Modding *Sammelthread*

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Es geht wieder um 'meinen' (verbessert von Ke) Code...

Code:
("action_alcohol",[],"Steigere die Moral deiner Truppen, indem du ihnen ein Fass Bier goennst.",
       [(jump_to_menu, "mnu_alcohol"),
        ],
      ("camp_action_4",[],"Back to camp menu.",
       [(jump_to_menu, "mnu_camp"),
        ],
       ),
      ]),
("alcohol",0,
   "Das Bier wird die Moral deiner Truppen um 10 erhoehen. Moechtest du es ihnen geben?",
   "none",
   
      [],
	  [
	("continue",[],"Ja.",
      [  
    (party_get_morale, ":moral","p_main_party"),
    (val_add, ":moral", 5),
    (try_begin), 
    (gt, ":moral", 100),
    (assign, ":moral", 100),
    (try_end),
    (party_set_morale, "p_main_party", ":moral"),
        ],
      ("camp_action_4",[],"Back to camp menu.",
       [(jump_to_menu, "mnu_camp"),
        ],
      ),
      ]),

Ich bekomme immer einen syntax error und weiß nicht wieso... kann mir da jemand helfen?
 
Ich habe jetzt auch noch mal eine Frage:
Code:
mtf_culture_1                          = 0x00000001
mtf_culture_2                          = 0x00000002
mtf_culture_3                          = 0x00000004
mtf_culture_4                          = 0x00000008
mtf_culture_5                          = 0x00000010
mtf_culture_6                          = 0x00000020
mtf_culture_all                        = 0x0000003F
Kann ich da auch meine eigenen Cultures einfügen?
Denn ich hätte gerne auch für die eine passende Musik.

Edit:
Nemen wir mal an ich hätte einen neuen Skill gmacht (habe ich noch nicht) sammt trigger ...
Würde er dann in dem Skillmenü erscheinen?
(Ich glaube nein, weil ich glaube, dass ich a erst was in der dazugehörigen presentation ändern müsste. Aber es hat mich stutzig gemacht, das man nur eine bestimmte anzahl an skills dazu eddietieren kann. [Eine schlaue Firma hätte diese sachen ganz einfach schon unsichtbar in dir module_presentations eingefügt und die werden sichtbar gemacht, wenn der skill nicht mehr die Flag sf_inactive hat.])

Edit2:
Ich bringe mir grade blender bei und habe noch ein paar fragen:
Wo gibt es diese funktionen von wings:
Scal uniform
Scal Aix
Roterate
Extrude
(habe ich aber:
Wo finde ich Cut?
Wie kann ich mehrer punkte auswählen?
(Ich weiß das die nicht richtig geschrieben sind!)
 
KokosnussBuddha said:
Es geht wieder um 'meinen' (verbessert von Ke) Code...

Code:
("action_alcohol",[],"Steigere die Moral deiner Truppen, indem du ihnen ein Fass Bier goennst.",
       [(jump_to_menu, "mnu_alcohol"),
        ],
      ("camp_action_4",[],"Back to camp menu.",
       [(jump_to_menu, "mnu_camp"),
        ],
       ),
      ]),
("alcohol",0,
   "Das Bier wird die Moral deiner Truppen um 10 erhoehen. Moechtest du es ihnen geben?",
   "none",
   
      [],
	  [
	("continue",[],"Ja.",
      [  
    (party_get_morale, ":moral","p_main_party"),
    (val_add, ":moral", 5),
    (try_begin), 
    (gt, ":moral", 100),
    (assign, ":moral", 100),
    (try_end),
    (party_set_morale, "p_main_party", ":moral"),
        ]),  #                                                                    <- hier fehlte eine )- Klammer
      ("camp_action_4",[],"Back to camp menu.",
       [(jump_to_menu, "mnu_camp"),
        ],
      ),
      ]),

Ich bekomme immer einen syntax error und weiß nicht wieso... kann mir da jemand helfen?


Ich denke mal die fehlende Klammer war es...

Benutzt du Notepadd++ ? Wenn nicht änder das. Markierst du Klammern wird die entsprechende schließende Klammer farbig angezeigt. Damit ist es leicht den Fehler zu finden. Ansonsten hilft es auch den Code einfach umzustellen und sich so die Ansicht und die Zuordnung der jeweiligen Klammern leichter zu machen.
 
danke für die antwort. ja ich benutze notepad++ wurde mir schon empfohlen^^

edit:
Ritter Dummbatz said:
Ich denke mal die fehlende Klammer war es...

wär schön wenns die gewesen wäre... hab den code eingefügt und bekomm immer noch einen syntaxfehler in der selben zeile...
 
Syntaxfehler zählen nicht für die Zeile die der Kompilerangegeben hat sondern für eine der Zeilen davor.
-->wenn die Voherige zahl höher als die zahl ist die der Kompiler nun angibt hast du einen syntaxfehler weggemacht

Kann mir wirklich keiner hier
Ke said:
Ich habe jetzt auch noch mal eine Frage:
Code:
mtf_culture_1                          = 0x00000001
mtf_culture_2                          = 0x00000002
mtf_culture_3                          = 0x00000004
mtf_culture_4                          = 0x00000008
mtf_culture_5                          = 0x00000010
mtf_culture_6                          = 0x00000020
mtf_culture_all                        = 0x0000003F
Kann ich da auch meine eigenen Cultures einfügen?
Denn ich hätte gerne auch für die eine passende Musik.

Edit:
Nemen wir mal an ich hätte einen neuen Skill gmacht (habe ich noch nicht) sammt trigger ...
Würde er dann in dem Skillmenü erscheinen?
(Ich glaube nein, weil ich glaube, dass ich a erst was in der dazugehörigen presentation ändern müsste. Aber es hat mich stutzig gemacht, das man nur eine bestimmte anzahl an skills dazu eddietieren kann. [Eine schlaue Firma hätte diese sachen ganz einfach schon unsichtbar in dir module_presentations eingefügt und die werden sichtbar gemacht, wenn der skill nicht mehr die Flag sf_inactive hat.])

Edit2:
Ich bringe mir grade blender bei und habe noch ein paar fragen:
Wo gibt es diese funktionen von wings:
Scal uniform
Scal Aix
Roterate
Extrude
(habe ich aber:
Wo finde ich Cut?
Wie kann ich mehrer punkte auswählen?
(Ich weiß das die nicht richtig geschrieben sind!)
bei helfen?
 
KokosnussBuddha said:
danke für die antwort. ja ich benutze notepad++ wurde mir schon empfohlen^^

edit:
Ritter Dummbatz said:
Ich denke mal die fehlende Klammer war es...

wär schön wenns die gewesen wäre... hab den code eingefügt und bekomm immer noch einen syntaxfehler in der selben zeile...

Bitte poste auch die genaue Fehlermeldung gleich mit.

Edit: Außerdem scheinst du einen neuen Menupunkt im Camp Menü erstellen zu wollen. Wenn du als einzige Option nur das Austeilen des Alkohols hast macht es vielleicht mehr Sinn einfach nur einen weiteren Menüpunkt unter "Take an action" (Wie auch immer dieser Punkt auf deutsch übersetzt wird) zu erstellen.

Wenn du den Code so zusammenhängend eingefügt hast gibt das ein großes Durcheinander. Du mußt den Punkt in dem du das Menü Alkohol aufrufst im Menu "take an action" einfügen und dann außerhalb des Klammerblocks, am besten unter einem anderen schon bestehenden Untermenu dein neues Untermenu einfügen.
 
Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\process_operations.py", lin
e 22, in <module>
    from module_game_menus import *
  File "C:\Users\Ole\Desktop\MOD\Module_system 1.143\module_game_menus.py", line
 14529

      ^
SyntaxError: invalid syntax
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

der fehler befindet sich in der letzten zeile??
 
Ich habe gerade mein Posting oben bearbeitet. Wie gesagt ich vermute du würfelst Hauptmenu und Untermenu durcheinander.

EDIT:

Code:
 ("camp",mnf_scale_picture,
   "You set up camp. What do you want to do?",
   "none",
   [
     (assign, "$g_player_icon_state", pis_normal),
     (set_background_mesh, "mesh_pic_camp"),
    ],
    [
      ("camp_action_1",[(eq,"$cheat_mode",1)],"{!}Cheat: Walk around.",
       [(set_jump_mission,"mt_ai_training"),
        (call_script, "script_setup_random_scene"),
        (change_screen_mission),
        ]
       ),
      ("camp_action",[],"Take an action.",
       [(jump_to_menu, "mnu_camp_action"),
        ]
       ),
      
	  
	  ("camp_wait_here",[],"Wait here for some time.",
       [
           (assign,"$g_camp_mode", 1),
           (assign, "$g_infinite_camping", 0),
           (assign, "$g_player_icon_state", pis_camping),
           
           (try_begin),
             (party_is_active, "p_main_party"),
             (party_get_current_terrain, ":cur_terrain", "p_main_party"),
             (try_begin),
               (eq, ":cur_terrain", rt_desert),
               (unlock_achievement, ACHIEVEMENT_SARRANIDIAN_NIGHTS),
             (try_end),  
           (try_end),  

           (rest_for_hours_interactive, 24 * 365, 5, 1), #rest while attackable
                      
           (change_screen_return),
        ]
       ),
      ("camp_cheat",
       [(ge, "$cheat_mode", 1)
        ], "CHEAT MENU!",
       [(jump_to_menu, "mnu_camp_cheat"),
        ],
       ),
	   
	  ("alcohol",
	  [], 
	  "Spendiere ein Faß Bier und erhöhe die Moral deiner Truppen um 10.",
      [  
			(party_get_morale, ":moral","p_main_party"),
			(val_add, ":moral", 5),
			(try_begin), 
			(gt, ":moral", 100),
			(assign, ":moral", 100),
			(try_end),
			(party_set_morale, "p_main_party", ":moral"),
       ]), 
	   
      ("resume_travelling",[],"Resume travelling.",
       [
           (change_screen_return),
        ]
       ),
      ]
  ),


So, hast es als einfachen Unterpunkt im Camp Menü.
 
Ersteinmal danke, dass du dir wegen mir so viel mühe machst.  :smile:

Könntest du hier vielleicht einmal die gesamte 'Make a camp' aktion reinstellen mit meinem integrierten code, da ich schon wieder irgendeinen fehler habe. ich werde mir das dann angucken und es beim nächsten mal hoffentlich besser machen...

edit: Diesen part meine ich: Zeile 2991 - 3520
 
  ("camp",mnf_scale_picture,
  "You set up camp. What do you want to do?",
  "none",
  [
    (assign, "$g_player_icon_state", pis_normal),
    (set_background_mesh, "mesh_pic_camp"),
    ],
    [
      ("camp_action_1",[(eq,"$cheat_mode",1)],"{!}Cheat: Walk around.",
      [(set_jump_mission,"mt_ai_training"),
        (call_script, "script_setup_random_scene"),
        (change_screen_mission),
        ]
      ),
      ("camp_action",[],"Take an action.",
      [(jump_to_menu, "mnu_camp_action"),
        ]
      ),
     
 
  ("camp_wait_here",[],"Wait here for some time.",
      [
          (assign,"$g_camp_mode", 1),
          (assign, "$g_infinite_camping", 0),
          (assign, "$g_player_icon_state", pis_camping),
         
          (try_begin),
            (party_is_active, "p_main_party"),
            (party_get_current_terrain, ":cur_terrain", "p_main_party"),
            (try_begin),
              (eq, ":cur_terrain", rt_desert),
              (unlock_achievement, ACHIEVEMENT_SARRANIDIAN_NIGHTS),
            (try_end), 
          (try_end), 

          (rest_for_hours_interactive, 24 * 365, 5, 1), #rest while attackable
                     
          (change_screen_return),
        ]
      ),
      ("camp_cheat",
      [(ge, "$cheat_mode", 1)
        ], "CHEAT MENU!",
      [(jump_to_menu, "mnu_camp_cheat"),
        ],
      ),
 
      ("resume_travelling",[],"Resume travelling.",
      [
          (change_screen_return),
        ]
      ),
      ]
  ),
  ("camp_cheat",0,
  "Select a cheat:",
  "none",
  [
    ],
    [
      ("camp_cheat_find_item",[], "Find an item...",
      [
        (jump_to_menu, "mnu_cheat_find_item"),
  ]
      ),  

      ("camp_cheat_find_item",[], "Change weather..",
      [
        (jump_to_menu, "mnu_cheat_change_weather"),
  ]
      ),  
 
      ("camp_cheat_1",[],"{!}Increase player renown.",
      [
        (str_store_string, s1, "@Player renown is increased by 100. "),
        (call_script, "script_change_troop_renown", "trp_player", 100),
        (jump_to_menu, "mnu_camp_cheat"),
        ]
      ),
 
      ("camp_cheat_2",[],"{!}Increase player honor.",     
      [
        (assign, reg7, "$player_honor"),
        (val_add, reg7, 1),
        (display_message, "@Player honor is increased by 1 and it is now {reg7}."),
        (val_add, "$player_honor", 1),
        (jump_to_menu, "mnu_camp_cheat"),
        ]
      ),

      ("camp_cheat_3",[],"{!}Update political notes.",
      [
        (try_for_range, ":hero", active_npcs_begin, active_npcs_end),
          (troop_slot_eq, ":hero", slot_troop_occupation, slto_kingdom_hero),
          (call_script, "script_update_troop_political_notes", ":hero"),
        (try_end),
       
        (try_for_range, ":kingdom", kingdoms_begin, kingdoms_end),
          (call_script, "script_update_faction_political_notes", ":kingdom"),
        (try_end),
        ]
      ),  
 
      ("camp_cheat_4",[],"{!}Update troop notes.",
      [
        (try_for_range, ":hero", active_npcs_begin, active_npcs_end),
          (troop_slot_eq, ":hero", slot_troop_occupation, slto_kingdom_hero),
          (call_script, "script_update_troop_notes", ":hero"),
        (try_end),
       
        (try_for_range, ":lady", kingdom_ladies_begin, kingdom_ladies_end),
          (call_script, "script_update_troop_notes", ":lady"),
          (call_script, "script_update_troop_political_notes", ":lady"),
          (call_script, "script_update_troop_location_notes", ":lady", 0),
        (try_end),
        ]
      ),  
 
      ("camp_cheat_5",[],"{!}Scramble minstrels.",
      [
        (call_script, "script_update_tavern_minstrels"),
        ]
      ),  
 
      ("camp_cheat_6",[],"{!}Infinite camp",
      [
        (assign,"$g_camp_mode", 1),
        (assign, "$g_infinite_camping", 1),
        (assign, "$g_player_icon_state", pis_camping),
        (rest_for_hours_interactive, 10 * 24 * 365, 20), #10 year rest while not attackable with 20x speed
        (change_screen_return),
        ]
      ),  

      ("cheat_faction_orders",[(ge,"$cheat_mode",1)],
  "{!}Cheat: Set Debug messages to All.",
      [(assign,"$cheat_mode",1),
        (jump_to_menu, "mnu_camp_cheat"),
        ]
      ),
      ("cheat_faction_orders",[
  (ge, "$cheat_mode", 1),
  (neq,"$cheat_mode",3)],"{!}Cheat: Set Debug messages to Econ Only.",
      [(assign,"$cheat_mode",3),
        (jump_to_menu, "mnu_camp_cheat"),
        ]
      ),
      ("cheat_faction_orders",[
  (ge, "$cheat_mode", 1),
  (neq,"$cheat_mode",4)],"{!}Cheat: Set Debug messages to Political Only.",
      [(assign,"$cheat_mode",4),
        (jump_to_menu, "mnu_camp_cheat"),
        ]
      ),
 
 
      ("back_to_camp_menu",[],"{!}Back to camp menu.",
      [
        (jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),
 
  ("cheat_find_item",0,
  "{!}Current item range: {reg5} to {reg6}",
  "none",
  [
    (assign, reg5, "$cheat_find_item_range_begin"),
    (store_add, reg6, "$cheat_find_item_range_begin", max_inventory_items),
(val_min, reg6, "itm_items_end"),
(val_sub, reg6, 1),
    ],
    [
      ("cheat_find_item_next_range",[], "{!}Move to next item range.",
      [
    (val_add, "$cheat_find_item_range_begin", max_inventory_items),
    (try_begin),
      (ge, "$cheat_find_item_range_begin", "itm_items_end"),
  (assign, "$cheat_find_item_range_begin", 0),
    (try_end),
    (jump_to_menu, "mnu_cheat_find_item"),
  ]
      ),  

  ("cheat_find_item_choose_this",[], "{!}Choose from this range.",
      [
        (troop_clear_inventory, "trp_find_item_cheat"),
        (store_add, ":max_item", "$cheat_find_item_range_begin", max_inventory_items),
    (val_min, ":max_item", "itm_items_end"),
(store_sub, ":num_items_to_add", ":max_item", "$cheat_find_item_range_begin"),
(try_for_range, ":i_slot", 0, ":num_items_to_add"),
  (store_add, ":item_id", "$cheat_find_item_range_begin", ":i_slot"),
          (troop_add_items, "trp_find_item_cheat", ":item_id", 1),
        (try_end),
        (change_screen_trade, "trp_find_item_cheat"),
  ]
      ),  
 
      ("camp_action_4",[],"{!}Back to camp menu.",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

  ("cheat_change_weather",0,
  "{!}Current cloud amount: {reg5}^Current Fog Strength: {reg6}",
  "none",
  [
    (get_global_cloud_amount, reg5),
    (get_global_haze_amount, reg6),
    ],
    [
      ("cheat_increase_cloud",[], "{!}Increase Cloud Amount.",
      [
    (get_global_cloud_amount, ":cur_cloud_amount"),
(val_add, ":cur_cloud_amount", 5),
(val_min, ":cur_cloud_amount", 100),
    (set_global_cloud_amount, ":cur_cloud_amount"),
  ]
      ),
      ("cheat_decrease_cloud",[], "{!}Decrease Cloud Amount.",
      [
    (get_global_cloud_amount, ":cur_cloud_amount"),
(val_sub, ":cur_cloud_amount", 5),
(val_max, ":cur_cloud_amount", 0),
    (set_global_cloud_amount, ":cur_cloud_amount"),
  ]
      ),
      ("cheat_increase_fog",[], "{!}Increase Fog Amount.",
      [
    (get_global_haze_amount, ":cur_fog_amount"),
(val_add, ":cur_fog_amount", 5),
(val_min, ":cur_fog_amount", 100),
    (set_global_haze_amount, ":cur_fog_amount"),
  ]
      ),
      ("cheat_decrease_fog",[], "{!}Decrease Fog Amount.",
      [
    (get_global_haze_amount, ":cur_fog_amount"),
(val_sub, ":cur_fog_amount", 5),
(val_max, ":cur_fog_amount", 0),
    (set_global_haze_amount, ":cur_fog_amount"),
  ]
      ),

      ("camp_action_4",[],"{!}Back to camp menu.",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

  ("camp_action",0,
  "Choose an action:",
  "none",
  [ ],
 
    [
      ("camp_recruit_prisoners",
      [(troops_can_join, 1),
        (store_current_hours, ":cur_time"),
        (val_sub, ":cur_time", 24),
        (gt, ":cur_time", "$g_prisoner_recruit_last_time"),
        (try_begin),
          (gt, "$g_prisoner_recruit_last_time", 0),
          (assign, "$g_prisoner_recruit_troop_id", 0),
          (assign, "$g_prisoner_recruit_size", 0),
          (assign, "$g_prisoner_recruit_last_time", 0),
        (try_end),
        ], "Recruit some of your prisoners to your party.",
      [(jump_to_menu, "mnu_camp_recruit_prisoners"),
        ],
      ),
     
      ("action_read_book",[],"Select a book to read.",
      [(jump_to_menu, "mnu_camp_action_read_book"),
        ]
      ),
      ("action_rename_kingdom",
      [
        (eq, "$players_kingdom_name_set", 1),
        (faction_slot_eq, "fac_player_supporters_faction", slot_faction_state, sfs_active),
        (faction_slot_eq, "fac_player_supporters_faction", slot_faction_leader, "trp_player"),
        ],"Rename your kingdom.",
      [(start_presentation, "prsnt_name_kingdom"),
        ]
      ),

      ("action_modify_banner",[(eq, "$cheat_mode", 1)],"{!}Cheat: Modify your banner.",
      [
          (start_presentation, "prsnt_banner_selection"),
          #(start_presentation, "prsnt_custom_banner"),
        ]
      ),
      ("action_retire",[],"Retire from adventuring.",
      [(jump_to_menu, "mnu_retirement_verify"),
        ]
      ),
      ("camp_action_4",[],"Back to camp menu.",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

  ("camp_recruit_prisoners",0,
  "You offer your prisoners freedom if they agree to join you as soldiers. {s18}",
  "none",
  [(assign, ":num_regular_prisoner_slots", 0),
    (party_get_num_prisoner_stacks, ":num_stacks", "p_main_party"),
    (try_for_range, ":cur_stack", 0, ":num_stacks"),
      (party_prisoner_stack_get_troop_id, ":cur_troop_id", "p_main_party", ":cur_stack"),
      (neg|troop_is_hero, ":cur_troop_id"),
      (val_add, ":num_regular_prisoner_slots", 1),
    (try_end),
    (try_begin),
      (eq, ":num_regular_prisoner_slots", 0),
      (jump_to_menu, "mnu_camp_no_prisoners"),
    (else_try),
      (eq, "$g_prisoner_recruit_troop_id", 0),
      (store_current_hours, "$g_prisoner_recruit_last_time"),
      (store_random_in_range, ":rand", 0, 100),
      (store_skill_level, ":persuasion_level", "skl_persuasion", "trp_player"),
      (store_sub, ":reject_chance", 15, ":persuasion_level"),
      (val_mul, ":reject_chance", 4),
      (try_begin),
        (lt, ":rand", ":reject_chance"),
        (assign, "$g_prisoner_recruit_troop_id", -7),
      (else_try),
        (assign, ":num_regular_prisoner_slots", 0),
        (party_get_num_prisoner_stacks, ":num_stacks", "p_main_party"),
        (try_for_range, ":cur_stack", 0, ":num_stacks"),
          (party_prisoner_stack_get_troop_id, ":cur_troop_id", "p_main_party", ":cur_stack"),
          (neg|troop_is_hero, ":cur_troop_id"),
          (val_add, ":num_regular_prisoner_slots", 1),
        (try_end),
        (store_random_in_range, ":random_prisoner_slot", 0, ":num_regular_prisoner_slots"),
        (try_for_range, ":cur_stack", 0, ":num_stacks"),
          (party_prisoner_stack_get_troop_id, ":cur_troop_id", "p_main_party", ":cur_stack"),
          (neg|troop_is_hero, ":cur_troop_id"),
          (val_sub, ":random_prisoner_slot", 1),
          (lt, ":random_prisoner_slot", 0),
          (assign, ":num_stacks", 0),
          (assign, "$g_prisoner_recruit_troop_id", ":cur_troop_id"),
          (party_prisoner_stack_get_size, "$g_prisoner_recruit_size", "p_main_party", ":cur_stack"),
        (try_end),
      (try_end),

      (try_begin),
        (gt, "$g_prisoner_recruit_troop_id", 0),
        (party_get_free_companions_capacity, ":capacity", "p_main_party"),
        (val_min, "$g_prisoner_recruit_size", ":capacity"),
        (assign, reg1, "$g_prisoner_recruit_size"),
        (gt, "$g_prisoner_recruit_size", 0),
        (try_begin),
          (gt, "$g_prisoner_recruit_size", 1),
          (assign, reg2, 1),
        (else_try),
          (assign, reg2, 0),
        (try_end),
        (str_store_troop_name_by_count, s1, "$g_prisoner_recruit_troop_id", "$g_prisoner_recruit_size"),
        (str_store_string, s18, "@{reg1} {s1} {reg2?accept:accepts} the offer."),
      (else_try),
        (str_store_string, s18, "@No one accepts the offer."),
      (try_end),
    (try_end),
    ],
    [
      ("camp_recruit_prisoners_accept",[(gt, "$g_prisoner_recruit_troop_id", 0)],"Take them.",
      [(remove_troops_from_prisoners, "$g_prisoner_recruit_troop_id", "$g_prisoner_recruit_size"),
        (party_add_members, "p_main_party", "$g_prisoner_recruit_troop_id", "$g_prisoner_recruit_size"),
        (store_mul, ":morale_change", -3, "$g_prisoner_recruit_size"),
        (call_script, "script_change_player_party_morale", ":morale_change"),
        (jump_to_menu, "mnu_camp"),
        ]
      ),
      ("camp_recruit_prisoners_reject",[(gt, "$g_prisoner_recruit_troop_id", 0)],"Reject them.",
      [(jump_to_menu, "mnu_camp"),
        (assign, "$g_prisoner_recruit_troop_id", 0),
        (assign, "$g_prisoner_recruit_size", 0),
        ]
      ),
      ("continue",[(le, "$g_prisoner_recruit_troop_id", 0)],"Go back.",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),
 
  ("camp_no_prisoners",0,
  "You have no prisoners to recruit from.",
  "none",
  [],
    [
      ("continue",[],"Continue...",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

  ("camp_action_read_book",0,
  "Choose a book to read:",
  "none",
  [],
    [
      ("action_read_book_1",[(player_has_item, "itm_book_tactics"),
                            (item_slot_eq, "itm_book_tactics", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_tactics"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_tactics"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("action_read_book_2",[(player_has_item, "itm_book_persuasion"),
                            (item_slot_eq, "itm_book_persuasion", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_persuasion"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_persuasion"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("action_read_book_3",[(player_has_item, "itm_book_leadership"),
                            (item_slot_eq, "itm_book_leadership", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_leadership"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_leadership"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("action_read_book_4",[(player_has_item, "itm_book_intelligence"),
                            (item_slot_eq, "itm_book_intelligence", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_intelligence"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_intelligence"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("action_read_book_5",[(player_has_item, "itm_book_trade"),
                            (item_slot_eq, "itm_book_trade", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_trade"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_trade"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("action_read_book_6",[(player_has_item, "itm_book_weapon_mastery"),
                            (item_slot_eq, "itm_book_weapon_mastery", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_weapon_mastery"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_weapon_mastery"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("action_read_book_7",[(player_has_item, "itm_book_engineering"),
                            (item_slot_eq, "itm_book_engineering", slot_item_book_read, 0),
                            (str_store_item_name, s1, "itm_book_engineering"),
                            ],"{s1}.",
      [(assign, "$temp", "itm_book_engineering"),
        (jump_to_menu, "mnu_camp_action_read_book_start"),
        ]
      ),
      ("camp_action_4",[],"Back to camp menu.",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

  ("camp_action_read_book_start",0,
  "{s1}",
  "none",
  [(assign, ":new_book", "$temp"),
    (str_store_item_name, s2, ":new_book"),
    (try_begin),
      (store_attribute_level, ":int", "trp_player", ca_intelligence),
      (item_get_slot, ":int_req", ":new_book", slot_item_intelligence_requirement),
      (le, ":int_req", ":int"),
      (str_store_string, s1, "@You start reading {s2}. After a few pages,\
you feel you could learn a lot from this book. You decide to keep it close by and read whenever you have the time."),
      (assign, "$g_player_reading_book", ":new_book"),
    (else_try),
      (str_store_string, s1, "@You flip through the pages of {s2}, but you find the text confusing and difficult to follow.\
Try as you might, it soon gives you a headache, and you're forced to give up the attempt."),
    (try_end),],
    [
      ("continue",[],"Continue...",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),


  ("retirement_verify",0,
  "You are at day {reg0}. Your current luck is {reg1}. Are you sure you want to retire?",
  "none",
  [
    (store_current_day, reg0),
    (assign, reg1, "$g_player_luck"),
    ],
    [
      ("retire_yes",[],"Yes.",
      [
        (start_presentation, "prsnt_retirement"),
        ]
      ),
      ("retire_no",[],"No.",
      [
        (jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

  ("end_game",0,
  "The decision is made, and you resolve to give up your adventurer's\
life and settle down. You sell off your weapons and armour, gather up\
all your money, and ride off into the sunset....",
  "none",
  [],
    [
      ("end_game_bye",[],"Farewell.",
      [
        (change_screen_quit),
        ]
      ),
      ]
  ),
 
Ja, ganz nach dem Motto: Selber machen übt den Klammerblick.  :mrgreen:

Ich hab dir eh den gesamten Hauptmenupunkt im vorherigen Post kopiert, der mit deinem Code. Den mußt du eigentlich nur austauschen. Bei mir kompilierte das fehlerlos. Wenn du immer noch Fehler hast dann sind die woanders. Aber den Code zum Vergleichen hast du jetzt ja auch und hast ihn sowieso, da du ja ein Backupmacher bist.
 
haha also der build_module button ruft keine fehler hervor...aber im camp menü isses trotzdem nicht drin, bei dir?

habs jetzt nochmal komplett neu eingefügt aber da stehen nur die normalen Sachen :cry:

 
fassbierf.jpg

Passt vielleicht besser unter die Kategorie "take an action"...
 
Warum?  :shock:

Manmanman, was mach ich denn da falsch... Der sagt ja alles ist richtig, aber da kommt nichts.

kannst du mir vielleicht wirklich nochmal den ganzen Code schicken, wenn das dann nicht geht...

edit: hab deine letzte zeile nicht gesehen. ich versuchs nochmal

edit zwei: hab deinen zweiten post verstanden.. also wenns geht doch nochmal den ganzen code, vielleiccht auch schon unter 'take an action'  :wink:
 
Code:
 ("action_retire",[],"Retire from adventuring.",
       [(jump_to_menu, "mnu_retirement_verify"),
        ]
       ),
	  
      ("camp_action_4",[],"Back to camp menu.", 
	  [
		(jump_to_menu, "mnu_camp"),
	  ]),
	  ############# NUR DIESEN ABSCHNITT. VON HIER...
     ("alcohol", [], 
	  "Spendiere ein Fass Bier und erhoehe die Moral deiner Truppen um 10.",
      [  
		(party_get_morale, ":moral","p_main_party"),
		(val_add, ":moral", 5),
		(try_begin), 
		(gt, ":moral", 100),
		(assign, ":moral", 100),
		(try_end),
		(party_set_morale, "p_main_party", ":moral"),
      ]), 
	  ##########...BIS HIER
    ]),

Halt irgendwo zwischen den anderen Menüpunkten einfügen.
In diesem Fall hab ich es jetzt unter "take an action" getan.
 
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