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...I've got a new idea...

FireBat

Landlubber
Storm Modder
Pirate Legend
Okay, so Im starting to get a little annoyed with all the oogy boogy stuff. Mainly the idols and such. I dont even bother picking them up, as I find them rediculous. I have thought that instead of bronze rings, crosses, and idols, how about manuals?

So you find a heavy weapon fighting manual. When you equip the manual it increases your heavy weapon fighting skill by 2 points, and then disappears. The same could be done to replace rings, and pendants.

The oogy boogy items could be kept, and just sold for gold.

Let me know what you think..and I'll see if can figure out how to do it
 
In the PotC Build Mod, we added a whole bunch of buyable books that increase (or decrease) skills. You might want to have a quick look at that. The book names and descriptions are quite entertaining and we've got a bunch of different interface icons for them too.
 
really? Well that will certainly make things easier. I guess in part this will contribute to the whole porting over bit as well
 
This sounds like a great idea FB, and since its already in POTC it shouldn't be too hard to port over. It would help if you knew who made the mod and see if its up on the POTC FTP or the POTC build FTP.
 
Code:
// BOOKS: added by Short Jack Gold
//--------------------------------------------------------------------------------------------------------------------------------------------------
n = InitItem(n,"book1",  "",		   13,  3,	0.05,  7,	1500, 0,   1, 0, 0,	  0,  0,  0,  0,  0, +2,  0, -1,  0,  0,    0,0,0,1);// Black Bart's Bumper Book of Boarding
n = InitItem(n,"book2",  "",		   13,  4,	0.12,  4,	1800, 0,   1, 0, 0,	  0,  0, +1,  0,  0,  0,  0,  0, +1, -1,    0,0,0,1);// Boelen Algebra
n = InitItem(n,"book9",  "",		   13,  1,	0.32,  3,	 200, 0,   1, 0, 0,	  0,  0,  0,  0,  0, +1,  0, +1,  0, -2,    0,0,0,1);// Cooking With Albatross
n = InitItem(n,"book10", "",		   13, 13,	0.12,  1,	 500, 0,   1, 0, 0,	  0, -1,  0,  0,  0,  0,  0, +1,  0,  0,    0,0,0,1);// Definitive Defence
n = InitItem(n,"book3",  "",		   11, 15,	0.15,  3,	1100, 0,   1, 0, 0,	 -1,  0,  0,  0,  0,  0,  0,  0, +2,  0,    0,0,0,1);// Drow's Double Your Dubloons
n = InitItem(n,"book11", "",		   13, 11,	0.23,  11,	 700, 0,   1, 0, 0,	  0,  0,  0, +1, -1,  0,  0,  0,  0,  0,    0,0,0,1);// Fighting Forts
n = InitItem(n,"book12", "",		   13,  5,	0.18,  6,	 900, 0,   1, 0, 0,	  0,  0,  0, -1,  0,  0,  0,  0,  0, +1,    0,0,0,1);// Great Gun Sights
n = InitItem(n,"book13", "",		   13,  6,	0.17,  2,	 800, 0,   1, 0, 0,	 +1,  0, -1,  0,  0,  0,  0,  0,  0,  0,    0,0,0,1);// Handy Sea Phrases
n = InitItem(n,"book4",  "",		   13, 14,	0.11,  5,	1300, 0,   1, 0, 0,	  0,  0, +2,  0,  0,  0,  0,  0,  0, -1,    0,0,0,1);// Hook's Book
n = InitItem(n,"book14", "",		   13,  8,	0.19,  1,	 400, 0,   1, 0, 0,	  0,  0,  0,  0,  0, -1,  0, +1,  0,  0,    0,0,0,1);// How to Repel Boarders
n = InitItem(n,"book5",  "",		   13, 15,	0.13,  2,	 900, 0,   1, 0, 0,	  0,  0,  0,  0,  0, -1, +1,  0,  0,  0,    0,0,0,1);// Morgan's Missing Mizzen
n = InitItem(n,"book6",  "",		   13,  9,	0.10,  3,	 800, 0,   1, 0, 0,	  0,  0,  0,  0, +1,  0,  0, -1,  0,  0,    0,0,0,1);// Morgan's Mast Mashing
n = InitItem(n,"book7",  "",		   11, 14,	0.20,  2,	1000, 0,   1, 0, 0,	  0,  0, +1,  0,  0,  0,  0,  0, -1,  0,    0,0,0,1);// Morgan's Almanac
n = InitItem(n,"book8",  "",		   13,  2,	0.23,  6,	1650, 0,   1, 0, 0,	 -1,  0,  0,  0,  0,  0,  0, +2,  0,  0,    0,0,0,1);// Pirating With Petros
n = InitItem(n,"book15", "",		   13, 12,	0.16,  6,	 500, 0,   1, 0, 0,	  0,  0,  0,  0,  0,  0, +1,  0, -1,  0,    0,0,0,1);// Ship Repair Without Nails
// PB: SuperDurnius' work on books is now used; numers 7, 10 and 16 remain unused but could be used for future books
//     Some skill modifiers changed; all modders' books now give more bonus points than minus points
this is in Program/items in PotC

It looks like Short Jack Gold created the original booksm and SuperDurnius followed it up.

Unfortuantly neither user has a a folder in the ftp. I'm not exactly sure what i am looking at here
 
It's only a couple of files where the book code is found.
It's in PROGRAM\ITEMS\initItems.c for the item definitions
and RESOURCE\INI\TEXTS\English\ItemsDescribe.txt (if I recall)
where the textual descriptions are.
And then RESOURCE\Textures\INTERFACES\items##.tga.tx for the book interface pictures.

The descriptions were by Short Jack Gold, if I recall.
SuperDurnius did the interface pictures.
 
yes, I have found all the files required. However, I dont think it is as simple as dropping all the code from the PotC files to the files of the same name in COAS..tho i will try that anyway..xD:
 
You'll definitly need to recode the initItems.c entries.
The PotC system was written for the Build Mod and is probably very different from CoAS.
Still, that's just a matter of translating.
The rest, I imagine, should be fairly similar.
 
I am having a hard time figuring out what governs the attributes of the items. What part of the code says that this adds +10 heavy weapns?
below is the inititems part for the Image of the Jaguar-Warrior

Code:
	makeref(itm,Items[n]);
itm.id = "indian12";
itm.name = "itmname_indian12";
itm.describe = "itmdescr_indian12";
itm.model = "sapphire";
itm.picIndex = 12;
itm.picTexture = "ITEMS_5";
//	itm.shown = false;
// boal 19.01.2004 -->
itm.price = 1230;
itm.Weight = 10;

itm.Monster.rare = 0.3;
itm.Monster.min = 1;
itm.Monster.max = 1;

itm.Warrior.rare = 0.1;
itm.Warrior.min = 1;
itm.Warrior.max = 1;

itm.Citizen.rare = 0.2;
itm.Citizen.min = 1;
itm.Citizen.max = 1;

itm.Citizen_f.rare = 0.2;
itm.Citizen_f.min = 1;
itm.Citizen_f.max = 1;

itm.Solder.rare = 0.001;
itm.Solder.min = 1;
itm.Solder.max = 1;
// boal 19.01.2004 <--
itm.minlevel = 7;
itm.rare = 0.001;
n++;

...a little confuzled here
 
I found this in initItems.C.

Code:
makeref(itm,Items[n]);
itm.id = "blade5";  //Êèíæàë
itm.groupID = BLADE_ITEM_TYPE;
itm.name = "itmname_blade5";
itm.describe = "itmdescr_blade5";
itm.folder = "items";
itm.model = "blade5";
itm.picIndex = 9;
itm.picTexture = "ITEMS_6";
// boal 19.01.2004 -->
itm.price = 80;
itm.Weight = 1;
// boal 19.01.2004 <--
itm.dmg_min = 3.0;
itm.dmg_max = 35.0;
itm.piercing = 25;
itm.minlevel = 0;
itm.rare = 0.1;
itm.block = 5;
itm.param.time = 0.1;
itm.param.colorstart = argb(64, 64, 64, 64);
itm.param.colorend = argb(0, 32, 32, 32);
itm.FencingType = "FencingLight";
itm.ItemType = "WEAPON";
n++;

Code:
makeref(rnditem,RandItems[27]);
rnditem.id = "blade5";
rnditem.maxQuantity = 1;

This code obviously controls the amount of iteam's you will get per purchase.
 
I am looking through Officerpuppy's custom cuirass to see if i discover what makes the item increase attributes...
Code:
makeref(itm,Items[n]);
itm.id = "suit_4";// Privateer <-----Officerpuppy 03/02/10
itm.groupID = CIRASS_ITEM_TYPE;
itm.Clothes = true;
itm.name = "itmname_suit_4";
itm.describe = "itmdescr_suit_4";
itm.folder = "items";
itm.model = "6";
itm.picIndex = 4;
itm.picTexture = "ITEMS_14";
itm.price = 20;
itm.Weight = 6;
itm.CirassLevel = 0.0;
itm.minlevel = 5;
itm.rare = 0.01;
itm.ItemType = "SUPPORT";
n++;
but its either hiding on me, or its in another file...If i can figure it out here, i can create new items that increase attributes. Then I can hopefully figure out how to make the item disappear, but the attribute change to stay.
 
I would expect a file in Program\characters would be the place to look for how it effects the character's.

For example i just found this in RPGUtilite

Code:
// itmname_jewelry8	{Bronze Ring} +1 óäà÷à
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_FORTUNE, "jewelry8", 1);

// Èäîë Ïèêàõóàòëà +1 óäà÷à
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_FORTUNE, "indian7", 1);

// Weird Animal Figurine (-1 àâòîðèòåò)
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "indian2", -1);

// itmname_jewelry4	{Èçóìðóä} (+1 àâòîðèòåò)
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "jewelry4", 1);

// Small Mosaic (+1 òîðãîâëÿ)
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_COMMERCE, "indian3", 1);

Here's an example of one iteam giving a bonus and another reducing the chatacter's ability in a skill.

Code:
// itmname_indian14	{Èäîë Èõòèëîêñòóìáà} (+2 òîðãîâëÿ, -2 àâòîðèòåò).
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "indian14", -2);
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_COMMERCE, "indian14", 2);
 
Look in Program\characters one or more files might have what your looking for, bellow is examples of what i found in RPGUtilite.

Code:
// itmname_jewelry8	{Bronze Ring} +1 óäà÷à
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_FORTUNE, "jewelry8", 1);

// Èäîë Ïèêàõóàòëà +1 óäà÷à
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_FORTUNE, "indian7", 1);

// Weird Animal Figurine (-1 àâòîðèòåò)
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "indian2", -1);

// itmname_jewelry4	{Èçóìðóä} (+1 àâòîðèòåò)
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "jewelry4", 1);

// Small Mosaic (+1 òîðãîâëÿ)
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_COMMERCE, "indian3", 1);

and

Code:
// itmname_indian22	{ñòðàííàÿ âåùü} (+2 çàùèòà, +1 ôåõòîâàíèå, -1 àâòîðèòåò è óäà÷à).
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_F_LIGHT, "indian22", 1);
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_DEFENCE, "indian22", 2);
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "indian22", -1);
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_FORTUNE, "indian22", -1);

Haha, sorry about that my page closed when it was posting the reply after i hit submit and i thourght it hadn't posted. Next time i will check before posting another message.
 
Thats exatly what i was looking for. I wonder why that file didnt show why i typed in the perameters...thanks matey!
 
Hmm... the PotC skill-increase code seems to be quite simpler to work with.
You can just add it in the initItems.c entry instead.
Maybe CoAS could be recoded to work like that too.
But that'd be a little bit more advanced than just the simplest coding...
 
Thats exatly what i was looking for. I wonder why that file didnt show why i typed in the perameters...thanks matey!

No problem bud. :onya

You use the search engine to find what your looking for within files?

I like to search manually, i know it takes longer but i get to see things i wouldn't see if i didn't, and sometimes i stop and look at what ever it is i have found and take note of it if its something i want to come back to later on. ;)
 
I like the book idea. Although it assumes that our pirate can read :mm

I think its still more likely that a pirate could read than a statue could influence your fighting skill :facepalm

Hmm... the PotC skill-increase code seems to be quite simpler to work with.
You can just add it in the initItems.c entry instead.
Maybe CoAS could be recoded to work like that too.
But that'd be a little bit more advanced than just the simplest coding...


Well, i think it would be best to let the code work like the dev's ment it to for now. Anything beyond simple coding is past what i am capable of. I am suprised that I am able to do this much

No problem bud. :onya

You use the search engine to find what your looking for within files?

I like to search manually, i know it takes longer but i get to see things i wouldn't see if i didn't, and sometimes i stop and look at what ever it is i have found and take note of it if its something i want to come back to later on. ;)

As it turns out i had doen 2 things wrong. 1) I forgot to index the part that i was searching. 2) I hadnt let the search go on long enough.

Let me know what you think about this:
Each Skill has 3 volumes, Beginners (which increases attribute by 1) Intermidiate (which increases attribute by 2) and Advanced (which increases attribute by 3) Being that i am such a beginner, there is a bonus that i would like to add, but I am not sure I could do. When the player has all three volumes in his/her inventory, the player recieves a 4 point bonus to said attribute.

The other option I had in mind, was that the manuals could be found, them being of various effectivness, and read. After read/equiped, the player would receive an skill increase, and the book would dissappear, yet the skill increase would remain. Of course, this is quite above my abilities.
 
An Update:
I have complete the pictures to be used for the books. Thanks again to SuperDurnius for letting me adulterate his beautiful books.

w9uzhz.jpg

vq5m6f.jpg

23mvjg9.jpg

snouqc.jpg



I realise that they all look very similar, but they are part of "THE COMPLETE SAILORS GUIDE TO PRIVATEERING" collection (patent pending xD:)

My next step is to create a title and a short description for each book. After which, i hope, that will give me enough time to figure out how I want these coded.
 
You might want to have a look through the PotC Build Mod titles and descriptions.
They're quite witty. :cheeky

Nice images too! They've actually got a relation to what they'll be for!
In PotC, we just used a random selection of book pictures,
not particularly related to the content. :onya
 
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