rucchi
Knight
I release module systems for variant maker.
This source code is version 1.0 Final. (This mod includes source code.)
If you have some questions, please tell me in this thread.
Don't send me a PM for how to add some feature to your mod.
You can use it free. You have not to request the permission to use it.
But I said over and over again, If you use for your mod(not this variant),
Please do it yourself.
Q: I can't compile it.
A: Check your path in module_info.py
Q: How to get rid of your logos when your game starts and in start menu?
A: remove pic_***.dds from textures folder.
and
"game_start" in module_presentations.py
coment out
change your code in module_presentations.py, and remove pic_mb_warrior_3.dds in textures folder
and
"game_start" in module_presentations.py
Code:
(create_mesh_overlay, reg0, "mesh_title_window"),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg0, pos1),
Code:
# (create_mesh_overlay, reg0, "mesh_title_window"),
# (position_set_x, pos1, 0),
# (position_set_y, pos1, 0),
# (overlay_set_position, reg0, pos1),
Code:
("game_escape",prsntf_read_only,mesh_load_window,[
(ti_on_presentation_load,
[
(presentation_set_duration, 999999),
(set_fixed_point_multiplier, 1000),
(troop_get_slot, ":banner_spr", "trp_player", slot_troop_banner_scene_prop),
(try_begin),
(neq, ":banner_spr", 0),
(troop_get_slot, ":map_flag_type", "trp_player", slot_troop_custom_banner_map_flag_type),
(val_max, ":map_flag_type", 0),
(val_add, ":map_flag_type", custom_banner_flag_map_types_begin),
(try_begin),
(eq, ":map_flag_type", "mesh_custom_map_banner_01"),
(create_mesh_overlay_with_tableau_material, "$g_presentation_obj_18", ":map_flag_type", "tableau_custom_banner_square", "trp_player"),
(else_try),
(eq, ":map_flag_type", "mesh_custom_map_banner_02"),
(create_mesh_overlay_with_tableau_material, "$g_presentation_obj_18", ":map_flag_type", "tableau_custom_banner_short", "trp_player"),
(else_try),
(create_mesh_overlay_with_tableau_material, "$g_presentation_obj_18", ":map_flag_type", "tableau_custom_banner_default", "trp_player"),
(try_end),
(position_set_x, pos1, -300),#20
(position_set_y, pos1, 0),
(overlay_set_position, "$g_presentation_obj_18", pos1),
(position_set_x, pos1, 200),#200
(position_set_y, pos1, 200),
(overlay_set_size, "$g_presentation_obj_18", pos1),
(try_end),
]),
]),
Q: How to get rid of heraldry from my armor?
A: In module_items.py, You restore source code same as native.
For example 1,
Modify "new_padded_leather"
to "padded_leather"
Modify "imodbits_cloth , [(ti_on_init_item, ...., ":troop_no")])]],"
to "imodbits_cloth ],"
For example 2
In case of mesh name is same as native,
Modify "imodbits_cloth , [(ti_on_init_item,....":troop_no")])]],"
to "imodbits_cloth] ,"
If you use "Item editor", change mesh name and remove trigger.
For example 1,
Code:
["padded_leather", "Padded Leather", [("new_padded_leather",0)], itp_merchandise| itp_type_body_armor |itp_covers_legs|itp_civilian,0,
454 , weight(12)|abundance(100)|head_armor(0)|body_armor(27)|leg_armor(10)|difficulty(0) ,imodbits_cloth ,
[(ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_custom_banner", "tableau_padded_leather", ":agent_no", ":troop_no")])]],
to "padded_leather"
Modify "imodbits_cloth , [(ti_on_init_item, ...., ":troop_no")])]],"
to "imodbits_cloth ],"
For example 2
Code:
["leather_jerkin", "Leather Jerkin", [("leather_jerkin",0)], itp_merchandise| itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
321 , weight(6)|abundance(100)|head_armor(0)|body_armor(23)|leg_armor(6)|difficulty(0) ,imodbits_cloth , [(ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_custom_banner", "tableau_leather_jerkin", ":agent_no", ":troop_no")])]],
Modify "imodbits_cloth , [(ti_on_init_item,....":troop_no")])]],"
to "imodbits_cloth] ,"
If you use "Item editor", change mesh name and remove trigger.