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Swords decreasing in quality

Thanks for that. That was indeed a mistake. Unfortunately, changing it doesn't seem to change the workings of the mod. It still doesn't work right. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Is anyone wanting to give me a hand with this yet? I really could use some help! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Under which section in LAi_events is your code to be inserted? Char attack, char block or...?
 
Char Attack. It should be in the same section as CCC's Special Weapon Assembly Kit blade functions.
 
Pieter, that red line not subtrating works fine with:

bladedamage_level = sti(weapon.minlevel) - sti(attack.rank); <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->GREAT NEWS!<!--sizec--></span><!--/sizec--></b>
The first version of this mod is ready for download <a href="http://pieter.piratesahoy.org/downloads/bladedamage_mod.zip" target="_blank">here</a>. It is not entirely finished, but I reckon it should be working fine. This version will also be added to the next modpack update.

Request to gamers: Please test this version. Request to modders: Please have a look at the code and see if there is anything in there that should be handled differently.

So far, I have been unable to add this function to the blocking. What I would like is that your blade gets damaged when you used it, but also when you are blocking, when the other character is blocking and maybe an additional penalty if the enemy if using armor. However, I don't know how to code this in yet, so any help would be welcome. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> The download was fixed. I left some bugs in the code, which have been fixed now. I also added the required sound file.
 
Pietr I sent you some files where there is a broken blade situation in the blocking section (only). Maybe you can use some of it?
 
Ok. I'll have a look at that. Thanks. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I fixed the download. I left some bugs in the code, which have been fixed now. I also added the required sound file.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there Pieter,

I've been using your Sword Mod and everything seems to be working fine. So far no problems.

Nice work there, matey. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

p.s. Can you tell me how I can get into the new FTP?
 
Did you know how to get on the old one? The new one is the same as the old one, but with .org instead of .net in the address. If I find the time, I will upload a free FTP program with the PA! FTP already predefined in it. Anybody interested in that?
 
Thanks Pieter, that would be great if you could do that.

I used to use the old ftp all the time (initially put the Lugger VML up there), however the only way I could get in was via a link in the FTP Details pinned topic. Couldn't get in any other way, no matter what password/user names I used.

Cheers, mate <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
p.s. Just successfully got onto the new FTP. Woohoo!! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Here you go: Download <a href="http://pieter.piratesahoy.org/downloads/ftp_commander.zip" target="_blank">FTP Commander</a> (500 KB). Just extract the files somewhere and run ftpcomm.exe. The PiratesAhoy! Public FTP is already defined in the program, so you should easily get it to work. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

BTW: I am glad that my mod works. I know there are two problems though: Blades without a quality (for example the Borgiablade). I still need to fix that. And the fistfighting mod doesn't work properly for NPCs using fists yet. And the "Guards, guard, come quickly" exclamations all the time when using fists should be fixed as well. And the mod still needs to be balanced. But to do that, I need many people playing with the mod and commenting on it. But I will add the mod into the modpack, people will be testing it eventually anyway. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Many thanks, Pieter, re FTP Commander. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Really enjoying the sword quality mod. I've noticed on a couple of occassions that lower level enemies with (I'm assuming) badly worn weapons have their weapons break almost immediately in combat. So if you get a large group of enemies, such as might appear with Screwface's latest mod, you can often collect many "trusty fists" when looting their vanquished corpses. Maybe a slower rate of degradation for weapons is required. Not sure yet, I'll keep testing. The higher level swords seem to take a while to degrade though, which is good.

All in all a great mod. Keep up the great work, matey.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Dead enemies carry their trusty fists??? I deliberately added some code to the dead event that should take their fists from them! Apparently, that code isn't working as it should. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

High level swords should degrade pretty quickly if you yourself don't have a high level too, but not degenerate quickly if you do have a high enough level. That is supposed to happen to balance the "finding good swords at the beginning of the game" issue. Well... I always knew the mod would need some additional tweaking. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

It is intentional that sometimes enemy blades sometimes break pretty quickly. The code adds a random counter number to enemies (to simulate their possible previous fights), so that their blades might break more quickly. Also: The player and company have got plenty of time to use their blades much, but enemies aren't so lucky. Either they quickly kill the player, or the player quickly kills them. So if I want enemies' blades to break every now and then as well, it is nescessary to exaggerate the blade damage for enemies a bit. Do you think enemies' blades break frequently enough, not frequently enough of too frequently?
Also: Do enemies sometimes try to run away after their blade broke? Or do they always run away? I wrote the mod with the intention that they will sometimes run away, unless they must be killed for a quest.
 
<!--quoteo(post=140959:date=Mar 1 2006, 10:14 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 1 2006, 10:14 AM) [snapback]140959[/snapback]</div><div class='quotemain'><!--quotec-->
High level swords should degrade pretty quickly if you yourself don't have a high level too, but not degenerate quickly if you do have a high enough level. That is supposed to happen to balance the "finding good swords at the beginning of the game" issue. ...<!--QuoteEnd--></div><!--QuoteEEnd-->
In that case I trust you will put a toggle in for this mod.
 
Haven't noticed anyone running away yet, but with the larger number of people/enemies around in towns with Screwfaces update, I could be missing it during the heat of battle. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I'll keep an eye out for fleeing enemies.
 
<!--quoteo(post=140962:date=Mar 1 2006, 04:24 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Mar 1 2006, 04:24 PM) [snapback]140962[/snapback]</div><div class='quotemain'><!--quotec-->
In that case I trust you will put a toggle in for this mod.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I already added a toggle on it in the newly released modpack update. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
Please do test this mod first before turning it off though. You can't know if you like it if you don't try it first, right? Anyway: it is pretty easy to remove the influence of player level vs. blade level: Remove <i>sti(bladedamage_level)</i> from the line <i>total_chance = sti(bladedamage_usage) + sti(bladedamage_level);</i>. Then only the usage of the blade will count and not the blade's level.
BTW: There are some other settings for this mod in BuildSettings.h as well, which might help in tweaking it to your liking. If you have found settings that work better than the default, please say so. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

You don't want the player level vs. blade level to be implemented, because you use to play on a higher difficulty level with harder enemies, right? Maybe I can add a difficulty level influence as well, so that this mod will be properly balanced on other difficulties as well. Would that be OK with you?

Of course, this mod has not been balanced at all yet. Blades might break waaay too frequent or might break hardly at all. We first need to do some testing to define with what paramaters this mod works right for the game. This means that it shouldn't become an annoying mod causing your blade to break all the time. It should just add some variety to the game, make blacksmiths more important and balance the finding of really good blades.
 
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