rubik
Squire
Original autoloot thread by fisheye:
I had adjusted autoloot. Reorganized how NPCs will choose their loots, they will accord to the performance instead of the price.
source:
I used some actual PYTHON code. Such as:
# the function get_difficulty is already defined in header_items.py, I just call it here.
It was used to set items' difficulties. Then we can use (item_get_slot,<destination>, <item_id>, slot_item_difficulty) to get items' difficulties easily.
Of course we also need to add some code to call this PYTHON function.
First we need to add the flowing script to call it.
Then add the flowing to the script of game_start to call the script of init_item_difficulties.
Well, I will start a new topic to discuss how to use some simple PYTHON functions in MNB Module System later, I think it will be a great help to your MOD development.
I had adjusted autoloot. Reorganized how NPCs will choose their loots, they will accord to the performance instead of the price.
source:
M&B Repository - Shutdown
www.mbrepository.com
Now,The archive only contains 5 files, we need not to change module_items.py and process_items.py any more, so there is no need to include them. module_dialogs.py, module_game_menus.py and module_strings.py are the same as fisheye's. The most great changes by me is in module_scripts.py, in addition module_constants.py contains some slots definitions by me.Updated on 3-25, 2009:
Minor fix on judgement of Two-handed/One-handed weapons.
10:41:46 pm
Minor fix on judgement of Two-handed/One-handed weapons again.
Updated on 3-24, 2009:
Create a independent classified for Two-handed/One-handed weapons. They didn't subordinate to Two-handed weapons any more.
Well, I also did some necessary additions in module_dialogs.py and module_strings.py this time.
I used some actual PYTHON code. Such as:
def set_item_difficulty():
item_difficulty = [] # create an empty list: item_difficulty
for i_item in xrange(len(items)): # do a loop in the list items
item_difficulty.append((item_set_slot, i_item, slot_item_difficulty, get_difficulty(items[i_item][6]))) # append Module System sentences to the list
return item_difficulty[:] # return the whole list with all Module System sentences above
# the function get_difficulty is already defined in header_items.py, I just call it here.
It was used to set items' difficulties. Then we can use (item_get_slot,<destination>, <item_id>, slot_item_difficulty) to get items' difficulties easily.
Of course we also need to add some code to call this PYTHON function.
First we need to add the flowing script to call it.
("init_item_difficulties", set_item_difficulty()),
Then add the flowing to the script of game_start to call the script of init_item_difficulties.
I almost forget that, you must define slot_item_difficulty in module_constants.py before you use it.(call_script, "script_init_item_difficulties"),
Well, I will start a new topic to discuss how to use some simple PYTHON functions in MNB Module System later, I think it will be a great help to your MOD development.
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