Swyter is Spanish, so I doubt this is the issue, but you are using a whole ton of nonstandard Latin Characters in your party names and that could maaaaaayyybe be the issue.
Anglolord said:Anything else I should look for?
Tis alright, I was just trying to help the way I understood it, but clearly I didn't know what I was talking about.SupaNinjaMan said:Not to be rude or curt. . . this is not right in the slightest.
NoChar said:Any help?
("cf_check_hero_can_escape_from_player",[
(store_script_param_1, ":troop_no"),
(assign, ":quest_target", 0),
(try_begin),
(check_quest_active, "qst_persuade_lords_to_make_peace"),
(this_or_next|quest_slot_eq, "qst_persuade_lords_to_make_peace", slot_quest_target_troop, ":troop_no"),
(quest_slot_eq, "qst_persuade_lords_to_make_peace", slot_quest_object_troop, ":troop_no"),
(assign, ":quest_target", 1),
(else_try),
(ge, ":troop_no", "trp_sea_raider_leader"),
(lt, ":troop_no", "trp_bandit_leaders_end"),
(try_begin),
(check_quest_active, "qst_learn_where_merchant_brother_is"),
(assign, ":quest_target", 1), #always catched
(else_try),
(assign, ":quest_target", -1), #always run.
(try_end),
(try_end),
(assign, ":continue", 0),
(try_begin),
(eq, ":quest_target", 0), #if not quest target
(store_random_in_range, ":rand", 0, 100),
### BEGIN + LOWERING CHANCE OF LORD ESCAPE
# (lt, ":rand", hero_escape_after_defeat_chance),
(assign, ":escape_chance", 70),
(try_begin),
(store_skill_level, ":level", "skl_prisoner_management", "trp_player"),
(val_mul, ":level", 5),
(val_sub, ":escape_chance", ":level"),
(try_end),
(lt, ":rand", ":escape_chance"),
### END - LOWERING CHANCE OF LORD ESCAPE
(assign, ":continue", 1),
(else_try),
(eq, ":quest_target", -1), #if (always run) quest target
(assign, ":continue", 1),
(try_end),
(eq, ":continue", 1),
]),
Comment said:# (lt, ":rand", hero_escape_after_defeat_chance), ---------------------------------> hero_escape_after_defeat_chance native value is 70 so I commented out.
(assign, ":escape_chance", 70),------------------------------------------------------> destination ":escape_chance" value is 70
(store_skill_level, ":level", "skl_prisoner_management", "trp_player"),-----------> ":level" = storing prisoner management skill level for player.
(val_mul, ":level", 5),-----------------------------------------------------------------> ":level" * 5
(val_sub, ":escape_chance", ":level"),-----------------------------------------------> ":escape_chance" - ":level"
Example said:I want lord base escape chance 70%, ":escape_chance" value is 70
Let's say I have 3 prisoner management skill, ":level" value is 3
3 * 5 = 15
70 - 15 = 55
Now, lord escape chance reduced to 55%.
Artam said:I would like to share the code here to ask for help from experienced people who will confirm that I am not under the placebo effect.
It is still relevant, yes. Alternatively you can use txt editors like Morgh's editor.Emogma said:Is the Ultimate Introduction to Modding still relevant? The last time I tinkered with Warband modding I didn't really like MBScript, so I would like to know if there is a way to mod Warband with an alternative, like a different language or a version of MBScript that doesn't have eye-gouging syntax.
Emogma said:Is the Ultimate Introduction to Modding still relevant? The last time I tinkered with Warband modding I didn't really like MBScript, so I would like to know if there is a way to mod Warband with an alternative, like a different language or a version of MBScript that doesn't have eye-gouging syntax.
Mikeman3456 said:I am wondering if you can set lord reputations manually in the module system and if so, how do you go about doing that?
troop_set_slot = 500 # (troop_set_slot, <troop_id>, <slot_no>, <value>),
(troop_set_slot, "trp_knight_1_1", slot_lord_reputation_type, lrep_martial),
Neolemon said:How to define different constant? and what the meaning of constant variable value?(number) (i:e spt_patrol = 7)