Author Topic: Ye Olde Tavern Strumpets  (Read 21295 times)

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Somebody

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Re: Ye Olde Tavern Strumpets
« Reply #45 on: September 28, 2010, 01:45:06 AM »
The belligerent drunk is always a drunk male. If you set {him/her}, it defaults to the player. First use agent_get_troop_id on $g_main_attacker_agent, and then fetch the result of troop_get_type to a register.

CounterPoint

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Re: Ye Olde Tavern Strumpets
« Reply #46 on: September 28, 2010, 04:09:21 AM »
Certainly a new dimension to the old warband......or should I say, whoreband...

Ashmond

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Re: Ye Olde Tavern Strumpets
« Reply #47 on: September 30, 2010, 04:33:37 AM »
The belligerent drunk is always a drunk male. If you set {him/her}, it defaults to the player. First use agent_get_troop_id on $g_main_attacker_agent, and then fetch the result of troop_get_type to a register.
Thanks Somebody, now I know how to check for gender.  What I ended up doing was adding a global to both scripts, activate drunk and activate strumpet without a specific gender check because it's already guaranteed according to which script is called. The dialog as such:

Code: [Select]
  [anyone|plyr, "player_duel_response",
[
(eq,"$g_attacker_gender",0),
], "Better him than me!", "close_window", [
   ]],
   
  [anyone|plyr, "player_duel_response",
[
(eq,"$g_attacker_gender",1),
],   "That **** had it coming!","close_window",[]],


In other news: FFS!  What is the problem with the operations in this dialog?  Any variation that I've tried, including store_conversation_troop, will compile without error.  This along with the current arrangement produce no script errors but will not work.  Using agent_get_troop_id causes script error notifications within the game, though it was used by itself and in conjunction with store_conversation_troop within a try_begin.  I'm assuming that store_conversation_troop stores the name rather than the troop ID, since it refuses to work?  I'm trying for a small bank of multiple instances of the same offer, based on the individual madame - which then would zero out once the offer is received, yet keep the others intact.  I can't see how this_or_next would work for this and somehow, it feels as if I'm missing some basic rule here.  val_add was originally "assign" until the most recent round of failure.

Code: [Select]
  [anyone,"madame_privilege_n",[],"Of course {playername}, I shall hold this offer for when we next speak.","close_window",
[
(try_for_range,":cur_madame",tavern_madame_begin,"trp_tavern_minstrel_1"),
#(agent_get_troop_id,":cur_madame",":madame"),
(eq,":cur_madame","trp_madame_1"),
(val_add,"$g_madame_privilege_1",1),
(else_try),
(eq,":cur_madame","trp_madame_2"),
(val_add,"$g_madame_privilege_2",1),
(else_try),
(eq,":cur_madame","trp_madame_3"),
(val_add,"$g_madame_privilege_3",1),
(else_try),
(eq,":cur_madame","trp_madame_4"),
(val_add,"$g_madame_privilege_4",1),
(else_try),
(eq,":cur_madame","trp_madame_5"),
(val_add,"$g_madame_privilege_5",1),
(else_try),
(eq,":cur_madame","trp_madame_6"),
(val_add,"$g_madame_privilege_6",1),
(else_try),
(eq,":cur_madame","trp_madame_7"),
(val_add,"$g_madame_privilege_7",1),
(try_end),
]],
 
  [anyone,"start",
[
(is_between, "$g_talk_troop", tavern_madame_begin, "trp_tavern_minstrel_1"),
(store_conversation_troop,":tlk_madame"),
(str_store_troop_name,s69,":tlk_madame"),
(call_script, "script_troop_get_player_relation",":tlk_madame"),       
(ge,reg0,10),
(try_for_range,":cur_madame",tavern_madame_begin,"trp_tavern_minstrel_1"),
#(agent_get_troop_id,":cur_madame",":madame"),
(eq,":cur_madame", "trp_madame_1"),
(eq,"$g_madame_privilege_1",1),
(else_try),
(eq,":cur_madame", "trp_madame_2"),
(eq,"$g_madame_privilege_2",1),
(else_try),
(eq,":cur_madame", "trp_madame_3"),
(eq,"$g_madame_privilege_3",1),
(else_try),
(eq,":cur_madame", "trp_madame_4"),
(eq,"$g_madame_privilege_4",1),
(else_try),
(eq,":cur_madame", "trp_madame_5"),
(eq,"$g_madame_privilege_5",1),
(else_try),
(eq,":cur_madame", "trp_madame_6"),
(eq,"$g_madame_privilege_6",1),
(else_try),
(eq,":cur_madame", "trp_madame_7"),
(eq,"$g_madame_privilege_7",1),
(try_end),

],   "{s69} never breaks a promise {playername}.","madame_privilege",

Also to add the current progress for the dialog module, as it is in the tester game.
(click to show/hide)
and
(click to show/hide)
So, until any possible suggestions, I'm going to try using the global rather than the local variables for troop.  Everything just looks sloppy, where usage is concerned, but this is a learning process.
« Last Edit: September 30, 2010, 04:23:44 PM by Ashmond »

Somebody

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Re: Ye Olde Tavern Strumpets
« Reply #48 on: September 30, 2010, 06:58:07 PM »
First of all, use a slot to accomplish what you're trying to do - then use (troop_set_slot, "$g_talk_troop", slot_madame_whatever, 1) instead of using so many globals.

And while I appreciate your usage of s69, it does not exist in the native module system. While there doesn't appear to be a limit, the highest defined is s67. Which is why some of your code will not work. store_conversation_troop/agent is called at the first dialog to automatically get $g_talk_troop/agent - no need to do so again.

Ashmond

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Re: Ye Olde Tavern Strumpets
« Reply #49 on: October 01, 2010, 12:32:09 AM »
Okay Somebody, I'll try that.  I guess in your example the slots are acting as a switch.  May I ask, why is that better than a global switch?  The best I can tell is that  (this_or_next|eq,"slot_madame_whatever",1) would work.  Of course, I still find slots confusing, there must be more to them than switching and value storage.

As for the strings, I'm still too green with the module system to know which strings and registers are rarely used, so I added two, s68 and s69, to the common header, in order to avoid conflicts.  s68 holds strings for up to a game week while s69 is there for its own sake.  :mrgreen:

======
Wait, this is all I need? 
(troop_get_slot,":switch","$g_talk_troop","slot_tavern_madame"),
(eq,":switch",1),

If that's correct, I'm suddenly in love with slots!
« Last Edit: October 01, 2010, 01:04:19 AM by Ashmond »

Somebody

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Re: Ye Olde Tavern Strumpets
« Reply #50 on: October 01, 2010, 01:04:51 AM »
Not even that. Use troop_slot_eq.

Ashmond

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Re: Ye Olde Tavern Strumpets
« Reply #51 on: October 01, 2010, 01:18:42 AM »
Not even that. Use troop_slot_eq.

Wow.  I'm grateful to you Somebody.  They should put up somewhere in big, bold letters: "Learn all you can about slots first!"

=======
Okay, so here is the dialog and it looks much better now, in my opinion.  Once this is tested, I'll post everything for the full version.
(click to show/hide)
« Last Edit: October 01, 2010, 03:45:30 AM by Ashmond »

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Re: Ye Olde Tavern Strumpets
« Reply #52 on: October 02, 2010, 09:50:12 AM »
They should put up somewhere in big, bold letters: "Learn all you can about slots first!"
:lol:
This sentence isn't anywhere, but I guess you have to figure it out yourself. :D

Ashmond

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Re: Ye Olde Tavern Strumpets
« Reply #53 on: October 05, 2010, 03:17:05 AM »
Ah, but Lumos, the sentence is now in existence!  :)

New information on the front page of this thread. 


Tumetsu

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Re: Ye Olde Tavern Strumpets
« Reply #54 on: October 05, 2010, 07:39:24 PM »
This is just great :D Thanks


Is it intentional to make them wear courtly_outfit? It's the one that male lords use, at least in my game and I'm pretty sure I haven't changed it.
I'm thinking of making them look something like my current female character
(click to show/hide)
but then she wouldn't be unique anymore...

btw those Betrayed Strumpets are so poor fighters and yet so high level that I will rape them every time I meet them, no matter if I lose some honor and stuff :twisted: :twisted: so much XP&money...
"Scissors are overpowered. Rock is fine." -Paper


Ashmond

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Re: Ye Olde Tavern Strumpets
« Reply #55 on: October 05, 2010, 08:19:09 PM »
Glad you like it Tumetsu.  They are meant to wear the court_dress and I confused it with courtly_outfit.  Changed the source but forgot about the module, I'll fix that.  In my game they all use the altered version of dthun's rogue armor that I posted*(picture of), plus I gave the armor unrealistic ratings, around 200 I think, to make them more of a challenge since I play with them in xeno's stuff.

In native, the madame kicks my ass at first.  There's a bug with the menu screen when that happens that I'll try to address later, just noticed it last night.  Also, with a new native game and resisting the temptation to import my actual character that I've carried with me from game to game from the beginning, those strumpets obliterated my team of 30 mid-level or less troops.  :shock:

You'd probably find them more challenging if they had battle worthy armor, but then they wouldn't look like a band of strumpets out for revenge.  They are meant to be tough at first and easy prey as you progress.  Perhaps they should be equipped with swords and a varied chance of shields?  Still then, they loose the image and appeal of being raging strumpets...  Ending in the current result, super high skill with next to nothing to protect them and a weapon that can hardly be considered as such.  Of course, source users can balance it however they like.  I'm open to suggestions for the module version, even though its main purpose is to provide a simple way for people test drive them.  :o

======
No, fixed the module and forgot the script.  :roll:
=======
The source now uses the Court Dress for the default outfit.
« Last Edit: October 05, 2010, 08:40:21 PM by Ashmond »

Tumetsu

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Re: Ye Olde Tavern Strumpets
« Reply #56 on: October 05, 2010, 08:47:38 PM »
I guessed that outfit thing.

In fact I think that the Strumpet-party is actually not so easy prey in Native because there is 200 of them and if you don't have big (or full-horse) army they will just swarm you.
But in my test game I destroyed  two groups of them alone with just my bow and trusty horse. After I had killed ~25 of them they started to run away and I just needed to cut the deserters down to get those others run too... Well, my bow wasn't one of the normal ones but still

I haven't yet tested the code with xeno's stuff but buffing armor and giving them special daggers might make them efficient enough
« Last Edit: October 05, 2010, 08:49:39 PM by Tumetsu »
"Scissors are overpowered. Rock is fine." -Paper


FALX

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Re: Ye Olde Tavern Strumpets
« Reply #57 on: February 23, 2012, 12:42:18 PM »
Please help with installing the latest version of the modular system. When you install the instructions gives the errors -

module_dialogs.py    NameError: name 'pt_betrayed_strumpets' is not defined

module_party_templates.py  NameError: name 'courage_30' is not defined


(click to show/hide)

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Re: Ye Olde Tavern Strumpets
« Reply #58 on: February 23, 2012, 02:38:17 PM »
Please help with installing the latest version of the modular system. When you install the instructions gives the errors -

module_dialogs.py    NameError: name 'pt_betrayed_strumpets' is not defined

module_party_templates.py  NameError: name 'courage_30' is not defined


(click to show/hide)

You just need to add a new party with the name error dialog shows. I suck at item flags.

Saw this for first time. Would be a nice base for my brothel feature, credits is surely given.

FALX

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Re: Ye Olde Tavern Strumpets
« Reply #59 on: February 23, 2012, 07:44:09 PM »
Thank you for this help and hint.

We have a common interest in the brothels . I need to make a Geisha 芸者    and the ritual of the tea ceremony after the beer ...)