---------------------------------------- Build 14 (11 August 2017) Savegame Compatibility: 14.937 ---------------------------------------- Gauging: StartGauging Gauging: starting init Gauging: interface Gauging: Storylines Gauging: Profiles Gauging: starting init ==> BuildSettings: Sets to default ==> BuildSettings: New settings applied Gauging: load build settings Gauging: periods InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0 Gauging: nations Gauging: preprocessor Init encounters complete. Gauging: enc Gauging: cann Gauging: goods Gauging: ships IslandsInit: 22 islands loaded. Gauging: islands Init weathers complete. 0 weathers found. Gauging: weather InitSounds (English): created 19 entries. InitMusic: created 99 entries. Gauging: Aliases Gauging: sound Main_LogoVideo() 0 PauseAllSounds ResumeAllSounds Main_LogoVideo() 1 PauseAllSounds ResumeAllSounds Main_LogoVideo() 2 PauseAllSounds ResumeAllSounds Main_LogoVideo() 3 PauseAllSounds ResumeAllSounds Main_LogoVideo() 4 Gauging: initgame start Gauging: createlayers Gauging: stores Gauging: sound Gauging: delete sea env Gauging: towns Number of locations: 799 Gauging: locations IslandsInit: 22 islands loaded. Gauging: islands Gauging: wdmap Gauging: dialogs Gauging: teleport bool CreateParticleEntity() Gauging: particles Items initialization complete. Loaded 928 items. Gauging: items Gauging: quests Gauging: sea ai groups Gauging: questmapenc Gauging: landenc ==> BuildSettings: Sets to default ==> BuildSettings: New settings applied Gauging: load options Gauging: models - Total number of models: 1108 InitSounds (English): created 19 entries. InitMusic: created 99 entries. Gauging: Aliases Gauging: infoshow Gauging: initgame done Init character names complete. SETTING MUSIC: music_main_menu Init character names complete. ==> BuildSettings: New settings applied InitSounds (English): created 19 entries. InitMusic: created 99 entries. SETTING MUSIC: music_main_menu ==> BuildSettings: New settings applied ==> BuildSettings: New settings applied ==> BuildSettings: New settings applied Init character names complete. Gauging: start new game Gauging: ng iface Gauging: perks Gauging: officertypes Gauging: periods ==> BuildSettings: New settings applied ==> BuildSettings: New settings applied Gauging: nations InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0 Gauging: start NPC init Gauging: done NPC init ::Completing characters initialisation - CHARACTERS_QUANTITY = 1652:: Gauging: done second pass through char array Gauging: characters Gauging: ships Gauging: ng initgame start Gauging: createlayers Gauging: stores Gauging: sound Gauging: delete sea env Gauging: towns Number of locations: 799 Gauging: locations IslandsInit: 22 islands loaded. Gauging: islands Gauging: wdmap Gauging: dialogs Gauging: teleport bool CreateParticleEntity() Gauging: particles Items initialization complete. Loaded 928 items. Gauging: items Gauging: quests Gauging: sea ai groups Gauging: questmapenc Gauging: landenc ==> BuildSettings: New settings applied ==> BuildSettings: New settings applied Gauging: load options Gauging: models - Total number of models: 1108 InitSounds (English): created 19 entries. InitMusic: created 99 entries. Gauging: Aliases Gauging: infoshow Gauging: ng initgame stop storyline\standard\quests\both_reaction.c not loaded, loading now! storyline\standard\quests\quests_reaction.c not loaded, loading now! Gauging: start reinit Gauging: preprocessor Gauging: nosave Init encounters complete. Gauging: RM mod and rumors Gauging: shipberthing Init character names complete. Gauging: fill stores Gauging: update all towns Gauging: itrade update Gauging: Enc Officers Gauging: CabinCaptains Gauging: reinit stop running qcase beg Gauging: initial relations Gauging: characters groups Gauging: smuggling Gauging: cargos Gauging: load mch in first Made change of cabin and deck parameters for FR_Hoy !!! Reload to Tutorial_Deck (index=711) ** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 106 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 10 !gWeatherInit Whr_Generator() - Initialized ItemLogic: On load location Tutorial_Deck ItemLogic: found 0 buttons trying to spawn item: potion3 with rarity=0.45062 itemProb=0.48 trying to spawn item: pistolrock with rarity=0.3345 itemProb=0.3 trying to spawn item: 500gp with rarity=0.72382 itemProb=0.12 trying to spawn item: medical1 with rarity=0.54517 itemProb=0.96 trying to spawn item: medical1 with rarity=0.66519 itemProb=0.96 trying to spawn item: potion3 with rarity=0.81784 itemProb=0.48 trying to spawn item: 250gp with rarity=0.86993 itemProb=0.24 trying to spawn item: 100gp with rarity=2.829e-002 itemProb=0.36 trying to spawn item: medical1 with rarity=0.79831 itemProb=0.96 trying to spawn item: pistolgrapes with rarity=0.99231 itemProb=0.72 trying to spawn item: 100gp with rarity=0.50208 itemProb=0.36 trying to spawn item: medical1 with rarity=0.48825 itemProb=0.96 Gauging: done load mch in first Quest name StartAdventure FOUND in BothQuestComplete Started with tutorial. Quest name Tut_start FOUND in BothQuestComplete Quest name DialogWithMalcolmStart FOUND in BothQuestComplete SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name Tut_TakeStuff FOUND in BothQuestComplete Quest name Got_Relation_Book FOUND in CommonQuestComplete Quest name indian_pistols_equip_check FOUND in CommonQuestComplete Quest name Tut_WalkToSwordplayPlace FOUND in BothQuestComplete Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 711 reload_island_index = -1 reload_location_index = 704 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Whr_UpdateWeather finish weather update ItemLogic: On load location ShipDeck4 ItemLogic: found 0 buttons Quest name EnableModelSelect FOUND in BothQuestComplete Quest name Tut_ToTheDeck FOUND in BothQuestComplete SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name Tut_ToTheDeckAndTalk FOUND in BothQuestComplete Quest name DialogWithMalcolmStart FOUND in BothQuestComplete Quest name Tut_FirstMeleeFight FOUND in BothQuestComplete Quest name Tut_NowFightWithMight FOUND in BothQuestComplete Quest name player_back FOUND in CommonQuestComplete Quest name Tut_StartSeriousFight FOUND in BothQuestComplete Quest name SeriousFightFinished FOUND in BothQuestComplete Quest name player_back FOUND in CommonQuestComplete Quest name Tut_ReloadToOxbayPort FOUND in BothQuestComplete Quest name Tut_RowToPort FOUND in BothQuestComplete Reload: Process started for locator_name = boatr and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 704 reload_island_index = -1 reload_location_index = 1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Whr_UpdateWeather finish weather update ItemLogic: On load location Falaise_de_fleur_port_01 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\pursem ItemLogic: Loaded model items\\pursem ::: QUESTMOVIE: StartQuestMovie func call ::: QUESTMOVIE: start in Tut_StartTalkInPort Quest name Tut_StartTalkInPort FOUND in BothQuestComplete Quest name DialogWithMalcolmStart FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_GuideToSpyglass FOUND in BothQuestComplete ::: QUESTMOVIE: end in Tut_OpenFdFEntrance Quest name Tut_OpenFdFEntrance FOUND in BothQuestComplete Reload: Process started for locator_name = Falaise_de_fleur_location_01_02 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 1 reload_island_index = -1 reload_location_index = 3 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_02 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ ItemLogic: Loaded model items\\ Quest name Tut_ToFdFSuburb FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_OpenFdFSuburbsGate FOUND in BothQuestComplete Reload: Process started for locator_name = falaise_de_fleur_location_02_03 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 3 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse Quest name Tut_ToFdFCenter FOUND in BothQuestComplete Quest name DialogWithMalcolmStart FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_ToTheTown FOUND in BothQuestComplete Quest name Tut_FollowTheSpyglass FOUND in BothQuestComplete Actor error: character now is not actor, his have type Quest name Tut_SoBuyTheFuckingGlass FOUND in BothQuestComplete IT ch FF_Street_merchant_1 has no items tree IT for FF_Street_merchant_1, town Falaise de Fleur size 2052, raw quality set to 6 IT tradetype checked street, now Stall IT tradetype assign to chr, now Stall IT for FF_Street_merchant_1, quality set to 6 IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1) IT dropped low quality weapon (blade2-1) in favor of higher quality (blade2) IT dropped low quality weapon (blade3-1) in favor of higher quality (blade3) IT dropped low quality weapon (blade4-1) in favor of higher quality (blade4) IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5) IT dropped low quality weapon (blade7-1) in favor of higher quality (blade7) IT dropped low quality weapon (pistol1-2) in favor of higher quality (pistol1-1) IT dropped low quality weapon (pistol1-1) in favor of higher quality (pistol1+1) IT traded with trader 4 times Quest name Tut_BuySpyGlass FOUND in BothQuestComplete ::: QUESTMOVIE: end in Tut_ReloadToOxbay Quest name Tut_ReloadToOxbay FOUND in BothQuestComplete Quest name Tut_TownOpened FOUND in BothQuestComplete Reload: Process started for locator_name = Falaise_de_fleur_location_03_04 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 5 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_04 ItemLogic: found 0 buttons Quest name Tut_ReloadPlayerToOxbayTown FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_MalcolmShowsTheStore FOUND in BothQuestComplete Quest name tut_StoreOpened FOUND in BothQuestComplete Reload: Process started for locator_name = falaise_de_fleur_store and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 5 reload_island_index = -1 reload_location_index = 18 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Falaise_de_Fleur_store ItemLogic: found 0 buttons Quest name Tut_PlayerEntersTheStore FOUND in BothQuestComplete SETTING MUSIC: music_shop SETTING MUSIC: music_shop Quest name Tut_StartTrading FOUND in BothQuestComplete Quest name Tut_FreeFromStore FOUND in BothQuestComplete TRADING: Falaise_de_Fleur_sto Sold 100 Ebony for 41007 Quest name Tut_SellGoods FOUND in BothQuestComplete Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 18 reload_island_index = -1 reload_location_index = 5 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_04 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ Quest name Tut_ToOxbayAfterTrading FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_MalcolmLeadsToTavern FOUND in BothQuestComplete Quest name BackToTown FOUND in BothQuestComplete Quest name OpenFdFCenterGates FOUND in BothQuestComplete Reload: Process started for locator_name = falaise_de_fleur_location_04_03 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 5 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\potion ItemLogic: Loaded model items\\purse Quest name GoToFdFTavern FOUND in BothQuestComplete Quest name GoToTavern FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_TavernOpened FOUND in BothQuestComplete Reload: Process started for locator_name = Falaise_de_fleur_Tavern and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 15 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Falaise_de_fleur_tavern ItemLogic: found 0 buttons Quest name Tut_ToTavernForCrew FOUND in BothQuestComplete SETTING MUSIC: music_tavern SETTING MUSIC: music_tavern Quest name Tut_MalcolmLeavesTavern FOUND in BothQuestComplete Quest name Tut_FreeFromTavern FOUND in BothQuestComplete Quest name Tut_HireCrew FOUND in BothQuestComplete Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 15 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\potion ItemLogic: Loaded model items\\purse Quest name Tut_ToOxbayAfterHiring FOUND in BothQuestComplete Template -> timeout chr.id = Malcolm Hatcher Template -> teleport chr.id = Malcolm Hatcher to pos(22.106, 19.866, 1.0009) SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Quest name Tut_BooGoForShipyard FOUND in BothQuestComplete Quest name Tut_ShipyardOpened FOUND in BothQuestComplete Reload: Process started for locator_name = Falaise_de_fleur_Shipyard and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 17 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Falaise_de_fleur_shipyard ItemLogic: found 0 buttons trying to spawn item: pistolgrapes with rarity=0.41269 itemProb=0.72 trying to spawn item: 100gp with rarity=0.22028 itemProb=0.36 trying to spawn item: 250gp with rarity=9.3231e-002 itemProb=0.24 Quest name Tut_ToShipyardForRepairs FOUND in BothQuestComplete SETTING MUSIC: music_shop SETTING MUSIC: music_shop Quest name Tut_MalcolmLeavesShipyard FOUND in BothQuestComplete Quest name Tut_FreeFromShipyard FOUND in BothQuestComplete Repair & Defence skill added in ProcessSailRepair: 20. actual 20 Quest name Tut_RepairShip FOUND in BothQuestComplete Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger3 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Yacht2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerCT Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Lugger4 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger1 Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 17 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse Quest name Tut_ToOxbayAfterFixing FOUND in BothQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Template -> timeout chr.id = Malcolm Hatcher Template -> teleport chr.id = Malcolm Hatcher to pos(35.535, 19.899, -10.049) Quest name player_back FOUND in CommonQuestComplete Quest name Tut_SkipTutorialInTown FOUND in BothQuestComplete Quest name Tut_SkipTutorialInTown_AfterMalcolmGone FOUND in BothQuestComplete Quest name begining FOUND in QuestComplete Quest name TavernSitWaiting FOUND in BothQuestComplete Quest name Install_Voysey_And_Blythe FOUND in SideQuestComplete Reload: Process started for locator_name = Falaise_de_fleur_location_03_02 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 3 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Cecile Leflamand with blade19 his nation: 1 blade nation= Equip Character Robert Boulineau with bladeC6 his nation: 1 blade nation= Equip Character Cecil Desneux with blade36 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_02 ItemLogic: found 0 buttons ItemLogic -> randItem draw: no model for item Falaise_de_fleur_location_02.indian3 SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = falaise_de_fleur_location_02_03 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 3 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Baldewyn Cavagnoud with blade1-1 his nation: 1 blade nation= Equip Character Clement Daboussier with blade48+1 his nation: 1 blade nation= Equip Character Angeline Petiot with Piratesdagger his nation: 1 blade nation= Equip Character Marius Gervex with blade2-1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = home7 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 677 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Ransom_house_f1 ItemLogic: found 0 buttons trying to spawn item: 100gp with rarity=0.37006 itemProb=0.36 trying to spawn item: 250gp with rarity=0.1395 itemProb=0.24 trying to spawn item: 100gp with rarity=2.3163e-002 itemProb=0.36 trying to spawn item: medical1 with rarity=0.84335 itemProb=0.96 SETTING MUSIC: music_french_governor SETTING MUSIC: music_french_governor Reload: Process started for locator_name = reload2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 677 reload_island_index = -1 reload_location_index = 678 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Ransom_house_f2 ItemLogic: found 0 buttons trying to spawn item: 250gp with rarity=0.90256 itemProb=0.24 trying to spawn item: medical1 with rarity=1.9226e-002 itemProb=0.96 trying to spawn item: medical1 with rarity=0.17603 itemProb=0.96 trying to spawn item: 500gp with rarity=5.9479e-002 itemProb=0.12 SETTING MUSIC: music_french_governor SETTING MUSIC: music_french_governor Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 678 reload_island_index = -1 reload_location_index = 677 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Ransom_house_f1 ItemLogic: found 0 buttons SETTING MUSIC: music_french_governor SETTING MUSIC: music_french_governor Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 677 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Florian Lebel with MerchantsBlade his nation: 1 blade nation= Equip Character Bellamy Acre with Merchantsdagger his nation: 1 blade nation= Equip Character Lucrece Jospin with blade48 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = home1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 749 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location FdF_blacksmith ItemLogic: found 0 buttons trying to spawn item: pistolgrapes with rarity=0.69287 itemProb=0.72 trying to spawn item: medical1 with rarity=0.90878 itemProb=0.96 trying to spawn item: gunpowder with rarity=0.34698 itemProb=1.14 SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT dropped low quality weapon (blade2) in favor of higher quality (blade2+1) IT dropped low quality weapon (blade3) in favor of higher quality (blade3+1) IT dropped low quality weapon (blade4) in favor of higher quality (blade4+1) IT dropped low quality weapon (blade5) in favor of higher quality (blade5+1) Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger3 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Ketch Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque4_47 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger3 Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 749 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 109, theDay = 111 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 !gWeatherInit Whr_Generator() - Initialized Equip Character Gontier Ducoton with bladeC6 his nation: 1 blade nation= Equip Character Rabel Gantois with blade19-1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town IT dropped low quality weapon (blade1) in favor of higher quality (blade1+1) IT traded with trader 5 times Reload: Process started for locator_name = Falaise_de_fleur_Shipyard and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 17 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Falaise_de_fleur_shipyard ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 17 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Gerner Sulis with blade1+1 his nation: 1 blade nation= Equip Character Petronille Tabarant with bladeC6-1 his nation: 1 blade nation= Equip Character Begon De Saulcy with blade49 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town IT traded with trader 1 times Reload: Process started for locator_name = Falaise_de_fleur_Tavern and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 15 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Arnaud lePerche with bladeC11+1 his nation: 1 blade nation= Equip Character Corin Jeanteaud with blade12+3 his nation: 1 blade nation= Equip Character Guibert Criville with blade49-1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_tavern ItemLogic: found 0 buttons SETTING MUSIC: music_tavern SETTING MUSIC: music_tavern Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 15 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Honore Frechette with blade13+1 his nation: 1 blade nation= Equip Character Herluin Thibourst with blade7+1 his nation: 1 blade nation= Equip Character Fromondin Prevot with blade7+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = Falaise_de_fleur_location_03_04 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 5 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Esclamonde Gumy with bladeC6-1 his nation: 1 blade nation= Equip Character Camille Ferques with bladeC6-1 his nation: 1 blade nation= Equip Character Gueri Berthome with bladeC6-1 his nation: 1 blade nation= Equip Character Othon Duval with blade46 his nation: 1 blade nation= Equip Character Hervisse Merleau with blade12 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_04 ItemLogic: found 0 buttons ItemLogic -> randItem draw: no model for item Falaise_de_fleur_location_04.indian4 SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town IT for Location fantom character <1>, town Falaise de Fleur size 2104, raw quality set to 6 IT tradetype checked current = vagabond, now Sneaky Trader IT tradetype checked fantom character, now Sneaky Trader IT tradetype chr override, now Sneaky Trader IT for Location fantom character <1>, quality set to 7 IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1) IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2) IT dropped low quality weapon (blade2) in favor of higher quality (blade2+2) IT dropped low quality weapon (blade3) in favor of higher quality (blade3+2) IT dropped low quality weapon (blade4) in favor of higher quality (blade4+2) IT dropped low quality weapon (blade5) in favor of higher quality (blade5+2) IT dropped low quality weapon (blade7-1) in favor of higher quality (blade7) IT dropped low quality weapon (blade46-1) in favor of higher quality (blade46) IT dropped low quality weapon (pistol1-2) in favor of higher quality (pistol1-1) IT dropped low quality weapon (pistol1-1) in favor of higher quality (pistol1+1) IT dropped low quality weapon (pistol2-2) in favor of higher quality (pistol2-1) IT traded with trader 3 times Reload: Process started for locator_name = falaise_de_fleur_store and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 5 reload_island_index = -1 reload_location_index = 18 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Falaise_de_Fleur_store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT ch Arnaud Matton has no items tree IT for Arnaud Matton, town Falaise de Fleur size 2104, raw quality set to 6 IT tradetype checked store, now Store IT tradetype assign to chr, now Store IT for Arnaud Matton, quality set to 7 IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1) IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2) IT dropped low quality weapon (blade2) in favor of higher quality (blade2+2) IT dropped low quality weapon (blade3) in favor of higher quality (blade3+2) IT dropped low quality weapon (blade4) in favor of higher quality (blade4+2) IT dropped low quality weapon (blade5) in favor of higher quality (blade5+2) IT dropped low quality weapon (blade7-1) in favor of higher quality (blade7) IT dropped low quality weapon (blade46-1) in favor of higher quality (blade46) IT dropped low quality weapon (pistol1-2) in favor of higher quality (pistol1-1) IT dropped low quality weapon (pistol1-1) in favor of higher quality (pistol1+1) IT dropped low quality weapon (pistol2-2) in favor of higher quality (pistol2-1) IT traded with trader 3 times Quest name trade_quest_open FOUND in CommonQuestComplete Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 18 reload_island_index = -1 reload_location_index = 5 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Doolin Favour with blade36-1 his nation: 1 blade nation= Equip Character Crepin Saunier with blade7+1 his nation: 1 blade nation= Equip Character Florence Lefevre with blade12-1 his nation: 1 blade nation= Equip Character Oriabiaus Lempereur with blade1+1 his nation: 1 blade nation= Equip Character Hardouin Calmes with bladeC6+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_04 ItemLogic: found 0 buttons ItemLogic -> randItem draw: no model for item Falaise_de_fleur_location_04.indian4 SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = falaise_de_fleur_location_04_03 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 5 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Benedict Lazaro with Piratesdagger his nation: 1 blade nation= Equip Character Amelien Remi with blade7+1 his nation: 1 blade nation= Equip Character Maxime Dupouey with blade7+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = Falaise_de_fleur_Tavern and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 15 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Silvestre Caillebotte with blade36+1 his nation: 1 blade nation= Equip Character Aleaume Billerey with blade5+3 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_tavern ItemLogic: found 0 buttons SETTING MUSIC: music_tavern SETTING MUSIC: music_tavern Quest name hire_baldewyn FOUND in SideQuestComplete Quest name hire_baldewyn_2 FOUND in SideQuestComplete Template -> path not found chr.id = Baldewyn Coffier Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 15 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Austorga Nicollet with blade4+1 his nation: 1 blade nation= Equip Character Gerner Pinard with bladeC11-1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = Falaise_de_fleur_location_03_04 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 5 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Orable Laigle with blade2-1 his nation: 1 blade nation= Equip Character Jermaine Gallieni with blade1 his nation: 1 blade nation= Equip Character Amalone Didier with blade48 his nation: 1 blade nation= Equip Character Esther Plaziat with bladeC6+1 his nation: 1 blade nation= Equip Character Patron Gaspard with MerchantsBlade his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_04 ItemLogic: found 0 buttons ItemLogic -> randItem draw: no model for item Falaise_de_fleur_location_04.indian4 SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = locator21 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 5 reload_island_index = -1 reload_location_index = 7 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Falaise_de_fleur_TailorsShop ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 7 reload_island_index = -1 reload_location_index = 5 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Equip Character Louis Arles with blade48+1 his nation: 1 blade nation= Equip Character Austorga Nivel with blade1+1 his nation: 1 blade nation= Equip Character Cesar Gamaches with MerchantsBlade his nation: 1 blade nation= Equip Character Gueri Gaspard with blade1+1 his nation: 1 blade nation= Equip Character Guarnier Beaujeu with blade7+1 his nation: 1 blade nation= Equip Character Andre Monet with blade1+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_04 ItemLogic: found 0 buttons ItemLogic -> randItem draw: no model for item Falaise_de_fleur_location_04.indian4 SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = falaise_de_fleur_location_04_03 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 5 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Maugis Voisin with bladeC6 his nation: 1 blade nation= Equip Character Remy Dufoix with blade36+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town IT dropped low quality weapon (pistol1) in favor of higher quality (pistol1+1) IT traded with trader 8 times Reload: Process started for locator_name = home1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 749 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location FdF_blacksmith ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque4_47 IT dropped low quality weapon (blade1+1) in favor of higher quality (blade1+2) IT dropped low quality weapon (blade5+1) in favor of higher quality (blade5+2) IT dropped low quality weapon (pistol1) in favor of higher quality (pistol1+1) Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger1 Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 749 reload_island_index = -1 reload_location_index = 4 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 112, theDay = 114 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 !gWeatherInit Whr_Generator() - Initialized Equip Character Romain Rigaudiere with blade46+1 his nation: 1 blade nation= Equip Character Milene Varlet with blade5+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ ItemLogic: Loaded model items\\purse SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = Falaise_de_fleur_location_03_02 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 4 reload_island_index = -1 reload_location_index = 3 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Brantome Gautreau with blade36-1 his nation: 1 blade nation= Equip Character Fiebras Guines with blade19-1 his nation: 1 blade nation= Equip Character Pons Cros with blade48+1 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_location_02 ItemLogic: found 0 buttons ItemLogic -> randItem draw: no model for item Falaise_de_fleur_location_02.indian3 ItemLogic: Loaded model items\\Antidote SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = falaise_de_fleur_location_02_01 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 3 reload_island_index = -1 reload_location_index = 1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Gahariet Barbusse with MerchantsBlade his nation: 1 blade nation= Equip Character Bruyant Montbliard with blade1+1 his nation: 1 blade nation= Equip Character Harde Larrouse with blade7 his nation: 1 blade nation= Equip Character Amyon Landricourt with blade12-1 his nation: 1 blade nation= Equip Character Guarnier Boscardin with blade36 his nation: 1 blade nation= ItemLogic: On load location Falaise_de_fleur_port_01 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\Antidote ItemLogic: Loaded model items\\Antidote SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = sea_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 1 reload_island_index = 0 reload_location_index = -1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 SEA: sealogin loading island FalaiseDeFleur SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Catulle Cremer with blade31+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Jean Forissier with blade27+1 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FastMerchantman1 Equip Character Hamund Destatte with bladeC30+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Sloop1 Equip Character Arnald Dugas with bladeC2+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger1 Equip Character Helgot Duvall with blade49+2 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Sloop4 Equip Character Regis Cottard with blade38+3 his nation: 1 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit FLAGS: The 'Saint Pierre Fort' has spotted us at 161.22 and will remember us as French in Hoy with visibility=767.5 Sea_FirstInit done SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:29 == Directsail called at 15:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 == Directsail called at 16:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 == Directsail called at 19:44 FLAGS: The 'Saint Pierre Fort' is out of range so can neither remember nor forget us ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update Add good direct : Cinnamon, rCharacter.id = Blaze, iQuantity = 25 == Directsail called at 20:14 == Directsail called at 20:29 Got Goods: Cinnamon (50) == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 23 SEA: sealogin loading island FalaiseDeFleur SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Merchant 2: a single merchant with heavy escort, # Mer = 1, Mer MAX = 3, Mer MIN = 5, # War = 3, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 0, Ship ID = FastMerchantman1 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 1, Ship ID = RN_Corvette Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 1, Ship ID = HMS_Bellona Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 0, Ship ID = SP_Battleship4 Equip Character Fridulfo Fuentes with bladeC2+3 his nation: 2 blade nation= Equip Character Alfonso Sanches with bladeC30+3 his nation: 2 blade nation= Equip Character Bernardo Ulloa with blade27+3 his nation: 2 blade nation= Equip Character Lencho Ivarra with bladeC26+3 his nation: 2 blade nation= Directsail encounter nation: 2, task move Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit FLAGS: The 'Saint Pierre Fort' is out of range so can neither remember nor forget us Sea_FirstInit done == Directsail called at 23:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:19 == Directsail called at 06:24 == Directsail called at 06:29 == Directsail called at 06:34 == Directsail called at 06:39 == Directsail called at 06:44 == Directsail called at 06:49 == Directsail called at 06:54 == Directsail called at 07:04 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:09 == Directsail called at 07:14 == Directsail called at 07:19 == Directsail called at 07:24 == Directsail called at 07:29 == Directsail called at 07:34 == Directsail called at 07:39 == Directsail called at 07:44 == Directsail called at 07:49 == Directsail called at 07:54 == Directsail called at 08:04 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:09 == Directsail called at 08:14 == Directsail called at 08:19 == Directsail called at 08:24 == Directsail called at 08:29 == Directsail called at 08:34 == Directsail called at 08:39 == Directsail called at 08:44 == Directsail called at 08:49 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 8 SEA: sealogin loading island Guadeloupe SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FastMerchantman2 Equip Character Corin About with bladeC35+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger3 Equip Character Firmin Seydoux with blade36+2 his nation: 1 blade nation= CARGO: Fantom_SetGoods rare chance gold shipment! Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = PinnaceMerchant Equip Character Gilles Badinter with bladeC35+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = SwedishIndiaman1 Equip Character Catulle Paillard with bladeC35 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = BarqueHeavy Equip Character Fromondin Benetton with bladeC2+2 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger2 Equip Character Foulque Jambart with blade20 his nation: 1 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 08:39 Sea_FirstInit Sea_FirstInit done == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 Add good direct : Ebony, rCharacter.id = Blaze, iQuantity = 5 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update Got Goods: Ebony (30) == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 Add good direct : Wheat, rCharacter.id = Blaze, iQuantity = 3 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:29 == Directsail called at 15:44 Got Goods: Wheat (6) ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 == Directsail called at 16:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update FLAGS: The 'Tribune' has spotted us at 1043.6 and will remember us as French in Hoy with visibility=1045. FLAGS: The 'Hercule' has spotted us at 1078.6 and will remember us as French in Hoy with visibility=1080. == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 Add good direct : Sandal, rCharacter.id = Blaze, iQuantity = 24 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 Got Goods: Sandal (96) == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerCT Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger3 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6 SEA: sealogin loading island Guadeloupe SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Fleet: warships, # Mer = 0, Mer MAX = 0, Mer MIN = 0, # War = 3, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = France, Type = War, Loop = 0, Ship ID = FR_Frigate Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = France, Type = War, Loop = 0, Ship ID = Frigate1 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = France, Type = War, Loop = 0, Ship ID = Corvette47 Equip Character Francois Alenson with bladeC30+1 his nation: 1 blade nation= Equip Character Archambaud Lestonnac with bladeC30+2 his nation: 1 blade nation= Equip Character Benedict Diole with bladeC35+2 his nation: 1 blade nation= Directsail encounter nation: 1, task move Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit FLAGS: The 'Tribune' is out of range so can neither remember nor forget us FLAGS: The 'Hercule' is out of range so can neither remember nor forget us Sea_FirstInit done == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 Add good direct : Oil, rCharacter.id = Blaze, iQuantity = 104 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update PauseAllSounds SETTING MUSIC: music_map ResumeAllSounds IT dropped low quality weapon (blade4+1) in favor of higher quality (blade4+2) IT dropped low quality weapon (blade7) in favor of higher quality (blade7+1) Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Barque3_50 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger3 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = SloopBermuda Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Barque3_50 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Ketch IT dropped low quality weapon (pistol1+1) in favor of higher quality (pistol1+2) Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger3 Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1 Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Pinnace1 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque4_47 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Lugger4 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerCT PauseAllSounds SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 116, theDay = 125 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 0 !gWeatherInit Whr_Generator() - Initialized SEA: sealogin loading island Turks SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger1 Equip Character Ian Cribb with blade49 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy Equip Character Kevin Shuttle with blade12+3 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML Equip Character Abel Backer with blade49 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Fleut1 Equip Character Colm Tyler with bladeC35+2 his nation: 0 blade nation= CARGO: Fantom_SetGoods rare chance silver shipment! Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = Frigate1 Equip Character Griffith Maiden with bladeC35 his nation: 0 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = RN_RaaFrigate Equip Character Flann Scrimgeour with blade35+1 his nation: 0 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 FLAGS: The HMS 'Crocodile' has spotted us at 754.68 and will remember us as British in Hoy with visibility=755. FLAGS: The HMS 'Minerva' has spotted us at 883.58 and will remember us as British in Hoy with visibility=885. == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 PauseAllSounds Reload: Process started for locator_name = reload_5 and lockedReloadLocator = reload_cur_island_index = 14 reload_cur_location_index = -1 reload_island_index = -1 reload_location_index = 389 Start reload PauseAllSounds ReloadStartFade DS: Player ship was at sea for 19 days ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 5 ItemLogic: On load location Turks_shore_05 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ruby SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = locator3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 389 reload_island_index = -1 reload_location_index = 388 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 5 ItemLogic: On load location Turks_Jungle_02 ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\adrenaline SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 388 reload_island_index = -1 reload_location_index = 386 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 5 ItemLogic: On load location Turks_Lighthouse ItemLogic: found 0 buttons ItemLogic: Loaded model items\\potion SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 386 reload_island_index = -1 reload_location_index = 388 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 5 ItemLogic: On load location Turks_Jungle_02 ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\adrenaline SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 388 reload_island_index = -1 reload_location_index = 382 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 trying to spawn item: medical1 with rarity=0.8577 itemProb=0.96 Equip Character Oswald Grieve with blade49+1 his nation: 0 blade nation= trying to spawn item: 100gp with rarity=0.44153 itemProb=0.36 trying to spawn item: indian4 with rarity=0.46286 itemProb=0.24 trying to spawn item: potion3 with rarity=0.34988 itemProb=0.48 Equip Character Lionel Merryweather with bladeC6 his nation: 0 blade nation= trying to spawn item: potion3 with rarity=0.1109 itemProb=0.48 Equip Character Laurence Webber with blade49 his nation: 0 blade nation= ItemLogic: On load location Turks_Jungle_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\Adrenaline ItemLogic: Loaded model ammo\\BuildingItemsJRH\lamp ItemLogic: Loaded model ammo\\BuildingItemsJRH\lamp trying to spawn item: 100gp with rarity=6.7657e-002 itemProb=0.36 trying to spawn item: pistolrock with rarity=0.19424 itemProb=0.3 trying to spawn item: 100gp with rarity=0.52478 itemProb=0.36 trying to spawn item: 100gp with rarity=0.21353 itemProb=0.36 SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle SETTING MUSIC: music_bitva Template -> path not found chr.id = Location fantom character <1> SETTING MUSIC: music_jungle Template -> path not found chr.id = Location fantom character <2> Template -> path not found chr.id = Location fantom character <0> Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 382 reload_island_index = -1 reload_location_index = 384 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6 ItemLogic: On load location Turks_old_Fort ItemLogic: found 0 buttons ItemLogic: Loaded model items\\Antidote trying to spawn item: potion3 with rarity=0.13989 itemProb=0.48 trying to spawn item: jewelry8 with rarity=0.26151 itemProb=0.18 trying to spawn item: medical1 with rarity=2.1332e-002 itemProb=0.96 trying to spawn item: potion3 with rarity=0.78329 itemProb=0.48 trying to spawn item: bladekit with rarity=9.0942e-002 itemProb=0.12 trying to spawn item: jewelry9 with rarity=0.42624 itemProb=0.18 trying to spawn item: 100gp with rarity=0.23495 itemProb=0.36 trying to spawn item: medical1 with rarity=0.74622 itemProb=0.96 trying to spawn item: mineral1 with rarity=0.64087 itemProb=9.6e-002 trying to spawn item: 100gp with rarity=0.62466 itemProb=0.36 trying to spawn item: mineral1 with rarity=0.29361 itemProb=9.6e-002 trying to spawn item: compass1 with rarity=0.61804 itemProb=0.24 trying to spawn item: 100gp with rarity=0.40128 itemProb=0.36 trying to spawn item: smugglingbook with rarity=0.72452 itemProb=6.e-002 trying to spawn item: pistolrock with rarity=0.64066 itemProb=0.3 trying to spawn item: medical1 with rarity=0.83408 itemProb=0.96 SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 384 reload_island_index = -1 reload_location_index = 382 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6 ItemLogic: On load location Turks_Jungle_03 ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\lamp ItemLogic: Loaded model ammo\\BuildingItemsJRH\lamp SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 382 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6 Equip Character Griffith Jardine with blade49 his nation: 3 blade nation= Equip Character Gaillard Gillet with blade1+1 his nation: 3 blade nation= Equip Character Mayew Garnett with Merchantsdagger his nation: 3 blade nation= Equip Character Tineke Marsellis with blade13-1 his nation: 3 blade nation= Equip Character Kristel Van Patten with blade1+1 his nation: 3 blade nation= Equip Character Cristina Arnos with Piratesdagger his nation: 3 blade nation= Equip Character Eugénio Pombal with blade48+1 his nation: 3 blade nation= Equip Character Caridade Barros with blade1+1 his nation: 3 blade nation= Equip Character Edward Prickett with bladeC11 his nation: 3 blade nation= Equip Character Anica Navaez with bladeC6 his nation: 3 blade nation= Equip Character Constance Ferga with bladeC6+1 his nation: 3 blade nation= Equip Character Cisila Tapia with Piratesdagger his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons trying to spawn item: spyglass2 with rarity=0.4003 itemProb=0.12 trying to spawn item: jewelry3 with rarity=0.63232 itemProb=0.12 trying to spawn item: ammopouch with rarity=0.93549 itemProb=0.12 trying to spawn item: bladeX3 with rarity=0.72748 itemProb=0.3 trying to spawn item: indian7 with rarity=0.80075 itemProb=0.12 trying to spawn item: indian3 with rarity=9.5612e-002 itemProb=0.12 trying to spawn item: medical1 with rarity=0.26184 itemProb=0.96 trying to spawn item: medical1 with rarity=0.67719 itemProb=0.96 trying to spawn item: potion3 with rarity=0.93344 itemProb=0.48 trying to spawn item: cured with rarity=0.84573 itemProb=0.18 trying to spawn item: indian2 with rarity=0.48984 itemProb=6.e-002 trying to spawn item: medical1 with rarity=0.86572 itemProb=0.96 trying to spawn item: bladeX2 with rarity=0.36456 itemProb=0.24 trying to spawn item: medical1 with rarity=0.11734 itemProb=0.96 trying to spawn item: indian2 with rarity=0.3909 itemProb=6.e-002 trying to spawn item: smugglingbook2 with rarity=0.93637 itemProb=1.2e-002 trying to spawn item: potion3 with rarity=0.15674 itemProb=0.48 SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = houseS1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 378 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Turks_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Quest name close_trade_quest FOUND in CommonQuestComplete TRADING: Turks_Store: Sold 24 Sandal for 4606 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger4 Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = BarqueHeavy Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger4 IT for Ricardo Sanchez, town Grand Turk size 1036, raw quality set to 2 IT tradetype checked store, now Store IT tradetype assign to chr, now Store IT for Ricardo Sanchez, quality set to 3 IT traded with trader 1 times Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 378 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 125, theDay = 127 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 5 !gWeatherInit Whr_Generator() - Initialized ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = Reload4_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 373 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Jeremy Crawcour with blade2+3 his nation: 3 blade nation= Equip Character Gervásio Pessoa with blade36 his nation: 3 blade nation= Equip Character Frunimius Roa with blade7+2 his nation: 3 blade nation= ItemLogic: On load location Turks_Tavern ItemLogic: found 0 buttons Quest name Turks_start FOUND in SideQuestComplete Quest name turks_start_check FOUND in SideQuestComplete SETTING MUSIC: music_tavern_pirate SETTING MUSIC: music_tavern_pirate IT for Location fantom character <1>, town Grand Turk size 1036, raw quality set to 2 IT tradetype checked fantom character, now Sneaky Trader IT tradetype chr override, now Sneaky Trader IT for Location fantom character <1>, quality set to 3 IT traded with trader 1 times Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 373 reload_island_index = -1 reload_location_index = 374 Start reload Quest name sleep_in_tavern FOUND in CommonQuestComplete PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Turks_tavern_upstairs ItemLogic: found 0 buttons trying to spawn item: 250gp with rarity=0.14011 itemProb=0.24 trying to spawn item: potion3 with rarity=0.64453 itemProb=0.48 trying to spawn item: medical1 with rarity=0.83627 itemProb=0.96 trying to spawn item: 100gp with rarity=0.45428 itemProb=0.36 trying to spawn item: medical1 with rarity=0.62604 itemProb=0.96 Quest name restore_hp FOUND in CommonQuestComplete SETTING MUSIC: music_house SETTING MUSIC: music_house Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 374 reload_island_index = -1 reload_location_index = 373 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Dieudonne Muselier with blade4+1 his nation: 3 blade nation= Equip Character Torquato Eronilde with blade4+3 his nation: 3 blade nation= Equip Character Marquert Juroksen with blade49-1 his nation: 3 blade nation= ItemLogic: On load location Turks_Tavern ItemLogic: found 0 buttons Quest name turks_start_check FOUND in SideQuestComplete SETTING MUSIC: music_tavern_pirate SETTING MUSIC: music_tavern_pirate Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 373 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 10 !gWeatherInit Whr_Generator() - Initialized Equip Character Jerome Esprit with bladeC6+1 his nation: 3 blade nation= Equip Character Lubias Soisson with bladeC6-1 his nation: 3 blade nation= Equip Character Pamela Bernaldez with blade5+1 his nation: 3 blade nation= Equip Character Maurice Arnaud with blade46 his nation: 3 blade nation= Equip Character Gregoire leQuartier with blade19 his nation: 3 blade nation= Equip Character Olooud Van Brevoort with blade48 his nation: 3 blade nation= Equip Character Madalena Cardinas with blade13-1 his nation: 3 blade nation= Equip Character Hervisse Cezanne with bladeC6+1 his nation: 3 blade nation= Equip Character Dorinda Balbi with blade4+1 his nation: 3 blade nation= Equip Character Olyver Raper with blade2+1 his nation: 3 blade nation= Equip Character Lewys Parfett with blade13-1 his nation: 3 blade nation= Equip Character Henric Schefold with blade48 his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = Reload3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 381 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Turks_townhall ItemLogic: found 0 buttons trying to spawn item: jewelry13 with rarity=0.5321 itemProb=0.12 trying to spawn item: lockpick with rarity=0.80206 itemProb=0.12 trying to spawn item: cured with rarity=0.24429 itemProb=0.18 trying to spawn item: medical2 with rarity=0.75507 itemProb=0.36 trying to spawn item: cursedcoin with rarity=0.13339 itemProb=0.12 trying to spawn item: skillbook3 with rarity=0.93149 itemProb=6.e-002 trying to spawn item: pistolgas with rarity=0.77451 itemProb=0.3 trying to spawn item: 500gp with rarity=0.47952 itemProb=0.12 trying to spawn item: 250gp with rarity=0.1727 itemProb=0.24 trying to spawn item: jewelry7 with rarity=0.8515 itemProb=0.12 trying to spawn item: 500gp with rarity=0.63635 itemProb=0.12 trying to spawn item: indian8 with rarity=0.24615 itemProb=9.6e-002 trying to spawn item: spyglass1 with rarity=3.9032e-002 itemProb=0.36 trying to spawn item: jewelry3 with rarity=0.34525 itemProb=0.12 trying to spawn item: medical1 with rarity=6.2408e-002 itemProb=0.96 SETTING MUSIC: music_pirate_governor SETTING MUSIC: music_pirate_governor Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 381 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Eva Reitz with blade7+1 his nation: 3 blade nation= Equip Character Senon Beltrones with bladeC6+1 his nation: 3 blade nation= Equip Character Honore Naville with bladeC6 his nation: 3 blade nation= Equip Character Filipa Carvalhal with bladeC6+1 his nation: 3 blade nation= Equip Character Ana Querido with blade7+1 his nation: 3 blade nation= Equip Character Gundesalbus Guardiola with blade5 his nation: 3 blade nation= Equip Character Coenrarde De Boogh with bladeC6 his nation: 3 blade nation= Equip Character Amtónio Serrăo with blade46 his nation: 3 blade nation= Equip Character Geertie Scrots with bladeC6-1 his nation: 3 blade nation= Equip Character Galeno Coelho with bladeC6-1 his nation: 3 blade nation= Equip Character Marius Roig with blade48-1 his nation: 3 blade nation= Equip Character James Wainman with blade19 his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = houseS5 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 379 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Turks_TailorsShop ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 379 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 Equip Character Petro Bravo with blade48 his nation: 3 blade nation= Equip Character Renier Deroulade with blade36-1 his nation: 3 blade nation= Equip Character Owen Outlaw with bladeC6+1 his nation: 3 blade nation= Equip Character Morys Fewtrell with blade1 his nation: 3 blade nation= Equip Character Lyonijs Tappen with blade2+1 his nation: 3 blade nation= Equip Character Xame Valenzuela with blade1+1 his nation: 3 blade nation= Equip Character Galafre Montet with Merchantsdagger his nation: 3 blade nation= Equip Character Richard Wicker with blade46 his nation: 3 blade nation= Equip Character Serge Bordeaux with bladeC6-1 his nation: 3 blade nation= Equip Character Jasper Keate with blade49 his nation: 3 blade nation= Equip Character Marcel Perec with blade48+1 his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = houseSp3 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 757 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Turks_blacksmith ItemLogic: found 0 buttons trying to spawn item: potion3 with rarity=0.44315 itemProb=0.48 trying to spawn item: potion3 with rarity=0.69974 itemProb=0.48 trying to spawn item: jewelry12 with rarity=0.81546 itemProb=0.24 trying to spawn item: indian2 with rarity=0.64432 itemProb=6.e-002 trying to spawn item: bladeX1 with rarity=0.99646 itemProb=0.36 trying to spawn item: 100gp with rarity=0.82864 itemProb=0.36 trying to spawn item: mineral7 with rarity=0.79803 itemProb=0.144 trying to spawn item: cured with rarity=3.3905e-002 itemProb=0.18 trying to spawn item: 100gp with rarity=0.97632 itemProb=0.36 trying to spawn item: 500gp with rarity=0.48038 itemProb=0.12 trying to spawn item: medical2 with rarity=0.80185 itemProb=0.36 trying to spawn item: indian14 with rarity=7.016e-002 itemProb=6.e-002 trying to spawn item: 100gp with rarity=0.51114 itemProb=0.36 trying to spawn item: meds3 with rarity=0.1239 itemProb=0.18 SETTING MUSIC: music_shop SETTING MUSIC: music_shop Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Barque4_47 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Lugger2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_LightPinnace Quest name indian_pistols_equip_check FOUND in CommonQuestComplete Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 757 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 127, theDay = 130 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 !gWeatherInit Whr_Generator() - Initialized Equip Character Enghel Visagie with blade48+1 his nation: 3 blade nation= Equip Character Dolores Meirelles with blade4+1 his nation: 3 blade nation= Equip Character Rouland Bywood with blade13-1 his nation: 3 blade nation= Equip Character Ronald Deacon with bladeC11 his nation: 3 blade nation= Equip Character Aleyn Maidman with blade49+1 his nation: 3 blade nation= Equip Character Girars Champollion with blade5 his nation: 3 blade nation= Equip Character Bartholomew Brasher with Piratesdagger his nation: 3 blade nation= Equip Character Serenianus Gasco with blade1+1 his nation: 3 blade nation= Equip Character Caschin Cleach with blade49 his nation: 3 blade nation= Equip Character Carolina Pulido with blade48+1 his nation: 3 blade nation= Equip Character Jaquemyntje Fessler with blade49 his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = Reload5_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 377 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Grand_Turk_Shipyard ItemLogic: found 0 buttons trying to spawn item: medical1 with rarity=0.52646 itemProb=0.96 trying to spawn item: medical1 with rarity=4.8462e-002 itemProb=0.96 trying to spawn item: jewelry9 with rarity=8.8989e-002 itemProb=0.18 SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 377 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Christian Spender with blade2+1 his nation: 3 blade nation= Equip Character Caetano Paneira with blade1+1 his nation: 3 blade nation= Equip Character Isore Destine with blade19-1 his nation: 3 blade nation= Equip Character Guillot Terhune with blade49+1 his nation: 3 blade nation= Equip Character Alberto da Costa with blade1+1 his nation: 3 blade nation= Equip Character Iuliano Tadena with bladeC6-1 his nation: 3 blade nation= Equip Character Aurele Decaux with blade7+1 his nation: 3 blade nation= Equip Character Susannah Rouse with bladeC6+1 his nation: 3 blade nation= Equip Character Moses Mangall with blade2+1 his nation: 3 blade nation= Equip Character Ogier Jurcx with bladeC6 his nation: 3 blade nation= Equip Character Gaidon Guichard with blade_mKnife his nation: 3 blade nation= Equip Character Patricia Alas with blade19-1 his nation: 3 blade nation= Equip Character Angela Caldern with bladeC6+1 his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town IT traded with trader 2 times IT for Location fantom character <9>, town Grand Turk size 1036, raw quality set to 2 IT tradetype checked current = vagabond, now Sneaky Trader IT tradetype checked fantom character, now Sneaky Trader IT tradetype chr override, now Sneaky Trader IT for Location fantom character <9>, quality set to 3 IT traded with trader 1 times Reload: Process started for locator_name = houseS1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 378 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Turks_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT traded with trader 4 times Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 378 reload_island_index = -1 reload_location_index = 370 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Gheeret Stevens with Merchantsdagger his nation: 3 blade nation= Equip Character Guillot Larroquette with blade12+1 his nation: 3 blade nation= Equip Character Christoffel De Kook with blade1+1 his nation: 3 blade nation= Equip Character Tryntje Spijkers with blade36-1 his nation: 3 blade nation= Equip Character Jordan Clarke with blade48-1 his nation: 3 blade nation= Equip Character Simon Stickler with blade36-1 his nation: 3 blade nation= Equip Character Guimar de Lima with blade36 his nation: 3 blade nation= Equip Character Evaristo Pinto with blade36 his nation: 3 blade nation= Equip Character Jacomintie Vervey with blade1+1 his nation: 3 blade nation= Equip Character Ciprianus Alzugaray with blade5+1 his nation: 3 blade nation= Equip Character Piccolet Lestonnac with blade7+1 his nation: 3 blade nation= Equip Character Geertruida Brubaker with blade49-1 his nation: 3 blade nation= ItemLogic: On load location Turks_port ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = gate_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 370 reload_island_index = -1 reload_location_index = 382 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Duane Tasker with blade36-1 his nation: 0 blade nation= Equip Character Michael Cater with blade48+1 his nation: 0 blade nation= Equip Character Leonard Peat with blade13-1 his nation: 0 blade nation= ItemLogic: On load location Turks_Jungle_03 ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\lamp ItemLogic: Loaded model ammo\\BuildingItemsJRH\lamp SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 382 reload_island_index = -1 reload_location_index = 388 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11 Equip Character Charles Bullock with blade36+2 his nation: 0 blade nation= Equip Character Gabriel Flatman with blade49 his nation: 0 blade nation= Equip Character Nicholas Newman with blade49-1 his nation: 0 blade nation= Equip Character Jacob Pardner with blade7+3 his nation: 0 blade nation= ItemLogic: On load location Turks_Jungle_02 ItemLogic: found 0 buttons Quest name LandEnc_RaidersLogin FOUND in CommonQuestComplete SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 388 reload_island_index = -1 reload_location_index = 389 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 ItemLogic: On load location Turks_shore_05 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = locator3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 389 reload_island_index = -1 reload_location_index = 388 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 Equip Character Evan Leadbitter with blade1+1 his nation: 0 blade nation= Equip Character Bertram Reeve with blade36-1 his nation: 0 blade nation= Equip Character Gabriel Lodder with blade12+1 his nation: 0 blade nation= Equip Character Brian Pothecary with blade36-1 his nation: 0 blade nation= Equip Character Amy Dance with blade1+1 his nation: 0 blade nation= Equip Character Audrey Mutter with blade4 his nation: 0 blade nation= ItemLogic: On load location Turks_Jungle_02 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Quest name LandEnc_RaidersStart FOUND in CommonQuestComplete Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 388 reload_island_index = -1 reload_location_index = 389 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 ItemLogic: On load location Turks_shore_05 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = boat and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 389 reload_island_index = 14 reload_location_index = -1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 SEA: sealogin loading island Turks SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop2 Equip Character Diarmuid Kirke with bladeC12+3 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = WallerPinnace Equip Character John Verrier with bladeC35-1 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Aidan Hilder with blade31 his nation: 0 blade nation= CARGO: Fantom_SetGoods rare chance silver shipment! Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop1 Equip Character Edward Bright with blade38 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Sloop1 Equip Character Amtónio das Marinas with bladeC2 his nation: 5 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Portugal, Type = trade, Loop = 0, Ship ID = BarqueHeavy Equip Character Vicente Santoso with blade31 his nation: 5 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:29 PauseAllSounds SETTING MUSIC: music_map ResumeAllSounds Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger2 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerVML Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2 PauseAllSounds SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 130, theDay = 133 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 1 !gWeatherInit Whr_Generator() - Initialized SEA: sealogin loading island Hispaniola SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Barque2 Equip Character Guarnier Vien with bladeC30+1 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = PinnaceMerchant Equip Character Gontier Moncey with bladeC30+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_CastelF Equip Character Crepin Gillemet with blade27+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Ketch Equip Character Gaidon Guillon with bladeC30-1 his nation: 1 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = RN_Brig Equip Character Guy Malmert with bladeC30+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = PO_Neptunus Equip Character Amedee Goyette with bladeC2+3 his nation: 1 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 PauseAllSounds Reload: Process started for locator_name = reload_7 and lockedReloadLocator = reload_cur_island_index = 9 reload_cur_location_index = -1 reload_island_index = -1 reload_location_index = 344 Start reload PauseAllSounds ReloadStartFade DS: Player ship was at sea for 8 days ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 ItemLogic: On load location Tortuga_port ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1+W ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C4 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C1+1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent_fruit ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\medicine_table ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_shipyard ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\well ItemLogic: Loaded model ammo\\BuildingItemsJRH\wagon ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\shipwreck ItemLogic: Loaded model ammo\\BuildingItemsJRH\body ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model items\\ ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_B ItemLogic: Loaded model ammo\\BuildingItemsJRH\plank2_very_long ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day trying to spawn item: indian8 with rarity=3.2013e-002 itemProb=9.6e-002 trying to spawn item: 250gp with rarity=0.88419 itemProb=0.24 trying to spawn item: mineral7 with rarity=0.85239 itemProb=0.144 trying to spawn item: 100gp with rarity=0.50388 itemProb=0.36 trying to spawn item: indian12 with rarity=0.19714 itemProb=8.4e-002 trying to spawn item: jewelry8 with rarity=0.52414 itemProb=0.18 trying to spawn item: medical1 with rarity=3.3081e-002 itemProb=0.96 trying to spawn item: medical1 with rarity=0.50293 itemProb=0.96 Equip Character Brunissende De Lucien with blade46+2 his nation: 1 blade nation= Equip Character Flora Desire with blade7+3 his nation: 1 blade nation= Equip Character Ermengarde Arnaud with bladeC6+1 his nation: 1 blade nation= Equip Character Godefroi Baumont with bladeC6+1 his nation: 1 blade nation= Equip Character Aimable Lafitte with blade49-1 his nation: 1 blade nation= Equip Character Gregoire Gariel with blade36+2 his nation: 1 blade nation= Equip Character Ayol Brochard with blade36+3 his nation: 1 blade nation= Equip Character Tancrede Denis with bladeC6-1 his nation: 1 blade nation= Equip Character Pauline Colemi with blade5+3 his nation: 1 blade nation= Quest name Tortuga_atmosphere FOUND in CommonQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town IT ch Brennan Vickers has no items tree IT for Brennan Vickers, town Tortuga size 2072, raw quality set to 6 IT tradetype checked street, now Stall IT tradetype assign to chr, now Stall IT for Brennan Vickers, quality set to 6 IT dropped low quality weapon (blade1+1) in favor of higher quality (blade1+2) IT dropped low quality weapon (blade7) in favor of higher quality (blade7+1) IT dropped low quality weapon (blade11-1) in favor of higher quality (blade11) IT dropped low quality weapon (blade11) in favor of higher quality (blade11+2) IT dropped low quality weapon (blade13-1) in favor of higher quality (blade13) IT dropped low quality weapon (blade36-1) in favor of higher quality (blade36) IT dropped low quality weapon (blade46) in favor of higher quality (blade46+2) IT dropped low quality weapon (blade48-1) in favor of higher quality (blade48) IT dropped low quality weapon (blade48) in favor of higher quality (blade48+2) IT dropped low quality weapon (pistol1+1) in favor of higher quality (pistol1+2) IT dropped low quality weapon (pistol2-1) in favor of higher quality (pistol2+1) IT traded with trader 5 times Reload: Process started for locator_name = brothel and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 344 reload_island_index = -1 reload_location_index = 355 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Loup Belcour with blade2 his nation: 1 blade nation= ItemLogic: On load location Tortuga_StoneHouse ItemLogic: found 0 buttons Quest name Tortuga_start FOUND in CommonQuestComplete SETTING MUSIC: music_house SETTING MUSIC: music_house Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 355 reload_island_index = -1 reload_location_index = 344 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 ItemLogic: On load location Tortuga_port ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1+W ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C4 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C1+1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent_fruit ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\medicine_table ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_shipyard ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\well ItemLogic: Loaded model ammo\\BuildingItemsJRH\wagon ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\shipwreck ItemLogic: Loaded model ammo\\BuildingItemsJRH\body ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic -> randItem draw: no model for item Tortuga_port.clock1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_B ItemLogic: Loaded model ammo\\BuildingItemsJRH\plank2_very_long ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day Equip Character Lutisse Matton with blade7+2 his nation: 1 blade nation= Equip Character Mathena Cottaz with blade7+3 his nation: 1 blade nation= Equip Character Fabrisse Ceran with blade49-1 his nation: 1 blade nation= Equip Character Godefroi Prins with blade2+2 his nation: 1 blade nation= Equip Character Fouqueret Bariani with bladeC6+2 his nation: 1 blade nation= Equip Character Gontier Roig with bladeC6-1 his nation: 1 blade nation= Equip Character Aurele Bussey with blade48+1 his nation: 1 blade nation= Equip Character Bruyant Roche with blade49+1 his nation: 1 blade nation= Equip Character Martin Petit with blade48+1 his nation: 1 blade nation= LAi_CreateFantomCharacter -> many logined characters in location (>32) Template -> path not found chr.id = bagarreur6 Template -> teleport chr.id = bagarreur6 to Equip Character Amyon Audiard with blade12+2 his nation: 1 blade nation= LAi_CreateFantomCharacter -> many logined characters in location (>32) Quest name Tortuga_atmosphere FOUND in CommonQuestComplete Template -> path not found chr.id = bagarreur7 Quest name skeleton_leaves FOUND in CommonQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town LAi_type_actor_EndDialog -> LAi_type_actor_Reset Quest name Dame_1 FOUND in CommonQuestComplete Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is do template , his not is free for new task ActorDialog got error in type_actor_error Quest name Dame_2 FOUND in CommonQuestComplete LAi_type_actor_EndDialog -> LAi_type_actor_Reset Quest name Dame_3 FOUND in CommonQuestComplete Actor error: character now is not actor, his have type Quest name Dame_4 FOUND in CommonQuestComplete LAi_type_actor_EndDialog -> LAi_type_actor_Reset Quest name Dame_5 FOUND in CommonQuestComplete Reload: Process started for locator_name = reload6_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 344 reload_island_index = -1 reload_location_index = 351 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Tortuga_store ItemLogic: found 0 buttons Quest name Tortuga_start FOUND in CommonQuestComplete SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT for Jasmine Cotton, town Tortuga size 2072, raw quality set to 6 IT tradetype checked store, now Store IT tradetype assign to chr, now Store IT for Jasmine Cotton, quality set to 7 IT dropped low quality weapon (blade1+1) in favor of higher quality (blade1+2) IT dropped low quality weapon (blade7) in favor of higher quality (blade7+1) IT dropped low quality weapon (blade11-1) in favor of higher quality (blade11) IT dropped low quality weapon (blade13-1) in favor of higher quality (blade13) IT dropped low quality weapon (blade36-1) in favor of higher quality (blade36) IT dropped low quality weapon (blade46-1) in favor of higher quality (blade46+1) IT dropped low quality weapon (blade48-1) in favor of higher quality (blade48) IT dropped low quality weapon (blade48) in favor of higher quality (blade48+2) IT dropped low quality weapon (pistol1+1) in favor of higher quality (pistol1+2) IT dropped low quality weapon (pistol2-1) in favor of higher quality (pistol2+1) IT traded with trader 2 times Quest name trade_quest_open FOUND in CommonQuestComplete Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 351 reload_island_index = -1 reload_location_index = 344 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 ItemLogic: On load location Tortuga_port ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1+W ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C4 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C1+1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent_fruit ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\medicine_table ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_shipyard ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\well ItemLogic: Loaded model ammo\\BuildingItemsJRH\wagon ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\shipwreck ItemLogic: Loaded model ammo\\BuildingItemsJRH\body ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_B ItemLogic: Loaded model ammo\\BuildingItemsJRH\plank2_very_long ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day Equip Character Clarisse Otricourt with bladeC6-1 his nation: 1 blade nation= Equip Character Cordelie Naveau with blade48+3 his nation: 1 blade nation= Equip Character Anabelle Paty with blade12+1 his nation: 1 blade nation= Equip Character Jermaine Leydier with blade36+2 his nation: 1 blade nation= Equip Character Gris Charteris with blade49-1 his nation: 1 blade nation= Equip Character Amyon Trappette with blade2+2 his nation: 1 blade nation= Equip Character Sebastien Catellier with bladeC6-1 his nation: 1 blade nation= Equip Character Girbers Daboussier with blade7+1 his nation: 1 blade nation= Equip Character Huon Rambert with blade12-1 his nation: 1 blade nation= Quest name Tortuga_atmosphere FOUND in CommonQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = reload5_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 344 reload_island_index = -1 reload_location_index = 347 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location Tortuga_shipyard ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\door_Tortuga Quest name Tortuga_start FOUND in CommonQuestComplete SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 347 reload_island_index = -1 reload_location_index = 344 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 ItemLogic: On load location Tortuga_port ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_rey1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\port_mast2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1+W ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C4 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_C1+1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_P2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent_fruit ItemLogic: Loaded model ammo\\BuildingItemsJRH\market_tent ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\cannon2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\bars_down ItemLogic: Loaded model ammo\\BuildingItemsJRH\medicine_table ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsB_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsC_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternD_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_shipyard ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\1_lanternE_day ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2 ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\well ItemLogic: Loaded model ammo\\BuildingItemsJRH\wagon ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\shipwreck ItemLogic: Loaded model ammo\\BuildingItemsJRH\body ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_C ItemLogic: Loaded model ammo\\BuildingItemsJRH\boat2_B ItemLogic: Loaded model ammo\\BuildingItemsJRH\plank2_very_long ItemLogic: Loaded model ammo\\BuildingItemsJRH\anchor_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1 ItemLogic: Loaded model ammo\\BuildingItemsJRH\gatedoor_Tortuga1_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_45_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\chimney_pot_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\tree2_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\palm2_big_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\ship_building_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_night ItemLogic: Loaded model ammo\\BuildingItemsJRH\2_lanternsA_day Equip Character Oriabel Courbet with blade12 his nation: 1 blade nation= Equip Character Emmanuelle Narcy with blade1+1 his nation: 1 blade nation= Equip Character Florence Mendy with blade36+1 his nation: 1 blade nation= Equip Character Blanche Fondaire with blade13+3 his nation: 1 blade nation= Equip Character Helgot Dacourt with blade7+2 his nation: 1 blade nation= Equip Character Hilaire Tavernier with blade2+2 his nation: 1 blade nation= Equip Character Galafre Planchenault with bladeC6+1 his nation: 1 blade nation= Equip Character Axelle Renault with blade48+2 his nation: 1 blade nation= Equip Character Felix Limouzylise with blade49-1 his nation: 1 blade nation= LAi_CreateFantomCharacter -> many logined characters in location (>32) Template -> path not found chr.id = bagarreur6 Template -> teleport chr.id = bagarreur6 to Equip Character Amyon Portenier with bladeC6 his nation: 1 blade nation= LAi_CreateFantomCharacter -> many logined characters in location (>32) Quest name Tortuga_atmosphere FOUND in CommonQuestComplete Template -> path not found chr.id = bagarreur7 Quest name skeleton_leaves FOUND in CommonQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town IT ch Tortuga_Street_merchant_3 has no items tree IT for Tortuga_Street_merchant_3, town Tortuga size 2072, raw quality set to 6 IT tradetype checked street, now Stall IT tradetype assign to chr, now Stall IT for Tortuga_Street_merchant_3, quality set to 6 IT dropped low quality weapon (blade1+1) in favor of higher quality (blade1+2) IT dropped low quality weapon (blade7) in favor of higher quality (blade7+1) IT dropped low quality weapon (blade11-1) in favor of higher quality (blade11) IT dropped low quality weapon (blade13-1) in favor of higher quality (blade13) IT dropped low quality weapon (blade36-1) in favor of higher quality (blade36) IT dropped low quality weapon (blade46-1) in favor of higher quality (blade46) IT dropped low quality weapon (blade46) in favor of higher quality (blade46+2) IT dropped low quality weapon (blade48-1) in favor of higher quality (blade48) IT dropped low quality weapon (blade48) in favor of higher quality (blade48+2) IT dropped low quality weapon (pistol1+1) in favor of higher quality (pistol1+2) IT dropped low quality weapon (pistol2-1) in favor of higher quality (pistol2+1) IT traded with trader 2 times