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Name and status of the main character's blade?

How do I get into the ftp here to download this and some other files? I have an FTP client program but I dunno the username/password.
 
Oh, duh. I really should've known better. Thanks.

Here's the second blacksmith. You can't tell but the face is Bob Dylan...

<img src="http://img78.photobucket.com/albums/v251/alan_smithee/blacksmith2.jpg" border="0" class="linked-image" />

heh, he's so filthy he could be a coal miner.

Oh, and I just played the blacksmith addition -- brilliant! I applaud you, RobC. This is something I've personally wanted in the game for quite a while.

Some suggestions I'd like to see you expand the dialog with: Add guns as repairable, besides swords. And I see why you were worried about it being too easy to get a mighty sword immediately. I'd remedy that by 1) increasing the price, and/or 2) requiring the character to find some iron ingots or something as raw material to repair the weapon, needing more ingots for a higher repair gap. In my faint familiarity with dialog coding, I think it should be possible to require a check for an iron item in your inventory before a weapon can be repaired.

I see Douwesen has a heck of a lot of unused doors, including the one with the fireplace outside that a lot of folks think is `well-fit` for a blacksmith. So after I've finished my blacksmith shop interior and skins, I'd like to place the character, with a new skin, inside there. He'd be easier to find, for one thing. (I had to hunt around, but that's because I forgot where you said you put him.)
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> He looks like his forge blew up on him! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Ummm, a suggestion... Aren't the Spanish known for their steel? Their blades? Their swordsmiths? Isla Muelle has a LOT of unused places too...
 
There'll be shops all over. I'm working now on putting the first one on Douwesen, but I'm running into all the same problems my Curio put me in. I've only gotten as far as finding out the door location for the place with the fire out front is 7.

The price/quality of the blacksmith could maybe differ by location. Heck, maybe some of them won't even be able to restore your blade to "excellent" shape, while the Spanish smithy could have a high level of skill -- and price.
 
Quick question, where are the locators defined? I mean, where does it say "locator 7 is xx pixels to the right and xx pixels down from (some base point)". I've been searching for that but couldn't find it. That way you could add characters anywhere <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />.

And great work Alan! I love the blacksmith look! I can't wait 'till after my vacation when I'll be able to just burst into a building saying "hey, my sword needs repair!", heheh <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
I'll have to momentarily hijack your thread, RobC, since part of what I'll say is from another topic.

I've got that Douwesen location assigned and the above blacksmith in it, and I'm working on reskinning the interior... Everything works now and looks ok, as far as getting in and out of the room (was weird to exit the room and find myself on the other side of a door elsewhere in town, but that's straight now) and talking with the fellow inside. But the interior has the same problem as my Curiosities Shop attempt: None of the customary interior darkness effect. I don't see what's wrong.
When someone can help me figure out that, I'll add smithyshops all over the 'pelago.
I also need help getting started editing the model. If someone's already answered this question for me and I didn't notice, sorry; but what's the process for working on a .gm model, once I have Maya 4.5 and the plugins? I only know I need to turn it into an .obj to work on it, then change back, right?

Speaking of my Curio, here's the beginning of the dialog. I hope I didn't give him too heavy an accent.

<img src="http://img78.photobucket.com/albums/v251/alan_smithee/curiodialog.jpg" border="0" class="linked-image" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> The dialog as it is looks like it could offer some great chances for very funny stuff, Alan, I like it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<b>RobC, </b>you can find locators in the GM Viewer utility - but as far as precisely where they are? That's different stuff...

Let me see... I think there is a way to put something "precisely" where you want it, working from an existing locator...

Yes, I found it, this is from somewhere here on the forum (I copied it for use offline), NathanKell is the writer:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->First, set aside some time, as popping in and out of POTC to do this will take a while.
Then, set your new NPC to Stay Type so they don't move.
Then, you need to add some functionality to the N, I, G, and T keys and temporarily disable their normal functionality.
First, change the namechange control to the following.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (ControlName == "NK_NameChange")   { ChangeCharacterAddressGroup(CharacterFromID("your_NPC"), "loc", "reload", "reload1"); }<!--c2--></div><!--ec2-->This will, on pressing the N key, teleport the character to the reload locator of that location.

Then, we move on down and change the I key.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      if (ControlName == "`NK_Re-init`")

     {

        float px,py,pz;

        bool temp = GetCharacterPos(CharacterFromID("Your_NPC"), &px, &py, &pz);

        int add = (LogsToggle * 2) -1;

        TeleportCharacterToPos(CharacterFromID("Your_NPC"), px + add, py, pz);

        Log_SetStringToLog("Pos: ("+px+","+py+","+pz+"); moved " + add + " in the X axis.");

     }<!--c2--></div><!--ec2-->We do the same for the T and G keys, replacing the if(){ with the appropriate case, and the } with break;
And also applying add to py and pz, respectively. (And changing the log to refer to the right axis...)

Then, launch your game, go to that location, and press N. The NPC will teleport on top of you.
Then, move him/her around with the I,T,G keys, using the L key to toggle positive or negative change.
When he/she is positioned right, make note of that position.

Then, you can set a quest with wincondition location = this location, and, in the case in q_r, add the following code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ChangeCharacterAddressGroup(CharacterFromID("your_NPC"), "loc", "reload", "reload1");

TeleportCharacterToPos(CharacterFromID("Your_NPC"), px, py, pz);<!--c2--></div><!--ec2-->Where your_NPC and loc are your NPC and the location, and the three positions (px,py,pz) are what you wrote down above.<!--QuoteEnd--></div><!--QuoteEEnd-->I think that's what you're looking for? Hope so... Anyhoo, there it is, courtesy of NathanKell... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yeah, it is what I'm looking for. You could spawn a character at a reload location and then simply fire away a teleport command at him moving him a bit, thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And the thread hijack is ok Alan <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />. I won't be around for two weeks starting tomorrow anyhow <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Compared to the last one, this third fellow looks almost immaculate.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/blacksmith3.jpg" border="0" class="linked-image" />

I think a fourth guy ought to complete the rounds, yes?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Looking good, Alan! <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" />
 
...and here's the fourth. Props to anyone who recognizes his face, and that of the previous guy.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/blacksmith4.jpg" border="0" class="linked-image" />

I've got four skins now, one for each nation, and I'll try and add four locations among the islands... Maybe I'll have a fifth, for QC.
Since these are such special people (who else could have fixed me up with a `63-HP` BC?), I'd like to see different ones have different skills & specialties. Say, one could be a swordsmith, another a gunsmith... One could fix you up to your max HP, another could only go `next-to`-best, but for much cheaper; and so on. But I guess that's all up to RobC.
 
Nice work Alan!

Your idea of having different specialties sounds good! But someone else will have to code it as I'm off for vacation this evening. I am taking my laptop with me and found out that potc actually runs quite ok on it, so I'll do some modding on vacation too. But I think someone else would have to do the coding while I'm away (unless you guys want to wait for a week and a half before you get the code).

I think your idea of specialties kicks ass. How about something like this:

Oxbay:
- Swords up to Fine
- Guns up to Good

Redmond:
- Swords up to Good
- Single shot guns up to Good (no dual and quad shots)

Isla Muelle:
- Swords up to Excellent
- Single shot guns up to Good

Conceicao:
- Swords up to Good

Douwesen:
- Single shot guns up to Good
- Dual and quad shot guns up to Excellent

Falaise de Fleur:
- Swords up to Good
- Single shot guns up to Excellent

Quebradas Costilas:
- Swords up to Excellent
- All guns up to Fine
 
#3 Ted Danson... ???

#4, hard to tell, the pic is dark, but maybe Patrick Stewart? Different model, too! Are those gauntlets? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Rob, hope you have a nice time on holiday... Don't miss us too much, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
If anyone else is familiar with the code in your dialog, that would be good. Otherwise we can wait for you. Last night I tried editing just the phrases in your dialog, for another blacksmith, but I got the "I can't load my dialog" error. It may have something to do with me making it a merged dialog, I dunno. Anyway, I wouldn't know where to begin, nor would I trust myself not to give my game massive errors as I've done before.

I found appropriate locations on IM and Concieco, and so put shops behind two formerly locked doors (except there's a goof right now on IM, where you enter that section of town from the wrong end and the other path to another part of town is locked. Bizarre.) with blacksmiths in them. I'm trying to give those blacksmiths their own dialogs, based on RobC's original. And on Douwesen, you can now ask any resident how to get to the shop and what the 'smith is like; I'll add the same dialog to the other residents next.

When I have a complete enough set of updates, I'll send them to RobC for inclusion in his next blacksmith release.

Oh, and the faces:
1) Paul Bettany, of "Master & Commander."
2) Richard Moll, from "Night Court" and "But I'm a Cheerleader!". Don't ask why. And yeah, guantlets. I was glad to notice the pirate leader outfit has huge gloves build in, which makes up for his lack of an apron.
 
Thanks to Inez's new bodies *hurrah!*, here's Steve Buscemi in his greatest role ever: The QC blacksmith!

<img src="http://img.photobucket.com/albums/v251/alan_smithee/blacksmith5.jpg" border="0" class="linked-image" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Cool!!! Very good, Alan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> This is going to be fun!
 
The sixth blacksmith, Mrs. Thomasina Pickfurt.

<img src="http://img.photobucket.com/albums/v251/alan_smithee/blacksmith6.jpg" border="0" class="linked-image" />

I almost felt bad getting all that smudgy soot on Jennifer Conelly's face. Then I remembered "The Hulk" and added more.

That gives one smith each to Douwesen, Conceico, Isla Muelle, Falaise de Fleur, QC and Redmond. Should Greenford have one too, you think? I don't want to give Oxbay one because it really is a tiny town, and since you start out there I don't think you should be able to level up your sword immediately. You've got to work[/] for it, man.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> How PC of you, Alan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Very funny and very cute! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

IMO, nothing for Greenford or Oxbay. I agree, you should *work* for it... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Hmk, then we have all the smiths we need, one for each nation. Splendid. I'll resume work tonight on placing their shops.

In the process of reloading my game twice yesterday, I lost some files for shop placement and smith dialog. Drat.
 
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