Bertanx said:Bu konuyu niye daha önce görmedim? Emek vermişsin, teşekkürler.
Teşekkür ederim, uğraşıyorum yeni dersleride en kısa zamanda paylaşacağım inşallah
Bertanx said:Bu konuyu niye daha önce görmedim? Emek vermişsin, teşekkürler.
module_scenes.py
module_party_templates.py
module_parties.py
module_constants.py
module_triggers.py
module_game_menus.py
module_mission_templates.py
scn_sea_1.sco
scn_sea_2.sco
scn_sea_4.sco
("oim_river_village_euro",sf_generate|sf_muddy_water,"none", "none", (0,0),(120,120),-100,"0x000000003000050040048d25000002fa800037fe00002347",
[],[],"outer_terrain_plain"),
("sea_1",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000",
[],[]),
("sea_4",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000",
[],[]),
("sea_2",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000",
[],[]),
("sea_raiders", "Brigands",icon_axeman|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,3,60)]),
("sea_raiders_ships","Sea Raiders",icon_ship|pf_is_ship|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,5,50)]),
("forest_bandit_spawn_point_1", "{!}forest bandit sp 1", pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-34, -43.77),[]),
("ship_raider_spawn_point_1" ,"the_ocean",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(21.72, -105.81),[(trp_looter,15,0)]),
("ship_raider_spawn_point_2" ,"the_ocean",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-78.97, 38.38),[(trp_looter,15,0)]),
num_max_zendar_manhunters = 10
num_max_sships = 25
slot_center_culture = 19
slot_town_near_shore = 599
# [1.0, 96.0, ti_once, [], [[assign,"$peak_dark_hunters", 10]]],
#
# (10.1, 0, 0.0, [],
# [
# (assign, "$pin_party_template", "pt_dark_hunters"),
# (assign, "$pin_limit", "$peak_dark_hunters"),
# (call_script,"script_cf_spawn_party_at_random_town_if_below_limit"),
# ]),
(10.1, 0, 0.0, [
(store_num_parties_created, reg(3),"pt_sea_raiders_ships"),
(lt, reg(3), num_max_sships),
(store_num_parties_of_template, reg(2), "pt_sea_raiders_ships"),
(lt, reg(2), 3)
], [
(set_spawn_radius, 1),
(store_random_in_range,":ssp",0,2),
(try_begin),
(eq, ":ssp", 0),
(assign,":ssp","p_ship_raider_spawn_point_1"),
(else_try),
(assign,":ssp","p_ship_raider_spawn_point_2"),
(try_end),
(spawn_around_party, ":ssp", "pt_sea_raiders_ships"),
]),
("encounter_attack",[
(eq, "$g_ai_wagenburg_is_on", 0),
(eq, "$encountered_party_friendly", 0),
(neg|troop_is_wounded, "trp_player"),
## (store_troop_health,reg(5)),
## (ge,reg(5),5),
],"Charge the enemy.",[
(party_get_current_terrain, ":terrain", "p_main_party"),
(neq,":terrain",0),
# illness check
(call_script, "script_remove_health"),
(assign, "$g_next_menu", "mnu_simple_encounter"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
("encounter_attack",[
(eq, "$g_ai_wagenburg_is_on", 0),
(eq, "$encountered_party_friendly", 0),
(neg|troop_is_wounded, "trp_player"),
(party_get_current_terrain, ":terrain", "p_main_party"),
(eq,":terrain",0),
],"Close in and board the enemy.",[
(assign, "$g_battle_result", 0),
(assign, "$g_engaged_enemy", 1),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(try_begin),
(eq, "$g_encounter_type", enctype_fighting_against_village_raid),
(assign, "$g_village_raid_evil", 0),
(set_jump_mission,"mt_village_raid"),
(party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
(jump_to_scene, ":scene_to_use"),
(else_try),
(eq, "$g_encounter_type", enctype_catched_during_village_raid),
(assign, "$g_village_raid_evil", 0),
(set_jump_mission,"mt_village_raid"),
(party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
(jump_to_scene, ":scene_to_use"),
(else_try),
(set_jump_mission,"mt_ship_battle"),
(try_begin),
(val_add,reg10,reg11),
(gt,reg10,60),
(jump_to_scene, "scn_sea_4"),
(else_try),
(val_add,reg10,reg11),
(gt,reg10,30),
(jump_to_scene, "scn_sea_2"),
(else_try),
(jump_to_scene, "scn_sea_1"),
(end_try),
(try_end),
# illness check
(call_script, "script_remove_health"),
(assign, "$g_next_menu", "mnu_simple_encounter"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
("join_attack",[
# (neq, "$encountered_party_hostile", 0),
(neg|troop_is_wounded, "trp_player"),
## (store_troop_health,reg(5),"trp_player"),
## (ge,reg(5),20),
],"Charge the enemy.",[
(party_set_next_battle_simulation_time, "$g_encountered_party", -1),
(assign, "$g_battle_result", 0),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(set_jump_mission,"mt_lead_charge"),
(call_script, "script_setup_random_scene"),
(assign, "$g_next_menu", "mnu_join_battle"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
(party_get_current_terrain,":terrain","p_main_party"),
(neq,":terrain",0),
(set_jump_mission,"mt_lead_charge"),
(call_script, "script_setup_random_scene"),
(assign, "$g_next_menu", "mnu_join_battle"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
("join_attack",[
(neg|troop_is_wounded, "trp_player"),
(party_get_current_terrain,":terrain","p_main_party"),
(eq,":terrain",0),
],"Board the enemy.",[
(party_set_next_battle_simulation_time, "$g_encountered_party", -1),
(assign, "$g_battle_result", 0),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(set_jump_mission,"mt_ship_battle"),
(try_begin),
(val_add,reg10,reg11),
(gt,reg10,60),
(jump_to_scene, "scn_sea_4"),
(else_try),
(val_add,reg10,reg11),
(gt,reg10,30),
(jump_to_scene, "scn_sea_2"),
(else_try),
(jump_to_scene, "scn_sea_1"),
(end_try),
(assign, "$g_next_menu", "mnu_join_battle"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
("sail_from_port",[(party_slot_eq,"$current_town",slot_party_type, spt_town),
(eq, "$cheat_mode", 1),
# (party_slot_eq,"$current_town",slot_town_near_shore, 1),
],"Sail from port.",
[(assign, "$g_player_icon_state", pis_ship),
(party_set_flags, "p_main_party", pf_is_ship, 1),
(party_get_position, pos1, "p_main_party"),
(map_get_water_position_around_position, pos2, pos1, 6),
(party_set_position, "p_main_party", pos2),
(assign, "$g_main_ship_party", -1),
(change_screen_return),
]),
#This active when the town near the water!
("sail_from_port",[
#Water Fix By Porshy
(party_slot_eq,"$current_town",slot_party_type, spt_town),
(eq, "$entry_to_town_forbidden", 0),
(party_get_position, pos1, "p_main_party"),
#(str_store_string, s1, pos1), #Store first position!
(map_get_water_position_around_position, pos2, pos1, 6),
(party_set_position, "p_main_party", pos2),
(party_get_current_terrain, ":terrain", "p_main_party"), #Take Terrain Information!
#Try to check terrain!
(try_begin),
(this_or_next|eq, ":terrain", 0),
( eq, ":terrain", 8),
(party_set_slot, "$current_town", slot_town_near_shore, 1),
(else_try),
(party_set_slot, "$current_town", slot_town_near_shore, 99),
(try_end),
#Send back!
(party_set_position, "p_main_party", pos1),
(party_slot_eq, "$current_town", slot_town_near_shore, 1),
#Water Fix End
], "Sail from port", [
(assign, "$g_player_icon_state", pis_ship),
(party_set_flags, "p_main_party", pf_is_ship, 1),
(party_get_position, pos1, "p_main_party"),
(map_get_water_position_around_position, pos2, pos1, 6),
(party_set_position, "p_main_party", pos2),
(assign, "$g_main_ship_party", -1),
(change_screen_return),
]),
("ship_battle", mtf_battle_mode,-1, "You close in and board the enemy ships", [
(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(1,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(2,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(3,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(4,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(5,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(6,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(7,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(8,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(9,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(10,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(11,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(12,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(13,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(14,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(15,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
], [
#Banner Fix
common_battle_mission_start,
common_battle_init_banner,
(ti_on_agent_spawn, 0, 0, [], [
(store_trigger_param_1, ":agent_no"),
(call_script, "script_agent_reassign_team", ":agent_no"),
]),
(0, 0, ti_once, [], [
(assign,"$battle_won",0),
(assign,"$defender_reinforcement_stage",0),
(assign,"$attacker_reinforcement_stage",0),
(assign,"$g_presentation_battle_active", 0),
(call_script, "script_place_player_banner_near_inventory"),
(call_script, "script_combat_music_set_situation_with_culture"),
]),
common_music_situation_update,
common_battle_check_friendly_kills,
(1, 0, 5, [
(lt,"$defender_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_defenders", 0),
(lt,":num_defenders",6),
], [(add_reinforcements_to_entry,0,7),(val_add,"$defender_reinforcement_stage",1)]),
(1, 0, 5, [
(lt,"$attacker_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_attackers", 1),
(lt,":num_attackers",6),
], [(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),
common_battle_check_victory_condition,
common_battle_victory_display,
common_battle_tab_press,
(1, 4, ti_once, [(main_hero_fallen)], [
(assign, "$pin_player_fallen", 1),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20),
(assign, "$g_battle_result", -1),
(set_mission_result,-1),
(call_script, "script_count_mission_casualties_from_agents"),
(finish_mission,0)
]),
]),
battle_won
g_presentation_battle_active
(faction_set_slot, "fac_kingdom_1", slot_faction_culture, "fac_culture_1"),
(faction_set_slot, "fac_kingdom_1", slot_faction_leader, "trp_kingdom_1_lord"),
(troop_set_slot, "trp_kingdom_1_lord", slot_troop_renown, 1200),
2Roll said:Hyper arkadaşım konuyu hortlatıp durmasan Eğer çok merak ediyorsan bir kodcu arkadaşa sorarsın özel mesajla. Konular açıyorsun , her konuya mesaj atıyorsun. Ben öneride bulundum ama sen nasıl istersen öyle yap.