There are still mistakes. See if you can spot them.
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Diag.TempNode = "Node_1";
Diag.CurrentNode = Diag.TempNode;
GiveShip2Character(PChar,"SchoonerWar","Walrus",-1,PIRATE,true,true);
GiveShip2Character(character, ship type, ship name, cannon type, nation, crew hired, supplies)
Are you documenting that stuff somewhere? That right there is perfect for future reference!In general:Replace "character" with either PChar (you) or CharacterFromID("Roronoa Zorro") to give the ship to someone else, e.g. Roronoa Zorro.Code:GiveShip2Character(character, ship type, ship name, cannon type, nation, crew hired, supplies)
Replace "ship type" with a valid type from "PROGRAM\Ships\Ships_init.c".
Replace "cannon type" with a valid type from "PROGRAM\Cannons\Cannons_init.c", or just use -1 to give the ship its normal cannons.
Replace "nation" with ENGLAND, FRANCE, SPAIN, PORTUGAL, HOLLAND or PIRATE to adjust the ship's data to make it appear to be designed by that nation.
Replace "crew hired" with true if you want the ship to have a full crew, or false if you want the ship to be without a crew so that you have to go to a tavern to hire them.
Replace "supplies" with true if you want the ship to have food, rum and ammunition already, or false to have an empty cargo hold so you have to buy supplies from a store.
case "Lighthouse_Pirates":
LAi_group_MoveCharacter(CharacterFromID("Kuro"), LAi_monsters_group);
LAi_group_MoveCharacter(CharacterFromID("Jango"), LAi_monsters_group);
LAi_group_MoveCharacter(CharacterFromID("Gino"), LAi_monsters_group);
LAi_group_MoveCharacter(CharacterFromID("Genzo"), LAi_monsters_group);
LAi_group_SetRelation(LAi_monsters_group, LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
LAi_group_FightGroups(LAi_monsters_group, LAI_GROUP_PLAYER, true);
LAi_group_SetCheck(LAi_monsters_group, "LightHouse_Pirates_Defeated"); // <-- This line triggers case "Lighthouse_Pirates_Defeated" when the fight ends
break;
case "Dark_Assassin_Quest":
LAi_group_MoveCharacter(CharacterFromID("Dark_Assassin"), LAi_monsters_group);
LAi_group_SetRelation(LAi_monsters_group, LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
LAi_group_FightGroups(LAi_monsters_group, LAI_GROUP_PLAYER, true);
PChar.quest.Assassin_dead.win_condition.l1 = "NPC_Death"; // These three lines trigger case "Assassin_dead" when "Dark_Assassin" dies
PChar.quest.Assassin_dead.win_condition.l1.character = "Dark_Assassin";
PChar.quest.Assassin_dead.win_condition = "Assassin_dead";
break;
As far as I can tell, that's happening during character initialisation. What really puzzles me is that it complains about "worker_Axe", and that's not one of yours, it's a standard item in "initItems.c". If "initItems.c" was broken then I'd expect a whole lot more items to be reported there, starting with any weapon assigned to any character involved in a sidequest.Gauging: start NPC init
WARNING!!! Item id = worker_Axe not implemented
WARNING!!! Item id = vivre_card not implemented
WARNING!!! Item id = SecretBook not implemented
WARNING!!! Item id = Galleobook not implemented
WARNING!!! Item id = Smuggler-route not implemented
WARNING!!! Item id = hourglass not implemented
WARNING!!! Item id = Eageleye not implemented
Gauging: done NPC init
That tells us that quest case "Skullface_Quest" was correctly triggered. That's where you're supposed to get the book, but there's that error message saying that the book isn't there.WARNING!!! Item id = SecretBook not implemented
Quest name Skullface_Quest FOUND in QuestComplete
n = InitItem(n,"Galleobook", "", "NPA1", 7, 0.10, 1, 0, 0, 1, 1, 1, 0, +2, 0, 0, 0, 0, 0, 0, 0, +1, 1, 1, 1, 1); //<- Can Not bought in Shops and found on any Ships
n = InitItem(n,"hourglass", "", "NPA1", 2, 0.10, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, +1, 1, 1, 1, 1); //<- Can Not bought in Shops and found on any Ships
n = InitItem(n,"Eageleye", "", "NPA1", 3, 0.10, 1, 0, 0, 1, 1, 1, 0, 0, 0, +2, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1); //<- Can Not bought in Shops and found on any Ships
n = InitItem(n,"trident", "", "NPA1", 4, 0.10, 1, 0, 0, 1, 1, 1, 0, +3, +3, +2, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1); //<- Can Not bought in Shops and found on any Ships