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items bringing skill passed 10

Glabrezu

Landlubber
heres a little mod i figured out to allow items that add to skills to bring them passed the max of 10 *not sure if anyone else has posted this, if they have all apologies*
i figured it out when i was trying to use this mod that allowed skills to go passed 10 in the stock PoTc game
it didnt work with the build i had... and eh, i must have been haviong a good day with flashes of brilliant intuition *i think that burnt up all my brain cells for the next 10 years* ok im rambling ill stop now

in the PoTc folder open PROGRAM folder then Characters folder
then open up the characterUtilites.c file
you have to change 4 things, incase of misshap id make a copy first

find the lines

mod = sti(_refCharacter.(tempattr));
if(skillN + mod > 10) skillN = 10;
else skillN += mod;

and change it to this


mod = sti(_refCharacter.(tempattr));
if(skillN + mod > 10) skillN = skilln + mod;
else skillN += mod;

next find the lines


_refCharacter.(tempattr) = lowest + mod - skillN;
if(lowest + mod > 10) skillN = 10;
else skillN = lowest + mod;

and change it to

_refCharacter.(tempattr) = lowest + mod - skillN;
if(lowest + mod > 10) skillN = skilln + mod;
else skillN = lowest + mod;


the next one to change is just below it


if(skillN + mod > 10) skillN = 10;
else skillN += mod;
_refCharacter.(tempattr) = mod;

change that to this


if(skillN + mod > 10) skillN = skilln + mod;
else skillN += mod;
_refCharacter.(tempattr) = mod;


then last but not least

if( skillN<=10 ) return skillN;
trace("Character ID = "+_refCharacter.id + "have skill "+skillName + " = "+skillN);
return 10;


change it to this


if( skillN<=10 ) return skillN;
trace("Character ID = "+_refCharacter.id + "have skill "+skillName + " = "+skillN);
return skilln + mod/2;



hope i didnt mess up anywhere
i put this into my game because i didnt see why items didnt raise your max skill passed 10, i mean why stop working now? *well ok there is the commerce thing :p*
it also gives a little edge to the protoganist of the story <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> *and his henchmen*
ok thats my tuppence worth
hope this is helpful to someone
 
That's a pretty nice mod! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
I wonder if skill numbers higher than 10 are used by the game. I would like to add this into the pack, but there used to be a similar mod (the one you tried) and I suppose there must've been a reason to not add it into the Build... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
it seems to work, but the commerce thing i mentioned means that when commerce skill is passed 10 you actually make more money selling an item than the shop owner would *well with the commerce perks too*

and yeh the old skill thing i tried with one of the builds, cant remember which one *i think just the full build 12 one* didnt work unless you did what i just posted *skills wouldnt go passed 10, until you did all that i did*
but with the newest post build i have one of the parts you had to change has shifted from character.c
i was in the middle of adding how to put your skills passed 10 below the item mod when i noticed it had shifted *so i had to delete what id written lol* and im far too lazy to try and track it down *maybe at a later date*
if i do and i figure out how to mod skills passed 10, ill post later, but it may be a bit
and feel free to use this mod in anyway you like
be kinda nice if it was added to the builds, may give me an ego though o_O, ill strut around and pose and stuff
yeh have been warned
 
Don't worry about getting an ego. I am compiling the things myself and I know I have no ego whatsoever. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I'll put it in for the next version and I'll hope it'll work. If it really causes trouble, I'll take it out again, but as long as it works, there will be no need. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
awww, i wanted to develop an ego <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
ah well
i havent noticed any problems caused by it, but that doesnt mean there isnt, just i havent noticed <img src="style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />p
glad this mod has been of use to ya
gl with the rest <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
The only problem I forsee is that, since you can get multiple for every special item, and you could just keep buying and buying as you find them, and have rediculously high stats. I see the main point of 10 being the flat cap, is that it is a balancing issue.
 
the bonuses of the same type item dont stack, so having 20 bronze rings will only give you the benefit of having 1 *had to check to verify this, but was pretty sure that was the case*
but if you had a bronze ring a bronze cross and a pika... whatever thingy youd gain a bonus for each of them
there is some discrepincy *spelt right? meh* though
having a bronze ring and 10 luck puts it to 11... but having a bronze ring and amulet puts it to 13, and adding the pika thingy puts it to 14
so thats +4 not +3, which is why the last change is skilln + mod/2, if the /2 wasnt there the bonus is double what it should be, and becomes +6
as for the balancing thing, maybe your right, but i think if the item gives a plus, it should give it even if your at max skill, because its a special bonus rather than a character thing... if that makes sense
maybe put this to a vote? democracy in action!
not very pirate like though o_O
 
I thought pirates actually had the world's first more-or-less democracy. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Maybe we should check what items give skill bonusses. Some don't make any sense at all. So if we make sure that only the items that make sense to give a bonus actually do give a bonus, that would limit the bonusses you could get. Also: We could make these items extra rare. Another idea was to make these items equippable, so you can only equip a few of them, no matter how many you have. This would be possible, but not all too easy... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

I was thinking.....( yes that is what you smelled burning ) but I know the Slib Mod allowed for this, but what would be wrong in allowing the parameters to increase past 10.......that seems to be an area you can reach fairly quickly, and maybe we should look at increasing skills higher to allow more to shoot for in the game or to increase the games length and playablility
 
Hmm, you mean increading the cap to say 20 or 30, or maybe if we got crazy even higher, and then scaling it so that say 2 was equivelant to the old 1. But then make them increase at the same rate they currently do, effectively cutting progress in half or in 1/3. I'de be for it if it could be done fairly bug free.
 
Pieter, equippable items wouldn´t be that difficult:
Just "mark" the items with a type, like FLASK_ITEM_TYPE.
I mean two GUN_ITEM_TYPES are not equippable at the same time. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I we increase the skill cap to a much higher value, the same must be done for enemies. I think it should be possible, but you'd have to make sure if you've changed every single instance where the skill can is used.

To Jack Rackham: But how to code in that the skill enhancement will only work if you have it equipped? I suppose we need a bit of new code for that, don't we?
 
Yes Pieter, and my <u>guess</u> would be to put the code under
GetCharacterSkill in CharacterUtilite or under

GetItemsBonuses in items_utilite and put in some more conditions "around"

if(CheckAttribute(itm,"skill."+skillName))

maybe something like:
if(CheckAttribute(mchref,"equip."+FLASK_ITEM_TYPE)
{
skill.this or that = .......//
}


or give those items a new attribute which is checked here.
 
yeh making the items equipable is a good idea, makes more sense
increasing their cost could work too, as well as majking em more rare
as for the idea of increasing skills passed 10 through levelling, thats a good idea too, the skill cap of 10 is reached too quick
and i think the game scales the skills as your do anyway, pretty sure when i increased the skill max in an old game *build 12 maybe?* the enemy's fencing was increased
but eh... not 100%, someone would need to check
but yeh to do that the coding would have to be checked and changed, dont know how you change that since the parts you used to have to change has moved out of character.c, i had a wee look around but no luck, also
like ive mentioned before with 11 commerce and basic and advanced commerce perks you gain more money selling an item than the trader does, which is why the coding would need checked and changed
havent noticed any noticable change in the combat with higher than 10 fencing, but there may be,
either way, all these changes are beyond my meagre ability... so eh gl guys <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
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