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Weapons attached to a character.This is because building items are also characters.
Pretty picture!And as a finishing touch, Isla Mona in "Ardent" now has a different loading screen which shows the warehouse:
Is that actually POSSIBLE??Using the Thief's Knife to get the "building permits".
That will work if the character is visible, e.g. "tower" uses "B_Soldier". On the other hand, some buildings use "B_invisible", which is a small lizard that really is invisible now that character models obey alpha masks. Good luck using a thief's knife on that.Yep, my brother does this frequently.
Using the Thief's Knife to get the "building permits".
As @Grey Roger said yes, on some.Is that actually POSSIBLE??
At some point, we did try to hide those in the 'loot' interface so that you can't do that.
I wonder if he has tried doing this, might challenge him.That will work if the character is visible, e.g. "tower" uses "B_Soldier". On the other hand, some buildings use "B_invisible", which is a small lizard that really is invisible now that character models obey alpha masks. Good luck using a thief's knife on that.
That'll mess up the jokey dialog reference for the stationary guy in Speightstown Port who is explaining "why he's standing so still".When we want a person to be there for immersion purposes an NPC that doesn't have the "weapon" on them would also spawn.
No reason why it wouldn't be possible.Well we can still make the new NPCs to not move.
Unless I am mistaken and it is not possible.
So here's an attempt of mine to spoil your brother's fun by hiding those items:Yep, my brother does this frequently.
Using the Thief's Knife to get the "building permits".
if (GetAttribute(arItem, "name") == "itmname_building" && GetAttribute(arItem, "describe") == "itmdescr_building") continue; // PB: You're not supposed to loot these...
Reason was that this code UN-equips them:If I DON'T take those permits from the guy in Speightstown Port, he'll still run away and the building vanishes anyway
// Viper - Kindly ask that officer to unequip the stuff
RemoveCharacterEquip(itemsRef, GUN_ITEM_TYPE);
RemoveCharacterEquip(itemsRef, BLADE_ITEM_TYPE);
if(!g_bIBoxUsed)
{
if( CalcCharacterSkill(g_refItems, SKILL_FENCING) > 0 )
{
EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,BLADE_ITEM_TYPE));
EquipCharacterByItem(g_refItems, FindCharacterItemByGroup(g_refItems,GUN_ITEM_TYPE));
// PB: BuildingSet Shenanigans -->
weaponID = GetCharacterEquipByGroup(itemsRef,GUN_ITEM_TYPE); // (ab)using (seemingly?) unused JRH variable from above
Items_FindItem(weaponID, &weapon);
if (GetAttribute(weapon, "name") == "itmname_building" && GetAttribute(weapon, "describe") == "itmdescr_building")
{
itemsRef.equip_old.gun = weaponID;
}
weaponID = GetCharacterEquipByGroup(itemsRef,BLADE_ITEM_TYPE);
Items_FindItem(weaponID, &weapon);
if (GetAttribute(weapon, "name") == "itmname_building" && GetAttribute(weapon, "describe") == "itmdescr_building")
{
itemsRef.equip_old.blade = weaponID;
}
// PB: BuildingSet Shenanigans <--
// PB: BuildingSet Shenanigans -->
if (CheckAttribute(g_refItems, "equip_old"))
{
EquipCharacterByItem(g_refItems, g_refItems.equip_old.blade);
EquipCharacterByItem(g_refItems, g_refItems.equip_old.gun);
DeleteAttribute(g_refItems, "equip_old");
}
// PB: BuildingSet Shenanigans <--
//JRH -->
string weaponID = GetCharacterEquipByGroup(pch,GUN_ITEM_TYPE); // PB: Is this
aref weapon; // PB: not used
Items_FindItem(weaponID, &weapon); // PB: somewhere???
int s; //shots
int ShCl = makeint(GetCharacterShipClass(pch));
//JRH <--
It certainly is an improvement to the player being able to get a literal cannon.Is this an improvement?
Difficult to say, really...
Looks like a remnant of something. I can't see weaponID or weapon used in the file.In doing so, I ran into a question for @Jack Rackham:
Maybe you and your brother can decide how much of my "fix" to take.It certainly is an improvement to the player being able to get a literal cannon.
Now whether or not than them just unequiping the building?
It depends on how much you want the player to be punished for trying to cheat.
Loose a building, or die.
Thanks for confirming!Looks like a remnant of something. I can't see weaponID or weapon used in the file.
It is kinda fun though.Perhaps indeed building disappearing and character running off is better than being whacked over the head by a whole structure.