Does someone know if there is a way to place a texture or something like that below the character (moving it if the character moves) I might have a nice idea but don't know if this is possible. Anyone knows some kind of system similar to this?
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Do you know if we can equip more types of stuff? Any idea how it works with the positions of that model? Where do you set them?The only things I could think of is either an equipped item (of blade or gun type) or something added to the character model itself.
Do you know if we can equip more types of stuff? Any idea how it works with the positions of that model? Where do you set them?
GiveItem2Character(PChar, "pineapple");
TakeNItems(PChar, "pineapple", 3);
if (CheckCharacterItem(PChar, "pineapple"))
{
<do pineapple-related things>
}
PChar.quest.got_pineapple.win_condition.l1 = "item";
PChar.quest.got_pineapple.win_condition.l1.item = "pineapple";
PChar.quest.got_pineapple.win_condition = "got_pineapple";
PChar.quest.got_fruit.win_condition.l1 = "item";
PChar.quest.got_fruit.win_condition.l1.item = "pineapple";
PChar.quest.got_fruit.win_condition.l2 = "item";
PChar.quest.got_fruit.win_condition.l2.item = "coconut";
PChar.quest.got_fruit.win_condition.l3 = "item";
PChar.quest.got_fruit.win_condition.l3.item = "lime";
PChar.quest.got_fruit.win_condition = "got_fruit";
Equipable items can be visible on the character model. But only if they are of BLADE_ITEM_TYPE or GUN_ITEM_TYPEThere is a modifiable list of equippable items?
if (selection == BLADE_ITEM_TYPE || selection == ARMOR_ITEM_TYPE || selection == AMMUNITION_ITEM_TYPE || selection == FLASK_ITEM_TYPE || selection == POUCH_ITEM_TYPE || selection == BELT_ITEM_TYPE || selection == OPEN_ITEM_TYPE) selection = GUN_ITEM_TYPE;
if (selection == SPYGLASS_ITEM_TYPE || selection == LOCKPICK_ITEM_TYPE || selection == CLOCK_ITEM_TYPE || selection == COMPASS_ITEM_TYPE || selection == DOCUMENT_ITEM_TYPE || selection == OUTFIT_ITEM_TYPE) selection = OBJECT_ITEM_TYPE;
if (selection == EQUIP_ITEM_TYPE || selection == EQUIP2_ITEM_TYPE || selection == EQUIP3_ITEM_TYPE || selection == EXAMINE_ITEM_TYPE) selection = QUEST_ITEM_TYPE;
Thank you! This is just what I need.You should not need to equip items if you are just collecting them. You just need them in your inventory. Provided that the items are defined in "PROGRAM\ITEMS\initItems.c" (or in "PROGRAM\Storyline\<your story name>\items\initQuestItems.c" if you are writing a storyline and the items are only for that story), you can use these functions:
So, you've put a pineapple somewhere and the player goes there. To give a pineapple to the player:
- GiveItem2Character(character, item) - the character gets one of this item
- TakeItemFromCharacter(character, item) - the character loses one of this item
- TakeNItems(character, item, n) - the character gets n of this item. If n is negative then the character loses n of this item
- CheckCharacterItem(character, item) - does this character have any of this item?
- GetCharacterItem(character, item) - tells you how many of this item the character has
Or perhaps you want to give the player three pineapples at once:Code:GiveItem2Character(PChar, "pineapple");
Code:TakeNItems(PChar, "pineapple", 3);
Elsewhere in the code, you want to know if the player is carrying at least one pineapple:Code:if (CheckCharacterItem(PChar, "pineapple")) { <do pineapple-related things> }
Another way to check for items is to set up a quest trigger:Now, when the character has found a pineapple, quest case "got_pineapple" will run.Code:PChar.quest.got_pineapple.win_condition.l1 = "item"; PChar.quest.got_pineapple.win_condition.l1.item = "pineapple"; PChar.quest.got_pineapple.win_condition = "got_pineapple";
You can check for several items:
Now quest case "got_fruit" will run when the player has a pineapple, a coconut and a lime. (Provided, of course, that "pineapple", "coconut" and "lime" are defined in "initItems.c" or your storyline's "initQuestItems.c"!)Code:PChar.quest.got_fruit.win_condition.l1 = "item"; PChar.quest.got_fruit.win_condition.l1.item = "pineapple"; PChar.quest.got_fruit.win_condition.l2 = "item"; PChar.quest.got_fruit.win_condition.l2.item = "coconut"; PChar.quest.got_fruit.win_condition.l3 = "item"; PChar.quest.got_fruit.win_condition.l3.item = "lime"; PChar.quest.got_fruit.win_condition = "got_fruit";
@Jack Rackham might be able to help here. His "Woodes Rogers" and "Goldbug" storylines involve a lot of collecting items.
I was intending, on landing crew can try to find some stuff. Maybe try to catch meat hunting animals or find fruits, when the ship is low on supplies.What are you working on, @Baddy?
Sounds interesting.
I think adding some fruits to the game would be a very healthy idea.