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POTC! Character Creation!!!

Replacing him, even. I don't think anybody intended to do THAT. Just using Rys' code as a base for his own. Not such a bad idea to put Hornblower there instead, actually.
 
<!--quoteo(post=234894:date=Feb 1 2008, 07:46 AM:name=Julian)--><div class='quotetop'>QUOTE (Julian @ Feb 1 2008, 07:46 AM) <a href="index.php?act=findpost&pid=234894"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is really impressive, considering the short periode of time, that your progress has already brought you to "tunning" now.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thx for the compliment, <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I had good teachers <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Since everything you expect from your character is pretty well formulated, I can only side with Pieter in pointing out that you have to make a decision regarding the choice of coding pattern, by studying the different cases in the game like Artois Voisey, Fred Bob, etc.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yea I broke my head trying to figure out how they story work but they are so much to them that it's very hard to track of what they will do next or what was it before... <img src="style_emoticons/<#EMO_DIR#>/dry.gif" style="vertical-align:middle" emoid="<_<" border="0" alt="dry.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You do actually have several options, if you look at the differences between the cases you encounter.

If I understand your requirements correctly, you want your character to maintain the design assigned to him.<!--QuoteEnd--></div><!--QuoteEEnd-->

I manage to fix the random rank and ability but now got another issue the HP(HipPoint), Horatio is at rank 5 he got HP of rank 1 +10hp(he start at rank 5 with only 50hp), I recruit Horatio and went for a walk in jungle and notice that when he lv; <b>hp stays at 50</b>, not only he got the hp of a rank1 when recruit at rank5 but they don't go up <img src="style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" /> he get his skills point and you can select them no problem the same for is ability point. You can clearly see that he is rank 6.

Here is the code for Horatio so far;

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->makeref(ch,Characters[n]);
    ch.old.name = "Horatio";
    ch.old.lastname = "Hornblower";
    ch.name = LanguageConvertString(tmpLangFileID,"Horatio");
    ch.lastname = LanguageConvertString(tmpLangFileID,"Hornblower");
    ch.id = "Horatio Hornblower";
    ch.model = "rn_lieut18_2";
    ch.sex = "man";
    ch.sound_type = "seaman";
    ch.location    = "Oxbay_tavern";
    ch.location.group = "sit";
    ch.location.locator = "sit4";
    ch.Dialog.Filename = "horatio_dialog.c";
    ch.greeting = "Gr_Horatio_Hornblower";
    ch.quest.area = "Oxbay";
    ch.nation = ENGLAND;
    ch.rank = 1;
    ch.reputation = "none";
    ch.experience = CalculateExperienceFromRank(1)+ (CalculateExperienceFromRank(1)/10 + rand(1000));
    ch.skill.Leadership = "2";    
    ch.skill.Fencing = "1";
    ch.skill.Sailing = "2";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "2";
    ch.skill.freeskill = 2;
    ch.perks.freepoints = 1;
    ch.perks.list.SharedExperience = true;
    ch.money = "0";
    ch.quest.officertype = OFFIC_TYPE_FIRSTMATE;
    GiveItem2Character(ch, "blade26");
    //GiveItem2Character(ch, "blade26");
    //GiveItem2Character(ch, "pistol9");
    GiveItem2Character(ch, "pistol9");
    ch.equip.blade = "blade26";
    //LAi_SetHP(ch, 50.0, 50.0);
        
    if (ENABLE_AMMOMOD)
    {
        TakenItems(ch, "gunpowder", 6);
        TakenItems(ch, "pistolbullets", 6);
    }
    
    LAi_SetSitType(ch);
    LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    n = n + 1;<!--c2--></div><!--ec2-->

As you can see he is at rank1, I lower is lv to see if it will fix the problem but stays the same hp don't go up. I then set is hp to 50 with this command; LAi_SetHP(ch, 50.0, 50.0); but no success. I then put back is rank to 5 and change the xp settings then but those code for hp; LAi_SetHP(ch, 90.0, 90.0); when Horatio show you his stats you see that he is at rank 5 and hp 90 but when you recruit the hp goes back to 50. I don't think I will solve the problem with the code that construct the character but in the dialog file. I'm sure I got to specify something in there to fix it.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->When you are done with the definition of the character entirely to your liking, then I would suggest you look into:
B. Recruiting by story

Pieter has already provided with the most meanigfull examples where you can learn most in terms of coding.
These are elaborate stories of the most simple case in the game which is "Rys Bloom". (so simple that this character went through the moding process without even the adjustments that obviously are necessary - when skill start is "0" you can not improve on that skill as the character is getting more experience, and this should have been corrected).

You will find Rys in PROGRAM\Characters\init\Officers.c

You can see it hired through one single case on PROGRAM\QUESTS\quests_reaction.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "rys_becomes_officer":
            AddMoneyToCharacter(pchar, -500);
            AddPassenger(Pchar, characterFromID("Rys Bloom"), 0);
            LAi_SetOfficerType(characterFromID("Rys Bloom"));
            characters[getCharacterIndex("Rys bloom")].location = "none";
            characters[GetCharacterIndex("Rys Bloom")].Dialog.Filename = "Enc_Officer_dialog.c"; // KK
            characters[GetCharacterIndex("Rys Bloom")].Dialog.CurrentNode = "Hired"; // KK
break;<!--c2--></div><!--ec2-->

He has a very simple story dialogue, which can easily be re-wrotten to suit your purposes, if you chose this pattern for adding your character to the game.

Your decision, Sir!<!--QuoteEnd--></div><!--QuoteEEnd-->

I didn't look at him yet I'm busy working now that's the reason I couldn't reply faster to you guys but now I'm here and will check Rys out. For now I got 4 differente codes i found with Artois and Fred that Im working on and sure I will have more once I read Rys.

<!--quoteo(post=234899:date=Feb 1 2008, 08:02 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 1 2008, 08:02 AM) <a href="index.php?act=findpost&pid=234899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good thought on Rys Bloom! That one's a really good and simple example. Much more so than Artois Voysey.

<!--quoteo(post=234894:date=Feb 1 2008, 01:46 PM:name=Julian)--><div class='quotetop'>QUOTE (Julian @ Feb 1 2008, 01:46 PM) <a href="index.php?act=findpost&pid=234894"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A. What makes an officer, a certain type?<!--QuoteEnd--></div><!--QuoteEEnd-->Officer type consists of two things:
1) The actual skills and abilities he has (explained by Julian above)
2) The officer type name showing up in the interfaces. Characters without type show up as "Comrade-in-Arms". To set something else, you must do this with a line like <i>ch.quest.officertype = OFFIC_TYPE_BOATSWAIN;</i>. Also you can set a salary for him with <i>ch.quest.officerprice = "500";</i>.<!--QuoteEnd--></div><!--QuoteEEnd-->

I didn't know you can set a salary, in fact I didn't even check if Horatio as a salary will have to check it out.
One last thing what is higher for Rank between Midshipman and Warrant?
 
I try more test and no luck Horatio comes at rank1 with 42hp and when he gain his rank the hp go up by 2 for 44 at rank3 46. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> I went to Redmond to recruit Rys to compare his recruitment and once I recruit him he is at rank1 with 42hp and at rank2 he receive only 2 hp the same as Horatio. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />

Is it the same for you guys or my game is bugged<b>??</b> <img src="style_emoticons/<#EMO_DIR#>/excl.gif" style="vertical-align:middle" emoid=":excl:" border="0" alt="excl.gif" />

I'm going to do more testing if no luck I'm gonna put the horatio_dialog.c code here so you guys can look and see what I do wrong.
 
If anyone got a chance to tell me about Rys quest, what he doing exactly. I never recruit him and don't know his story??
 
<!--quoteo(post=235933:date=Feb 4 2008, 10:36 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 4 2008, 10:36 AM) <a href="index.php?act=findpost&pid=235933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I try more test and no luck Horatio comes at rank1 with 42hp and when he gain his rank the hp go up by 2 for 44 at rank3 46. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> I went to Redmond to recruit Rys to compare his recruitment and once I recruit him he is at rank1 with 42hp and at rank2 he receive only 2 hp the same as Horatio. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />

Is it the same for you guys or my game is bugged<b>??</b> <img src="style_emoticons/<#EMO_DIR#>/excl.gif" style="vertical-align:middle" emoid=":excl:" border="0" alt="excl.gif" />

....<!--QuoteEnd--></div><!--QuoteEEnd-->

Aye, Sir!

When anybody recruits Rys (unless the player has changed the personal game version to fit own liking) Rys will have rank 1.

This is because a character either stays with the definition in the initial file or is randomly created for the hiring purpose.

Rys is defined in the officer.c file.
Check his rank value as you look at him
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(ch,Characters[n]);            //Rys Bloom
    ch.old.name = "Rys";
    ch.old.lastname = "Bloom";
    ch.name = LanguageConvertString(tmpNameFileID,"Rys");
    ch.lastname = LanguageConvertString(tmpNameFileID,"Bloom");
    ch.id        = "Rys Bloom";
    ch.model    = "Chameleon";
    ch.sex = "man";
    ch.loyality = 15;
    ch.alignment = "good";
    ch.sound_type = "seaman";
    GiveItem2Character(ch, "blade6");
    ch.equip.blade = "blade6";
    ch.location    = "Redmond_port";
    ch.location.group = "goto";
    ch.location.locator = "cityzen_1";
    ch.Dialog.Filename = "Rys Bloom_dialog.c";
    ch.greeting = "Gr_Rys Bloom";
    ch.rank     = 1;
    ch.reputation = "45";
    TakeNItems(ch,"potion1", Rand(4)+1);
    ch.experience = CalculateExperienceFromRank(1)+ (CalculateExperienceFromRank(1)/10 + rand(500));
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "1";
    ch.skill.Sailing = "0";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "0";
    ch.skill.Commerce = "0";
    ch.skill.Sneak = "0";
    ch.money = "0";
    ch.quest.help = "0";
    ch.quest.dialog = "0";
    LAi_SetCitizenType(ch);
    LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    n = n + 1;<!--c2--></div><!--ec2-->

Now notice that abilities (perks) are missing, as well as hitpoints.
By comparison you want to look at Fred Bob in the same file, as Pieter has already suggested.
As you check him out, you see how already mentioned additions including the officer determination explained by Pieter influence the identity of the character.
Pay also attention to a very usefull quotation made by Petros regarding the assignment of hitpoints.
Last but not least notice that Experience has been decided directly.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    
    makeref(ch,Characters[n]);            //Fred Bob by CatalinaThePirate
    ch.old.name = "Fred";
    ch.old.lastname = "Bob";
    ch.name = LanguageConvertString(tmpNameFileID,"Fred");
    ch.lastname = LanguageConvertString(tmpNameFileID,"Bob");
    ch.id        = "Fred Bob";
    ch.model    = "FredBob";
    ch.sex = "man";
    ch.loyality = 15;
    ch.alignment = "good";
    ch.sound_type = "seaman";
    ch.nation    = PIRATE;
    ch.location    = "";
    ch.location.group = "";
    ch.location.locator = "";
    ch.Dialog.Filename = "Fred Bob_dialog.c";
    ch.greeting = "Gr_FredBob";
    ch.rank     = 28;
    ch.reputation = "64";
    TakeNItems(ch,"potion1", Rand(4)+1);
    ch.experience = "2050000";
    ch.skill.Leadership = "6";
    ch.skill.Fencing = "10";
    ch.skill.Sailing = "10";
    ch.skill.Accuracy = "5";
    ch.skill.Cannons = "5";
    ch.skill.Grappling = "8";
    ch.skill.Repair = "10";
    ch.skill.Defence = "10";
    ch.skill.Commerce = "5";
    ch.skill.Sneak = "10";
    ch.perks.list.BasicDefense = true;
    ch.perks.list.AdvancedDefense = true;
    ch.perks.list.SwordplayProfessional = true;
    ch.perks.list.CriticalHit = true;
    ch.perks.list.Gunman = true;
    ch.perks.list.ProfessionalGunman = true;
    ch.perks.list.Rush = true;
    ch.perks.list.IronWill = true;
    ch.perks.list.FastReload = true;
    ch.perks.list.HullDamageUp = true;
    ch.perks.list.BasicBattleState = true;
    ch.perks.list.LightRepair = true;
    ch.perks.list.SharedExperience = true;
    ch.money = "122";
    ch.quest.help = "0";
    ch.quest.dialog = "0";
    LAi_SetCitizenType(ch);
    LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    LAi_SetHP(ch, 280.0, 280.0);
    ch.HPBonus = 200;            // Petros  to correct for game only giving 96

    LAi_NoRebirthEnable(ch);
// added by MAXIMUS [making him a REAL boatswain] -->
    ch.quest.officertype = OFFIC_TYPE_BOATSWAIN;
    ch.quest.officerprice = "500";
// added by MAXIMUS [making him a REAL boatswain] <--
    n = n + 1;<!--c2--></div><!--ec2-->

Now you have Rys to start with (and if you remodel him up a little it woudn't make your game less interesting) and Fred Bob at the high end of the scale in terms of abilities, strength and usefulness.

Your Horatio should be somewhere in between. Now you have all options available.
If you are entirely done with his definition, you might want to give it a try and paste him in the officer.c file

The reason why I am suggesting this, is because what I call recruitment by story - meaning officers/companions you get during quest progress - uses this officer.c file along with the story files.

The story files are the dialog files and the quest file in which the story case is speciffied.

If we get back to Rys and look into the dialog file: Rys Bloom_dialog c., we will notice that the case which hires him is:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    case "exit_hire":
    Diag.TempNode = "empty";
    Diag.CurrentNode = Diag.TempNode;
    DialogExit();
    AddDialogExitQuest("rys_becomes_officer");
    break;<!--c2--></div><!--ec2-->

Everything else is a reference to the story at Redmond in the port, remember! Rys is banned from his ship, you meet him, you want to help him, you go to the harbormaster, you put a good word, you get back to Rys, you give him 500 gold to settle his accounts and get him a board.

What we really want to notice here is that we do not have an "enlist" case in the dialogue but a reference to a quest.

This quest - real nice and small - is almost at the bottom of the masive : quests_reaction.c

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->   case "rys_becomes_officer":
    AddMoneyToCharacter(pchar, -500);
    AddPassenger(Pchar, characterFromID("Rys Bloom"), 0);
    LAi_SetOfficerType(characterFromID("Rys Bloom"));
    characters[getCharacterIndex("Rys bloom")].location = "none";
    characters[GetCharacterIndex("Rys Bloom")].Dialog.Filename = "Enc_Officer_dialog.c"; // KK
    characters[GetCharacterIndex("Rys Bloom")].Dialog.CurrentNode = "Hired"; // KK
   break;<!--c2--></div><!--ec2-->


So deeming that you went to Redmond port, found Rys, talked to him, talked to the harbormaster and then helped Rys join you, we have a reference for what you might be looking for in order to get your character exactly how you want him ... and a little tutorial in how to make a quest as well.

You could actually slide your own character's ID right into it, by pasting and adapting the cases and the lines in
quests_reaction.c , for example by adding the case "horatio_becomes_officer"
Horatio Hornblower_dialog.c and Horation Hornblower_dialog.h could be adjustments of Rys Bloom_dialog.c and h.
and with Horatio in the officer.c file you will have him exactly as you want him.

If you want to keep the similarity with Rys' little story then you also want to look into the harbor master's dialog, in case you get inspired and want to make a little story at Oxbay involving a third person.

The harbor master's name is by the way: Laurence Wellman and his dialog files are: Laurence Wellman_dialog.c and h.

Give it a try!
Take your time!

And accept my appologies for not being able to check on this thread earlier... unfortunately I have been on the watch.
 
Thx Julian you give me a good boost but the problem is(without modification) that when I recruit Rys he comes at lv 1 that I don't really care, what I care the most is that when he go up in rank his hp go up only by 2. So at lv1 he go 42hp and when he go up in rank; so rank1 to rank2 to the hp goes from 42 to 44. I notice that not only with Rys but pretty much all officers that you hire by questing for them. That's the reason why I had problem with Horatio it's because of this when you recruit by questing the hp of the officer go up only by 2 per rank and not by 10 as a normal random officer do.

Maybe it's my game that is bug to been playing a lot with those file that it won't impress me but even with a fresh install of the game and the build 13 I still got that problem. Anyone notice that?

So far right now I got no problem the way I put the character creation for Horatio. He join you at the right rank, also you can fix is ability and skills point the way you wish. HP go up by 10 per rank as an random officer do, he got the equipment I give him and you can interact with him as if it were a random officer. I finally manage to fix him but I think the way I did is not the correct way.

What I did was to take the file Enc_Officer_dialog.c, then locate the dialog that the random officer usually use and replace it by Horatio dialog. The random officer in the game use that file to be created so why not use it to create Horatio. After the dialog was insert I had to connect all the code to the correct dialog and connect Horatio dialog with the Enc_Officer_dialog.c so that you can talk to Horatio after recruiting him and raise your flag or check your finance or erect a building. So Horatio use the same method as an random officer do, he also use the Random_mates_sit_tavern_dialog.c file as they do. So Horatio start with the ES Characters.c then switch to the Random_mates_sit_tavern_dialog.c(renamed; horatio_dialog.c) that use horatio_dialog.h for the text then redirect Horatio to the Enc_Officer_dialog.c(renamed; horatio2_dialog.c) that use horatio2_dialog.h for the text, all that just for him <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I also remove Rys from the scene and replace him with Horatio, from what I heard Rys was not very popular. Now to recruit Horatio you got to talk to the harbor master. So the story as completely change except some sentence I keep.
I didn't try Rys fully yet just only when I heard about him from you guys so I don't know what is story is base on. I did some stuff with him wile testing and notice that he will present you someone for something and got nothing in the quest book afterward to tell me where to meet that guy. You guys know how to do it? I just want to know what guy Rys his referring to so I don't mess up nothing by removing him.
 
he usually died. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> i never really paid attention tot things like that, but i would most certainly have noticed it after a while. i know it happened to Artois once.
 
KK, I try Artois Voysey, Baldewyn Coffier and Rys Bloom a few minutes ago and the hp go up by 2 per rank only. I didn't try any other characters. Those 3 are the one I found the easiest to recruit.
 
<!--quoteo(post=236344:date=Feb 5 2008, 09:08 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 5 2008, 09:08 PM) <a href="index.php?act=findpost&pid=236344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->.... notice that not only with Rys but pretty much all officers that you hire by questing for them. That's the reason why I had problem with Horatio it's because of this when you recruit by questing the hp of the officer go up only by 2 per rank and not by 10 as a normal random officer do.

Maybe it's my game that is bug to been playing a lot with those file that it won't impress me but even with a fresh install of the game and the build 13 I still got that problem. Anyone notice that?
....<!--QuoteEnd--></div><!--QuoteEEnd-->

I wasn't aware of that ! That is most interesting! Now I'm really curious, so I'll do some file reading as soon as I get home.
I have always "flanked" this issue by defining the characters to my liking in "Fred Bob" stile. When they came with sufficient HP to be really usefull in the first boardings and sufficient skills to man the first prizes, the subsequent development went unnoticed once the main character developed itself... and enemies surrendered.
Good with this heads up!


<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So far right now I got no problem the way I put the character creation for Horatio. He join you at the right rank, also you can fix is ability and skills point the way you wish. HP go up by 10 per rank as an random officer do, he got the equipment I give him and you can interact with him as if it were a random officer. I finally manage to fix him but I think the way I did is not the correct way.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ... but you did it ! <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" />

As you have noticed in this thread, a lot of attention has been given to the development of the random events and characters ( this is actually what makes the game unique and interesting) and several issues have been fixed with "overall" coding... since nobody has obviously undertaken the enterprize of tunning and polishing each character and quest one by one.

A lot of loose ends are still in the mods exactly the way they were in the abruptly released stock game.
As Morgan also told you the reference of Rys promissing to introduce you to somebody is a dead end example of this unfinished and unpolished stuff.
I wouldn't know what the correct way is. It may even show up to be yours.
Besides any work on these issues is most welcome

<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Well I thought at first to replace Rys by Horatio but change my mind once I realize that Rys suppose to show me someone. So I create another character to recruit my officers. I will check Rys more once I'm back from work, I think I can fix something that will work for us.
 
that explains something. i thought there was something wierd about Rys' dialogue. he always says he has something to do before he comes along, but he never does. do what he was supposed to do, i mean. he just follows you right away.
 
Why don't we think of a story? So we can correct the quest. Maybe too settle that fight or saying goodbye to the girl he was fighting for.
 
wait, what? what girl? or are you offering ideas here? anyway, he needed money for his business. could be a lead.
 
<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />... So you want to test us, Morgan, just to see if we remember Rys's dialog!? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Very well then,
I'll submit to your examination!
Rys has been banned from a ship because he slap an officer over a girl.
Considering Rys' skills, abilities and hitpoints, it is almost beyond belief... that he dared and still be walking afterwards... but never the less that's the story from a reliable source, if we consider the harbormaster a trustworthy man... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

So yes, fight, girl, the mysterious introduction ( maybe to the unused intriguing character with the wooden leg, back at the bridge to the jail inside town... now that's an offered idea , sorry:)), there is an entire reference left unused.

Hope I passed the test!

Besides, what's wrong with offering ideas.
Keep them coming, says I!
<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
i never payed that much attnetion to the yabber beforehand, to be honest. but with that information, how about this?

Rys goes out on another quest to get his girl back. there are several options here:

getting her back by sea, a bit like the Toff's daughter quest.

getting her back at another island, at the officer there. maybe FDF, though the officer there is already used in two quests, so it may not be the best character to use.

getting her back from a port that is hostile towards england, and requires sneaking into town. now that i think of it, FDF also fits this, but two quest with such girls are also already based upon FDF. another would really be over-using the island. i'd prefer to use an island now unused for any quests, such as guadeloupe.

getting her back on the island itself. being in an argument with a commander could most certainly create issues, quite possibly with you as well instead of Rys. also, if the fort would be acessable, the fort's commander could be an interesting option, because of the danger involved.
 
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
I say this is brilliant, Morgan!

Nothing wrong in my opinion to re-use quest patterns like Toff's daughter. (Neither did anybody mind Fred Bob just because we could recall the coding pattern. The anoying thing was about the letter quest being left unfinished. I'm mentioning this just for example).

How about Toff's daughter scenery taking place even at an English colony.
... The officer after banning Rys takes the girl and sails to Cayman. Now the main character speaks with the governor at Cayman on Rys's behalf. Same procedures as in Douwesen. Then fight on deck. Then instead of getting some sword the Main character is getting the ship, let say a merchantmen which would be quite beneficial considering this would for most players happen at the beginning of the game...
 
In the meantime, I can also see that what I regarded as an alternative in terms of character creation has really became a choice of options after the big re-writting in 06.

(makeint(NPchar.rank) * 2) / 10;
or references to main characters skills give a different pattern then
the old (CalculateExperienceFromRank(n)/10).

The officer.c stayed with the old maths.

I wasn't aware of that, while I was writting my previous posts, Estharos!
 
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