Very odd. I'd imagine there should be some reason.An officer doesn't need to be stunned first to start wandering around. Sometimes they just wander off for no known reason. Maybe he got too drunk.
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Very odd. I'd imagine there should be some reason.An officer doesn't need to be stunned first to start wandering around. Sometimes they just wander off for no known reason. Maybe he got too drunk.
I do believe so.The crossed sword icon appears on squares which are not currently occupied. Would it not be better if an unoccupied slot was not marked as helping you in boarding?
//Levis: Show Aboardagemode
void UpdateAboardageMode()
{
int i,cn;
ref refCurChar;
string imgname;
for(i=0; i<OFFICER_MAX; i++)
{
imgname = "BOARDINGMODE"+i;
cn = GetOfficersIndex(_refCh,i);
refCurChar = GetCharacter(cn);
SetNodeUsing(imgname,false);
if(cn==-1)
{
//Main Character
SetNodeUsing(imgname,true);
}
else
{
//Officer
if(CheckAttribute(refCurChar,"AbordageMode"))
{
if(refCurChar.AbordageMode==1)
{
SetNodeUsing(imgname,true);
}
}
}
}
}
//Levis: End Show Aboardagemode
if(cn==-1)
{
//No Character
SetNodeUsing(imgname,false);
}
it's a global variable in the interface. I've copied this code from other similar functions in the interface and adapted it.First of all, where is "_refCh" set, or for that matter, declared? It does not seem to be declared within function "UpdateAboardageMode()".
I think you are right. Like I said I just copied this from other functions in the interface. If you (or someone) could try to see if that worked, that would be nice.As for 'GetOfficersIndex':
If i is 0 then it returns the index number of "_refCh". For any character, officer 0 is the character himself. Your officer 0 is you.
If officer i doesn't exist, i.e. it's a blank slot, then it returns -1.
So my guess is that you already have the required 'if' statement. It's that one 'if(cn==-1'). Character -1 is not the main character, it's an invalid character. ('GetOfficersIndex' also returns -1 if you give it an invalid slot number.) And if that's right, the reason that blank slots get the swords icon is because that bit should probably be:Except that there's already a 'SetNodeUsing(imgname,false);' line before the 'if'. So really, if I've got this right, that bit can disappear and the 'else' can become 'if(cn>=0)'Code:if(cn==-1) { //No Character SetNodeUsing(imgname,false); }
Better.Here's how it looks if the font for the boarding status is reduced:
Main issue with that: If the captain of a ship dies ashore, the ship dies too.Not to necro but what about having companions (subordinate ship captains) available as followers on shore. It makes sense that these would be among the player's must trusted associates but as it is now they sort of dissapear into limbo once they command their own ships and you never really see them again.
Main issue with that: If the captain of a ship dies ashore, the ship dies too.
That's the way the game currently handles it and I can't think of a quick fix to that...
There is probably a way around it, but it's not likely to be simple.Is there an essential system that would allow them to be knocked-out and not killed?