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Is that ONLY the new perks.c or also anything else? Need to know if I have to go through all files again or not.Spotted another bug so first post updated again.
Only the perks.c file. and the officer interface file where the poison is removedIs that ONLY the new perks.c or also anything else? Need to know if I have to go through all files again or not.
Thanks for confirming. I'm back up-to-date then.Only the perks.c file. and the officer interface file where the poison is removed
No weird errors when starting a new game or so?Thanks for confirming. I'm back up-to-date then.
Didn't get to the "start game" part yet. Trying now...No weird errors when starting a new game or so?
If so I can go to bed knowing all my files are okay and I haven't forgot to upload something etc.
Update zip again.
Most pressing things are fixed now. I dont have more time now. Maybe I have some time tomorrow but I expect it will be on saturday again. So hopefully during the weekend the last fixes can be made .
First postNothing is attached.
/*bool noExp = false;
if(CheckAttribute(attack, "chr_ai.group"))
{
if(CheckAttribute(enemy, "chr_ai.group"))
{
if(attack.chr_ai.group == enemy.chr_ai.group && !CheckAttribute(GetMainCharacter(),"TrainingFight") && !HasSubStr(attack.id,"TrainingFight_") && !HasSubStr(enemy.id,"TrainingFight_"))//MAXIMUS
{
// ccc mar05 REPLOSS tweak added
// PB: I don't think we need this; no harm done = no reploss needed
// LAi_ChangeReputation(attack, - REPLOSS); // ccc rephit for attacking friends
// if(sti(attack.index) == GetMainCharacterIndex()) LogIt("CHANGE REP for player: " + -REPLOSS + " - attacking friends"); // LDH 19Dec08
damage = 0.0;
critical = 0.0;
noExp = true;
}
}
}*/
bool noExp; // PB: Whatever is on this line ends up changing from what you set. Positively BIZARRE behaviour!
noExp = false; // Baste: So we set it to false on THIS line instead
GiveItem2Character(pchar,"opium"); //Levis
GiveItem2Character(pchar,"opium"); //Levis
GiveItem2Character(pchar,"opium"); //Levis
TakeNItems(pchar,"opium", 3); //Levis
Excellent!@Pieter Boelen whenever that was already done in fightparams also. So I removed it there so it only happens once.
I checked it with some log messages (Those where the once I forgot to remove first) to make sure it was actling like it should
$ git show ":/Dec 17" SEA_AI/AIFort.c
commit dde17a83e528d0ca2cec5a41187064c30cdebab1
Levis fixes, Dec 17 v.1
diff --git a/SEA_AI/AIFort.c b/SEA_AI/AIFort.c
index 511c420..3da05ae 100644
--- a/SEA_AI/AIFort.c
+++ b/SEA_AI/AIFort.c
@@ -102,9 +102,10 @@ void Fort_Login(int iIslandIndex)
ref rCharacter = GetCharacter(iFortCharacter);
// NK -->
ref PChar = GetMainCharacter();
- if(sti(rCharacter.rank) < sti(PChar.rank))
+ if(sti(rCharacter.rank) < sti(PChar.rank) || CheckAttribute(rCharacter,"completeinit")) //Levis added this check for first setup
{
- if(DEBUG_EXPERIENCE>0) TraceAndLog("Fort_Login: Set officer type for " + GetMySimpleName(rCharacter));
+ //if(DEBUG_EXPERIENCE>0)
+ TraceAndLog("Fort_Login: Set officer type for " + GetMySimpleName(rCharacter));
rCharacter.quest.officertype = OFFIC_TYPE_CAPNAVY;
LAi_Create_Officer(0, &rCharacter);
}
Is this "REALLY fast" referring to the "crazy fast" bug that I thought @Levis already fixed???The bottom line is that officers do not level up while the player gains levels constantly until they all get that shared experience perk, and then everybody levels up REALLY fast.