slot_center_mercenary_troop_type = 90
slot_center_mercenary_troop_amount= 91
#script_update_mercenary_units_of_towns
# INPUT: none
# OUTPUT: none
("update_mercenary_units_of_towns",
[(try_for_range, ":town_no", towns_begin, towns_end),
(store_random_in_range, ":troop_no", mercenary_troops_begin, mercenary_troops_end),
(party_set_slot, ":town_no", slot_center_mercenary_troop_type, ":troop_no"),
(store_random_in_range, ":amount", 3, 8),
(party_set_slot, ":town_no", slot_center_mercenary_troop_amount, ":amount"),
(try_end),
]),
Yeah. There are a lot of things to change in the dialogs. I replace all of the preset strings to a new string in the new dialogs. Also, need to use reg to pass the value since Native use global variable ($temp). Need to add some code to both Native dialog and new dialog to check for which troop you are talking to and make sure that you progress to the correct dialog.Slawomir of Aaarrghh said:Adding new troops to tavern is not difficult, but you'll mess mercenary dialog, since game will not know to which mercenary you're talking to. You'll have to change the way original mercenary dialog works.
Permanent or conditional?How can i remove the ladies from castles etc?
That's what I did. However, I didn't change the name, means I used the same dialog state. That leads the some of the problems and I had to use additional conditions to seperate the mercenary. If you use new dialog state (new name) for each new mercenary, then you won't have much problem as I did.Somebody said:Just copy-paste the mercenary dialog (renaming the ones you intend to use) and redesignate the registers and $temp to some other variable, as well as changing the slot_center_mercenary... slots to the other one that you've designated.