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">here</a>, but the previous version can still be found on the PA! FTP. However: The disarm feature hasn't been working for me (and I haven't got the slightest idea why). I did add the code in this version, but I somehow must've done something wrong. I hope CCC will be able to check it.
Also: There are still townguards generated without weapons. Maybe CCC would be able to fix that too...
 
I haven't a clue about those new blacksmith problems... and the error reports tell me nothing helpful. Then again I haven't installed any of Pieter's update packs yet.

There's no skill/sword dealie built into the blacksmiths, far as I know... and Cat seems to be the only one with trouble with that cardinal's guard.

I also get the danger flashy dealie in Greenford Prison. I hope that isn't some more silly code I left in. But I'm glad it affects nothing.

Oh, and I just remembered to ask: Did you get my braces of pistols mod in too, Pieter?

Oh yeah, that was the bit I forgot to address when I caught up on the thread: I'll get you a list of what seems to be missing re: Danielle `end-quest`, Cat. But what happens is, simply, nothing. I anchor at the lighthouse, but Clement and Danielle stay with me and neither has any dialog options that would let me get rid of them.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Well, I'm confused. I've been trying all sorts of ways to nail this icon error down, and all I get is the default icon for the new characters. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" /> I'll hit it a different way later on. I'd think it was a corrupt savegame, except that I've been using the ModHelper to test it - so it's a new game every time - and I STILL get the default character icons. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Urgh, downloading anything on dialup SUX! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Can't wait for my replacement DSL modem! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> I'm soooooo spoiled! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <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" />

Thanks for the updates, Pieter! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

CCC, I'll try that dialog with your suggested check. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
Let's see... three text files get changed for adding icons... the pictures file in resource/ini/somethingorotherelse; the facemaker... and if you like, a tailor's mod entry helps. I've found if I only do the first two, I can't make anyone else wear my skin - I just get a blank icon in my "clothes" list, usually labelled "skeleton4," but it's no good if I try and "change" into it.

By the way... I found out today your dead officers' clothes stay with you and you can put them on someone else. Isn't that morbid!
 
Here's that dialog check on the Blacksmith on IM:

It found this node -

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "SelectFix":

     if (BladeID != "" && makeint(GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_EXELLENT)) > 0 )

   // ccc special weapons: blotted RobC's wonderful code with this messy pricecheck;)

     {

   // Retrieve blade name, blade quality, and upgrade prices

   string BladeName   = GetBladeNameByID(BladeID);

   int BladeQuality   = GetBladeQualityByID(BladeID);

   int PriceExcellent = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_EXELLENT);

   int PriceFine      = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_FINE);

   int PriceGood      = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_GOOD);

   int PriceAverage   = GetBladeUpgradePrice(BladeID, BladeQuality, QUALITY_AVERAGE);



   // Build the dialog according to the values retrieved above

   switch (BladeQuality)

   {

       // For a badly worn blade, show Excellent, Fine, Good and Average

       // (if the player has enough money that is)

       case QUALITY_BADLYWORN:

     Dialog.text = DLG_TEXT[5] + BladeName + DLG_TEXT[6];

     if (PriceExcellent <= PlayerMoney)

     {

         link.l1 = DLG_TEXT[17] + PriceExcellent;

         link.l1.go = "MakeExcellent";

     }

     if (PriceFine <= PlayerMoney)

     {

         link.l2 = DLG_TEXT[18] + PriceFine;

         link.l2.go = "MakeFine";

     }

     if (PriceGood <= PlayerMoney)

     {

         link.l3 = DLG_TEXT[19] + PriceGood;

         link.l3.go = "MakeGood";

     }

     /*if (PriceAverage <= PlayerMoney)

     {

         link.l4 = DLG_TEXT[20] + PriceAverage;

         link.l4.go = "MakeAverage";

     }

     link.l5 = DLG_TEXT[22];

     link.l5.go = "exit";*/

       break;



       // Same goes for worn as goes for badly worn

       case QUALITY_WORN:

     Dialog.text = DLG_TEXT[7] + BladeName + DLG_TEXT[8];

     if (PriceExcellent <= PlayerMoney)

     {

         link.l1 = DLG_TEXT[17] + PriceExcellent;

         link.l1.go = "MakeExcellent";

     }

     if (PriceFine <= PlayerMoney)

     {

         link.l2 = DLG_TEXT[18] + PriceFine;

         link.l2.go = "MakeFine";

     }

     if (PriceGood <= PlayerMoney)

     {

         link.l3 = DLG_TEXT[19] + PriceGood;

         link.l3.go = "MakeGood";

     }

     /*if (PriceAverage <= PlayerMoney)

     {

         link.l4 = DLG_TEXT[20] + PriceAverage;

         link.l4.go = "MakeAverage";

     }

     link.l5 = DLG_TEXT[22];

     link.l5.go = "exit";*/

       break;



       // If the blade is average, show excellent, fine and good

       case QUALITY_AVERAGE:

     Dialog.text = DLG_TEXT[9] + BladeName + DLG_TEXT[10];

     if (PriceExcellent <= PlayerMoney)

     {

         link.l1 = DLG_TEXT[17] + PriceExcellent;

         link.l1.go = "MakeExcellent";

     }

     if (PriceFine <= PlayerMoney)

     {

         link.l2 = DLG_TEXT[18] + PriceFine;

         link.l2.go = "MakeFine";

     }

     if (PriceGood <= PlayerMoney)

     {

         link.l3 = DLG_TEXT[19] + PriceGood;

         link.l3.go = "MakeGood";

     }

     link.l4 = DLG_TEXT[22];

     link.l4.go = "exit";

       break;



       // If the blade is good, show excellent and fine

       case QUALITY_GOOD:

     Dialog.text = DLG_TEXT[11] + BladeName + DLG_TEXT[12];

     if (PriceExcellent <= PlayerMoney)

     {

         link.l1 = DLG_TEXT[17] + PriceExcellent;

         link.l1.go = "MakeExcellent";

     }

     if (PriceFine <= PlayerMoney)

     {

         link.l2 = DLG_TEXT[18] + PriceFine;

         link.l2.go = "MakeFine";

     }

     link.l3 = DLG_TEXT[22];

     link.l3.go = "exit";

       break;



       // If the blade is fine, show only excellent

       case QUALITY_FINE:

     Dialog.text = DLG_TEXT[13] + BladeName + DLG_TEXT[14];

     if (PriceExcellent <= PlayerMoney)

     {

         link.l1 = DLG_TEXT[17] + PriceExcellent;

         link.l1.go = "MakeExcellent";

     }

     link.l2 = DLG_TEXT[22];

     link.l2.go = "exit";

       break;



       // If the blade is excellent, refuse to repair (as there is nothing to repair...)

       case QUALITY_EXELLENT:

     Dialog.text = DLG_TEXT[15] + BladeName + DLG_TEXT[16];

     link.l1 = DLG_TEXT[21];

     link.l1.go = "exit";

       break;

   }

     }

     else

     {

   Dialog.text = DLG_TEXT[25];

   link.l1 = DLG_TEXT[21];

   link.l1.go = "exit";

     }

 break;<!--c2--></div><!--ec2-->This is where the conversation just stops. There is nothing more it does. If you try to reinitiate the conversation he says "let me see" again, and then nothing.

The icons work when I install my "new characters" skins but they don't when I use Pieter's modfix - although Pieter says they are working in HIS game???

That resourceiniinterfacespictures.ini file is already `pre-populated` up to portrait #199 - and actually I thought I'd made it up to 299, but that seems to be missing in Pieter's modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I don't find it in MY modpack either, so it's nothing you did, Pieter - however because the existing file DOES `pre-populate`, the portraits SHOULD WORK. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

And they do not in mine, but they do in Pieter's game???

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid=":ko" border="0" alt="ko.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> :bbb I'm sooooo confused!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
Are you by any chance trying to improve an average cardinal's guard? I commented out the average blades for that smith, same as I commented out the perfect for the pirate one, to add a bit of variety. I was kind of stabbing blindly in the dark when I did it, but it never gave me any hassle. Try removing the /* and */ and see if that helps.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin--> I was kind of stabbing blindly in the dark.. .[/quote]

Well, it looks like you managed to stab someone in the dark!
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I really shouldn't laugh ...
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->
Urgh, downloading anything on dialup SUX!   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />  [/quote]

That is how I get everything, usually at 24,600 connection.

Life in the country has it's limitations!

That is why I think it would be nice if individual updated files would be posted rather then 13+ meg. downloads.

I also try to get code right off the MB, at least when I can understand where to put it ... why I'm up to date Sielhard dialog bug fix.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Are you by any chance trying to improve an average cardinal's guard? I commented out the average blades for that smith, same as I commented out the perfect for the pirate one, to add a bit of variety. I was kind of stabbing blindly in the dark when I did it, but it never gave me any hassle. Try removing the /* and */ and see if that helps.[/quote]Ummm... Yes, and WHY did you do that? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I can't get him to talk after that... So he doesn't even say, Oh, I can't fix this but I know someone who does, you have to go to... (whatever island)...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> MODDERS!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Oh... Been meaning to mention it, but I can't seem to talk to merchants in the Stormy Start - it's okay when I go in and sell stuff to him, or buy from him, but if I ask if they have a job for me, the game freezes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Toff Oremans gives you an excellent Saber of Nicholas Sharp instead of an avarage one for rescuing his daughter from the pirate. This because in the stock game, this used to be a very special gift, but since in Build 11/12 Sabers of Nicholas Sharp are rather common (quite weird actually; I suppose there was just one Nicholas Sharp) and it isn't a special gift at all anymore. Hope to have changed that.<!--QuoteEnd--></div><!--QuoteEEnd-->


Now this part of Mod I am looking for in build 12, but only part of it for me. Is this Mod still under test? or it is done,
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Oh, and I just remembered to ask: Did you get my braces of pistols mod in too, Pieter?[/quote]Yep. If everything's right, it should work just fine.
 
<!--`QuoteBegin-reader81`+--><div class='quotetop'>QUOTE(reader81)</div><div class='quotemain'><!--QuoteEBegin-->Now this part of Mod I am looking for in build 12, but only part of it for me. Is this Mod still under test? or it is done,[/quote]This particular mod works fine, but some of the other mods still do cause trouble (and really weird trouble at that! <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" /> ) If you want to install just that mod, only extract the Toff Oremans dialog.h file and not the rest.

The character portraits really are working for me. I did a completely clean install of PotC; installed my full installation Build 12 on top and my modpack on that and it works fine. <span style='`font-size`:30pt;`line-height`:100%'>Weird,</span> <span style='`font-size`:25pt;`line-height`:100%'>weird,</span> <span style='`font-size`:19pt;`line-height`:100%'>weird,</span> <span style='`font-size`:16pt;`line-height`:100%'>weird,</span> <span style='`font-size`:14pt;`line-height`:100%'>weird....</span> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
BTW: I tried adding the updated pictures.ini entries to my most recent version. Hope it works properly...

Come on guys! I need some help with getting that disarm feature to work!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->Come on guys! I need some help with getting that disarm feature to work!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />[/quote]I just made a clean install of PotC + Build 12 with just the stormystart3 on top. I then tried adding the disarm feature to the default saber:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && !bAbordageStarted )

// if weapon can disarm opponent in fight

{

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

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

{

if(CheckAttribute(enemy, "equip.blade")) RemoveCharacterEquip(enemy, BLADE_ITEM_TYPE );

// removes victims blade

LAi_SetCitizenTypeNoGroup(enemy); // makes disarmed victim flee

PlaySound("OBJECTSduelsword_fallen.wav");

Log_SetStringToLog("You slashed his swordarm !");

}

}<!--c2--></div><!--ec2-->This in the "void LAi_CharacterAttack()" in Loc_AiLAi_events.c.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->itm.disarmchance = 99;<!--c2--></div><!--ec2-->This under "itm.id = "blade1";" in initItems.c.
It simply REFUSES - TO - WORK! AAAAAARRRRRGGGGHHHH! Someone please check the disarm code in my most recent PotCMods.zip version and tell me why for crying out loud it ISN'T WORKING!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate_plain.gif" style="vertical-align:middle" emoid=":p3" border="0" alt="pirate_plain.gif" />
 
Sorry i cant help you more, but a little tip, trace the values that are generated in program, for example:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && !bAbordageStarted )

// if weapon can disarm opponent in fight

{

    int rnd1 = rand(100);

    trace("me: LAi_events.c");

    trace("rand(100)="+rnd1+" disarmchance="+sti(weapon.disarmchance)+" Fencing/2="+sti(attack.skill.Fencing)/2);

    if(rnd1 < sti(weapon.disarmchance) +sti(attack.skill.Fencing)/2)

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

   {

         if(CheckAttribute(enemy, "equip.blade")) RemoveCharacterEquip(enemy, BLADE_ITEM_TYPE );

         // removes victims blade

         LAi_SetCitizenTypeNoGroup(enemy); // makes disarmed victim flee

         PlaySound("OBJECTSduelsword_fallen.wav");

         Log_SetStringToLog("You slashed his swordarm !");

    }

}<!--c2--></div><!--ec2-->So you can see 2 things. First is, will the code be executed to your trace and second what values are used in game.
If you cant find that tracestring in logfiles you know the execution goes an other way etc.
 
Thanks for your help. Unfortunately, I don't understand what you're trying to say. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
I tried putting the code you gave into my game and then running PotC ModHelper with the error log generation on, but didn't find anything in the log about this. Nor did I notice anything on screen. So I just don't get it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
<b>If you use the right place</b> for your code and the disarming thing does not appear somthing is wrong.
If you know the values you may be able to find a reason why the execution of code goes this way and not another. (you use <i>if</i> so the value in brackets have to be TRUE)
If the trace from post before does not appear that means, maybe the result of <i>if</i> before is not TRUE. Next trace the values that are used there in order to know why.

Thats the way you have to go in this script, because you cant use a debugger.
 
Pieter, I installed you newest fix and the icons are working fine now. Perhaps it was an anomaly of my game - too many mods on top of too many mods... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Anyhow, it was nice to see it all working again! Although there was one icon that was a bit screwed up, came in all gold streaks like the file got corrupted... I can't recall whose that was, will have to check again...
 
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