• New Horizons on Maelstrom
    Maelstrom New Horizons


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

Eeehhh... sorry Cat. But did `re-enabling` those dialog options fix it for you? I don't understand why you seem to be the only one who had that problem. I'll briefly see about getting around this problem, because that's all the patience I have for it; and if nothing else, I'll keep the dialog in for the "fixed" update.

Pieter: Exactly where in the file are you inserting the disarmchance code? There's a section for swords and one for guns...
It may also be a problem with the weapons quality mod, where you have to be careful about adding new attributes. All the attributes for the swords and guns are listed twice, once in the usual weapon entry and once in a big table in the file...

Try adding disarmchance to some weapon outside the usual spate, like to some SWAK sword, like the Borgiablade.
 
Alan has found the sore point: Adding SWAK attributes to already existing weapons is a bit tricky due to Scheffnow's weaponsmod. The original weaponinitialization in itemsinitItems :


// scheffnow - weaponsmod -->
if (ENABLE_WEAPONSMOD != 1 )
{
//WEAPONS -- NK: rare is changed for all below.
//Saber
makeref(itm,Items[n]);
itm.id = "blade1";
// NK -->
itm.skiptrade = false;
.....
itm.param.colorend = argb(0, 32, 32, 32);
n++;


runs only if the weaponsmod is toggled. So if you add the "disarm" attribute there it takes only effect if Scheff's is off.

If the weaponsmod is on the weapondefinition takes place further below :


else
{
//----------------------------------------------------------------------------------------------------
// BLADES: ItemIndex picIndex Price Piercing
// | bladeID modelID | rare | minDamage | Blocking
// | | | picTexture | | MinLevel | | maxDamage | |
//----------------|---|----------|---------|---|--|------|-----|---|-----|------|---|-----------------
n = InitBlade(n, "blade5", "blade5", 6, 9, 0.90, 0, 250, 4.0, 10.0, 25, 0); // Dagger
n = InitBlade(n, "blade2", "blade2", 6, 10, 0.90, 1, 500, 8.0, 12.0, 20, 10); // Rapier
n = InitBlade(n, "blade1", "blade1", 6, 11, 0.90, 2, 500, 8.0, 13.0, 10, 10); // Saber


Each line is a functioncall that calls this function :


// scheffnow - weaponsmod -->
int InitBlade( ref ItemIndex,
string id,
string ModelID,
string picTexture,
........
if(QualityMinLevel < 0)
{
QualityMinLevel = 0;
}
makeref(blade,Items[BladeIndex]);
// quality invariant properties
blade.id = BladeID;
blade.BladeQuality = i;
blade.groupID = BLADE_ITEM_TYPE;
blade.name = "itmname_" + id;
......
blade.param.colorend = argb(0, 32, 32, 32);
BladeIndex++;
}
return BladeIndex++;
}

which creates for every blade six subtypes (badly worn - excellent). If you want e.g. each Saber subtype to have the "disarm" attribute you must add something like


blade.param.colorend = argb(0, 32, 32, 32);
if( id == "blade1" ) blade.disarm = 5 ;
BladeIndex++;


And that for each type and each attribute again. That would be rather messy programming.
 
Cat, I tried to recreate the problem you had after asking the merchants for work, using Pieter's latest compilation. After a stormy start I tried Oxbay(no work), Redmond(no work) and Muelle(Knippels to Conceicao). I had no problems.

Do we have the same files? My merchantdialogs are all from 2003, and my quests_reaction, where those missions are generated, is dated 27Dez04


Petros, I am afraid I don't know what exactly causes the "Cargo space overup" reports, but I think it is not connected to StSt and causes no harm. The reports show up even if you start a fresh game and StSt does not run. You are right that they refer to the initial cargo that you get at the start by this section in Characterscharacters_init.c :

// MainCharacter start parameters
//NK -->
ch.Ship.HP = MakeInt(GetCharacterShipHP(ch) * 3 / 5);
ch.Ship.crew.quantity = MakeInt(GetMaxCrewQuantity(ch) * 3/5);
SetCharacterGoods(&ch,GOOD_CHOCOLATE,100);
SetCharacterGoods(&ch,GOOD_LEATHER,25);
SetCharacterGoods(&ch,GOOD_WHEAT,sti(ch.ship.crew.quantity) * FOOD_PER_CREW * WHEAT_DAYS);
SetCharacterGoods(&ch,GOOD_RUM,sti(ch.ship.crew.quantity) * FOOD_PER_CREW * RUM_DAYS);
SetCharacterGoods(&ch,GOOD_BALLS,GetCannonQuantity(ch)*BALLS_PER);
SetCharacterGoods(&ch,GOOD_GRAPES,GetCannonQuantity(ch)*GRAPE_PER);
SetCharacterGoods(&ch,GOOD_KNIPPELS,GetCannonQuantity(ch)*CHAIN_PER);
SetCharacterGoods(&ch,GOOD_BOMBS,GetCannonQuantity(ch)*BOMBS_PER);
// NK <--

If you outcomment this section the error reports do not show up anymore. (Though then you won't get your starting goods, so that's no solution but only a trace)

The actual report is being created by this function in charactersCharacterUtilite.c :

void SetCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
string goodsName = Goods[_Goods].name;
_refCharacter.Ship.Cargo.Goods.(goodsName) = _Quantity;
int curLoad = RecalculateCargoLoad(_refCharacter);
int maxLoad = GetCargoMaxSpace(_refCharacter);
if(curLoad>maxLoad)
{
Trace("ERROR! Cargo space overup (character=" + _refCharacter.index + ",Quantity=" + _Quantity + ")");
}
}

The report is just a warning that the program gave a character more goods than his ship can carry.

I assume that this characterinitialization runs every time you start or load a game, maybe before your ship is being assigned so that any good is an overload, and that the goods data are later being overwritten by the correct values according to your saved game.
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->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?[/quote]

1. As every citizen of archipelago knows:
" the guards are nothing but a bunch of corrupt cowards"
They protect their townfellows against you, the foreign privateer, even if he is a thief, to which they turn a blind eye. (and this makes IMHO the recapturing of your money more interesting )

2. The game doesn't register that days are supposed to have passed. If your relations to the townguards are messed up you must spend some GAMEtime out of sight of guards or citizens. Or bribe a houseresident.
I do not know how this could be changed <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->Alan has found the sore point: Adding SWAK attributes to already existing weapons is a bit tricky due to Scheffnow's weaponsmod. The original weaponinitialization in itemsinitItems :


  //  scheffnow - weaponsmod -->
   if (ENABLE_WEAPONSMOD != 1 )
   {
       //WEAPONS -- NK: rare is changed for all below.
       //Saber
        makeref(itm,Items[n]);
        itm.id = "blade1";
        // NK -->
        itm.skiptrade = false;
        .....
        itm.param.colorend = argb(0, 32, 32, 32);
        n++;


runs only if  the weaponsmod is toggled. So if you add the "disarm" attribute there it takes only effect if Scheff's is off.

If the weaponsmod is on the weapondefinition takes place further below :


else
   {
       //----------------------------------------------------------------------------------------------------
       // BLADES:       ItemIndex                  picIndex         Price           Piercing
       //                |  bladeID   modelID         | rare          | minDamage      | Blocking
       //                |   |          | picTexture  |  |   MinLevel |   | maxDamage  |   |
       //----------------|---|----------|---------|---|--|------|-----|---|-----|------|---|-----------------
           n = InitBlade(n, "blade5",  "blade5",  6,  9, 0.90,  0,   250,  4.0, 10.0, 25,  0); // Dagger                  
           n = InitBlade(n, "blade2",  "blade2",  6, 10, 0.90,  1,   500,  8.0, 12.0, 20, 10); // Rapier                  
           n = InitBlade(n, "blade1",  "blade1",  6, 11, 0.90,  2,   500,  8.0, 13.0, 10, 10); // Saber  
                 

Each line is a functioncall that calls this function :


//  scheffnow - weaponsmod -->
int InitBlade(  ref     ItemIndex,  
               string  id,  
               string  ModelID,  
               string  picTexture,  
........
       if(QualityMinLevel < 0)
       {
           QualityMinLevel = 0;
       }
    makeref(blade,Items[BladeIndex]);
    // quality invariant properties
    blade.id               = BladeID;
    blade.BladeQuality     = i;
    blade.groupID          = BLADE_ITEM_TYPE;
    blade.name             = "itmname_" + id;
......
    blade.param.colorend   = argb(0, 32, 32, 32);
    BladeIndex++;
   }
   return BladeIndex++;
}

which creates for every blade six subtypes (badly worn - excellent). If you want e.g. each Saber subtype to have the "disarm" attribute you must add something like

 
  blade.param.colorend   = argb(0, 32, 32, 32);
        if( id == "blade1" ) blade.disarm = 5 ;  
    BladeIndex++;


And that for each type and each attribute again. That would be rather messy programming.[/quote]

So, if I want to add new weapons and use the weaponsmod I have to write them into this tableau instead of using the makeref function? Now, that would explain why I had the problems I had.
Now, this has really enlightened me <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 CCC. That explains a whole lot. I suppose I should be able to get it to work now. I'll try when I've got some time, either later today or tomorrow. When I managed, I'll put up a new modpack version.
 
I tried adding itm.disarmchance = 99; to the Borgiablade, which isn't in the weapons mod. Now that should work, shouldn't it? Only it doesn't. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
<span style='color:red'>Edit:</span> I just noticed I was so stupid as to add it to the cobblestone. It DOES work when adding it to the Borgiablade. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
BTW: How should you code the disarmchance properly into the weapon's mod, so that you can add it into the `table-like` coding? Is that possible? Is it a lot of work?
<span style='color:red'>Edit:</span> Can you believe it? I actually managed to add the disarmchance as a new ntry in the `table-code` and it works! I'll be uploading a new PotCMods.zip tomorrow, including this edited code.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->
Petros, I am afraid I don't know what exactly causes the  "Cargo space overup" reports, but I think it is not connected to StSt and causes no harm. The reports show up even if you start a fresh game and StSt does not run. You are right that they refer to the initial cargo that you get at the start by this section in Characterscharacters_init.c :

// MainCharacter start parameters
//NK -->
ch.Ship.HP = MakeInt(GetCharacterShipHP(ch) * 3 / 5);
ch.Ship.crew.quantity = MakeInt(GetMaxCrewQuantity(ch) * 3/5);
SetCharacterGoods(&ch,GOOD_CHOCOLATE,100);
SetCharacterGoods(&ch,GOOD_LEATHER,25);
SetCharacterGoods(&ch,GOOD_WHEAT,sti(ch.ship.crew.quantity) * FOOD_PER_CREW * WHEAT_DAYS);
SetCharacterGoods(&ch,GOOD_RUM,sti(ch.ship.crew.quantity) * FOOD_PER_CREW * RUM_DAYS);
SetCharacterGoods(&ch,GOOD_BALLS,GetCannonQuantity(ch)*BALLS_PER);
SetCharacterGoods(&ch,GOOD_GRAPES,GetCannonQuantity(ch)*GRAPE_PER);
SetCharacterGoods(&ch,GOOD_KNIPPELS,GetCannonQuantity(ch)*CHAIN_PER);
SetCharacterGoods(&ch,GOOD_BOMBS,GetCannonQuantity(ch)*BOMBS_PER);
// NK <--

If you outcomment this section the error reports do not show up anymore. (Though then you won't get your starting goods, so that's no solution but only a trace)

The actual report is being created by this function in charactersCharacterUtilite.c :

void SetCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
string goodsName = Goods[_Goods].name;
_refCharacter.Ship.Cargo.Goods.(goodsName) = _Quantity;
int curLoad = RecalculateCargoLoad(_refCharacter);
int maxLoad = GetCargoMaxSpace(_refCharacter);
if(curLoad>maxLoad)
{
 Trace("ERROR! Cargo space overup (character=" + _refCharacter.index + ",Quantity=" + _Quantity + ")");
}
}

The report is just a warning that the program gave a character more goods than his ship can carry.

I assume that this characterinitialization runs every time you start or load a game, maybe before your ship is being assigned so that any good is an overload, and that the goods data are later being overwritten by the correct values according to your saved game.[/quote]
<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" />
OK, I think I know why it does not always appear. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

The Original game assigns cargo according to the capacity of the Lugger_England right?

Now we have Lugger(Nation #) which in some cases like Pirate have a smaller cargo capacity, thus the cargo space overup.

Try starting with any ship with capacity greater than the Lugger and ... no cargo error!
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> All
Sorry guys, I can't keep up with newer PotCMods.zip versions.

With the version I have, including Tailor mod, Blacksmith, SWAK, Stormy Start and Alan's Pistols, I have been able to complete the main quest.

From stormy start to sinking the Black Pearl ... not one problem! <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 will now continue to play every side quest I know.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Yeah... the game transfers all your old cargo even if you're buying/boarding/getting demoted by survival to a smaller ship. That's why I keep getting a `50-cwt` capacity tartane with like 3000 cwt in it. So long as it doesn't wreck anything it don't bother me none.

Pieter: So are you planning on adding disarmchance to each and every blade? Big task... I wouldn't have bothered myself, would have just kept it to the new special weapons. But I've some suggestions: No disarmchance for the lesser quality blades, and pay attention to which ones have that little hook toward the hilt, like the Highlander... those were designed to disarm the opponent. I'd also suggest changing the logmessage to something more to that effect, "you disarm your opponent," as it leaves it open to slashing or skillfully disarming... and it's `gender-neutral`. I end up hacking apart a lot of chicks, 'specially when they steal from me.

You can also add the disarmchance attribute to pistol/throw weapons... just duplicate the code under that section of the same attributes file.

----

Couple questions now:

1) I don't remember where the code for locked/exploding chests is stored... I'd like to see what I can adapt it to.

2) I've half a mind, if it's possible, to limit your carrying/equipping of `skill-enhancing` items. I'd like to make them "equipable," as the weapons and telescope, in the sense that only a certain number of rings could be worn on the hand... stones as necklaces around the neck... maybe set into your sword hilt, etc. Equipping the ones you use would also let you use the "sell all loot" button again without losing what you want to keep.
This would also play into my tattoos mod: You could get one tatt on the neck, one on the hand, one on the chest or shoulder or, erm, `what-have`-you. You know, all your 2000 parts.
 
<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 hate being away for a day, I miss SO MUCH! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Good news is, I have my DSL back! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<b>CCC: </b>My merchant dialog.c files seem to be all 12Nov04.

My quest_reaction.c is 15Dec04.

<b>Pieter, </b>is there any way to set the disarm so that it is something you can do ONLY if you have Master Swordsman ability?
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: So are you planning on adding disarmchance to each and every blade? Big task... I wouldn't have bothered myself, would have just kept it to the new special weapons.[/quote]I already did (more or less). I already added the proper additions to the `table-like` code, but am probably going to tweak the percentages a bit. As it is now, all swords have no disarming, except for the swords with 50%+ blocking: that ones have a 5% disarm chance. I was thinking to add a 0.1% disarm chance for all blades and higher chances for better blades.
I'll see if I can have the quality influencing the disarm chance, but I don't know how that must be done yet. I'll try to find out.

<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><b>Pieter, </b>is there any way to set the disarm so that it is something you can do ONLY if you have Master Swordsman ability?[/quote]I don't really know. I suppose it could be done; I just don't know how. I'll try to find out.
I'll also try adding some dialog to the IM blacksmith when trying to fix an avarage blade, so that he says he can't do it or something...
<span style='color:red'>Edit:</span> I found out that he can repair average swords, but cannot repair TO average swords, so there's no dialog that needs to be added.
 
Anyone knows how to:
- Make sure the played can't be disarmed?
- Require an ability for disarming?
Thanks in advance.
 
I managed to make sure the player's group cannot be disarmed, but I want the guards to not be disarmed as well...

if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && !bAbordageStarted && enemy.chr_ai.group != LAI_GROUP_PLAYER && enemy.chr_ai.group != LAI_GROUP_GUARDS ) doesn't disable the disarming of the guards. <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 made a few adjustments to the disarming feature:
1) Player and party can't be disarmed
2) Disarming can only happen with good swords and up
3) All good swords have 1% chance, Highlander 3%, Silver Leaf, Conquistador, Cardinal's Guard and Atwood's Saber have 5% and the Solingen Rapier 6% chance; normal Sabers and Daggers have no chance
4) Fine swords have twice that chance and excellent swords three times

I suppose there might be plenty that should/could be made, but this is it for now.
 
Like I promised: <a href="http://millenniumdock.bravepages.com/storage/others/PotCMods.zip" target="_blank">here</a> is the latest version of my modpack. (It <i>is</i> up now)

Changes include:
- The addition of Alan Smithee's new characters
- The addition of the disarm feature (with some changes, see above post)
<span style='color:red'>Edit:</span> Thought I'd mention that you need to reinitialize for this to work.
<span style='color:red'>Edit 2:</span> This modpack + Old savegame + Reinit = Trouble! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
(All your items in your inventory will disappear)
- Maybe some overly minor bugfixes; can't remember <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Anyway: I hope the disarming now works properly. I'm quite certain the rest at least should work properly.

<span style='color:red'>Edit:</span> I was also thinking of giving Raoul Rheims one of Alan's new skins (the Gypsy captain maybe...), so that you'll notice that all the Rheims `look-a`-likes you may encounter are not him.

BTW: If you reckon I should quit adding to my modpack until the supposedly recent Build 12.2 update, I will. Just give the word and I'll keep it as is for the time being...
 
I found a bug with the disarming that causes you to even be able to disarm opponents with blades which have disarmchance 0 defined, because the chance is disarmchance + 0.5 * fencing skill, so if you have a fencing skill, you have a chance of disarming, even if your blade doesn't. I'm trying to limit the running of this code to blades with disarmchance>0, but to no avail: Adding a "if(weapon.disarmchance>0)" string doesn't work and neither does "if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && enemy.chr_ai.group != LAI_GROUP_PLAYER && weapon.disarmchance>0)"
Anyone knows what code WOULD work? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If you reckon I should quit adding to my modpack  <!--QuoteEnd--></div><!--QuoteEEnd-->
I vote for that you *keep* adding to the modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> For me it's the only chance to try out all these cool things without too much hassle.
But that's just my personal opinion.
 
I think your modpack is fine, Pieter. We just need to set a time when we are finished adding to it so we can be sure we have all the bugs ironed out and can upload the whole thing to the CVS and the B12 updater... So far I think because we are still pretty much running down the bugs, the modpack can remain "open". When the bug reports for the major items gets smaller, we can make a decision to close it to any new mods... Otherwise, I think it's safe to say it's open season. <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" /> <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" />

Great job, again, on this modpack - I am pleased you decided to take it on! <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 are a BIG HELP, and I think we all appreciate your efforts! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> Have another! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> And... Oops.. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.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" />
 
That's interesting... disarmchance on the player's part independant of the blade. I like that, actually; it works as a skill.

And I was hoping you'd keep the guards disarmable -- they were the whole reason I wanted this ability. They keep running amok and making me kill them when I don't want to, so I figured simply pacifying them without death wouldn't ruin my relations with that town.

I also don't see any problem, really, with letting your own character get disarmed. Another challenge is all.

Thanks for folding my stuff into the pack. I'm posting my tattoos mod on the server now... Details in my Fishswords thread.

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Was it in this thread Petros or someone reported an Artois quest bug? I got the same: His dialog resets after you get the shipwreck treasure, which resets the whole quest. He disappeared again when I let him out on accident at the Concieco port, and after I was AGAIN arrested for a crime I didn't commit (and sent to a `high-security` military stockade. I promptly escaped and embarked on a career as a soldier of fortune...), and there he is lying stabbed outside the gates... only no one else is there, no stabbers, so the quest's second rendition died there and I lost Artois. No loss. He is useless and my pet name for him is Arturd.
 
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