Mehrunes's various mods that need to be added to the codebase.
From my list of updates:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Updates:
`04-09`-10
NK - PRS3 - added skill mults check to AIShip.c's tempskillsupdate. Shipstatsmult.(nation).skill.(skillname) = float mult
NK - PRS3 - fixed BP not given ship.unique = true attribute (whoops!)
NK - PRS3 - changed some mod ships from unique to noNatStatMod to allow for the +-3% random variation
NK - PRS3 - added refship.chance attribute; used in Fantom_GetShipType(), and if frnd() > stf(chance) we skip ship. To counteract the preponderance of some ships, i.e. we have five (six?) luggers vs. only two caravels. This is magnified because in original game when a ship was added, the number went only from 12 to 13, not 2 to 3.
NK - Weird bugfix for transfer_main where somehow global Mainchar is not "seen", line 229 (now 230).
`04-09`-09 #2
boocha - slower walking on deck of ship (was in before but I forgot to mention it.)
-KAM - toggle Extra sounds
-KAM - New Main Menu stuff
NK - PRS3 - added PRS3 calls for closestpoint and bestpoint.
NK - fixed bug in SetCoastTraffic from not genning new.
NK - fixed weird bug with 12lb cannon (not cul!) doing 5/3 as much damage as it should.
NK - added cannon fire angle scalar (FIRE_ANGLE_SCALAR, BS.h), per JMV's advice. Defaults to 0.5
NK - changed SetCoastTraffic to now use `PRS3-compatible` get ship calls. Redid get ship min/max class and getshiptype, added new cases (tradeship from other nation, coast guard ship), added bunch of defines to BS.h to tweak this.
NK - added int FindFriendlyNation2Nation(int iNation) as opposite of FindEnemyNation2Nation.
NK - fixed ships_init bug where we still used type.merchant instead of type.trade
NK - fixed Fantom_GetShipType bug swapping min/max class. Also added #define so on F_GST with nation pirate can ignore ship type (defaults to yes).
NK - fixed AIShip.c bug where even ships with no guns try to update ammo to load.
NK - Changed START_RANK to START_LEVEL, because that's what's used on the screens.
NK - Went back to START_SHIP as function so it'll always update (vars don't).
NK - Removed BS.h_?? files, should be handled by MJ's install util
`04-09`-09
Sir Christopher - Commented out island "Maze" lines in KR_reinit.c
NK - PRS3 - Added support for `class-specific` `nation-specific` multipliers, i.e. shipstatsmult.nX.classY.attribute = multiplier (where X is nation number and Y is class number)
NK - Changed GetShipIndex() to use NativeFindCharacter instead of lookup table, much faster.
NK - ditto for items: new function int GetItemIndex(string id) which uses NFC. Changed Items_FindItem() to call that, and changed blacksmith_dialog.c to use that (commented out GetItemIndexByID, changed GetItemPriceByID).
NK - rewrote string Truncate() in LandInterface.c to use native strcut().
NK - rewrote a number of items functions to check through chr.items and match to items array rather than search through items array and match to chr.items (should be faster this way, less to search through and can use native calls). (ItemLogic.c, items_utilite.c, LandInterface.c)
NK - changed float MinHealthPotionForCharacter(ref chref) to float MinHealthPotionForCharacter(ref chref, ref idx) so it returns also the idx of the potion (idx is passed as &int). Made similar MaxHealth function.
NK - Changed drink potion key to use either largest or smallest potion, toggled via USEMAXPOTION_ONKEYPRESS in BS.h
NK - Fixed select menu while boarding mod
NK - changed SetCoastTraffic to allow coasters persisting until CR_PERSIST days, and if dead not necessarily be regenerated immediately (chance for that DEAD_GENNEW_CR, and if not wait until CR_PERSIST days).
NK - cleaned up PGMUS calls and added them to the rest of the governors. Added SetMusicNoPause, so if new music == old music we don't silence it and then restart.
`04-09`-08
NK - Removed unused code from itemsbox.c (this was my original, unworking, donate to crew mod, which was superceded by Greatzen and then KAM's mods).
NK - Bugfix to float RequiredNextRankDirect(int rank) where I didn't convert rank to a float
NK - towns - added void SetTownCrewQuantity(string townname, int qty) and void SetTownCrewMorale(string townname, int morale), added string GetCurrentTownName() and aref GetCurrentTown(), which check FindLoadedLocation().townsack.
NK - now crew from selling ship added back to town crew quantity and crew from buying ship limited by town's crew quantity
NK - moved LogIt() to reinit.c to go with other logging functions.
NK - Enabled time accel icon to show on land
NK - fixed 10x/30x time accel
NK - changed default to _not_ show PChar's exact health decrease; otherwise you can't tell whether it's you or the enemy who was hit (Oops! Sorry folks. I should actually play the game more)
CVS: Forgot to add some files when I committed last time. Sorry.
`04-09`-07
NK - fixed bug in locations_loader.c line 849 with get attribute > num attributes _before_ continuing; now we continue straightaway.
NK - Enable F2 menu while boarding, but only for charsheet and inventory
KAM - Latest controls mod
`04-09`-06 upd2
KAM - add general and worldmap pages to reconfigure controls
NK - fixed PRS3 bug in ifaceship.c
NK - Added new stuff to PRS3. Now you can do random stat mods without using nation multipliers (do not set refShip.unique but do set refShip.NoNatStatMod = true). Plus, nation from ship will override passed nation for SetRandomStatsToShip (though you can change a #define to make this an frnd() chance...)
NK - I had the wrong rev of KAM_Shipberthing_ship.c Fixed now
NK - fixed set dialog defaults (i.e. default address form) so it checks sex instead of ID.
NK - added float pow2(float num, float exp); this allows for <1.0 exponents (but slowly, because it's `non-native` and uses multiple sqrt()s in a for loop)
NK - added GetCharacterReputation(ref chr); use this rather than a direct sti(chr.reputation) because it supports chr.reputation == "none" (as many default chars have that set).
NK - tweaked GetFame() if nation passed is PIRATE, to check all ranks and crew share ratio.
`04-09`-06 upd1
dchaley - quicksave
KAM - various (all the ones I have at the moment, in fact)
NK/KAM - Enable/Disable videos
NK - Added cannon calibers array
NK - PRS3, put shipyard choose ship code in ships.c. NB: KAM Shipberthing is _not_ yet updated for PRS3.
NK - new location tags (added townsack to all, and .island = islandid
NK - changed setbaseshipdata ammo to use defines
RobC - blacksmith mod
Cat - Fred Bob
Cat - Danielle fix
NK - added controls to options page
NK - Added string CaptainTypeFromFantomType(string ftype)
NK - Governor's MR dlg bugfix on dump
NK - Added console
NK - changed the debug/debuginfo/tracelog triad in bs.h to ints so they can be toggled in console
NK - Bugfix in landenc officer model choice.
Screwface et al: Khael Roa mod
NK - Rumor bugfix (finally)
NK - Bugfix to aifantom so nation property written.
NK - Mod to Coast traffic to set enemy nations' ships instead of pirates on frnd().
NK - Added `left-out` towns to towntable.c, bugfix for towns with no store (they won't grow, but won't crash either).
NK - Added func LogIt(string logstr) because I hate writing out Log_SetStringToLog()<!--QuoteEnd--></div><!--QuoteEEnd-->
That's what's in the CVS now, not what's currently under construction with the various folks here.