<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
I have been playing the 8/28 update a lot and I think I am getting loot from people my officers kill. Even so I like your idea of recovering it all, especially from our crew as well as enemies. As to what you do with it, any of those three options are fine with me. <b> I think the weapons locker or the chest might be best</b>.
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I am not entirely sure how the code handles auto looting at the moment, so any reports on how the current code works in the game would be most helpful. I will try to make it work in the best way that is not annoying. I think it would be a good idea to do the following:
- "Loot" from dead crewmembers is returned into the weapon's locker. I believe IncredibleHat made some code for this that was not getting executed. I might be able to use that code.
- Loot from dead enemies is split into blades and gold: Gold is given to the player immediately. Blades are put in the cabin chest. That way you can quickly put any good blades from that chest into the weapon's locker without having to leave your cabin. I will add a toggle that, when on, gives the loot to the PChar instead.
I think that should work pretty well and it would give most players what they want. Right?
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>New healing system:</b>
Sounds great!
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I hope you'll like it. It's not a big change really. But it might feel a bit more realistic, even though it is just about as unrealistic as the current healing system.
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Health has influence on fighting skill:</b>
Just a note of caution. The new boarding code is working extremely well and the way combat works in boarding is more difficult than on land -- enemies start with a higher HP. The resulting difficulty is significat at Adventurer but not unmanageable.
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I don't know what kind of influence my mod would have on the difficulty. It would have the same on effect on all characters, including the enemy boarders. I think the difficulty should remain just about the same. But the game will be slightly more realistic again, because your health has some effect on your fighting as if you are wounded. This mod will first need to be made working (I coded it in, but I don't know if it works). Then it will need to be tested and we need to see what influence it has on gamebalancing. And there will be an on/off toggle, of course.
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Realistic Ship Purchase mod that I made</b>
In the realistic ship purchase mod do we still calculate the value of cargo or do we need to go back to selling it first?
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My Realistic Ship Purchase mod does nothing with the cargo-code at all. I just added some code with the new functionality, but I didn't remove any functionality. IncredibleHat made a thorough rewrite of the shipyard code though and I'm not entirely what he changed. See the "RPG Style Shipyards.txt" file in the <i>buildinfo</i> subfolder for info on his changes.
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Blocking time limit</b>
When you adjust this, you need to leave unaffected the ability to block<b> repeatedly </b> a single blow, i.e. parry, which is a basic part of sword combat.
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I'm not entirely sure what you mean by this. At the moment you keep blocking effectively as long as you keep the [Block] key pressed. This strikes me as highly unrealistic.
My idea is to make the block ineffective after a while. So you press the block key and the character begins blocking, because an enemy is about to attack. A timer starts to run. The attack is blocked. As soon as the timer has run out, the blocks by the PChar will not be effective anymore. So if you keep the block key pressed, after the timer has run out, the PChar is just as vulnerable as if he wasn't pressing the block key. If you let go of the block key, then press it again, there will again be a time of effective blocking.
So the effect of this mod would be that keeping the block key pressed during long periods of time does the player no good, because his block will become ineffective. Depending on the timer setting, this time period can be shorter or longer.
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Fists being blocked hurts the attacker</b>
This is my most important thing to fix. I am really tired of watching officers and crew knocked silly or even beaten to death with fists while the victim is swinging a three feet long piece of sharpened steel. No current aspect of the game is more unrealistic than this. The appropriate response for people dumb enough to attack a sword with thier bare hands should be immediate loss of limbs, followed by exsanguination, not a continued whacking. Thank you so much for fixing this.
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At the moment, my code doesn't have the required effect at all, so I need to look into this again. I think it's a good idea though. Characters fighting with their fists should be as good as dead. They would hopelessly try to win, but they have hardly any chance of surviving. Unless they are really strong. Fists being blocked and it hurting the character who did the attack would balance that quite a bit, because if you keep being blocked, you'll kill yourself. Also the knock-out chance should perhaps be decreased.
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
Speaking of blood, any chance we could some blood in the game other than on the decks?
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What do you mean with blood? There isn't any in the game at all. Not on boarding decks either. or do you mean all the corpses that ly around? We can do something about that, yes. IncredibleHat has already done something about that. But I don't have his code yet.
<!--quoteo(post=160601:date=Sep 6 2006, 02:12 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 6 2006, 02:12 AM) [snapback]160601[/snapback]</div><div class='quotemain'><!--quotec-->
(turning around in the doorway with the finger raised) Oh, and last one thing... if you can add new objects, how about adding some set of lockpicks? After all, the player spends considerable amount of time picking locks in various chests...
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CatalinaThePirate has once been working on a sneaky trader mod, who could sell you, amongst other things, a lockpick. Although this mod was never finished, it should be pretty easy to add this functionality in. Just add a new item to the mod called "lockpick". Then add a check to the opening of chests: if(PChar has lockpick) {Open chest straight away). The biggest problem would be to make an interface picture for the lockpick: I can't make good interface pictures. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid="
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This would seem a bit of a cheat though: As soon as you have a lockpick, you can open any lock. Unless you need one lockpick to open one lock and you lose one lockpick for opening each lock. That would make it much less like a cheat. Especially if lockpicks are rare. What do you think? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
Currently I get all loot from enemies killed during boardings, no matter who does it. It goes in my inventory and I can ignore it. I go to a merchant and click on the Sell Loot button, and the only time I even see what it was is when I leave the merchant screen and get the summary of what was sold as loot.
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Have you changed anything to the code? If you did, please say so. Will save me the trouble of doing the same. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
If I had to talk to up to 13 different boarders to get any of the loot, it would be a real pain. Even going to the weapons locker or another chest would add an unnecessary step to the process. I don't care how many cutlasses they collected, I can sell them all with just one click.
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Agreed. That's why I want to automate it entirely. I was just wondering if it might be a good idea to have the items not be given to the PChar straight away. Maybe I'll add a toggle on where the loot is stored. Or have it all be given to the PChar anyway. But WITHOUT the log messages, of course. Otherwise you'd you nuts. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
I'd prefer not to get loot from my own boarders if they are killed. This has a certain gameplay element where I have to try to keep my crew alive so they don't lose their good equipment. I don't want to replace *everything* after every boarding, but getting it all back every time even if you lose your entire crew takes a lot of the game out of it.
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IncredibleHat wrote some code for the returning of items from killed crewmembers into the weapon's locker. This code did not take effect at the place where Hat added it. But if it'd be added to the looting code, it SHOULD work. His idea sounded good to me. And for people like you, there should be a toggle. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Health has influence on fighting skill</b>
This looks like a really good idea.
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I'm glad you think so. Please see <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=8021&view=findpost&p=160581" target="_blank">this</a> post to see the code that I think should do the trick. As you can see it is a pretty small change codewise. I'm not sure if it works though. I haven't tested it yet (too busy with school at the moment). And I especially have not idea what it will do for the gamebalance. I think the gamebalance should remain the same, because this effect is the same for all characters, PChar, friends and enemies included. Not sure though. Please tell me your views on possible complications.
<!--quoteo(post=160624:date=Sep 6 2006, 06:04 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 06:04 AM) [snapback]160624[/snapback]</div><div class='quotemain'><!--quotec-->
As far as I know, you get loot from bad guys in town when they're killed by your officers. But if you're too far away, you may not get it.
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I don't think the distance has any influence. I haven't seen any trace of that in the loot code myself. It would be quite complicated to code a distance-effect in and I can't see why that would have been implemented. I would very much like to know some specifications on how the looting code works at the moment. Also: Please tell me if you and/or IncredibleHat have been working on this code recently.
It's quite confusing that we are all working on making changes to the same code at the moment. I think we should try to work together, otherwise we might end up doing the same things twice or doing things that don't work well together. Would you like me to send you my current codebase, so you can have a look at my coding work and keep that into account for your work? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />