morgoth2005
Grandmaster Knight
smiley in both pieces of code.
i quoted itRaz said:Ah, you copied the didn't you? You should quote first because there's a smiley in the code.DarkAnd said:Raz it gave me a sintax error
tuple index out of range
and i don't use m&b dev because mi firewall blocks but i think this aren't the error
(party_get_slot,reg(10),reg(2),slot_town_merchant),
(troop_add_merchandise,reg(10),itp_type_goods,num_merchandise_goods),
(party_set_slot,"p_town_1", slot_town_merchant,"trp_town_1_merchant"),
Caravan said:Code:("tutorial_question_no",[],"I want to attack Zendar.",[(jump_to_menu, "mnu_zendar"), ]),
I changed Zendar's faction(changed to outlaws and I deleted pf_hide_defenders) and i set 200 ninjas to city. What should I do/add?
Yes.You want to fight against a Zendar garrison, in Zendar, am I right?
Caravan said:Thank you for your help. But, when I want to attack Zendar, i don't want to see "attack"/"leave" menu. Does it make that?
add this(
"zendar",mnf_auto_enter,
"You enter the town of Zendar.",
"none",
[(reset_price_rates,0),(set_price_rate_for_item,"itm_tools",70),(set_price_rate_for_item,"itm_salt",140)],
[
("zendar_enter",[],"_",[(set_jump_mission,"mt_town_default"),(jump_to_scene,"scn_zendar_center"),(change_screen_mission)],"Door to the town centre."),
("zendar_tavern",[],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_the_happy_boar"),
(change_screen_mission)],"Door to the tavern."),
("zendar_merchant",[],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_zendar_merchant"),
(change_screen_mission)],"Door to the merchant."),
("zendar_arena",[],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_zendar_arena"),
(change_screen_mission)],"Door to the arena."),
("town_1_leave",[],"_",[(leave_encounter),(change_screen_return)]),
]
),
(
"zendar",0,
"You enter the town of Zendar.",
"none",
[(reset_price_rates,0),(set_price_rate_for_item,"itm_tools",70),(set_price_rate_for_item,"itm_salt",140)],
[
("zendar_enter",[],"_",[(set_jump_mission,"mt_town_default"),(jump_to_scene,"scn_zendar_center"),(change_screen_mission)],"Door to the town centre."),
("zendar_tavern",[eq,"$none",10],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_the_happy_boar"),
(change_screen_mission)],"Door to the tavern."),
("zendar_merchant",[eq,"$none",10],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_zendar_merchant"),
(change_screen_mission)],"Door to the merchant."),
("zendar_arena",[eq,"$none",10],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_zendar_arena"),
(change_screen_mission)],"Door to the arena."),
# ("zendar_leave",[eq,"$none",10],"Leave town.",[[leave_encounter],[change_screen_return]]),
("town_1_leave",[],"_",[(leave_encounter),(change_screen_return)]),
]
),
(
so you will be able to attack zendar if it is enemy and you have enough health to a battle(
"zendar",0,
"You enter the town of Zendar.",
"none",
[(reset_price_rates,0),(set_price_rate_for_item,"itm_tools",70),(set_price_rate_for_item,"itm_salt",140)],
[
("zendar_enter",[],"_",[(set_jump_mission,"mt_town_default"),(jump_to_scene,"scn_zendar_center"),(change_screen_mission)],"Door to the town centre."),
("zendar_tavern",[eq,"$none",10],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_the_happy_boar"),
(change_screen_mission)],"Door to the tavern."),
("zendar_merchant",[eq,"$none",10],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_zendar_merchant"),
(change_screen_mission)],"Door to the merchant."),
("zendar_arena",[eq,"$none",10],"_",[(set_jump_mission,"mt_town_default"),
(jump_to_scene,"scn_zendar_arena"),
(change_screen_mission)],"Door to the arena."),
("attack",[
(store_troop_health,reg(5),"trp_player"),
(neq, "$encountered_party_friendly", 0),
(ge,reg(5),20),
],
"Atack Zendar",[
(assign, "$cant_talk_to_enemy_party", 0),
(assign, "$cant_leave_encounter", 0),
(assign, "$g_battle_result", 0),
(assign, "$g_battle_needs_ack", 1),
(call_script, "script_calculate_battle_advantage", "p_collective_enemy", "p_collective_ally"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene,"scn_zendar_center"),
(change_screen_mission),
]),
("town_1_leave",[],"_",[(leave_encounter),(change_screen_return)]),
]
),
also you can change the scene and you still wil fitgh zendar's garrison
PS:I am sleeping whit the eyes opened now i am 10% sure I missed something
["cursedshotty", "Cursed Shotgun", [("shotgun",0)], itp_type_musket |itp_merchandise|itp_primary ,itcf_shoot_musket|itcf_reload_pistol|itcf_carry_sword_back, 5000 , weight(1.5)|difficulty(0)|spd_rtng(125) | shoot_speed(200) | thrust_damage(120 ,pierce)|max_ammo(7)|accuracy(93),imodbits_none,
[(ti_on_init_item,[(set_position_delta,0,45,0),(particle_system_add_new, "psys_muzzle"), (particle_system_add_new, "psys_pistol_smoke")]),
(ti_on_weapon_attack, [(play_sound,"snd_shot_pump"),(particle_system_emit, "psys_muzzle", 10),(call_script,"script_fallbackcurse",1,20)])]],
("fallbackcurse",
[
(get_player_agent_no, ":player_agent"),
(ge, ":player_agent", 0),
(agent_set_animation, ":player_agent", anim_fall_head_front)
]),
Amman de Stazia said:I'll have a fiddle with non-AI upgraded troops, see what I can do, but.... might have to wait one.. or two... versions
("player_knights",
[
(party_count_members_of_type,reg(0),"p_main_party","trp_swadian_knight"),
(try_begin),
[eq,"$faction_rank", 6],
(eq|main_party_has_troop,"trp_swadian_knight"),
(party_remove_members,"p_main_party","trp_swadian_knight",reg(0)),
(party_add_members,"p_main_party","trp_player_knights",reg(0)),
(end_try),
]),
# in header_mission_templates.py
aisb_hold = 0
aisb_hit_run = 1
aisb_flock = 2
aisb_race = 3
aisb_patrol = 4