mfberg said:Where in the module system is the effect of strength/power throw taken into account on shot speed?
(
"the_ways",0,-1,
"You enter the ways.",
[
(100,mtef_team_0,af_override_horse,0,7,[]),
#(1,mtef_visitor_source|mtef_team_1,af_override_horse,0,20,[]),
#(2,mtef_visitor_source|mtef_team_1,af_override_horse,0,20,[]), #Haven' added other parties inside ways yet
#(3,mtef_visitor_source|mtef_team_1,af_override_horse,0,20,[]),
],
[
(ti_tab_pressed, 0, 0,
[],
[
(finish_mission,0),
(change_screen_return,0),
]
),
(ti_on_agent_spawn, 0, 0,
[
(eq, slot_troop_occupation, slto_kingdom_hero), #player should have this troop slot, no?
],
[
(party_list_begin = "p_town_10"),
(party_list_end = "p_salt_mine"),
(store_sub, ":party_index", "$g_encountered_party", party_list_begin),
(val_add, ":party_index", 3),
(assign, "$ways_point", ":party_index"),
(entry_point_get_position, pos2, "$g_ways_point"),
(get_player_agent_no, ":player_agent"),
(agent_set_position, ":player_agent", pos2),
]
),
#### ALL BELOW HERE FIX LATER #####
(1, 4, ti_once, [(main_hero_fallen)],
[
(assign, "$pin_player_fallen", 1),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 5, 20, 0),
(assign, "$g_battle_result", -1),
(set_mission_result,-1),
(call_script, "script_count_mission_casualties_from_agents"),
(finish_mission,0)
]
),
],
),
The alpha channel is sometimes used for transparency, sometimes as a specular map. I guess in your case it's a specular map, as you don't want the transparency. I don't know about paint.Net, but I'm sure there is a way to directly edit the Alpha channel. Just fill it white.Ritter Dummbatz said:Just to annoy all of you and to repeat myself .... and in a way to make sure you haven't just not seen it because it is already a few pages behind but I still wonder how I can convert a dds file into something editable. Well, I know how to but this seems to be saved in a special format or something. It looks like I would turn on the option 'alpha transparency' in OpenBrf. It converts to a picture just like that with large parts transparent and many parts missing...well, nothing I can work with. I can't handle this one on my own and my hope is that you can tell me.
Thanks in advance again.
("village_center",[(neg|party_slot_eq, "$current_town", slot_village_state, svs_looted),
(neg|party_slot_eq, "$current_town", slot_village_state, svs_being_raided),
(neg|party_slot_ge, "$current_town", slot_village_infested_by_bandits, 1),]
,"Go to the village center.",
[
(try_begin),
(call_script, "script_cf_enter_center_location_bandit_check"),
(else_try),
(party_get_slot, ":village_scene", "$current_town", slot_castle_exterior),
(modify_visitors_at_site,":village_scene"),
(reset_visitors),
(party_get_slot, ":village_elder_troop", "$current_town",slot_town_elder),
(set_visitor, 11, ":village_elder_troop"),
(call_script, "script_init_town_walkers"),
(try_begin),
(check_quest_active, "qst_hunt_down_fugitive"),
(neg|is_currently_night),
(quest_slot_eq, "qst_hunt_down_fugitive", slot_quest_target_center, "$current_town"),
(neg|check_quest_succeeded, "qst_hunt_down_fugitive"),
(neg|check_quest_failed, "qst_hunt_down_fugitive"),
(set_visitor, 45, "trp_fugitive"),
(try_end),
[b] (try_begin),
(check_quest_active, "qst_learn_where_merchant_brother_is"),
(eq, "$current_town","p_village_73"),
(neg|check_quest_succeeded, "qst_learn_where_merchant_brother_is"),
(neg|check_quest_failed, "qst_learn_where_merchant_brother_is"),
(set_visitor, 45, "trp_the_messenger"),
(try_end),[/b]
(set_jump_mission,"mt_village_center"),
(jump_to_scene,":village_scene"),
(change_screen_mission),
(try_end),
],"Door to the village center."),
(0, 0, 1, [(key_clicked, key_z)], [
(get_player_agent_no, ":agent"),
(try_begin),
(agent_slot_eq, ":agent", slot_agent_crouch, 0),
(agent_get_horse, ":horse", ":agent"),
(le, ":horse", 0),
(display_message,"@crouch key pressed (begin)."),
(agent_set_slot, ":agent", slot_agent_crouch, 1),
(agent_set_animation, ":agent", "anim_stand_to_crouch"),
(agent_set_walk_forward_animation,":agent","anim_walk_forward_crouch"),
(else_try),
(agent_slot_eq, ":agent", slot_agent_crouch, 1),
(display_message,"@crouch key pressed (end)."),
(agent_set_slot, ":agent", slot_agent_crouch, 0),
(agent_set_animation, ":agent", "anim_crouch_to_stand", 1),
(agent_set_walk_forward_animation,":agent","anim_run_forward"),
(try_end),
]),