• New Horizons on Maelstrom
    Maelstrom New Horizons


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Execution Mod

Corsair_Sclipse

Landlubber
Heres how its been going so far.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->LaunchMainMenu();

    //LaunchLoadGame();



    CharacterIsDead(GetMainCharacter());



    //SetMainCharacterIndex(1);

    //LoadMainCharacterInFirstLocation("Oxbay_town", "", "");



    ReloadProgressEnd();<!--c2--></div><!--ec2-->

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//LoadMainCharacterInFirstLocation("Oxbay_town", "", "");<!--c2--></div><!--ec2-->

should be changed to:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//LoadMainCharacterInFirstLocation("Oxbay_fort", "Redmond_Fort", "Douswen_Fort");<!--c2--></div><!--ec2-->

I think those are the forts right?

wait a sec...that might be where you end up when were...lemme check.
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int i = sti(InterfaceStates.videoIdx);

    trace("Main_LogoVideo() " + i);

    switch(i)

    {

    case 0:<!--c2--></div><!--ec2-->

This is in Seadogs.c

I was thinking that if you change it to:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int i = sti(InterfaceStates.videoIdx);

    trace("<Insert_Vid_name_here>"() " + i);

    switch(i)

    {

    case 0:<!--c2--></div><!--ec2-->

in seadogs.c and then add this string in seadogs...

To be continued.
 
If you want to know it,this is our mod Me and sonny,if you want to know more read the title My ideas and your skills. If you want to help it is appreciated <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
and you will be amazed <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> ....
 
But we need volunteers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" />:
 
What.. can you do it again? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />:
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//ccc survival ->

void GameOverE()

{

    ref mc;

    mc = GetMainCharacter();

    if(rand(100) + (makeint(mc.skill.Sneak)*3) > DEATHRATE)    // BF mar05

    {    //ccc new survival section

 LAi_SetCurHPMax(mc);

 mc.ship.type = "Tartane1";

 Ship_CreateForCharacter(mc, 0, "Lifeboat")    // ccc apr03

 Sea_ReloadStart();

 PlaySound("objectsshipcharge_abandon0.wav");  //ccc mar20

 Log_SetStringToLog("You manage to launch a boat in the last moment.");    //ccc mar20

 Log_SetStringToLog("With a few mates you escape from disaster.");    //ccc mar20



    }

    else

    {    //ccc call original GameOver function

 GameOverOrg("sea");

 DeleteSeaEnvironment();

    }

}



void GameOver(string sName)

{

    ref mc;

    ref chr;

    string loc;

    mc = GetMainCharacter();



    if(rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE) {GameOverOrg(sName)}    //ccc call original GameOver function / BF mar05

    else    //ccc new survival section

    {

 switch(sName)

 {

 case "boarding":

     GameOverOrg(sName);

 break;



 case "mutiny":

     PlaySound("voiceDut_m_a_054.wav");  //ccc mar20

     Log_SetStringToLog("MUTINY!");  //ccc mar20

     Log_SetStringToLog(" 'Cap'n, we are giving you and your cronies this boat.");  //ccc mar20

     Log_SetStringToLog(" If youre careful, you just might make it.");  //ccc mar20

     Log_SetStringToLog("But given your past performance you'll all starve'");  //ccc mar20



     GameOverE();

 break;



 default:

     PlaySound("trepskeletonskeleton01.wav");    //ccc mar20

     StartVideo("artefact");    //ccc mar20

     string islandID;

     int jopa;

     jopa = GetCharacterCurrentIsland(mc);

     IslandID = Islands[jopa].id;

     if(mc.location == "Redmond_town_01") IslandID = "Redmond";    //Island ID bugfix

     if(mc.location == "Oxbay_port") IslandID = "Oxbay";    //Island ID bugfix



 switch(IslandID)

 {

     case "FalaiseDeFleur":

     loc = "Falaise_de_fleur_Tavern_upstairs";

     chr = characterFromID("Falaise_de_fleur_officiant");

     break;



     case "Redmond":

     loc = "Redmond_Tavern_upstairs";

     chr = characterFromID("Redmond_officiant");

     break;



     case "Conceicao":

     loc = "Conceicao_Tavern_upstairs";

     chr = characterFromID("Conceicao_officiant");

     break;



     case "Douwesen":

     loc = "Douwesen_Tavern_upstairs";

     chr = characterFromID("Douwesen_officiant");

     break;



     case "Oxbay":

     loc = "Greenford_Tavern_upstairs"

     chr = characterFromID("Greenford_officiant");

     break;



     case "IslaMuelle":

     loc = "Muelle_Tavern_upstairs";

     chr = characterFromID("Muelle_officiant");

     break;



     //default: // scheffnow - bfd

     loc = "QC_Tavern_upstairs";

     chr = characterFromID("QC_officiant");

   setCharacterShipLocation(mc, "QC_port");

 }

     //apply damage and losses

 mc.chr_ai.hp_max = makeint(sti(mc.chr_ai.hp_max) * 0.9);

 mc.ship.hp = makeint(sti(mc.ship.hp) * rand(6)/10)+50;

 mc.Ship.crew.quantity = makeint(sti(mc.Ship.crew.quantity) * rand(6)/10)+5;

 mc.money = makeint(sti(mc.money) * rand(4)/10);

 string gun = mc.equip.gun;

 RemoveCharacterEquip(mc, GUN_ITEM_TYPE);

 TakeItemFromCharacter(mc, gun);

 string blade = mc.equip.blade;

 RemoveCharacterEquip(mc, BLADE_ITEM_TYPE);

 TakeItemFromCharacter(mc, blade);



     //start bedroomscene

 WaitDate("", 0,0,4,0,0);

 ChangeCharacterAddress(chr, loc, "goto3");

 DoReloadCharacterToLocation(loc, "goto", "goto2");

 Locations[FindLocation(loc)].reload.l1.disable = 0;

 Log_SetStringToLog("You regain consciousness after a long feverish sleep");

 PlaySound("AMBIENTSHOPsigh2.wav");

 Lai_SetActorType(chr);

 LAi_ActorTurnToCharacter(chr, mc);

 LAi_ActorDialog(chr,mc, "", 4.0, 1.0);

 }

    }

}



void GameOverOrg(string sName)    //ccc original GameOver function

{

    ref mc;

    int nSelect;

    string sFileName;

    //ResetSoundScheme();

    //PauseAllSounds();

 ResetSound();

 EngineLayersOffOn(false);



    mc = GetMainCharacter();



 ClearEvents();

 ClearPostEvents();

 DeleteEntities();



 if(sti(InterfaceStates.Launched)) {

     UnloadSegment(Interfaces[CurrentInterface].SectionName);

 }



 if(LoadSegment("InterfaceBaseInterface.c"))

 {

     InitBaseInterfaces();

     UnloadSegment("InterfaceBaseInterface.c");

 }

 InitSound();



 SetEventHandler(EVENT_END_VIDEO,"LaunchMainMenu_afterVideo",0);





 switch(sName)

 {

 case "sea":

     nSelect = rand(1);

     sFileName = "skeleton_on_beach";

     switch(nSelect)

     {

   case 0: sFileName = "skeleton_on_beach"; break;

   case 1: sFileName = "undersea"; break;

     }

     StartPostVideo(sFileName,1);

 break;



 case "boarding":

     StartPostVideo("skeleton_on_beach",1);

 break;



 case "land":

     StartPostVideo("blaze_land_dead",1);

 break;



 case "mutiny":

     StartPostVideo("blaze_mutiny_dead",1);

 break;

 }

 InterfaceStates.Buttons.Resume.enable = false;

 InterfaceStates.Buttons.Save.enable = false;

}

//ccc survival <-



// NK temp fix for reinit -->

void SD_Reinit()

{

    Reinit(true, true);

}

// NK <--<!--c2--></div><!--ec2-->






<b>TO</b>






<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//ccc survival ->

void GameOverE()

{

    ref mc;

    mc = GetMainCharacter();

    if(rand(100) + (makeint(mc.skill.Sneak)*3) > DEATHRATE)    // BF mar05

    {    //ccc new survival section

 LAi_SetCurHPMax(mc);

 mc.location.id = "Oxbay_fort2";//Right here im confused is that right?

 Ship_CreateForCharacter(mc, 0, "Execution")    // ccc apr03

 Sea_ReloadStart();

 PlaySound("objectsshipchargeExecution.wav");  //ccc mar20

 Log_SetStringToLog("You are here, to witness the Execution of the Infamous Pirate.");    //ccc mar20

 Log_SetStringToLog("Raiding, Pillaging, Killing of innocent people, sinking of English Warships, and insulting the Spanish Govenor.");    //ccc mar20



    }

    else

    {    //ccc call original GameOver function

 GameOverOrg("Oxbay_fort2");

 DeleteSeaEnvironment();

    }

}



void GameOver(string sName)

{

    ref mc;

    ref chr;

    string loc;

    mc = GetMainCharacter();



    if(rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE) {GameOverOrg(sName)}    //ccc call original GameOver function / BF mar05

    else    //ccc new survival section

    {

 switch(sName)

 {

 case "boarding":

     GameOverOrg(sName);

 break;



 case "mutiny":

     PlaySound("voiceDut_m_a_054.wav");  //ccc mar20

     Log_SetStringToLog("MUTINY!");  //ccc mar20

     Log_SetStringToLog(" 'Cap'n, we are rowning you to Redmond fort where you are to be executed.");  //ccc mar20

     Log_SetStringToLog(" If youre smart, you will not try to run.");  //ccc mar20

     Log_SetStringToLog("But, you have a record, so we'll have to claps you in Irons.'");  //ccc mar20



     GameOverE();

 break;



 default:

     PlaySound("trepskeletonskeleton01.wav");    //ccc mar20

     StartVideo("<Insert Execution Video here.>");    //ccc mar20

     string islandID;

     int jopa;

     jopa = GetCharacterCurrentIsland(mc);

     IslandID = Islands[jopa].id;

     if(mc.location == "Redmond_fort") IslandID = "Redmond";    //Island ID bugfix

     if(mc.location == "Oxbay_fort2") IslandID = "Oxbay";    //Island ID bugfix



 switch(IslandID)

 {

     case "FalaiseDeFleur":

     loc = "FalaiseDeFleur_fort";

     chr = characterFromID("Falaise_de_fleur_officiant");

     break;



     case "Redmond":

     loc = "Redmond_fort";

     chr = characterFromID("Redmond_officiant");

     break;



     case "Conceicao":

     loc = "Conceicao_fort";

     chr = characterFromID("Conceicao_officiant");

     break;



     case "Douwesen":

     loc = "Douwesen_fort";

     chr = characterFromID("Douwesen_officiant");

     break;



     case "Oxbay":

     loc = "Greenford_fort"

     chr = characterFromID("Greenford_officiant");

     break;



     case "IslaMuelle":

     loc = "Muelle_fort";

     chr = characterFromID("Muelle_officiant");

     break;



     //default: // scheffnow - bfd

     loc = "QC_Tavern_upstairs";

     chr = characterFromID("QC_officiant");

   setCharacterShipLocation(mc, "QC_port");

 }

     //apply damage and losses

 mc.chr_ai.hp_max = makeint(sti(mc.chr_ai.hp_max) * 0.9);

 mc.ship.hp = makeint(sti(mc.ship.hp) * rand(6)/10)+50;

 mc.Ship.crew.quantity = makeint(sti(mc.Ship.crew.quantity) * rand(6)/10)+5;

 mc.money = makeint(sti(mc.money) * rand(4)/10);

 string gun = mc.equip.gun;

 RemoveCharacterEquip(mc, GUN_ITEM_TYPE);

 TakeItemFromCharacter(mc, gun);

 string blade = mc.equip.blade;



     //start bedroomscene

 WaitDate("", 0,0,4,0,0);

 ChangeCharacterAddress(chr, loc, "goto3");

 DoReloadCharacterToLocation(loc, "goto", "goto2");

 Locations[FindLocation(loc)].reload.l1.disable = 0;

 Log_SetStringToLog("You regain consciousness after a long feverish sleep");

 PlaySound("AMBIENTSHOPsigh2.wav");

 Lai_SetActorType(chr);

 LAi_ActorTurnToCharacter(chr, mc);

 LAi_ActorDialog(chr,mc, "", 4.0, 1.0);

 }

    }

}



void GameOverOrg(string sName)    //ccc original GameOver function

{

    ref mc;

    int nSelect;

    string sFileName;

    //ResetSoundScheme();

    //PauseAllSounds();

 ResetSound();

 EngineLayersOffOn(false);



    mc = GetMainCharacter();



 ClearEvents();

 ClearPostEvents();

 DeleteEntities();



 if(sti(InterfaceStates.Launched)) {

     UnloadSegment(Interfaces[CurrentInterface].SectionName);

 }



 if(LoadSegment("InterfaceBaseInterface.c"))

 {

     InitBaseInterfaces();

     UnloadSegment("InterfaceBaseInterface.c");

 }

 InitSound();



 SetEventHandler(EVENT_END_VIDEO,"LaunchMainMenu_afterVideo",0);





 switch(sName)

 {

 case "sea":

     nSelect = rand(1);

     sFileName = "skeleton_on_beach";

     switch(nSelect)

     {

   case 0: sFileName = "skeleton_on_beach"; break;

   case 1: sFileName = "undersea"; break;

     }

     StartPostVideo(sFileName,1);

 break;



 case "boarding":

     StartPostVideo("skeleton_on_beach",1);

 break;



 case "land":

     StartPostVideo("blaze_land_dead",1);

 break;



 case "mutiny":

     StartPostVideo("blaze_mutiny_dead",1);

 break;

 }

 InterfaceStates.Buttons.Resume.enable = false;

 InterfaceStates.Buttons.Save.enable = false;

}

//ccc survival <-



// NK temp fix for reinit -->

void SD_Reinit()

{

    Reinit(true, true);

}

// NK <--<!--c2--></div><!--ec2--><b></b>
 
Well that's quite fast <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
****Update****

<img src="http://www.pix8.net/files/Shipmusket.jpg" border="0" class="linked-image" />
 
well vassal...that musketeer looks amazing!

Well...all i had to do was change it around...i still have some work to do...bu its ALMOST done! Vassal this is gonna be amazing!
 
I'll be very interested to see how this all turns out - good work, everyone! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Any update matey? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
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