You'd have to search the PROGRAM folder for "chr_ai.poison" to find out.300 what? duration time?
It can be either a duration OR an "intensity".
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You'd have to search the PROGRAM folder for "chr_ai.poison" to find out.300 what? duration time?
No, so I'll add an exception to prevent waisting poisoned arrows on an already poisonedSo once you've hit him, there's no point in hitting him with a poisoned weapon again
Before you do that, please think if that would be the best solution. Alternate option would be to DO add that stacking functionality instead.No, so I'll add an exception to prevent waisting poisoned arrows on an already poisoned
enemy.
if(CheckAttribute(chr_ai, "poison"))
{
chr_ai.poison = stf(chr_ai.poison) - dltTime;
if(stf(chr_ai.poison) <= 0.0)
{
DeleteAttribute(chr_ai, "poison");
}else{
// El Rapido -->
/*hp = hp - dltTime*2.0;
if(IsCharacterPerkOn(chr_ai, "Toughness"))
{
hp = hp - dltTime*1.0;
}
else
{
hp = hp - dltTime*2.0;
}*/
// El Rapido <--
//Redone by Levis for extra perk(s)
float multip = 4.0;
if(CheckPerkForGroup(chr_ai, "DefendPoison")) multip -= 0.5; //party wide
if(IsCharacterPerkOn(chr_ai, "Toughness")) multip -= 1;
hp = hp - dltTime*multip;
//End redo
}
}
case "pistolbow": isUnique = true; break; // Bow test if NOT unique
sld = LAi_CreateFantomCharacter(false, 0, false, true, 0.25, "Native", "goto", "goto2");
TakeItemFromCharacter(sld, FindCharacterItemByGroup(sld, BLADE_ITEM_TYPE));
TakeItemFromCharacter(sld, FindCharacterItemByGroup(sld, GUN_ITEM_TYPE));
GiveItem2Character(sld, "pistolbow");
sld.equip.gun = "pistolbow";
if (ENABLE_AMMOMOD) {
TakenItems(sld, "bladearrows", 1 + rand(2));
sld.equip.blade = "bladearrows";
}
LAi_SetHP(sld, 100.0, 100.0);
LAi_group_MoveCharacter(sld, "JUNGLE_INDIANS");
sld = LAi_CreateFantomCharacter(false, 0, false, true, 0.25, "Native", "goto", "goto2");
TakeItemFromCharacter(sld, FindCharacterItemByGroup(sld, BLADE_ITEM_TYPE));
TakeItemFromCharacter(sld, FindCharacterItemByGroup(sld, GUN_ITEM_TYPE));
GiveItem2Character(sld, "tomahawk");
sld.equip.blade = "tomahawk";
TakenItems(sld, "pistoldart", 2);
sld.equip.gun = "pistoldart";
LAi_SetHP(sld, 100.0, 100.0);
LAi_group_MoveCharacter(sld, "JUNGLE_INDIANS");
sld = LAi_CreateFantomCharacterExOtAt(true, 0, true, OFFIC_TYPE_GUARD,"isIndian","","", 10, true, 1.0, "Native", "man", "goto", "goto2");
LAi_group_MoveCharacter(sld, "JUNGLE_INDIANS");
Must be a comment that I have forgotten to delete.case "pistolbow": isUnique = true; break; // Bow test if NOT unique
@Jack Rackham, what do you mean with that?
I think we should ask @Bartolomeu about this as the Bow was his idea from the beginning.But is that what we want? Or should there be some variety in the weapons used by Indians as well?
Thanks.And more importantly: What if ENABLE_AMMOMOD is OFF???
In that case, the "bladearrows" item doesn't exist and Indians don't get any weapons at all!
As a temporary fix, I'll make sure that item is initialized regardless of the Ammo Mod toggle.
There are 2 things you could mean.And how does that "getting your arrows back" thing work?
I suppose for now the current solution will do then.I think we should ask @Bartolomeu about this as the Bow was his idea from the beginning.
I meant that one. But an "arrow" is a BLADE item and not a regular item, right?1 Having fired an arrow at an enemy you have a 50% chance of getting that arrow back when looting him.
If not flaming arrows.
My main point was that if you're fighting Indians with arrows yourself, you don't run out of ammo very quickly.The enemies can be in the middle of the process described as 2 and be without any equipped arrow.
Also you could have fired more than one arrow on that enemy. And an indian has 1 - 3 arrows to start with so
there should be additional looting of arrows too.
It's avaible in the apothecary quest already. You'll find it if you find the indian treasure.I am considering this "Done" and ready for testing.
Though the "Quiver" probably should still be made available somewhere....
These ones:@Jack Rackham which items where those again?
n = InitAmmoMod(n,"curare", AMMUNITION_ITEM_TYPE, "JRH28",13, 0.00, 3, 1, 1,1,1);// JRH: for poisoned arrows
n = InitAmmoMod(n,"tar", AMMUNITION_ITEM_TYPE, "JRH28",14, 0.00, 3, 1, 1,1,1);// JRH: for flaming arrows