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Grade up Pistols

Increase quality, I suppose? Like the blacksmith for swords? No; there isn't any such person yet. Maybe it'll be added soon, but it is yet impossible.

*Wonders if copying the blacksmith `sword-code` and changing it into `pistol-code` would work*
 
Not that I am aware. The only reason it doesn't work yet is because it isn't coded yet. Beats me why. If it can indeed be done as I think, it's real easy. Try creating a new character, assign him a copy of the blacksmith dialog.c file in which you replace all "BLADE_ITEM"s with "GUN_ITEM"s and I reckon you should have made yourself a gunsmith. Not tested this though.
 
So basically just replacing everything that says "blade" with "gun", right? That shouldn't be too hard... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
This is cool, if we can work this out... I know the triple weapons are nice, but maaan, I really do like the scrapper pistol, and I can RARELY find one in excellent shape (who plays the game that long? LOL!)... A gunsmith would be MOST welcome!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
There is an alternative, however, cough*-cheat- cough* <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
in Ming's modlet, until someone mods up a gunsmith.

<a href="http://forum.piratesahoy.net/ftopic3511.php" target="_blank">http://forum.piratesahoy.net/ftopic3511.php</a>

This is a `sure-fire` <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> method of getting any of the "exellent" versions of the pistols that you want. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

I'm not sure if this is what Mambo means, but as much fun as the pistols are, at high levels in the game they do not appear to do very significant amounts of damage. Is there any way a "Critical Hit", like for swordfighting and the cannons, could be set up so it applies to the pistols? (Or Vassal and Company's rifles and blunderbusses, for that matter... <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" /> ) Or is that in there already and I'm just having a senior moment? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

Off topic a minute, Lady Cat, your wiki on reskinning is absolutely fantastic! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
I think you know how much I like tinkering with the code and the various tools all of the modders have provided, but I had hit a wall on making progress on a skin I am working on until I read your wiki and dared to attempt the dreaded hex editing. Thanks again! <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" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Gracious, thank you, Sir Christopher! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> I'm glad it's been useful to you! <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" />

I remember your mod, and that's a good suggestion! (why haven't we incorporated that into B12 yet???) The only thing I typically do with my game to give me an "edge" is when I skip the tutorial with Malcolm (I do that now), I set my BuildSettings.h to start me at level 4, with my Lugger CT. Level 4 is where I USUALLY stop messing with Malcolm's tutorial swordfighting and "get on with it"... So if I skip the tutorial, I still want that little edge that I gain while practicing with him...

I take the Lugger CT not because of any kind of edge, but because I really like the way it looks (I'm biased, but I think that's okay, heh!); and I stay with it for quite some time before finally trading up to a new ship (usually the Xebec CT, LOL!)...

Ever notice how the pistols never seem to do any appreciable damage to anyone but YOURSELF??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I just noticed today Scheffnow halved (`two-thirded`?) the damage of pistols for the weaponsmod.
So I just put in a scalar to tweak that...it's back about to stock values...
Re: incorporation. I don't really know. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Thanks for bringing it up again, Sir Chris!

And if'n you don't mind, maybe I can take a peek and see if there's a way to make the sword and gun giving code `level-specific`, so you get an excellent version of a `level-appropriate` sword.
Since I just gave swords and guns nations that'll be easier.

Oh, that reminds me!
Could one of you history / literary types go through the list of different swords and guns and tell me what nations they ought to be from?
This is how I set it up now, a (as Cat would put it) SWAG.
"" means no specific nation.
Note that giving a nation doesn't mean it's exclusive to that nation, simply that traders of that nation are more likely to stock that weapon (and more of them, too).

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  n = InitBlade(n, "blade5",  "blade5",  6,  9, 0.90,  0,   250,  4.0, 10.0, 25,  0,  "",  0); // Dagger

 n = InitBlade(n, "blade1",  "blade1",  6, 11, 0.90,  2,   500,  8.0, 13.0, 10, 10, ENGLAND,  0); // Saber

 n = InitBlade(n, "blade2",  "blade2",  6, 10, 0.90,  1,   500,  8.0, 12.0, 20, 10,  HOLLAND,  0); // Rapier

 n = InitBlade(n, "blade4",  "blade4",  6,  7, 0.90,  3,   500,  8.0, 14.0, 10,  5,  PIRATE,  0); // Cutlass

 n = InitBlade(n, "blade7",  "blade7",  6, 13, 0.70,  4,   500,  9.0, 15.0, 15,  5,  SPAIN,  0); // Yataghan

 n = InitBlade(n, "blade3",  "blade3",  6,  8, 0.60,  5,  1000, 10.0, 16.0, 10, 10,  FRANCE,  0); // Badelaire

 n = InitBlade(n, "blade6",  "blade6",  6, 12, 0.60,  6,  1000, 10.0, 17.0, 15, 15,  SPAIN,  0); // Schiavona (pirate?)

 n = InitBlade(n, "blade13", "blade13", 3,  6, 0.40,  7,  2000, 11.0, 18.0, 25, 20,  PORTUGAL,  0); // Needle

 n = InitBlade(n, "blade11", "blade11", 3,  4, 0.40,  8,  2000, 11.0, 19.0, 20, 15,  ENGLAND,  3); // Highlander

 n = InitBlade(n, "blade8",  "blade8",  3,  1, 0.30,  9,  4000, 12.0, 20.0, 15, 10,  SPAIN,  0); // Maltese Knight

 n = InitBlade(n, "blade12", "blade12", 3,  5, 0.30, 10,  4000, 12.0, 20.0, 20, 20,  PORTUGAL,  0); // Dragon's Tongue (spain?)

 n = InitBlade(n, "blade18", "blade18", 3, 11, 0.30, 11,  4000, 12.0, 21.0, 25, 25,  PIRATE,  0); // Sharp's Saber

 n = InitBlade(n, "blade15", "blade15", 3,  8, 0.25, 12,  8000, 12.0, 22.0, 30, 25,  SPAIN,  0); // Brazo del Colon

 n = InitBlade(n, "blade10", "blade10", 3,  3, 0.25, 13,  2000, 13.0, 23.0, 20, 10,  FRANCE,  0); // Piranha

 n = InitBlade(n, "blade16", "blade16", 3,  9, 0.25, 14,  8000, 13.0, 24.0, 25, 20,  SPAIN,  0); // Tizona

 n = InitBlade(n, "blade19", "blade19", 3, 12, 0.25, 15,  8000, 13.0, 25.0, 25, 40,  HOLLAND,  0); // Vagrant

 n = InitBlade(n, "blade20", "blade20", 3, 13, 0.20, 16, 16000, 14.0, 26.0, 30, 30,  PORTUGAL,  0); // Squall

 n = InitBlade(n, "blade21", "blade21", 3, 14, 0.20, 17, 16000, 14.0, 27.0, 25, 15,  ENGLAND,  0); // Falchion

 n = InitBlade(n, "blade17", "blade17", 3, 10, 0.20, 18, 16000, 14.0, 28.0, 25, 10,  PORTUGAL,  0); // Flamigera

 n = InitBlade(n, "blade9",  "blade9",  3,  2, 0.10, 19, 32000, 15.0, 29.0, 45, 45,  FRANCE,  5); // Silver Leaf

 n = InitBlade(n, "blade14", "blade14", 3,  7, 0.10, 20, 32000, 15.0, 29.0, 20, 90,  SPAIN,  5); // Conquistador

 n = InitBlade(n, "blade22", "blade22", 3, 15, 0.10, 21, 32000, 15.0, 29.0, 90, 20,  ENGLAND,  0); // Corsair's Pride

 n = InitBlade(n, "blade23", "blade23", 3, 16, 0.10, 22, 32000, 15.0, 29.0, 40, 30,  PIRATE,  0); // Windmill Slayer

 n = InitBlade(n, "blade25", "blade25", 6, 15, 0.05, 23, 64000, 16.0, 30.0, 95, 70,  FRANCE,  5); // Cardinal's Guard

 n = InitBlade(n, "blade26", "blade26", 9, 16, 0.05, 23, 64000, 16.0, 31.0, 70, 95,  HOLLAND,  6); // Solingen Rapier

 n = InitBlade(n, "blade24", "blade24", 6, 14, 0.05, 24, 64000, 16.0, 32.0, 80, 85,  ENGLAND,  5); // Atwood's Saber

 n = InitBlade(n, "blade27", "blade27", 6, 16, 0.05, 25, 64000, 16.0, 36.0, 50, 30,  PIRATE,  0); // Bosun's Choice

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 n = InitGun(n, "pistol1", "pistol1",  6,  1, 0.50,  3,  1500, 15.0, 30.0,  30, 1,  8, ""); // Short Pistol

 n = InitGun(n, "pistol2", "pistol2",  6,  2, 0.40,  6,  3000, 20.0, 40.0,  50, 1, 12, PORTUGAL); // Long Pistol

 n = InitGun(n, "pistol3", "pistol3",  6,  3, 0.30,  9,  6000, 30.0, 60.0,  20, 1, 20, PIRATE); // Grapeshot Pistol

 n = InitGun(n, "pistol4", "pistol4",  6,  4, 0.05, 12, 16000, 15.0, 30.0,  50, 4, 24, ENGLAND); // `Quad-Shot` Pistol

 n = InitGun(n, "pistol5", "pistol5",  6,  5, 0.10, 15, 16000, 25.0, 50.0,  70, 1, 16, HOLLAND); // Scrapper Pistol

 n = InitGun(n, "pistol6", "pistol6",  6,  6, 0.05, 18, 20000, 20.0, 40.0,  60, 2, 20, PORTUGAL); // `Double-Shot` Pistol

 n = InitGun(n, "pistol7", "pistol7",  9,  1, 0.20,  4,  3500, 25.0, 40.0,  40, 3, 30, FRANCE); // Brace of Small Pistols

 n = InitGun(n, "pistol8", "pistol8",  9,  3, 0.15,  7,  7500, 45.0, 60.0,  50, 3, 35, SPAIN); // Brace of `Mid-size` Pistols

 n = InitGun(n, "pistol9", "pistol9",  9,  2, 0.10, 17, 12000, 55.0, 80.0,  55, 2, 28, HOLLAND); // Brace of Large Pistols<!--c2--></div><!--ec2-->
You'll probably want to read the appropriate info text in the itemsdescribe.txt file (in resourceinitextsenglish).

Since Holland got few swords, I tried to balance that by giving it to the better pistols. All but the grapeshot pistol (PIRATE, of course!) and Alan's two which give the nation in the describe file (small and med), the rest of the pistol nations are (not even S)WAGs.
 
An idea I've been having, based on "Bill and Ted's "Excellent" Adaptation": I'd like to code something, so that if(PChar=[in nation's service (say Holland) && PChar.rank_with_nation="`Vice-Admiraal`") then the governor will say you've done a good job and will provide you with very good weapons. The "Excellent" Adaption is quite nice, but I don't like it that you are given excellent weapons all the time. Also: I was thinking of adding some A&M Build new swords/guns into the game as "Dutch Governor's Sword", which are extremely good and you can only get them by being in a nation's service for very long. Any idea how I could code this?

Also: I'll try to make the smith fix guns as well soon.
 
Hmm. why don't we add a ranks.X.reward field?
And on promotion it will checkattribute for that, and if so add text "Also, it is my pleasure to reward you with this " + itemname.

If you want to add a new sword:
1. Decide if it will be available in multiple quality levels. If so, you need 5 different item portraits, otherwise just 1.
2. Add a new ITEMS page (to pictures.ini) and make a new ITEMS_XX file, or add the images to an existing ITEMS page. Remember which spot you're using
3. Copy over the model and texture.
4. Make a new entry in itemsdesrcribe for the sword (bladeXX).
5. Make a new item define in inititems.c. Use the blade model name, ITEMS page, and icon position you got in previous steps. If the sword will have multiple quality levels, add a normal sword entry in the if(!ENABLE_WEAPONSMOD) block, and an initblade() entry below; if not, add the entry _after_ the WEAPONSMOD block ends.

RE smith / guns. I think we're probably going to rewrite the dialog file anyway (see Item Trading thread) for b13...but for b12.2 that would be neat
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Lady Catalina the pirate
(why haven't we incorporated that into B12 yet???)  <!--QuoteEnd--></div><!--QuoteEEnd-->

In the state it's in currently it wouldn't be good to be a part of the build, and the blacksmith is a really cool feature of the game. I was motivated by greed to figure out an easy way to get the good swords and pistols. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> If people want to use it to be able to get the good pistols in the meantime... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

How have you managed to hurt yourself with the pistols? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

Nathan and Pieter, feel free to alter the modlet any way that you see fit. Verrucht, Scheffnow and AlexusB, (and you Nathan!) already gave me permission to adapt their work to my own evil ends, and it's my impression they are always all for anything that improves the game. <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" />
 
Alan: They're still set to skiptrade (thus no type at all).
However with the itemtrade mod, skiptrade means not only skipsell, but the trader won't _buy_ them either.

Sir Chris: I think the rewards idea is a great one, as I said; I'll write up a little function like GetWeaponForLevelAndNation() that will, when given BLADE_ITEM_TYPE or GUN_ITEM_TYPE, and the pchar level, and the giver's nationality, find a good weapon to give in excellent quality. That should fix the "good reward too early" part, and away we go!
 
NK: Maybe we may want to rework the promotion system as well in tha case, so you can get always only ONE promotion a time when you visit the governor. The way it is now, you can talk to him over and over and get several promotions in a row. Maybe the item should be given if you do an especially good job prior to your promotion (like the land awards in Pirates! are based on how much you benefitted a nation before talking to a governor).
 
Oh yeah, good good good: an itemcheck giving thingy from governors... I've been looking for a way to make them give you these `skill-enhancing` medal items I'm cooking up, that would also affect your rep (a high enough medal would outweigh a low rep, and those traders of the same nation would still deal with you... so long as people agree on this idea and don't consider it too cheatingy to put in?)
 
Grimm: the problem with that, is that we'd have to go to relative relation rather than absolute relation to make it work, and that would require a pretty significant rewrite of the entire RM system.
Plus if you sack five towns and sink a dozen MOW, you probably should be promoted to more than Ensign. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Alan: Yeah, I can write it as a tree rather than a single value, to support multiple items, and add the dialog _there_, so the governor says "You've been promoted, yay. " + GetAllRewardTexts(), so each reward can have a different text piece.
On medals: great idea, sez I. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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