There are seven deadly sins and I am tolerably well acquainted with most of them, but
if there are two that I truly have to answer for, more than the others, they are Greed and Sloth.
While playing Build 11, I happened to come across an "Excellent" Blade, and being inclined as I am
towards temptation, I eagerly began to seek out more in the various treasure locations peppered
about the archipelago, however, it was not very long before my slothful nature presented itself and
suggested an easier method of fullfilling my desire of gaining "excellent" weapons. It was under
these colors that the Mings' "Excellent" Sword and Pistol Adaptaion came about. I'm happy to report
that this adaptation is currently working nicely in my Build 12 game.
This adaptation would not have been possible without the previous modding work of Verruckt,
Scheffnow, ALexusB, Sailor Al, & Nathan Kell, all of whom created/contributed to the mods that
I have made use of, and who have also generously given me permission to post this adaptaion.
Thank you all!
Basically what the adaptaion does is the character receives an "excellent" sword and pistol for
completing the "Kill Pirate Quest". Whereas before a governor would only offer you a financial
reward for defeating the pirate disrupting his shipping, he now informs you that this pirate has
also had the temerity to steal his personal sword and pistol, and if you defeat him,
you may keep these weapons for yourself. (I imagine that a governor would have only the finest
weapons, whether or not he ever uses them, but after they had been the property of a pirate, oh,
the humiliation, he would be less than desirous to have them back, so much the better for you and your mateys...)
I have tried to assign the swords and pistols to the various governors keeping in mind the
characteristics of the weapons themselves; for instance, the French Governor has a Cardinal's Guard
and the Spanish Governor has the Windmill Slayer, but you can set up the coding to award any sword
or pistol you want; the sword and pistol will appear in your inventory after you defeat the pirate.
I also added dialog to the governor's Dialog H Notepads that lets you know about the swords, but this
was only done to add a little flavor to what otherwise might be considered a cheat. At one point
I tried to set it up so the governor would award the sword and pistol when you visit him after you
defeat the pirate, but I am not that good a modder. (I mentioned the slothfullness before, did I not?)
To utilise this adaptaion, in either a Build 11 or Build 12 game, you need to paste the coding below into
their respective Notepads (Make a back up copy of your file before doing this):
In PROGRAMQUESTSQuests_reaction C Notepad (Near the botom of the file)
Look for;
case "kill_pirate_complete":
pchar.quest.generate_kill_quest = "completed";
//Log_SetStringToLog("kill_pirate_complete");
switch (pchar.quest.killdestination)
replace;
{
case "Falaisedefleur": AddQuestRecord("kill_fal", "2"); break;
case "IslaMuelle": AddQuestRecord("kill_mue", "2"); break;
case "Douwesen": AddQuestRecord("kill_dou", "2"); break;
case "Conceicao": AddQuestRecord("kill_con", "2"); break;
case "Redmond": AddQuestRecord("kill_red", "2"); break;
case "Oxbay": AddQuestRecord("kill_ox", "2"); break;
}
with;
{
case "Falaisedefleur": AddQuestRecord("kill_fal", "2");
GiveItem2Character(pchar, "blade25+3");
GiveItem2Character(pchar, "pistol5+3"); break;
case "IslaMuelle": AddQuestRecord("kill_mue", "2");
GiveItem2Character(pchar, "blade23+3");
GiveItem2Character(pchar, "pistol6+3"); break;
case "Douwesen": AddQuestRecord("kill_dou", "2");
GiveItem2Character(pchar, "blade26+3");
GiveItem2Character(pchar, "pistol4+3"); break;
case "Conceicao": AddQuestRecord("kill_con", "2");
GiveItem2Character(pchar, "blade24+3");
GiveItem2Character(pchar, "pistol6+3"); break;
case "Redmond": AddQuestRecord("kill_red", "2");
GiveItem2Character(pchar, "blade22+3");
GiveItem2Character(pchar, "pistol5+3"); break;
case "Oxbay": AddQuestRecord("kill_ox", "2"); break;
}
Then;
In PROGRAMDIALOGS
Add dialog to the following Governor's Dialog H Notepads:
1. Spanish; cristofor manuel de alencar
2. Portuguese;Jacinto Arcibaldo Barreto
3. French; joseph claude de moignes
4. Dutch; Reynard Grueneveldt
5. English: Robert Christopher Silehard
Add text between "gold". and "What say you..." (usually near the end of the notepad) :
Dialouge:
He has also stolen my prize blade and pistol, if you can take them from him then they are yours,
You do not need to reinitialze to make this adaptation work, you just need to go to speak with a governor
and get the "Kill Pirate Quest", just like before.
This is a pretty easy fix, but it has some potential to it that with a few improvements would make it more
worthwhile. Nathan suggested putting a scalar in that would make this mod even better, I'll put his suggestion
in below, but I don't have a lot of time to work on this right now, so anyone who wants to improve upon it
should feel free. One of the ideas I had was to set up the pirate chief to be able to give you this quest,
get rid of a rival perhaps, and that would enable an excellent Bosun's Mate as a reward.
RobC's Blacksmith mod also makes this adapatation a little obselete, but I wanted to make it available to the community.
Here is Nathan's suggestion regarding setting up a scalar:
Basically, the way you have it set up now is that you get these blades and just these blades, _whenever_ you do a PH quest, right?
Which leads to, you could get a +3 version of each of the best blades, at level 1, by sinking a tartana (which is what the pirate will
have if he's level 1 like you). So what I suggest is some bit of code that will still give you a +3 blade, but the blade selected will
be based on the player's level as well as the governor's nation. I.e. blade choice scaled by player level.
So the simple solution would be blade number = player level; if player level > 27, use 27.
But we're in trouble, because blades are not sorted (i.e. blade5 may be worse than blade1).
And also, that will remove the flavor you've worked so hard to add (all governors would give the same blade).
So there's two solutions. Have a minimum player level, below which the blade won't be given, or use a switch statement in each
governor's appropriate dlg node, i.e.
code:
--------------------------------------------------------------------------------
string bname;
switch(sti(pchar.rank))
{
case 1: bname = "blade1+x"; break; //at level 1, we give blade1+x
case 2: bname = "blade1+x"; break; //at level 2, we give...
//...
case 10: bname = blade26+3"; break;
//default case, it will be executed if none of the above cases match.
//do not put a case something: or default: statement here, or break; at the end.
//so this will apply to all levels above the last case: statement.
bname = "blade27+3";
}
--------------------------------------------------------------------------------
and then use bname instead of "bladexx+3".
That way you can set up exactly what blades you want to be given by which governors when the player is at what level.
if there are two that I truly have to answer for, more than the others, they are Greed and Sloth.
While playing Build 11, I happened to come across an "Excellent" Blade, and being inclined as I am
towards temptation, I eagerly began to seek out more in the various treasure locations peppered
about the archipelago, however, it was not very long before my slothful nature presented itself and
suggested an easier method of fullfilling my desire of gaining "excellent" weapons. It was under
these colors that the Mings' "Excellent" Sword and Pistol Adaptaion came about. I'm happy to report
that this adaptation is currently working nicely in my Build 12 game.
This adaptation would not have been possible without the previous modding work of Verruckt,
Scheffnow, ALexusB, Sailor Al, & Nathan Kell, all of whom created/contributed to the mods that
I have made use of, and who have also generously given me permission to post this adaptaion.
Thank you all!
Basically what the adaptaion does is the character receives an "excellent" sword and pistol for
completing the "Kill Pirate Quest". Whereas before a governor would only offer you a financial
reward for defeating the pirate disrupting his shipping, he now informs you that this pirate has
also had the temerity to steal his personal sword and pistol, and if you defeat him,
you may keep these weapons for yourself. (I imagine that a governor would have only the finest
weapons, whether or not he ever uses them, but after they had been the property of a pirate, oh,
the humiliation, he would be less than desirous to have them back, so much the better for you and your mateys...)
I have tried to assign the swords and pistols to the various governors keeping in mind the
characteristics of the weapons themselves; for instance, the French Governor has a Cardinal's Guard
and the Spanish Governor has the Windmill Slayer, but you can set up the coding to award any sword
or pistol you want; the sword and pistol will appear in your inventory after you defeat the pirate.
I also added dialog to the governor's Dialog H Notepads that lets you know about the swords, but this
was only done to add a little flavor to what otherwise might be considered a cheat. At one point
I tried to set it up so the governor would award the sword and pistol when you visit him after you
defeat the pirate, but I am not that good a modder. (I mentioned the slothfullness before, did I not?)
To utilise this adaptaion, in either a Build 11 or Build 12 game, you need to paste the coding below into
their respective Notepads (Make a back up copy of your file before doing this):
In PROGRAMQUESTSQuests_reaction C Notepad (Near the botom of the file)
Look for;
case "kill_pirate_complete":
pchar.quest.generate_kill_quest = "completed";
//Log_SetStringToLog("kill_pirate_complete");
switch (pchar.quest.killdestination)
replace;
{
case "Falaisedefleur": AddQuestRecord("kill_fal", "2"); break;
case "IslaMuelle": AddQuestRecord("kill_mue", "2"); break;
case "Douwesen": AddQuestRecord("kill_dou", "2"); break;
case "Conceicao": AddQuestRecord("kill_con", "2"); break;
case "Redmond": AddQuestRecord("kill_red", "2"); break;
case "Oxbay": AddQuestRecord("kill_ox", "2"); break;
}
with;
{
case "Falaisedefleur": AddQuestRecord("kill_fal", "2");
GiveItem2Character(pchar, "blade25+3");
GiveItem2Character(pchar, "pistol5+3"); break;
case "IslaMuelle": AddQuestRecord("kill_mue", "2");
GiveItem2Character(pchar, "blade23+3");
GiveItem2Character(pchar, "pistol6+3"); break;
case "Douwesen": AddQuestRecord("kill_dou", "2");
GiveItem2Character(pchar, "blade26+3");
GiveItem2Character(pchar, "pistol4+3"); break;
case "Conceicao": AddQuestRecord("kill_con", "2");
GiveItem2Character(pchar, "blade24+3");
GiveItem2Character(pchar, "pistol6+3"); break;
case "Redmond": AddQuestRecord("kill_red", "2");
GiveItem2Character(pchar, "blade22+3");
GiveItem2Character(pchar, "pistol5+3"); break;
case "Oxbay": AddQuestRecord("kill_ox", "2"); break;
}
Then;
In PROGRAMDIALOGS
Add dialog to the following Governor's Dialog H Notepads:
1. Spanish; cristofor manuel de alencar
2. Portuguese;Jacinto Arcibaldo Barreto
3. French; joseph claude de moignes
4. Dutch; Reynard Grueneveldt
5. English: Robert Christopher Silehard
Add text between "gold". and "What say you..." (usually near the end of the notepad) :
Dialouge:
He has also stolen my prize blade and pistol, if you can take them from him then they are yours,
You do not need to reinitialze to make this adaptation work, you just need to go to speak with a governor
and get the "Kill Pirate Quest", just like before.
This is a pretty easy fix, but it has some potential to it that with a few improvements would make it more
worthwhile. Nathan suggested putting a scalar in that would make this mod even better, I'll put his suggestion
in below, but I don't have a lot of time to work on this right now, so anyone who wants to improve upon it
should feel free. One of the ideas I had was to set up the pirate chief to be able to give you this quest,
get rid of a rival perhaps, and that would enable an excellent Bosun's Mate as a reward.
RobC's Blacksmith mod also makes this adapatation a little obselete, but I wanted to make it available to the community.
Here is Nathan's suggestion regarding setting up a scalar:
Basically, the way you have it set up now is that you get these blades and just these blades, _whenever_ you do a PH quest, right?
Which leads to, you could get a +3 version of each of the best blades, at level 1, by sinking a tartana (which is what the pirate will
have if he's level 1 like you). So what I suggest is some bit of code that will still give you a +3 blade, but the blade selected will
be based on the player's level as well as the governor's nation. I.e. blade choice scaled by player level.
So the simple solution would be blade number = player level; if player level > 27, use 27.
But we're in trouble, because blades are not sorted (i.e. blade5 may be worse than blade1).
And also, that will remove the flavor you've worked so hard to add (all governors would give the same blade).
So there's two solutions. Have a minimum player level, below which the blade won't be given, or use a switch statement in each
governor's appropriate dlg node, i.e.
code:
--------------------------------------------------------------------------------
string bname;
switch(sti(pchar.rank))
{
case 1: bname = "blade1+x"; break; //at level 1, we give blade1+x
case 2: bname = "blade1+x"; break; //at level 2, we give...
//...
case 10: bname = blade26+3"; break;
//default case, it will be executed if none of the above cases match.
//do not put a case something: or default: statement here, or break; at the end.
//so this will apply to all levels above the last case: statement.
bname = "blade27+3";
}
--------------------------------------------------------------------------------
and then use bname instead of "bladexx+3".
That way you can set up exactly what blades you want to be given by which governors when the player is at what level.