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JRH quest

I can be so stupid at times. Actually forgot I had disabled the cheatmode because I've been working on some compiling work for Beta 2.4 and didn't want to accidentally leave it switched on as I tend to do. :facepalm

Edit: Whahaha! That head is HILARIOUS! As is the "frightening process". :rofl
 
Did you notice that you can return to the head too and choose another part of the story?
 
I saw some coding related to that, but didn't try it. We never added any such option to the other storylines; wouldn't that potentially cause weird side-effects?
Still, it's COOL! :woot

Edit: Hmm... I just tried to find the option for that, but can't see it working just yet. Am I doing something wrong?
 
Going back from any location (except Port Royal port): hit return and there's a fast command.
I have tried to avoid strange effects of it yes and cannot be 100 % sure but all the things I could remember are reset by returning to the head.
 
Problem found. For some reason, I DID merge your LandInterface file with my own, but then the new version somehow didn't save.
So the code for that feature just plain wasn't there. :facepalm
 
Is it something wrong with the ftp today? I can connect to bowengames etc but it's nothing there. :confused:
Here are some minor fixes now when the looting seems to be changed.
Are my bugfixes 1 included in wip9?
 

Attachments

  • JRH bugfix2 after B3 wip6.7z
    43.7 KB · Views: 85
You can still loot the corpses manually afterwards.
Yes and that gave me double items sometimes so I made the bodies disappear in some locations.
The reason was my own code, nothing wrong with the autoloot.

Enemies with money = 0 gets a random sum when killed.
I gave my enemies 1 gold instead to get around that.

Besides this autoloot is fine for me too.

If I follow this link all is well. If I try to go the standard way with ftpcomm.exe it's empty there.
 
Yes and that gave me double items sometimes so I made the bodies disappear in some locations.
The reason was my own code, nothing wrong with the autoloot.
Really? I thought I had put code in place already ages ago to prevent double looting with Auto Loot. :eek:

If I follow this link all is well. If I try to go the standard way with ftpcomm.exe it's empty there.
Saw that too. Perhaps it'll work again tomorrow...? o_O
 
Just so you know, it looks like I managed to move your JRH_functions.c into your SL_Utils.c file instead and still have everything working.
I recoded EVERY FindCurrentStoryline() code for all storylines to use StorylineVars instead, so that should make the code a bit more generic.
 
All my code changes are now included in here: http://www.piratesahoy.net/threads/build-14-beta-3-progress.20686/
Please have a look at it with WinMerge and make sure I didn't unintentionally mess anything up.
I did a quick test and couldn't spot anything out of the ordinary, but you never do know. :facepalm

Please check for the new Bartolomeu SL_utils.c file too. I tried to remove all other-storyline code from there, but you know that code better than I do.
 
Your move of the functions over to SL_utils seems to work very good! :doff
Everything is still there. I noticed your change to JRH_puzzles.

I found 2 minor other things though:
1) In quest_reaction I have written a : instead of a ;
Very old mistake but for some reason it made WR quest crash now.

2) Bladeirontool: textures must have been changed so it was corrupt.

These fixes are uploaded as JRH bugfix3 etc on the ftp which works for me today. o_O
 
Your move of the functions over to SL_utils seems to work very good! :doff
It actually WORKS? Brilliant! Thanks for confirming! I had hoped something like this would be possible. :dance

These fixes are uploaded as JRH bugfix3 etc on the ftp which works for me today. o_O
Cool, thanks! :doff
I don't remember doing anything with either of those files though, so I'm not sure why that should suddenly cause trouble. :shock
 
Just thought you should see this:
BTW - I sometimes find stuff/items, that have no real in-game reference, it seems. Instead they have their file names displayed. Like LTM_Notebook or LTM_Red_Uniform. They never are good for anything. I am quite certain that the Notebook is from the Barthomeleu campaign. But I 've found it spawning in other campaigns as well. Don't know about the red uniform.
Must be this stuff from the Woodes Rogers storyline:
Code:
  //-----------------------------------------------------------------------------------------------------------------------------------------------------------------
  // JRH MORE (QUEST) ITEMS:
  //-----------------------------------------------------------------------------------------------------------------------------------------------------------------
  n = InitItem(n, "drawing_kit", "",  "JRH11", 12, 0.30, 0, 5000, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//JRH quest item + 1 navigation perk
  n = InitItem(n, "tin_jug",    "",    "JRH11",  7, 0.18, 0,  340, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//
  n = InitItem(n, "silver_bar", "",    "JRH11",  8, 0.18, 0, 6250, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//
  n = InitItem(n, "foreign_items","",  "JRH11", 10, 0.18, 0,  263, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//
  n = InitItem(n, "strange_shells","", "JRH11", 11, 0.18, 0,  54, 0,  1, 0, 1,      0,  0,  0,  0,  0,  0,  0,  0,  0, +2,  0,  1,  1,  1);//
  n = InitItem(n, "notebook",    "",    "JRH11", 14, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  1,  1);//DOCUMENT_ITEM_TYPE
  n = InitItem(n, "red_uniform", "",  "JRH11",  6, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  1,  1);//OUTFIT_ITEM_TYPE
 
  n = InitItem(n, "tankard","",        "JRH16", 14, 0.01, 0,  180, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//tankard
  n = InitItem(n, "plate","",          "JRH16", 15, 0.01, 0,  95, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//plate
  n = InitItem(n, "copper_cauldron","","JRH16", 16, 0.01, 0,  350, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//copper_cauldron
  n = InitItem(n, "fish","",              "AS",  2, 0.01, 0,    1, 0,  6, 0, 1,    -2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//fish
  n = InitItem(n, "bible_shot","",      "JRH3", 14, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0, +1,  0, +1,  1,  1,  1,  1);//selkirk damaged bible
  n = InitItem(n, "jewelcross","",    "JRH14", 10, 0.00, 0, 1971, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//church treasure
  n = InitItem(n, "fake_reliquary","", "JRH14", 12, 0.00, 0, 1050, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0, +3,  0,  1,  1,  1);//church treasure
  n = InitItem(n, "fake_chalice","",  "JRH14",  9, 0.00, 0, 1575, 0,  1, 0, 0,    +1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//temp use
  n = InitItem(n, "fake_censer","",    "JRH14", 11, 0.00, 0,  945, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0, +4,  0,  0,  0,  1,  1,  1);//temp use
  n = InitItem(n, "fake_candelabre","","JRH14", 13, 0.00, 0, 1260, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0, +2,  0,  0,  1,  1,  1);//temp use
  n = InitItem(n, "sealed_map","",    "JRH11", 15, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//
  n = InitItem(n,"rolls_of_bandages","","JRH9", 15, 0.00, 1,  800, 0,  1, 1, 1,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  0);//JRH quest item
 
  n = InitItem(n,"coin1",    "",    "JRH15",  1, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//swedish silver
  n = InitItem(n,"coin2",    "",    "JRH15",  2, 0.00, 0,  47, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//swedish copper
  n = InitItem(n,"coin3",    "",    "JRH15",  3, 0.00, 0,  750, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//spanish gold
  n = InitItem(n,"coin4",    "",    "JRH15",  4, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//spanish silver
  n = InitItem(n,"coin5",    "",    "JRH15",  5, 0.00, 0,  375, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//english gold
  n = InitItem(n,"coin6",    "",    "JRH15",  6, 0.00, 0,  47, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//english silver
  n = InitItem(n,"coin7",    "",    "JRH15",  7, 0.00, 0,  70, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//chinese brass
  n = InitItem(n,"coin8",    "",    "JRH15",  8, 0.00, 0,  47, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//chinese copper
  n = InitItem(n,"coin9",    "",    "JRH15",  9, 0.00, 0,  375, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//arabic gold
  n = InitItem(n,"coin10",    "",    "JRH15", 10, 0.00, 0,  94, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//arabic silver
  n = InitItem(n,"coin11",    "",    "JRH15", 11, 0.00, 0,  23, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//arabic small silver
  n = InitItem(n,"coin12",    "",    "JRH15", 12, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//french gold
  n = InitItem(n,"coin13",    "",    "JRH15", 13, 0.00, 0,  375, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//dutch gold
  n = InitItem(n,"coin14",    "",    "JRH15", 14, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//dutch square silver
  n = InitItem(n,"coin15",    "",    "JRH15", 15, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//dutch round silver
  n = InitItem(n,"coin16",    "",    "JRH15", 16, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//portuguese gold
  n = InitItem(n,"coin4_bad",    "",    "JRH14", 14, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//spanish piece of eight, not of any use
That.... is not supposed to be showing up at all. :shock
Would it be OK if I'd set all their rare values to 0.00 and minlevel to 99? And perhaps move it into your storyline initItems.c file too?
That should put an end to it.
 
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