Fluch der Karibik

Fluch der Karibik

29.09.2013 09:59:04
How to modifier game files
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************************************************************************

******************** Pirates Of The Caribbean ********************

******************* How to modifier game files *******************

**************************** Version 1.00 ****************************
******************* Copyright Dragonul Argintiu 2004 *******************
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General Notes

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********General Info*********************************************************

Pirates of the Caribbean
PC Version
Written by Dragonul Argintiu (Silver Dragon in english)

Contact Silverdragon@k.ro

This Guide can be found on:www.GameFaqs.com
www.DLH.net
And soon others

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Introduction

This Guide contains all sort of file modification.
This is my first FAQ/Guide.

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Copyrights

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
This text can be used with my permission (which is easy to obtain), just send
me an e-mail.

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Version History

Version 0.75 - Start writing the FAQs/Guide. I was almost finished the game
but a glitch hit me badly. This is the fourth time. I didn't give up though. I
am playing with the files modificated and I will finish it soon.
Written on 01/05/2004.

Version 1.00 - Rearrenged the text, made some grammar corrections and added
chap. 6.0, 6.1, 6.2 + some of the unknown it is explained
Written on 07/05/2004

Version 1.50 - It will be added swords and potions file modification (chap.
6.3 - 6.6) + some of the unknown it will be explained
Working on it
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TABLE OF CONTENTS

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1. General Modifications
1.1 Enable continued play after winning main quest
1.2 Faster sailing

2. Main Character File Modification
2.0 General Notes
2.1 Immortality
2.2 Change the start ship
2.3 Change character stats
2.4 Have more money at beginning
2.5 Have more ability points at beginning
2.6 My Modifications + Other Explanations

3. Cannon File Modification
3.0 General Notes
3.1 Explanations
3.2 My Modifications

4. Cargo File Modification
4.0 General Notes
4.1 Explanations
4.1.1 For Ammo
4.1.2 For Cargo
4.2 My Modifications

5. Ships FIle Modification
5.0 General Notes
5.1 Explanation
5.2 My Modifications

6. Items File Modification
6.0 General Notes
6.1 Pistol Modification
6.2 My Pistol Modification

7. Last Word



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1.General Modifications

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*********1.1 Enable continued play after winning main quest******************

For the final quest, the scripts set Danielle and Clement as non-removable
officers. The original "continued play" mod only changed the scripts so that
your game could continue, with both of those officers still non-removable. Here
are the updated instructions that allow you to remove both Danielle and Clement
("researcher") after you finish the
main quest. Enables continued play after winning the main quest and makes
Danielle removeable from your officer list.

===NOTE: Only works if changed prior to sinking the Black Pearl and necesite
starting a new game.

Use a text editor to edit the "quests_reaction.c " file in the "/pirates of
the caribbean/program/Quests/" folder.

Locate the following lines:

case "Story_KillTheFinalBoss_2":
bQuestDisableMapEnter = false;
bMainMenuLaunchAfterVideo = true;
InterfaceStates.Buttons.Resume.enable = false;
InterfaceStates.Buttons.Save.enable = false;
GameOver("finish");
DelEventHandler(EVENT_END_VIDEO,"LaunchMainMenu_afterVideo");
bMainMenuLaunchAfterVideo = true; PostVideoAndQuest("ending",100, "credits");
break;

case "credits":
PostEvent("DoInfoShower",100,"s","");
PostVideoAndQuest("credits", 1, "end_game");
break;

case "end_game":
LaunchMainMenu();
Characters[GetCharacterIndex("researcher")].Dialog.CurrentNode = "First time";
Characters[GetCharacterIndex("danielle")].Dialog.CurrentNode = "First time";
break;


and replace with:


case "Story_KillTheFinalBoss_2":
bQuestDisableMapEnter = false;
DelEventHandler(EVENT_END_VIDEO,"LaunchMainMenu_afterVideo");
PostVideoAndQuest("ending",100, "credits");
break;

case "credits":
PostEvent("DoInfoShower",100,"s","");
PostVideoAndQuest("credits", 1, "end_game");
break;

case "end_game":
Characters[GetCharacterIndex("researcher")].Dialog.CurrentNode = "First time";
Characters[GetCharacterIndex("danielle")].Dialog.CurrentNode = "First time";
SetCharacterRemovable(characterFromID("Danielle"), true);
SetCharacterRemovable(characterFromID("researcher"), true);
break;


Save the changes and restart the game. Now, after the ending credits, the
game should continue and you should be able to
remove both Danielle and the Researcher characters from your officer list.



********1.2 Faster sailing***************************************************

===Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.

Using a text editor open ''Interface.c'' in the game folder ''Pirates of the
Caribbean/PROGRAM/INTERFACE/''
Search for the word ''arcade'' and you will find the following line at the end
of the file:

if(bArcadeMode) return 2.0;

Change the number to the desired speed factor, e.g. "4.0" and save the file.
In game press the time-scale key "*" on NumPad and there you go, with 4 times
the normal speed





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2.Main Character File Modification

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*********2.0 General Notes***************************************************

===Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.

===Note: Use a text editor to edit the "characters_init.c" file in the
"/pirates of the caribbean/program/characters/" folder.

===Note: THIS ONLY WORKS WHEN STARTING A NEW GAME



*********2.1 Immortality*****************************************************

Locate the following line:

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

Underneath that line, enter:

LAi_SetImmortal(ch, true);

===Note: To disable immortality, put "//" in front of the line. If you disamble
the immortality during the game, you mustn't start a new game in order to take
efect the change. That doesn't mean that you can enable again the immortality
without starting a new game.



********2.2 Change the start ship********************************************

Locate the following line:

ch.Ship.Type = SHIP_LUGGER_ENGLAND;


and change it to one of the following - do not include the comments in
parentheses.In parentheses are the ships abilities.


ch.Ship.Type = SHIP_BLACK_PEARL;
(for a ship with HP: 100 000, Speed:17,2, Turning:26, Crew:600, Cargo:3500,
Cannons:44xLBS32)

ch.Ship.Type = SHIP_FEARLESS;
(for a ship similar to BLACK PEARL but with only 15 000 HP)

ch.Ship.Type = SHIP_FORT;
(for a ship with HP: 54 000, Speed:11,2, Turning:20, Crew:3200, Cargo:27 000
Cannons:68xLBS32)

ch.Ship.Type = SHIP_MANOWAR_ENGLAND;
(for a ship with HP: 15 000, Speed: 13,65, Turning:21, Crew:950, Cargo:5400,
Cannons:100xLBS24)

ch.Ship.Type = SHIP_BATTLESHIP_ENGLAND;
(for a ship with HP:10 000,Speed:12,6, Turning:31,5, Crew:618, Cargo:4500,
Cannons:70xLBS24)



********2.3 Change character stats********************************************

Locate the line

ch.skill.Leadership = "1";

and change it to any number up to 10. You can do this in each skill category.

===Note: There is a "Sneak" stat, "Sneak" = "Luck". I don't know if Sneak
appears to everybody.



********2.4 Have more money at beginning**************************************

Locate the line

ch.money = "1000";

and change the number value to whatever desired.



********2.5 Have more ability points at beginning*****************************

Locate the line

ch.perks.freepoints = 1;

and change the number value to whatever desired.

===Note: A character has 35 abilities.



********2.6 My Modifications + Other Explanations*****************************


makeref(ch,Characters[0]); //Blaze Devlin
//LAi_SetImmortal(ch,true); --------------------- The immortality
desambled
//ch.perks.list.InstantBoarding = true;
ch.name = "Sea"; ------------------ Name of Character
ch.lastname = "Dragon"; -------------------- Lastname of Character
ch.id = "Blaze";
ch.nation = ENGLAND; --------------------- Nation
ch.model = "blaze";
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 = "saber";
ch.blade.itemID = BLADE_SABER;
ch.blade.time = 0.1;
ch.blade.colorstart = argb(128, 22, 46, 190);
ch.blade.colorend = argb(0, 20, 60, 100);*/
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "blaze_dialog.c";
ch.rank = 1; -------------------------------------------- Starting Rank
ch.reputation = "50"; -------------------------------------------- Starting
Reputation, the higher the better
ch.experience = 0;//CalculateExperienceFromRank(sti(ch.rank)); --- Startink
Experience
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 = "10";
ch.skill.Sneak = "10";
ch.skill.freeskill = 2;
ch.perks.freepoints = 1;
ch.money = "2000";
ch.Ship.Name = "Galandriel"; ------------------------------------- Name of the
starting ship
//ch.Ship.Type = SHIP_FRIGATE_ENGLAND;
//ch.Ship.Type = SHIP_CORVETTE_ENGLAND;
ch.Ship.Type = SHIP_LUGGER_ENGLAND;
//ch.Ship.Type = SHIP_MANOWAR2_FRANCE;
ch.Ship.Stopped = true;
//ch.Ship.Cannons.Type = CANNON_TYPE_TEST;





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3.Cannon File Modification

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*********3.0 General Notes***************************************************

===Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.

===Note: Use a text editor to edit the "Cannons_init.c" file in the "/pirates
of the caribbean/program/CANNONS/" folder.

===Note: THIS ONLY WORKS WHEN STARTING A NEW GAME

===Note: Here is explain one type of cannon (Cannon LBS24). This is a model,
the rest can be modified the same way.

===Note: If modified a cannon type the rest of the ships using that type of
cannon will have the same cannon abilities. My recommendation is to modifier
"culverine cannon LBS24", the modification I've made will be posted after the
explanations.



*********3.1 Explanations***************************************************

Locate the lines

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS24]); --- DO NOT CHANGE
rCannon.type = CANNON_NAME_CANNON; --- Cannon type, DO NOT
CHANGE
rCannon.caliber = 24; ---------------------- DO NOT CHANGE
rCannon.ReloadTime = 24; ---------------------- Cannon reload time, the
smaller the better
rCannon.Weight = 38; ---------------------- Weight of cannon, the
smaller the better
rCannon.Cost = 1650; ---------------------- The price of one cannon
rCannon.FireAngMax = 0.60; ---------------------- unknown effect
rCannon.FireAngMin = -0.35; ---------------------- unknown effect
rCannon.DamageMultiply = 4; ---------------------- Damage multiplier, the
higher the better(4 is good enough)
InitBaseCannons_CalcSpeedV0(&rCannon,260.0); ------- Here 260 is the range
of the cannons, the higher the better


*********3.2 My modifications**********************************************

makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS24]);
rCannon.type = CANNON_NAME_CULVERINE;
rCannon.caliber = 24;
rCannon.ReloadTime = 6;
rCannon.Cost = 2000;
rCannon.Weight = 51;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.DamageMultiply = 4;
InitBaseCannons_CalcSpeedV0(&rCannon,800.0);





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4.Cargo File Modification

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*********4.0 General Notes***************************************************

===Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.

===Note: Use a text editor to edit the "initGoods.c" file in the "/pirates of
the caribbean/program/STORE/" folder.

===Note: THIS ONLY WORKS WHEN STARTING A NEW GAME

===Note: Here is explain one type . This is a model, the rest can be modified
the same way.



*********4.1 Explanations***************************************************


*********4.1.1 For Ammo*****************************************************

Locate the lines

Goods[GOOD_GRAPES].Name = "Grapes"; --- DO NOT CHANGE
Goods[GOOD_GRAPES].Cost = 10; --- The cost of the units, the smaller
the better
Goods[GOOD_GRAPES].Weight = 2; --------- The weight of the units, the
smaller the better
Goods[GOOD_GRAPES].Units = 20; --------- The number of units for one
transaction
Goods[GOOD_GRAPES].SpeedV0 = 0.5; --------- Unknown
Goods[GOOD_GRAPES].DamageHull = 1.0; ---------------- Damage done to the
Hull, the higher the better
Goods[GOOD_GRAPES].DamageRig = 1.0; ---------------- Damage done to the Rig,
the higher the better
Goods[GOOD_GRAPES].DamageCrew = 1.5; ---------------- Damage done to the
Crew, the higher the better


*********4.1.1 For Cargo****************************************************

Locate the lines

Goods[GOOD_SAILCLOTH].Name = "Sailcloth"; ------------ DO NOT CHANGE
Goods[GOOD_SAILCLOTH].Weight = 3; ----------------------------- The weight
of one unit, the smaller the better
Goods[GOOD_SAILCLOTH].Cost = 3; ---------------------- Unknown yet, the
smaller the better
Goods[GOOD_SAILCLOTH].Units = 1; ---------------------- DO NOT CHANGE
Goods[GOOD_SAILCLOTH].Swim.Model = "roll_of_materials"; ---- DO NOT CHANGE
Goods[GOOD_SAILCLOTH].Swim.Time = 10; -------------------- Unknown


*********4.2 My Modifications***********************************************

I have putted to all weight = 1





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5.Ships File Modification

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*********5.0 General Notes**************************************************

===Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.

===Note: Use a text editor to edit the "Ships_init.c" file in the "/pirates of
the caribbean/program/Ships/" folder.

===Note: THIS ONLY WORKS WHEN STARTING A NEW GAME

===Note: Here is explain one type of ship (battleship england). This is a
model, the rest can be modified the same way.

===Note: If modified a ship type the rest of the ships enemies or allies are
using the same ship abilities. My recommendation is to modifier "england
battleship", the modification I've made will be posted after the explanations.



*********5.1 Explanations****************************************************


//-------------------------------------------------------------------------
// Battleship ENGLAND
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[SHIP_BATTLESHIP_ENGLAND]); ------- DO NOT
CHANGE
refShip.Name = "Battleship1"; ------------ DO NOT CHANGE
refShip.Nation = ENGLAND; ----- Nation from which you buy the
ship
refShip.Class = 1; ------------------------ Ship class
refShip.Cannon = CANNON_TYPE_CANNON_LBS12; ------ Ship
Cannons when bought
refShip.MaxCaliber = 24; ---------------------------- Max. Cannons
caliber (maxLBS), 32 maximum
refShip.Weight = Tonnes2CWT(2500); ------- Unknown
refShip.Capacity = 4500; -------------------------- Max.
Weight Capacity
refShip.CannonsQuantity = 70; ----------------------------- Numbers of
cannons on ship, higher better
refShip.MaxCrew = 618; ---------------------------- Max. number of
crew, higher better
refShip.MinCrew = 137; ----------------------------- Min.
number of crew, DO NOT CHANGE or higher better
refShip.SpeedRate = 12.6; -------------------- Ships Speed, higher
better, over 40 is too high
refShip.TurnRate = 31.5; -------------------- How fast a ship can
turn around, higher better, 150.0 make a U-turn almost on place
refShip.Price = 200000; -------------------- Ship Price
refShip.HP = 10000; ---------------------------- ship HP
refShip.SP = 100; ---------------------------- Unknown
refShip.AbordageLocation = "BOARDING_BATTLESHIP"; | Unknown

refship.WaterLine = 0.1; |
refship.SpeedDependWeight = 0.3; |
refship.SubSeaDependWeight = 0.55; | Unknown
refship.TurnDependWeight = 0.8; |

refship.InertiaAccelerationX = 0.2; refship.InertiaBrakingX = 2.0; |
refship.InertiaAccelerationY = 7; refship.InertiaBrakingY = 6; | Unknown
refship.InertiaAccelerationZ = 4.0; refship.InertiaBrakingZ = 1.0; |

refShip.GeraldSails.rey_b2 = 1; |
refShip.GeraldSails.rey_b3 = 1; | Unknown



*********5.2 My Modifications***************************************************


//-------------------------------------------------------------------------
// Battleship ENGLAND
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[SHIP_BATTLESHIP_ENGLAND]);
refShip.Name = "Battleship1";
refShip.Nation = ENGLAND;
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(5000);
refShip.Capacity = 25000;
refShip.CannonsQuantity = 70;
refShip.MaxCrew = 918;
refShip.MinCrew = 137;
refShip.SpeedRate = 26.6;
refShip.TurnRate = 151.5;
refShip.Price = 200000;
refShip.HP = 100000;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_BATTLESHIP";

refship.WaterLine = 0.1;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.55;
refship.TurnDependWeight = 0.8;

refship.InertiaAccelerationX = 0.2; refship.InertiaBrakingX = 2.0;
refship.InertiaAccelerationY = 7; refship.InertiaBrakingY = 6;
refship.InertiaAccelerationZ = 4.0; refship.InertiaBrakingZ = 1.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;

//-------------------------------------------------------------------------
// Battleship ENGLAND
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[SHIP_BATTLESHIP2_ENGLAND]);
refShip.Name = "Battleship2";
refShip.Nation = ENGLAND;
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(5000);
refShip.Capacity = 25000;
refShip.CannonsQuantity = 70;
refShip.MaxCrew = 918;
refShip.MinCrew = 137;
refShip.SpeedRate = 26.6;
refShip.TurnRate = 151.5;
refShip.Price = 200000;
refShip.HP = 100000;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_BATTLESHIP";

refship.WaterLine = 0.0;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.55;
refship.TurnDependWeight = 0.8;

refship.InertiaAccelerationX = 0.2; refship.InertiaBrakingX = 2.0;
refship.InertiaAccelerationY = 7; refship.InertiaBrakingY = 6;
refship.InertiaAccelerationZ = 4.0; refship.InertiaBrakingZ = 1.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;

//-------------------------------------------------------------------------
// Manowar ENGLAND
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[SHIP_MANOWAR_ENGLAND]);
refShip.Name = "Manowar1";
refShip.Nation = ENGLAND;
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_CANNON_LBS16;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(6500);
refShip.Capacity = 35400;
refShip.CannonsQuantity = 100;
refShip.MaxCrew = 1150;
refShip.MinCrew = 210;
refShip.SpeedRate = 30.65;
refShip.TurnRate = 221;
refShip.Price = 300000;
refShip.HP = 150000;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_BATTLESHIP";

refship.WaterLine = 0.0;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.9;
refship.TurnDependWeight = 0.8;

refShip.CanEncounter = false;

refship.InertiaAccelerationX = 0.2; refship.InertiaBrakingX = 2.0;
refship.InertiaAccelerationY = 6; refship.InertiaBrakingY = 3;
refship.InertiaAccelerationZ = 3.0; refship.InertiaBrakingZ = 1.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;

//-------------------------------------------------------------------------
// Manowar ENGLAND
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[SHIP_MANOWAR2_ENGLAND]);
refShip.Name = "Manowar2";
refShip.Nation = ENGLAND;
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_CANNON_LBS16;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(6500);
refShip.Capacity = 35400;
refShip.CannonsQuantity = 100;
refShip.MaxCrew = 1150;
refShip.MinCrew = 210;
refShip.SpeedRate = 30.65;
refShip.TurnRate = 221;
refShip.Price = 300000;
refShip.HP = 150000;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_BATTLESHIP";

refship.WaterLine = 0.0;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.9;
refship.TurnDependWeight = 0.8;

refShip.CanEncounter = false;

refship.InertiaAccelerationX = 0.2; refship.InertiaBrakingX = 2.0;
refship.InertiaAccelerationY = 6; refship.InertiaBrakingY = 3;
refship.InertiaAccelerationZ = 3.0; refship.InertiaBrakingZ = 1.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;





=============================================================================

6.Items File Modification

=============================================================================



*********6.0 General Notes***************************************************

===Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.

===Note: Use a text editor to edit the "initItems.c" file in the "/pirates of
the caribbean/PROGRAM/ITEMS/" folder.

===Note: THIS ONLY WORKS WHEN STARTING A NEW GAME

===Note: Here is explain one type of Pistol (Short Pistol). This is a model,
the rest can be modified the same way.

===Note: If modified a Pistol type the rest of the Pistols of the enemies or
the allies are using the same pistol abilities. My recommendation is to
modifier only one type of pistol.



*********6.1 Pistol Modification*********************************************


//GUNS

makeref(itm,Items[n]); ------------DO NOT CHANGE
itm.id = "pistol1"; --------------Item ID///DO NOT CHANGE
itm.groupID = GUN_ITEM_TYPE; -----------DO NOT CHANGE
itm.name = "itmname_pistol1"; -----------Item Name///DO NOT CHANGE
itm.describe = "itmdescr_pistol1"; ------DO NOT CHANGE
itm.folder = "items"; --------------DO NOT CHANGE
itm.model = "pistol1"; --------------Item Model///DO NOT CHANGE
itm.picIndex = 1; --------------DO NOT CHANGE
itm.picTexture = "ITEMS_6"; ------------DO NOT CHANGE
itm.price = 1500; ----------------------Item price when bought,the smaller
the better(didn't try to put whith -1500 so you get payed 1500 gold)
itm.chargeQ = 1; ----------------------Number of bullets for one charge, 4
is maximum accepted by the game
itm.chargespeed = 8; ----------------Number of seconds in which the gun
is recharging, the smaller the better
itm.dmg_min = 30.0; -------------------The minimum damage done
itm.dmg_max = 45.0; -------------------The maximum damage done
itm.accuracy = 30; -------------------pistol accuracy, 100 is maximum
accepted by the game
itm.minlevel = 2; -------------------Minimum Level of character required
itm.rare = 0.1; ---------------------How often you find the
item///Unknown how to modifier
n++; --------------------------------DO NOT CHANGE

===Note: Here is the explication by "Gun Name"

itm.model = "pistol1";

Pistol1 = Short Pistol
Pistol2 = Long Pistol
Pistol3 = Grapeshot Pistol
Pistol4 = Quad Pistol
Pistol5 = Scrapper Pistol
Pistol6 = Dual Pistol


*********6.1 My Pistol Modification********************************************


makeref(itm,Items[n]);
itm.id = "pistol1";
itm.groupID = GUN_ITEM_TYPE;
itm.name = "itmname_pistol1";
itm.describe = "itmdescr_pistol1";
itm.folder = "items";
itm.model = "pistol1";
itm.picIndex = 1;
itm.picTexture = "ITEMS_6";
itm.price = 1500;
itm.chargeQ = 4;
itm.chargespeed = 2;
itm.dmg_min = 400.0;
itm.dmg_max = 450.0;
itm.accuracy = 100;
itm.minlevel = 2;
itm.rare = 0.1;
n++;



=============================================================================

7.Last Word

=============================================================================

Send me an e-mail if something is spelled wrong or wrong data.

Good Luck!!!!!!!! With the Game. And hope this FAQ/Guide Will help you.
 
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