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    Maelstrom New Horizons


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Items List

I'll change that -1 to +1 then. That'll solve one more complaint about the game. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I just noticed something odd in initItems.c. In the piece of code as shown below, holycross2, holycross3, tatt1, tatt2, tatt3, tatt4 and tatt5 give no skill increase at all, even though I recall that they did in the past. Looks like a mistake in the code to me. Also an idea: Set the Lockpick to +1 Luck.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> I forgot that the skill increases with the tatoos are now given in the Opium Den dialog file and not through the items anymore, so this isn't a problem anymore. I don't know about the holy crosses though. You get these from the monks walking around the archipelago at the penalty of not being able to save.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //-----------|--|------------|----------|---|----|-----|-----|----|--O-|--|--|----|---|---|---|---|---|---|---|---|---|--O--|-|-|-skipsell--
    // CURSED COINS:
    //--------------------------------------------------------------------------------------------------------------------------------------------------
    n = InitItem(n,"cursedcoin", "",        4,    15,    0.05,  3,    0,   0,   0, 0, 0,   0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);// Original cursed coin, special item
    //--------------------------------------------------------------------------------------------------------------------------------------------------
    // HOLY ITEMS:
    //--------------------------------------------------------------------------------------------------------------------------------------------------
    // scheffnow -->
    n = InitItem(n,"holycross1", "",        8,    1,    0.01,  0,    0,   0,   1, 1, 1,     +4, +4, +1, +1, +1, +1, +1, +1, +1, +4,    1,1,1,1);
    n = InitItem(n,"holycross2", "",        8,    2,    0.10,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    n = InitItem(n,"holycross3", "",        8,    3,    0.01,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    // scheffnow <--
    //--------------------------------------------------------------------------------------------------------------------------------------------------
    // TATTOOS:
    //--------------------------------------------------------------------------------------------------------------------------------------------------
    // Alan_Smithee Opium Den & Tattoos -->
    n = InitItem(n,"tatt1",     "",    "medals2",    5,    0.10,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    n = InitItem(n,"tatt2",     "",    "medals2",    7,    0.10,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    n = InitItem(n,"tatt3",     "",    "medals2",    8,    0.10,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    n = InitItem(n,"tatt4",     "",    "medals2",    9,    0.10,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    n = InitItem(n,"tatt5",     "",    "medals2", 10,    0.10,  0,    0,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,1,1,1);
    // Alan_Smithee Opium Den & Tattoos <--
    //--------------------------------------------------------------------------------------------------------------------------------------------------
    n = InitItem(n,"lockpick",     "",            8,    8,    0.10,  5,   10,   0,   0, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,    1,0,0,1); // Lockpick<!--c2--></div><!--ec2-->
 
by the way: is that wierd bug with the aztec coins fixed in the next update? you know, that they are replaced by regular coins?
 
I just checked and normal cursed coins work just fine. But these don't even have the -1 luck penalty, which is pretty odd.
 
darn, i want to sell the stuff! i've got 50000 of them! i still can't sell all those stealth weapons though, but that's a minor nuisance.
 
I'm trying to do a treasure quest to see what the problem IS exactly, but the first treasure chest I found was empty and now I need to find a treasure at Turks, but I don't know where it is. It's supposed to be at a beach with a shipwreck, but where is that beach?
 
i don't believe it---you actually managed to get the only treasure quest that's bugged at the second try! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> i posted that bug on the bug tracker. the locator for the treasure chest is missing, so don't bother. and it's not exactly a shipwreck, more like a dinghywreck. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

NEWS! commodore john paul jones just made the flying dutchman in a few minutes! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> it needs details to bo added, but the base is definatly there.
 
no, i think he has drawned the RIGHT texture over it in paint, as how it should be. I THINK, dont know exactly, cause i dont think that CJPJ can model, or does he?
 
don't spoil the moment! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> i know it's just repainted for the most part, but look more closely at the stern. you will also notice the changed bowsprit and the added seaweed.
 
One more thing Roric.

If you have sapphires in your inventory in a saved game and you do the reinit, those items don't change.

You'll need to sell those, then reinit for it to change from -1 to +1 commerce.
 
A thanks, I'll try that today.<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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