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character.init file

DevilSpawnX

Landlubber
Ok, I have totally messed up my POTC game.... Any chance one of you guys can post a completely unedited, unhacked character.init file? I never make backups, so I need one. Thanks in advance.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> DevilSpawnX, and welcome aboard! Pull up a keg, have a seat, and have a couple on us! <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" />

Glad to see you've found your way into these fair waters, and hope you visit often!

This should do ya:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#include "charactersinitFalaiseDeFleur.c"

#include "charactersinitRedmond.c"

#include "charactersinitIslaMuelle.c"

#include "charactersinitOxbay.c"

#include "charactersinitConceicao.c"

#include "charactersinitDouwesen.c"

#include "charactersinitofficers.c"

#include "charactersinitStoryCharacters.c"

#include "charactersinitTempQuestCharacters.c"

#include "charactersinitOther.c"

#include "charactersinitQuebradasCostillas.c"

#include "charactersinitTempQuestEnemy.c"

#include "charactersinitFortCommandants.c"

#include "charactersinitUsurers.c"

#include "charactersinitItem Traders.c"

#include "charactersinitNK Characters.c" // NK



// Set characters initial data



void CreateCharacters()

{

 ref ch;

    int n;



    for(n=0; n<TOTAL_CHARACTERS; n++)

    {

 makeref(ch,Characters[n]);

 //DeleteAttribute(ch,"act");

 DeleteAttribute(ch,"");

 //Logic data

 ch.id = "0";

 ch.index = n;

 ch.sex = "man";

 //Model data

 ch.model = "none";

 ch.model.entity = "NPCharacter";

 ch.model.animation = "";

 //Address

 ch.location = "none";

 ch.location.group = "";

 ch.location.locator = "";

 ch.location.from_sea = "";

 //Ship data

 ch.Ship.Type = SHIP_NOTUSED_TYPE_NAME;//SHIP_LUGGER; // PS

 //Quest data

 ch.Dialog.CurrentNode = "First time";

 ch.Dialog.TempNode = ch.Dialog.CurrentNode;

 ch.quest.meeting = "0";

 ch.quest = "True";

 //Misc data

 ch.nation = ENGLAND;

 ch.skill.freeskill = 0;

 ch.rank = 1;

 ch.reputation = REPUTATION_NEUTRAL;

 // battle hp

 ch.headModel = "capitan";

 LAi_SetLoginTime(ch, 6.0, 21.98333);

 LAi_SetHP(ch, LAI_DEFAULT_HP, LAI_DEFAULT_HP_MAX);

 // boal 05.09.03 offecer need to go to abordage -->

 ch.AbordageMode = makeint(1);

 // boal 05.09.03 offecer need to go to abordage <--

    }



    ReloadProgressUpdate();



    makeref(ch,Characters[0]);  //Blaze Devlin

    //ch.perks.list.InstantBoarding = true;

    ch.name  = "Nathaniel";

    ch.lastname = "Hawk";

    ch.id  = "Blaze";

    ch.nation    = ENGLAND;

    ch.model    = "Animists1"; // NK

    ch.activity_begin = "0";

    ch.activity_end = "24";

    ch.sex = "man";

    ch.luck = 4;

//    ch.spyglass.itemID = COMMON_SPYGLASS;

//    ch.gun.itemID = GUN_COMMON;

//    ch.gun = "gun";

//    ch.blade = "dagger";

//    ch.blade.itemID = BLADE_DAGGER;

//    ch.blade.time = 0.1;

//    ch.blade.colorstart = argb(64, 64, 64, 64);

//    ch.blade.colorend = argb(0, 32, 32, 32);

    ch.location    = "";

    ch.location.group = "";

    ch.location.locator = "";

    ch.Dialog.Filename = "blaze_dialog.c";

    ch.rank  = START_RANK; // NK

    ch.reputation = "50";

    ch.experience = intRet(sti(ch.rank) > 1, CalculateExperienceFromRank(sti(ch.rank)), 0); // NK

    ch.skill.Leadership = "1";

    ch.skill.Fencing = "1";

    ch.skill.Sailing = "1";

    ch.skill.Accuracy = "1";

    ch.skill.Cannons = "1";

    ch.skill.Grappling = "1";

    ch.skill.Repair = "1";

    ch.skill.Defence = "1";

    ch.skill.Commerce = "1";

    ch.skill.Sneak = "1";

    ch.skill.freeskill = sti(ch.rank) * 2; // NK

    ch.perks.freepoints = sti(ch.rank); // NK

    ch.money = START_MONEY; // NK

    ch.Ship.Name = "Victory";

    ch.Ship.Type = START_SHIP(); // PS

    ch.Ship.Stopped = true;

    //ch.Ship.Cannons.Type = CANNON_TYPE_TEST;

    ch.FaceId = 31;

    ch.ShipSlot1.Type=SHIP_NOTUSED;

    ch.ShipSlot1.Name="NoName";

    ch.ShipSlot2.Type=SHIP_NOTUSED;

    ch.ShipSlot2.Name="NoName";

    ch.ShipSlot3.Type=SHIP_NOTUSED;

    ch.ShipSlot3.Name="NoName";



    ch.quest.Contraband.relation = 50;

    ch.quest.RelationAgentMet = "0";

    ch.quest.gambling = "0";

    ch.quest.friend_in_tavern = "";

    ch.quest.main_line = "0";

    ch.quest.killed.pirates = "0";

    Ch.quest.Story_LeavingOxbay.win_condition.l1 = "location";

    Ch.quest.Story_LeavingOxbay.win_condition.l1.character = "Blaze";

    Ch.quest.Story_LeavingOxbay.win_condition.l1.location = "Oxbay";

    Ch.quest.Story_LeavingOxbay.win_condition = "Story_leavingOxbay";

    Ch.quest.Story_LeavingOxbay.fail_condition = "Story_leavingOxbay";



/*    string stmp;

    stmp = GUN_COMMON;    Ch.items.(stmp) = 1;

    stmp = POTION;    Ch.items.(stmp) = 2;

    stmp = BLADE_SABER;    Ch.items.(stmp) = 1;

    stmp = CHEAP_SPYGLASS;    Ch.items.(stmp) = 1;*/



    // RM -->

    ch.land = 0;

    ch.wealth = 500;

    string sNat;

    for(int nat; nat < MAX_NATIONS; nat++)

    {

 sNat = nat;

 ch.nations.(sNat).Rank = 0;

 ch.nations.(sNat).OldRank = 0;

    }

    ch.married = false;

    // RM <--

    ChangeName(GetMainCharacter()); // NK, this sets mainchar name to name in ..BuildSettings.h // Scheffnow - file renamed

    // QUESTS BEGINNINGS



    // Main story line

    Ch.quest.Begining.win_condition.l1 = "location";

    Ch.quest.Begining.win_condition.l1.location = "Oxbay_port";

    Ch.quest.Begining.win_condition = "Begining";



    //Hitman



    ch.quest.Hitman = "";

    ch.quest.Hit_start.win_condition.l1 = "location";

    ch.quest.Hit_start.win_condition.l1.character = ch.id;

    ch.quest.Hit_start.win_condition.l1.location = "Oxbay_port";

    ch.quest.Hit_start.win_condition = "Hit_start";



    //Hitman



    //Lucas



    ch.quest.Lucas = "";

    ch.quest.Luc_start.win_condition.l1 = "location";

    ch.quest.Luc_start.win_condition.l1.character = ch.id;

    ch.quest.Luc_start.win_condition.l1.location = "Muelle_Residence";

    ch.quest.Luc_start.win_condition = "Luc_start";





    //Lucas



    //Tutorial



    ch.quest.Tut_start.win_condition.l1 = "location";

    ch.quest.Tut_start.win_condition.l1.character = ch.id;

    ch.quest.Tut_start.win_condition.l1.location = "Tutorial_Deck";

    ch.quest.Tut_start.win_condition = "Tut_start";



    //Tutorial



    // Artois Voysey and Nigel Blythe quest

    Ch.quest.Story_Artois_Nigel.win_condition.l1 = "location";

    Ch.quest.Story_Artois_Nigel.win_condition.l1.character = "Blaze";

    Ch.quest.Story_Artois_Nigel.win_condition.l1.location = "QC_town";

    Ch.quest.Story_Artois_Nigel.win_condition = "Story_Artois";

    Locations[FindLocation("QC_town")].vcskip = true;

    //



    ReloadProgressUpdate();



    n = 1;

    n = CreateFalaiseDeFleurCharacters(n);

    ReloadProgressUpdate();

    n = CreateRedmondCharacters(n);

    ReloadProgressUpdate();

    n = CreateIslaMuelleCharacters(n);

    ReloadProgressUpdate();

    n = CreateOxbayCharacters(n);

    ReloadProgressUpdate();

    n = CreateConceicaoCharacters(n);

    ReloadProgressUpdate();

    n = CreateDouwesenCharacters(n);

    ReloadProgressUpdate();

    n = CreateOfficersCharacters(n);

    ReloadProgressUpdate();

    n = CreateStoryCharacters(n);

    ReloadProgressUpdate();

    n = CreateTempQuestCharacters(n);

    ReloadProgressUpdate();

    n = CreateQuebradasCostillasCharacters(n);

    ReloadProgressUpdate();

    n = CreateTempQuestEnemy(n);

    ReloadProgressUpdate();

    n = CreateFortCommandants(n);

    ReloadProgressUpdate();

    n = CreateTownUsurers(n);

    ReloadProgressUpdate();

    n = CreateStreetMerchants(n);

    ReloadProgressUpdate();

    // NK -->

    n = CreateNKCharacters(n);

    ReloadProgressUpdate();

    // NK <--

    //Trace("NChar: " + n);



    CreateOtherCharacters();



    ReloadProgressUpdate();



    if(GetMainCharacterIndex()>=0)

    {

 SetMainCharacterIndex(GetMainCharacterIndex());

    }



    //SetAllShipData();

    //SetAllFellows();



    //Post init

    for(n=0; n<TOTAL_CHARACTERS; n++)

    {

 ref rCharacter = GetCharacter(n);



 if(rCharacter.sex == "man")

 {

     rCharacter.model.animation = "man";

     rCharacter.model.height = 1.8;

 }else{

     rCharacter.model.animation = "towngirl";

     rCharacter.model.height = 1.75;

 }

 rCharacter.FaceGroup = 0;



 // set fellows

 if (CheckAttribute(rCharacter,"fellows")) { SetBaseFellows(rCharacter); }

 // set base ship data

 SetBaseShipData(rCharacter);



 if(n > 1) rCharacter.FaceId = 0;



 facemaker(rCharacter); // NK



 //rCharacter.headModel = "h_" + rCharacter.model; // NK called by above, unneeded (`4-30`)

 if(CheckAttribute(rCharacter,"blade"))

 {

     if(CheckAttribute(rCharacter,"blade.itemID"))

     {

   rCharacter.equip.blade = rCharacter.blade.itemID;

     }

     else

     {

   rCharacter.equip.blade = BLADE_SABER;

     }

     DeleteAttribute(rCharacter,"blade");

 }

 if(CheckAttribute(rCharacter,"gun"))

 {

     if(CheckAttribute(rCharacter,"gun.itemID"))

     {

   rCharacter.equip.gun = rCharacter.gun.itemID;

     }

     else

     {

   rCharacter.equip.gun = GUN_COMMON;

     }

     DeleteAttribute(rCharacter,"gun");

 }

 if(CheckAttribute(rCharacter,"spyglass.itemID"))

 {

     rCharacter.equip.spyglass = rCharacter.spyglass.itemID;

     DeleteAttribute(rCharacter,"spyglass");

 }

    }



    // MainCharacter start parameters

    //NK -->

    ch.Ship.HP = MakeInt(GetCharacterShipHP(ch) * 3 / 5);

    ch.Ship.crew.quantity = MakeInt(GetMaxCrewQuantity(ch) * 3/5);

    SetCharacterGoods(&Characters[0],GOOD_BALLS,GetCannonQuantity(ch)*BALLS_PER);

    SetCharacterGoods(&Characters[0],GOOD_GRAPES,GetCannonQuantity(ch)*GRAPE_PER);

    SetCharacterGoods(&Characters[0],GOOD_KNIPPELS,GetCannonQuantity(ch)*CHAIN_PER);

    SetCharacterGoods(&Characters[0],GOOD_BOMBS,GetCannonQuantity(ch)*BOMBS_PER);

    SetCharacterGoods(&Characters[0],GOOD_CHOCOLATE,100);

    SetCharacterGoods(&Characters[0],GOOD_LEATHER,25);

    SetCharacterGoods(&Characters[0],GOOD_WHEAT,sti(ch.ship.crew.quantity) * FOOD_PER_CREW * WHEAT_DAYS);

    SetCharacterGoods(&Characters[0],GOOD_RUM,sti(ch.ship.crew.quantity) * FOOD_PER_CREW * RUM_DAYS);

    // NK <--



    Characters[GetCharacterIndex("Danielle")].model.animation = "woman";



    ReloadProgressUpdate();



}



void SetAllShipData()

{

    for(int i=0;i<MAX_CHARACTERS;i++)

    {

 SetBaseShipData(GetCharacter(i));

    }

}



void SetAllFellows()

{

    ref rcc;

    for(int i=0;i<MAX_CHARACTERS;i++)

    {

 rcc = GetCharacter(i);

 if(CheckAttribute(rcc,"fellows"))

 {

     SetBaseFellows(rcc);

 }

    }

}<!--c2--></div><!--ec2-->
 
Catalina, that is for a game with the Build 11 installed and I gather from DevilSpawnX post that he doesn't have the Build installed.

DevilSpawnX,
You can just reinstall the game over the current installation and you shouldn't lose any saved games, you will however lose any other mods that you might have installed.
 
It's not a big deal, Rico. DSX didn't specify, and I didn't know. He sounded like he'd been into the code modding something, and I figured he had the build. I don't care if I'm not right, just so long as DSX gets what he needs to do the job. If Sirus can answer it better than me, then it's all good! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.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" />
 
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