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quest = True
meeting =
officertype = quartermaster
officerprice = 439
officerpayowed = 302.5170288
reputation = 77
nation = 0
name = 0
skill =
leadership = 1
charmod = 0
importance = 15
bonus = 1.0000000
modifier = 0
effective = 0
officertype = quartermaster
party = 1
fencing = 1
charmod = 0
importance = 88
bonus = 1.0000000
modifier = 0
effective = 1
officertype = quartermaster
sailing = 1
charmod = 0
importance = 37
bonus = 1.0000000
modifier = 0
effective = 0
officertype = quartermaster
party = 1
accuracy = 2
charmod = 0
importance = 34
bonus = 1.0000000
modifier = 0
effective = 0
officertype = quartermaster
cannons = 1
charmod = 0
importance = 19
bonus = 1.0000000
modifier = 0
effective = 0
officertype = quartermaster
grappling = 1
charmod = 0
importance = 20
bonus = 1.0000000
modifier = 0
effective = 0
officertype = quartermaster
repair = 1
charmod = 0
importance = 164
bonus = 1.0000000
officertype = quartermaster
modifier = 0
effective = 1
defence = 1
charmod = 0
importance = 19
bonus = 1.0000000
modifier = 0
effective = 0
officertype = quartermaster
commerce = 9
charmod = 0
importance = 461
bonus = 1.0000000
officertype = quartermaster
modifier = 0
effective = 7
sneak = 2
charmod = 0
importance = 222
bonus = 1.0000000
modifier = 0
officertype = quartermaster
effective = 0
commerce = 9
charmod = 0
importance = 461
bonus = 1.0000000
officertype = quartermaster
modifier = 0
effective = 7
This doesn't have anything to do with me spending my and their skill points manually?Apparently her actual skills increased without her "effective" skill being recalculated.
It shouldn't do as I thought that worked OK. But I don't remember testing that myself.This doesn't have anything to do with me spending my and their skill points manually?
//Simpel Increase of base skill
void IncreaseBaseSkill(ref character, string skillName, int inc)
{
character.Skill.(skillName) = GetCharacterBaseSkill(character, skillName) + inc;
}
//Simple Increase of base skill
void IncreaseBaseSkill(ref character, string skillName, int inc)
{
character.Skill.(skillName) = GetCharacterBaseSkill(character, skillName) + inc;
ResetEffectiveSkill(character, skillName); // PB: Need to recalculate this
}
The colour coding is meant to do that already.On a side note: might it be possible to make the skill "cell" more visible, that is "active" for the respective officer? Like "Melee" (which is everyone), "Repair"&"Defense" (Carpenter).
I will try it out@ANSEL: Do you not usually play with Auto Skill System OFF as well?
Indeed I can see why the code would do that. If you look at the section posted below, you probably understand it too.But if there is only 1 point in this skill, it's marked as green, even though it might be a secondary skill (like a Boatswain having 1 point in Leadership: it's marked as green)
void SetChrSkillData(ref chref)
{
string skill;
int n;
for(n = 0; n < 10; n++)
{
skill = GetSkillName(n);
int skillval = GetEffectiveSkill(chref,skill);
int modval = CalcCharacterSkill(chref,skill);
int color = COLOR_NORMAL;
skill = "skill"+skill;
GameInterface.strings.(skill) = modval;
if(skillVal >= modval) color = COLOR_GREEN;
if(skillVal < modval) color = COLOR_MONEY;
if(skillVal==0) color = COLOR_GRAY;
ChangeStringColor(skill,color);
}
void SetChrSkillData(ref chref)
{
string skill;
int n;
for(n = 0; n < 10; n++)
{
skill = GetSkillName(n);
int skillval = GetEffectiveSkill(chref,skill);
int modval = CalcCharacterSkill(chref,skill);
int color = COLOR_NORMAL;
if(GetOfficerSkillFactor(chref,skill) == 2) color = COLOR_GREEN; // PB: was if(skillVal >= modval)
if(GetOfficerSkillFactor(chref,skill) == 1) color = COLOR_MONEY; // PB: was if(skillVal < modval)
if(skillVal==0) color = COLOR_GRAY;
skill = "skill"+skill;
GameInterface.strings.(skill) = modval;
ChangeStringColor(skill,color);
}
ResetSkillModifierAll(pchar);
I didn't at first either. But after some of my fixes, suddenly I did.But I somehow don't have any skills in red? At least not on my pc... I even got rid off all officers to see only my skill summary, but even then, everything checks out
True; will do!but executing that console command cannot possibly do any harm anyway.