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POTC! Character Creation!!!

Or Rys fights a real duel with the officer, but the officer cheats, so you take rys his place, and slaughter the pig.
 
<!--quoteo(post=236544:date=Feb 6 2008, 01:27 PM:name=Julian)--><div class='quotetop'>QUOTE (Julian @ Feb 6 2008, 01:27 PM) <a href="index.php?act=findpost&pid=236544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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!<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry Julian I don't quit follow you here?
 
<!--quoteo(post=236548:date=Feb 6 2008, 07:34 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 6 2008, 07:34 PM) <a href="index.php?act=findpost&pid=236548"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=236544:date=Feb 6 2008, 01:27 PM:name=Julian)--><div class='quotetop'>QUOTE (Julian @ Feb 6 2008, 01:27 PM) <a href="index.php?act=findpost&pid=236544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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!<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry Julian I don't quit follow you here?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I deemed the reference to your previous question regarding the differences as if it had been posted a couple of seconds ago. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Sorry for not explaining it better.

While the officer.c file remained unchanged a lot of coding has been added to produce the perfect atmosphere for the game through random encounters and events, including officers.
(NB. To experience the extent of this atmosphere you will also need to ask crew to accompany you on land, since this is a condition for most events being triggered.)

In 2006 a lot of re-writting of files has taken place in order to define these events and characters.
To get very speciffic answers in this respect you could try to send a personal message to Couch Captain Charles, to whose insight in terms of advanced coding we owe a huge amount of entertainment.
If he wants to look at your speciffic choice of code, then you will have a solution in no time at all.

In the mean time a plain statement would be that the player is supposed to encounter three types of officers.
You are now familiar with the quest officers perspective.
The other two types are officers for hire at the tavern and randomly walking enlistable characters.
To qote another of the advanced code creators:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// MAXIMUS officers <--
    }
    LAi_Create_Officer(rand(8), &NPChar); //so that these officers are better than tavern ones.
// MAXIMUS interface MOD <--<!--c2--></div><!--ec2-->
Obviously you will have behaviour differences between these cathegories, as well as from merging codes from different cases.
If you do not manage to get in touch with CCC, then you might need to upload your file for a review, in order to figure out why for instance you have a setback in hitpoints from the value originally assigned to the character, once he becomes officer.
 
ok, got it now if you look here, this is how Horatio is generated:

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->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" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I don't think everyone understand this quote but I'm sure you will. Right now Horatio is finish I'm tweaking it right now to see if everything is good, checking all the text to make sure they all at the right place. Eventually Pieter and you guys will have your hand on it to review so if there will be something wrong we will know. However I got to ask permission to Thomas The Terror about Horatio, from what I heard he start Horatio in Build14 and don't want to get in the way.

After I finish with Horatio I'm gonna work on 5 more characters, I got a quest in mind about English Navy's Officers so Horatio will be in it with 5 more characters. Also, one of the 5 characters is finish so got 4 to go. 5 of them will be recruit able and 1 will be not.
 
Interesting. Nice to see new characters and quests being in development. I don't have time to read all this 100% though. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=235819:date=Feb 4 2008, 02:54 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 4 2008, 02:54 AM) <a href="index.php?act=findpost&pid=235819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->You can give him a HP bonus. Otherwise any HP you set for him will be reset to the default for his character level on the first level-up.
The HP code seems to act differently for different characters. I have tried rewriting it for Alpha 8, but I don't think my rewrite works entirely right yet. Just continue with your quest and just give him a HP bonus for the time being until that code is properly fixed.
 
<!--quoteo(post=236704:date=Feb 7 2008, 10:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 7 2008, 10:28 AM) <a href="index.php?act=findpost&pid=236704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting. Nice to see new characters and quests being in development. I don't have time to read all this 100% though. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=235819:date=Feb 4 2008, 02:54 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 4 2008, 02:54 AM) <a href="index.php?act=findpost&pid=235819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->You can give him a HP bonus. Otherwise any HP you set for him will be reset to the default for his character level on the first level-up.
The HP code seems to act differently for different characters. I have tried rewriting it for Alpha 8, but I don't think my rewrite works entirely right yet. Just continue with your quest and just give him a HP bonus for the time being until that code is properly fixed.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Well I'm glad I don't have that problem anymore, my Horatio start with everything I put on him, no mistake with HP or skills point not been able to add. The only problem I got right now(not really a problem more just a decision) is that when you talk to any of my 5 officers the first dialog until they show you they ability and skills are completely different, however once you finish with the guy in charge for the recruiting and come back to talk to any of the officers they all use the same dialogs starting at that point. I'm wondering if I should completely make the dialog different to all officers until the end or it's ok like that. Anyone got any suggestion?

Also if you look in \RESOURCE\Sounds\VOICE\ENGLISH\Eng_m_b_039.wav can anyone take the time to listen to that voice and write down what he says, my officers got a greetings on them, meaning that they use a certain voice once they start a conversation with them. The voice they use is the first line they use in they dialogs. I want to use that voice but I can't make up what the voice say. Can anyone once you got a minute, can listen to the voice and put the writing here, thanks.
 
More and more and more questions. Ok. How to you make your character so that he go see the player and engage a conversation with you about something. So what I want, is that Horatio go and see the player once he appear on the pier. Anyone knows the code for that?

Do they use this in the game Dialog.snd = "voice\RYBL\RYBL001"; if so, where can I see the sounds so I can try them. I can't seem to find them anywhere.
 
<!--quoteo(post=236764:date=Feb 7 2008, 08:05 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 7 2008, 08:05 PM) <a href="index.php?act=findpost&pid=236764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I'm glad I don't have that problem anymore, my Horatio start with everything I put on him, no mistake with HP or skills point not been able to add. The only problem I got right now(not really a problem more just a decision) is that when you talk to any of my 5 officers the first dialog until they show you they ability and skills are completely different, however once you finish with the guy in charge for the recruiting and come back to talk to any of the officers they all use the same dialogs starting at that point. I'm wondering if I should completely make the dialog different to all officers until the end or it's ok like that. Anyone got any suggestion?<!--QuoteEnd--></div><!--QuoteEEnd-->I'm afraid I don't quite understand. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=236764:date=Feb 7 2008, 08:05 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 7 2008, 08:05 PM) <a href="index.php?act=findpost&pid=236764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also if you look in \RESOURCE\Sounds\VOICE\ENGLISH\Eng_m_b_039.wav can anyone take the time to listen to that voice and write down what he says, my officers got a greetings on them, meaning that they use a certain voice once they start a conversation with them. The voice they use is the first line they use in they dialogs. I want to use that voice but I can't make up what the voice say. Can anyone once you got a minute, can listen to the voice and put the writing here, thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds like "There'll be no "argy-bargy" on my watch". What the crap is "argy-bargy"??? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=236792:date=Feb 7 2008, 09:15 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 7 2008, 09:15 PM) <a href="index.php?act=findpost&pid=236792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More and more and more questions. Ok. How to you make your character so that he go see the player and engage a conversation with you about something. So what I want, is that Horatio go and see the player once he appear on the pier. Anyone knows the code for that?<!--QuoteEnd--></div><!--QuoteEEnd-->First you need to set an enter location quest such as this in PROGRAM\Characters\characters_init.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        //Horatio Hornblower
        PChar.quest.Hornblower = "";
        PChar.quest.Hornblower_start.win_condition.l1 = "location";
        PChar.quest.Hornblower_start.win_condition.l1.character = PChar.id; // If the player
        PChar.quest.Hornblower_start.win_condition.l1.location = "Redmond_port"; // Enters Redmond port
        PChar.quest.Hornblower_start.win_condition = "Hornblower_start"; // The quest case "Hornblower_start" will be executed
        //Horatio Hornblower<!--c2--></div><!--ec2-->
Then you need to write the actual quest actions in PROGRAM\QUESTS\quests_reaction.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Hornblower_start": // This quest case is executed when the player enters Redmond port
            SetEnterLocationQuest("Redmond_port","Hornblower_start_check",0); // This sets an enter location quest that is performed every time you enter Redmond Port
        break;

        case "Hornblower_start_check": // This is executed every time you enter Redmond port now
            if(makeint(PChar.rank) >= 5) // Here you can add a check on when to start the quest or not. In this case if the player's rank is below 5, the quest will not continue. However, when the player DOES become rank 5 and enters Redmond Port again, the quest does continue because the enter location quest is still active
            {
                LAi_SetActorType(characterFromID("Horatio Hornblower")); // Makes Hornblower an actor so that you can give him commands
                LAi_ActorFollow(characterFromID("Horatio Hornblower"),Pchar,"Hornblower_talk",10.5); // This makes Hornblower walk to the player and then start the "Hornblower_talk" quest case
                Characters[GetCharacterIndex("Horatio Hornblower")].dialog.currentnode = "First time"; // This sets his dialog.currentnode. Shouldn't be necessary when it's already set correctly in the character init file. However, you could make it so that node "First time" jus says "What do you want?" when the player talks to Hornblower before his rank is 5 or higher and then only enable the actual quest by setting a different currentnode here so that Horatio says something different now.
            }
        break;

        case "Hornblower_talk":
            DeleteEnterLocationQuest("Redmond_port", "Hornblower_start_check");     // This deleted the enter location quest so that it won't happen again
            LAi_ActorWaitDialog(PChar,characterFromID("Horatio Hornblower")); // Horatio waits until he can start the dialog with you...
            LAi_ActorDialog(characterFromID("Horatio Hornblower"),PChar,"",1.0,1.0); //...and then starts the talk
        break;<!--c2--></div><!--ec2-->
Be sure to also have a look <a href="http://www.piratesahoy.net/forum/index.php?s=&showtopic=11382&view=findpost&p=231923" target="_blank">here</a>.

<!--quoteo(post=236792:date=Feb 7 2008, 09:15 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 7 2008, 09:15 PM) <a href="index.php?act=findpost&pid=236792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do they use this in the game Dialog.snd = "voice\RYBL\RYBL001"; if so, where can I see the sounds so I can try them. I can't seem to find them anywhere.<!--QuoteEnd--></div><!--QuoteEEnd-->It's not used ingame, but <i>a simple virtual sailor</i> was working on finishing that feature. You might want to PM him.
 
<!--quoteo(post=236933:date=Feb 8 2008, 07:08 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 8 2008, 07:08 AM) <a href="index.php?act=findpost&pid=236933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=236764:date=Feb 7 2008, 08:05 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 7 2008, 08:05 PM) <a href="index.php?act=findpost&pid=236764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I'm glad I don't have that problem anymore, my Horatio start with everything I put on him, no mistake with HP or skills point not been able to add. The only problem I got right now(not really a problem more just a decision) is that when you talk to any of my 5 officers the first dialog until they show you they ability and skills are completely different, however once you finish with the guy in charge for the recruiting and come back to talk to any of the officers they all use the same dialogs starting at that point. I'm wondering if I should completely make the dialog different to all officers until the end or it's ok like that. Anyone got any suggestion?<!--QuoteEnd--></div><!--QuoteEEnd-->I'm afraid I don't quite understand. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=236764:date=Feb 7 2008, 08:05 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 7 2008, 08:05 PM) <a href="index.php?act=findpost&pid=236764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also if you look in \RESOURCE\Sounds\VOICE\ENGLISH\Eng_m_b_039.wav can anyone take the time to listen to that voice and write down what he says, my officers got a greetings on them, meaning that they use a certain voice once they start a conversation with them. The voice they use is the first line they use in they dialogs. I want to use that voice but I can't make up what the voice say. Can anyone once you got a minute, can listen to the voice and put the writing here, thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds like "There'll be no "argy-bargy" on my watch". What the crap is "argy-bargy"??? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

What I was saying Pieter is that, all my officers once they show you they skills, they all start with the same dialog until recruiting till the end. The first part of the dialog was different for all officers I create, so no problem there. It's was getting annoying for the part after showing skills since they were using all the same dialogs. I fix it anyway, spend the night making the dialogs for all character different. But that's what I meant.

I'm reinstalling the game right now, again. I'm going to put Buib13final then 14alp6 then 14alp7 and test my little quest. So far I test it with builb13final only and works fine. Just want to make sure it works with the other build.
 
Quests should work pretty fine on any game version, provided it's installed correctly. BUt if you can make it compatible with Alpha 7, that saves me and Pirate_KK a lot of work. You can use WinMerge for that. Find it on my site's modding tools page.
 
rgr, I'm going to install build alpha 7 and tweak my quest so it work with it, for buid alpha 6 I had to modify certain file to make it work, I'm sure I will have to do the same for Alpha7.

Do I have to install anything else, just the alpha7 + missing files or the alpha7plus??
 
I was just thinking, since you guys are working on alpha8, would it be better to install alpha8 and make the quest work for that build, if so, is it possible to tell me in witch order do I have to install each build from POTC stock to build14alpha8??? If not what will be the order of installation from POTC stock to build14alpha7??
 
Hey! Pieter I just check the characters_init.c file and your command ain't there! how ever I found similar command did you mean those?

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->PChar.quest.Hornblower = "";
PChar.quest.Hornblower_start.win_condition.l1 = "location";
PChar.quest.Hornblower_start.win_condition.l1.character = PChar.id; // If the player
PChar.quest.Hornblower_start.win_condition.l1.location = "Redmond_port"; // Enters Redmond port
PChar.quest.Hornblower_start.win_condition = "Hornblower_start"; // The quest case "Hornblower_start" will be executed<!--c2--></div><!--ec2-->

The one I found in the init file are those:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ch.quest.Bartolomeu = "";
ch.quest.Bart_start.win_condition.l1 = "location";
ch.quest.Bart_start.win_condition.l1.character = ch.id;
ch.quest.Bart_start.win_condition.l1.location = "Grand_Cayman_Tavern";
ch.quest.Bart_start.win_condition = "Bart_start";<!--c2--></div><!--ec2-->

The code you give is it good anyway or you meant the other one?


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Alright it's working, kool but the problem is when I leave the port then come back Horatio is sitting in thin air on the pier, what can I do to fix that?


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=237332:date=Feb 10 2008, 02:45 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 10 2008, 02:45 AM) <a href="index.php?act=findpost&pid=237332"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was just thinking, since you guys are working on alpha8, would it be better to install alpha8 and make the quest work for that build, if so, is it possible to tell me in witch order do I have to install each build from POTC stock to build14alpha8??? If not what will be the order of installation from POTC stock to build14alpha7??<!--QuoteEnd--></div><!--QuoteEEnd-->Alpha 8 isn't finished yet and all Alpha 8 WIP version are not very good and the installation order is rather complicated. Just make the quest compatible with Alpha 7 and we'll take care of the rest. I hope. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
A lot of quest-related stuff is being rewritten for Alpha 8 to accomodate for multiple main quests and I don't yet know how that will work, but we'll find out in due time. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
Installation instructions for Alpha 7 can be found <a href="http://www.s31clan.com/privateftps/pietersmods/b14_alpha.htm" target="_blank">here</a>. You might want to keep a copy of your Build 13 installation though.

<!--quoteo(post=237351:date=Feb 10 2008, 03:07 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 10 2008, 03:07 AM) <a href="index.php?act=findpost&pid=237351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey! Pieter I just check the characters_init.c file and your command ain't there! how ever I found similar command did you mean those?<!--QuoteEnd--></div><!--QuoteEEnd-->The Hornblower code indeed isn't there yet by default. I used the Bartolomeu code and rewrote it for you, so you just had to stick it in.

<!--quoteo(post=237359:date=Feb 10 2008, 03:59 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Feb 10 2008, 03:59 AM) <a href="index.php?act=findpost&pid=237359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alright it's working, kool but the problem is when I leave the port then come back Horatio is sitting in thin air on the pier, what can I do to fix that?<!--QuoteEnd--></div><!--QuoteEEnd-->HUH? That sounds really weird. Can you elaborate on that a bit further? Did Hornblower address you when you first entered Redmond or not? Did you make any additional changes from the code I posted?
 
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