============================================================================= ============================================================================= ************************************************************************ ******************** Pirates Of The Caribbean ******************** ******************* How to modifier game files ******************* ***************************** Version 1.50 ***************************** ******************* Copyright Dragonul Argintiu 2004 ******************* ============================================================================= ============================================================================= General Notes ============================================================================= ********General Info********************************************************* Pirates of the Caribbean PC Version Written by Dragonul Argintiu (Silver Dragon in english) CONTACT: Silverdragon@k.ro I can be found also on GameFaqs.com "Pirates of the Caribbean board" i visit it each day This Guide can be found on:www.GameFaqs.com www.DLH.net www.neoseeker.com And soon others Site's with good info's for the game: www.piratehideout.com www.piratesahoy.net ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Introduction This Guide contains all sort of file modification. This is my first FAQ/Guide. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- 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 has been added swords, potions, spyglasses, Item rareness file modification (chap. 6.3 - 6.8) + some of the unknown it will be explained Written on 22/05/2004 version 2.00 - Don't Know if it will appear because I need help With the storms, pirates + oter types of modifications which are not posted. So if there are guys or girls who can help you're moast welcome. Working on it ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ============================================================================= TABLE OF CONTENTS ============================================================================= 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 6.3 Sword Modification 6.4 Potion Modification 6.5 My Potion Modification 6.6 Spyglasses Modification 6.7 My Spyglasses Modification 6.8 Items Rareness Modification 7. Different Skills Modifications 7.0 General Notes 7.1 Skills Modifications 8. Last Word ============================================================================= 1.General Modifications ============================================================================= *********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 ============================================================================= 2.Main Character File Modification ============================================================================= *********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: This immortality is for your main character and his ship ===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. ===Note: The Immortality it will be lost in the quest where danielle stab you in the back and there is no way to get it back without starting a new game. But there are trainers that give to your character "god mode" ********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; ============================================================================= 3.Cannon File Modification ============================================================================= *********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); ============================================================================= 4.Cargo File Modification ============================================================================= *********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 ============================================================================= 5.Ships File Modification ============================================================================= *********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 *********6.1 Pistol Modification********************************************* ===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. //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 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 *********6.2 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++; *********6.3 Sword Modification************************************************* ===Note: Here is explain one type of Sword (Saber sword). This is a model, the rest can be modified the same way. ===Note: If modified a Sword type the rest of the Swords of the enemies or the allies are using the same sword abilities. My recommendation is to modifier only one type of sword. //WEAPONS makeref(itm,Items[n]); -----------DO NOT CHANGE itm.id = "blade1"; -----------ITEM ID/// DO NOT CHANGE itm.groupID = BLADE_ITEM_TYPE; ---DO NOT CHANGE itm.name = "itmname_blade1"; -----Item Name/// DO NOT CHANGE itm.describe = "itmdescr_blade1"; ---DO NOT CHANGE itm.model = "blade1"; ----------Item Model/// DO NOT CHANGE itm.folder = "items"; ----------DO NOT CHANGE itm.picIndex = 11; ------------DO NOT CHANGE itm.picTexture = "ITEMS_6"; -------DO NOT CHANGE itm.price = 500; -------------Item Price itm.dmg_min = 10.0; -------------Minimum Damage done by the sword, higher better ,but not higher of maximum damage itm.dmg_max = 15.0; -------------Maximum Damage done by the sword, higher better itm.piercing = 10; ---------------Sword Piercing, 100 is maximum accepted, higher better itm.minlevel = 0; ------------------Minimum level of character required by the sword, smaller better, 0 is maximum accepted itm.rare = 0.1; ------------------How often you find the item itm.block = 10; ------------------Sword Block, 100 is maximum accepted, higher better itm.param.time = 0.05; -----------Unknown itm.param.colorstart = argb(64, 64, 64, 64); ------DO NOT CHANGE itm.param.colorend = argb(0, 32, 32, 32); ------DO NOT CHANGE n++; ---------------------------------DO NOT CHANGE ===Note: Here is the explication by "Sword ID" itm.id = "blade1"; blade1 = Saber blade2 = Rapier blade3 = Badelaire blade4 = Cutlass blade5 = Dagger blade6 = Schiavona blade7 = Yatagan blade8 = Malthese Knight Sword blade9 = Silver Leaf blade10 = Piranha blade11 = Highlander blade12 = Dragon's Tongue blade13 = Needle blade14 = Conquistador blade15 = Brazo Del Colon blade16 = Tizona blade17 = Flamigera blade18 = Saber of Nicolas Sharp blade19 = Vagrant blade20 = Squall blade21 = Falchion blade22 = Corsair's Pride blade23 = Windmill Slayer *********6.4 Potion Modification************************************************* ===Note: Here is explain all types of Potions. ===Note: If modified a potion type the rest of the potions of the enemies or the allies are using the same potion abilities. ===Note: Potions by item id: potion1 = small healing potion potion2 = big healing potion potion3 = antidote potion4 = mixte potion //POTIONS makeref(itm,Items[n]); ------------ DO NOT CHANGE itm.id = "potion1"; ---------------- DO NOT CHANGE itm.name = "itmname_potion1"; ------- DO NOT CHANGE itm.describe = "itmdescr_potion1"; --- DO NOT CHANGE itm.model = "potion"; --------------- DO NOT CHANGE itm.picIndex = 7; ----------------- DO NOT CHANGE itm.picTexture = "ITEMS_1"; --------- DO NOT CHANGE // itm.shown = false; ------------------ Unknown itm.price = 300; -------------------- Item Price itm.potion.pic = 1; ----------------- DO NOT CHANGE itm.potion.tex = 1; // battle_interface\useditems1.tga --- DO NOT CHANGE itm.potion.health = 40.0; --------- Number of health points healed, higher better itm.minlevel = 0; -------------------- Minimum level required to use this potion, smaller better, 0 is maximum accepted itm.rare = 0.3; --------------------- How often you find the item n++; -------------------------------- DO NOT CHANGE makeref(itm,Items[n]); -------------- DO NOT CHANGE itm.id = "potion2"; ---------------- DO NOT CHANGE itm.name = "itmname_potion2"; ------- DO NOT CHANGE itm.describe = "itmdescr_potion2"; --- DO NOT CHANGE itm.model = "potionbig"; ------------- DO NOT CHANGE itm.picIndex = 1; -------------------- DO NOT CHANGE itm.picTexture = "ITEMS_1"; ---------- DO NOT CHANGE // itm.shown = false; ------------------- Unknown itm.price = 850; -------------------- Item Price itm.potion.pic = 0; ------------------ DO NOT CHANGE itm.potion.tex = 1; // battle_interface\useditems1.tga --- DO NOT CHANGE itm.potion.health = 150.0; -------- Number of health points healed, higher better itm.minlevel = 3; ------------------ Minimum level required to use this potion, smaller better, 0 is maximum accepted itm.rare = 0.1; --------------------- How often you find the item n++; -------------------------------- DO NOT CHANGE makeref(itm,Items[n]); ------------- DO NOT CHANGE itm.id = "potion3"; --------------- DO NOT CHANGE itm.name = "itmname_potion3"; -------- DO NOT CHANGE itm.describe = "itmdescr_potion3"; --- DO NOT CHANGE itm.model = "Antidote"; ------------- DO NOT CHANGE itm.picIndex = 5; ------------------- DO NOT CHANGE itm.picTexture = "ITEMS_1"; ---------- DO NOT CHANGE // itm.shown = false; ------------------ Unknown itm.price = 450; -------------------- Item Price itm.potion.pic = 0; ------------------ DO NOT CHANGE itm.potion.tex = 2; // battle_interface\useditems2.tga --- itm.potion.antidote = true; --------- This means that the potion is an antidot(true = antidot enabed, false = no action as an antidot) itm.minlevel = 3; -------------------- Minimum level required to use this potion, smaller better, 0 is maximum accepted itm.rare = 0.1; --------------------- How often you find the item n++; ------------------------------- DO NOT CHANGE makeref(itm,Items[n]); ------------- DO NOT CHANGE itm.id = "potion4"; ---------------- DO NOT CHANGE itm.name = "itmname_potion4"; -------- DO NOT CHANGE itm.describe = "itmdescr_potion4"; --- DO NOT CHANGE itm.model = "balsam"; --------------- DO NOT CHANGE itm.picIndex = 4; ------------------- DO NOT CHANGE itm.picTexture = "ITEMS_1"; ---------- DO NOT CHANGE // itm.shown = false; ------------------ Unknown itm.price = 1000; -------------------- Item Price itm.potion.pic = 3; ------------------ DO NOT CHANGE itm.potion.tex = 1; // battle_interface\useditems1.tga --- DO NOT CHANGE itm.potion.health = 60.0; ------------ Number of health points healed, higher better itm.potion.antidote = true; ----------- This means that the potion is an antidot(true = antidot enabed, false = no action as an antidot) itm.minlevel = 3; -------------------- Minimum level required to use this potion, smaller better, 0 is maximum accepted itm.rare = 0.1; --------------------- How often you find the item n++; --------------------------------- DO NOT CHANGE *********6.5 My Potion Modification************************************************* makeref(itm,Items[n]); itm.id = "potion4"; itm.name = "itmname_potion4"; itm.describe = "itmdescr_potion4"; itm.model = "balsam"; itm.picIndex = 4; itm.picTexture = "ITEMS_1"; // itm.shown = false; itm.price = 1000; itm.potion.pic = 3; itm.potion.tex = 1; // battle_interface\useditems1.tga itm.potion.health = 360.0; itm.potion.antidote = true; itm.minlevel = 3; itm.rare = 0.9; n++; *********6.6 Spyglasses Modification************************************************* ===Note: Here is explain one type of Spyglass (Spyglass). This is a model, the rest can be modified the same way. ===Note: If modified a Spyglass type the rest of the Spyglasses of the enemies or the allies are using the same spyglass abilities. My recommendation is to modifier only one type of spyglass. //SPYGLASSES makeref(itm,Items[n]); ---------------- DO NOT CHANGE itm.id = "spyglass1"; ---------------- DO NOT CHANGE itm.groupID = SPYGLASS_ITEM_TYPE; ----- DO NOT CHANGE itm.name = "itmname_spyglass1"; ------- DO NOT CHANGE itm.describe = "itmdescr_spyglass1"; ---- DO NOT CHANGE itm.picIndex = 14; --------------------- DO NOT CHANGE itm.picTexture = "ITEMS_6"; ------------ DO NOT CHANGE itm.price = 300; ----------------------- Item Price itm.folder = "items"; ------------------ DO NOT CHANGE itm.scope.texture = "eye_BadTub.tga"; --- DO NOT CHANGE itm.scope.zoom = 2.5; ----------------- Spyglass zoom, higher better itm.scope.time_activate = 500; -------- Unknown itm.scope.time_update = 150; ---------- Unknown itm.scope.show.nation = 1; -------------- snow nation of ship, 1 activated, 0 deactivated itm.scope.show.cannons = 0; ------------- show type and number, 1 activated, 0 deactivated itm.scope.show.ship_name = 1; ----------- show ship name, 1 activated, 0 deactivated itm.scope.show.ship_type = 1; ----------- show ship type, 1 activated, 0 deactivated itm.scope.show.hull = 0; --------------- show ship hull stats, 1 activated, 0 deactivated itm.scope.show.sail = 0; --------------- show ship sails stats, 1 activated, 0 deactivated itm.scope.show.crew = 0; --------------- show ship crew stats, 1 activated, 0 deactivated itm.scope.show.speed = 0; --------------- show ship speed, 1 activated, 0 deactivated itm.scope.show.charge = 0; -------------- show charge of cannons, 1 activated, 0 deactivated itm.minlevel = 1; ---------------------- Minimum level required to use the item itm.rare = 0.1; ----------------------- Item rareness n++; ---------------------------------- DO NOT CHANGE ===Note: Here is the explication by "Spyglass Id" itm.id = "spyglass1"; spyglass1 = Spyglass spyglass2 = Spyglass spyglass3 = Spyglass spyglass4 = Masterwork Spyglass *********6.7 My Spyglasses Modification************************************************* makeref(itm,Items[n]); itm.id = "spyglass4"; itm.groupID = SPYGLASS_ITEM_TYPE; itm.name = "itmname_spyglass4"; itm.describe = "itmdescr_spyglass4"; itm.picIndex = 14; itm.picTexture = "ITEMS_1"; itm.folder = "items"; itm.model = "spyglass4"; itm.price = 1000; itm.scope.texture = "eye_BestTub.tga"; itm.scope.zoom = 7.0; itm.scope.time_activate = 500; itm.scope.time_update = 150; itm.scope.show.nation = 1; itm.scope.show.cannons = 1; itm.scope.show.ship_name = 1; itm.scope.show.ship_type = 1; itm.scope.show.hull = 1; itm.scope.show.sail = 1; itm.scope.show.crew = 1; itm.scope.show.speed = 1; itm.scope.show.charge = 1; itm.minlevel = 1; itm.rare = 0.9; n++; *********6.8 Rareness Modification************************************************* ===Note: This works only with items(i think) and shows how often you find the item. The line is: itm.rare = 0.1; the number "0.3" is the highest encountered the number "0.1" is the most often encountered. the number "0.01" is encountered for very rare items, the items with this number are extremly hard to find. I recommend to put 0.9 ============================================================================= 7. Different Skills Modifications ============================================================================= *********7.0 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 "perks_init.c" file in the "\pirates of the caribbean\PROGRAM\INTERFACE\Perks\" folder. ===Note: THIS ONLY WORKS WHEN STARTING A NEW GAME *********7.1 Skills Modifications******************************************** Locate the lines ChrPerksList.list.Rush.descr = "perkRush"; -----DO NOT CHANGE ChrPerksList.list.Rush.TimeDuration = 30; -----The number can be changed to a higher number or a smaller that depends on what you want. This is to RUSH skill. ============================================================================= 8.Last Word ============================================================================= Thanks to "Bethesda Softworks" for making this great game, to the owners of the sites www.piratehideout.com + www.piratesahoy.net because there I found the lists of the items and good info's that helped me a lot. Also Thanks to all those who read my guide and to those who play the game. 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.