I am seeing it. Yes.
// Jerry-rigged console file.
//put code under ExecuteConsole() below.
//NK 04-08-28
// not needed I think extern void InitShips();
#include "SDK\LocatorWrite.c"
#include "Upgrade.c";
extern void InitItems();
extern void InitCannons();
void ExecuteConsole()
{
ref pchar = GetMainCharacter();
ref ch;
int i;
int limit;
// Case 0 = Enable reload (useful when you get stuck on boarding) + Set player type (if you cannot move anymore)
switch(1) // Case 1 = Various test and cheat codes
{ // Case 2 = Location coordinate information
case 1: // Case 3 = Automatic instant cheats in port
// Case 4 = Instant teleport to Hendrick Vanderdecken
// Give ship
// ------------------
/* for (i = 0; i <= GetCompanionQuantity(PChar); i++) {
limit = GetCompanionIndex(PChar, i);
if (limit < 0) continue;
ch = GetCharacter(limit);
GiveShip2Character(ch,ch.ship.type,ch.ship.name,-1,ch.ship.stats.nation,true,true);
}*/
// GiveShip2Character(pchar,"NL_Amsterdam","Amsterdam",-1,HOLLAND,true,true);
// GiveShip2Character(pchar,"CursedDutchman","Flying Dutchman",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"QueenAnnesRevenge","Queen Anne's Revenge",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"RN_SteamFrigate","Astrea",-1,ENGLAND,true,true);
// CrimsonBlood_ModifyShip()
// GiveShip2Character(pchar,SHIP_CURSED,PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
/*
if (PreprocessText("#scursed_ship#") == "Black Pearl")
GiveShip2Character(pchar,"BlackPearl",PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
else
{
GiveShip2Character(pchar,"CrimsonBlood",PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
pchar.EmblemedSails.normalTex = "Ships\Sails\sail_Petros_black_red.tga"; // PB
pchar.EmblemedSails.nationFileName = "Ships\Sails\sail_Petros_black_red.tga"; // PB
}
*/
/*
if(!Checkattribute(pchar,"cheatship")) Pchar.cheatship = 1;
int con = sti(Pchar.cheatship);
if(con<SHIP_TYPES_QUANTITY)
{
GiveShip2Character(pchar,ShipsTypes[con].id,"Test Ship",-1,ENGLAND,true,true);
Pchar.cheatship = con +1;
}
TraceAndLog("*************************** Ship : " + ShipsTypes[con].id + " , Index : " + con + " ");
*/
// Give items
// ------------------
/*
GiveItem2Character(PChar, "compass3");
EquipCharacterByItem(pchar, "compass3");
GiveItem2Character(pchar, "spyglass4");
EquipCharacterByItem(pchar, "spyglass4");
GiveItem2Character(pchar, "clock2");
EquipCharacterByItem(pchar, "clock2");
GiveItem2Character(pchar,"blade26+3");
EquipCharacterByItem(pchar, "blade26+3");
GiveItem2Character(pchar,"pistol3_14");
EquipCharacterByItem(pchar, "pistol3_14");
GiveItem2Character(pchar, "sextant");
GiveItem2Character(pchar, "Trident_Neptune");
GiveItem2Character(pchar, "mapKhaelRoa");
GiveItem2Character(pchar, "mapAntigua");
GiveItem2Character(pchar, "mapCayman");
GiveItem2Character(pchar, "mapConceicao");
GiveItem2Character(pchar, "mapCuba");
GiveItem2Character(pchar, "mapDouwesen");
GiveItem2Character(pchar, "mapFalaiseDeFleur");
GiveItem2Character(pchar, "mapGuadeloupe");
GiveItem2Character(pchar, "mapHispaniola");
GiveItem2Character(pchar, "mapIslaMuelle");
GiveItem2Character(pchar, "mapOxbay");
GiveItem2Character(pchar, "mapQuebradasCostillas");
GiveItem2Character(pchar, "mapRedmond");
GiveItem2Character(pchar, "mapSaintMartin");
GiveItem2Character(pchar, "mapTurks");
GiveItem2Character(pchar, "mapAruba");
GiveItem2Character(pchar, "mapCuracao");
GiveItem2Character(pchar, "mapEleuthera");
GiveItem2Character(pchar, "mapRedmond_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Cave");
GiveItem2Character(pchar, "mapDouwesen_Cave");
GiveItem2Character(pchar, "mapKhaelRoa_TempleGround");
GiveItem2Character(pchar, "mapKhaelRoa_TempleUpper");
*/
/*
GiveItem2Character(Pchar, "skull_ring");
GiveItem2Character(Pchar, "moccasins");
GiveItem2Character(Pchar, "mayan_compass");
GiveItem2Character(Pchar, "empty_pipe");
GiveItem2Character(Pchar, "dried_mushrooms");
GiveItem2Character(Pchar, "bladeflint");
GiveItem2Character(Pchar, "pistolsteel");
*/
// Models and Times (for screenshot-making)
// ------------------
// GiveModel2Player("Jack",true);
// SetNextWeather("Clear");
// SetCurrentTime(00.00, 0); // NIGHT1.COL
// SetCurrentTime(06.00, 0); // EVENING3.COL
// SetCurrentTime(12.00, 0); DAY1.COL
// SetCurrentTime(20.00, 0); //MORNING1.COL
// CycleThroughTexturedModels("Town_Redmond\Town_04");
// ReloadToTexturedModel("Town_Redmond\Town_03", "ENGLAND");
// Jerry-rigged console file.
//put code under ExecuteConsole() below.
//NK 04-08-28
// not needed I think extern void InitShips();
#include "SDK\LocatorWrite.c"
#include "Upgrade.c";
extern void InitItems();
extern void InitCannons();
void ExecuteConsole()
{
ref pchar = GetMainCharacter();
ref ch;
int i;
int limit;
// Case 0 = Enable reload (useful when you get stuck on boarding) + Set player type (if you cannot move anymore)
switch(1) // Case 1 = Various test and cheat codes
{ // Case 2 = Location coordinate information
case 1: // Case 3 = Automatic instant cheats in port
// Case 4 = Instant teleport to Hendrick Vanderdecken
// Give ship
// ------------------
/* for (i = 0; i <= GetCompanionQuantity(PChar); i++) {
limit = GetCompanionIndex(PChar, i);
if (limit < 0) continue;
ch = GetCharacter(limit);
GiveShip2Character(ch,ch.ship.type,ch.ship.name,-1,ch.ship.stats.nation,true,true);
}*/
// GiveShip2Character(pchar,"NL_Amsterdam","Amsterdam",-1,HOLLAND,true,true);
// GiveShip2Character(pchar,"CursedDutchman","Flying Dutchman",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"QueenAnnesRevenge","Queen Anne's Revenge",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"RN_SteamFrigate","Astrea",-1,ENGLAND,true,true);
// CrimsonBlood_ModifyShip()
// GiveShip2Character(pchar,SHIP_CURSED,PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
/*
if (PreprocessText("#scursed_ship#") == "Black Pearl")
GiveShip2Character(pchar,"BlackPearl",PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
else
{
GiveShip2Character(pchar,"CrimsonBlood",PreprocessText("#scursed_ship#"),-1,PIRATE,true,true);
pchar.EmblemedSails.normalTex = "Ships\Sails\sail_Petros_black_red.tga"; // PB
pchar.EmblemedSails.nationFileName = "Ships\Sails\sail_Petros_black_red.tga"; // PB
}
*/
/*
if(!Checkattribute(pchar,"cheatship")) Pchar.cheatship = 1;
int con = sti(Pchar.cheatship);
if(con<SHIP_TYPES_QUANTITY)
{
GiveShip2Character(pchar,ShipsTypes[con].id,"Test Ship",-1,ENGLAND,true,true);
Pchar.cheatship = con +1;
}
TraceAndLog("*************************** Ship : " + ShipsTypes[con].id + " , Index : " + con + " ");
*/
// Give items
// ------------------
/*
GiveItem2Character(PChar, "compass3");
EquipCharacterByItem(pchar, "compass3");
GiveItem2Character(pchar, "spyglass4");
EquipCharacterByItem(pchar, "spyglass4");
GiveItem2Character(pchar, "clock2");
EquipCharacterByItem(pchar, "clock2");
GiveItem2Character(pchar,"blade26+3");
EquipCharacterByItem(pchar, "blade26+3");
GiveItem2Character(pchar,"pistol3_14");
EquipCharacterByItem(pchar, "pistol3_14");
GiveItem2Character(pchar, "sextant");
GiveItem2Character(pchar, "Trident_Neptune");
GiveItem2Character(pchar, "mapKhaelRoa");
GiveItem2Character(pchar, "mapAntigua");
GiveItem2Character(pchar, "mapCayman");
GiveItem2Character(pchar, "mapConceicao");
GiveItem2Character(pchar, "mapCuba");
GiveItem2Character(pchar, "mapDouwesen");
GiveItem2Character(pchar, "mapFalaiseDeFleur");
GiveItem2Character(pchar, "mapGuadeloupe");
GiveItem2Character(pchar, "mapHispaniola");
GiveItem2Character(pchar, "mapIslaMuelle");
GiveItem2Character(pchar, "mapOxbay");
GiveItem2Character(pchar, "mapQuebradasCostillas");
GiveItem2Character(pchar, "mapRedmond");
GiveItem2Character(pchar, "mapSaintMartin");
GiveItem2Character(pchar, "mapTurks");
GiveItem2Character(pchar, "mapAruba");
GiveItem2Character(pchar, "mapCuracao");
GiveItem2Character(pchar, "mapEleuthera");
GiveItem2Character(pchar, "mapRedmond_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Cave");
GiveItem2Character(pchar, "mapDouwesen_Cave");
GiveItem2Character(pchar, "mapKhaelRoa_TempleGround");
GiveItem2Character(pchar, "mapKhaelRoa_TempleUpper");
*/
/*
GiveItem2Character(Pchar, "skull_ring");
GiveItem2Character(Pchar, "moccasins");
GiveItem2Character(Pchar, "mayan_compass");
GiveItem2Character(Pchar, "empty_pipe");
GiveItem2Character(Pchar, "dried_mushrooms");
GiveItem2Character(Pchar, "bladeflint");
GiveItem2Character(Pchar, "pistolsteel");
*/
// Models and Times (for screenshot-making)
// ------------------
// GiveModel2Player("Jack",true);
// SetNextWeather("Clear");
// SetCurrentTime(00.00, 0); // NIGHT1.COL
// SetCurrentTime(06.00, 0); // EVENING3.COL
// SetCurrentTime(12.00, 0); DAY1.COL
// SetCurrentTime(20.00, 0); //MORNING1.COL
// CycleThroughTexturedModels("Town_Redmond\Town_04");
// ReloadToTexturedModel("Town_Redmond\Town_03", "ENGLAND");