Author Topic: Hiring Manhunters Script (Needs Help!)  (Read 1219 times)

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Specialist

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Hiring Manhunters Script (Needs Help!)
« on: May 29, 2011, 12:59:01 AM »
Okay, I need to know if this will work, for a simple Manhunter enlistment system....

Code: [Select]
[party_tpl|pt_manhunters|plyr,"manhunter_talk_b", [], "I was wondering if you have any soldiers that I could enlist.", "manhunter_talk_b3",
  [[change_screen_buy_mercenaries]]],
  [party_tpl|pt_manhunters,"manhunter_talk_b3", [], "Those lads are great fighters, treat 'em well! Farewell", "close_window",[(assign, "$g_leave_encounter",1)]],


First, I need to know if this will let you Hire the Manhunters as troops. Then....
---> Where the change_screen_buy_mercenaries is, I need a condition script. Something that makes it so that you can only hire 1 less than the number of manhunters. AKA: if there are 28 manhunters, you can only hire 27 (Maximum).
Any codes you can help me with? I'll release the finished production once I get it perfected....

Somebody

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Re: Hiring Manhunters Script (Needs Help!)
« Reply #1 on: May 29, 2011, 02:30:54 AM »
First of all, you need to call set_mercenary_party before change_screen_buy_mercenaries.
You can do what you want easily with party_remove_member beforehand and party_add_member after manhunter_talk_b3.

The Bowman

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Re: Hiring Manhunters Script (Needs Help!)
« Reply #2 on: May 29, 2011, 03:04:08 PM »
Also, you should set the waypoints in MS, otherwise, they won't appear.
Mastering Bannerlord suggestions: level 101.
(...) And for the sieges, add some ******** catapults or those huge crossbow shit the Romans used, and I was thinking about those....damn I dont know their name, but it is a huge tree or something which is used to destroy open castle doors. :P (...)