OSP Code Campaign Restoration of a faction

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rubik

Squire
About restoration: defeated faction can be restored once a lord of this faction get a town or castle after he switch to other factions. All lords of this faction include the king will come back, the defeated faction is restored.

Source code:

Paste the following into module_simple_triggers.py:
  # restoration begin
  # Note: make sure there is a comma in the entry behind this one
 
(24,
    [
      (try_for_range,
":cur_troop", kingdom_heroes_begin, kingdom_heroes_end),
        (troop_slot_eq,
":cur_troop", slot_troop_occupation, slto_kingdom_hero),
        (troop_get_slot,
":eek:riginal_faction", ":cur_troop", slot_troop_original_faction),
        (neg|faction_slot_eq,
":eek:riginal_faction", slot_faction_state, sfs_active),
        (store_troop_faction,
":faction_no", ":cur_troop"),
        (neq,
":faction_no", ":eek:riginal_faction"),
       
        (assign,
":num_walled_centers", 0),
        (try_for_range,
":walled_center", walled_centers_begin, walled_centers_end),
          (party_slot_eq,
":walled_center", slot_town_lord, ":cur_troop"),
          (val_add,
":num_walled_centers", 1),
        (try_end),
        (gt,
":num_walled_centers", 0), ## has a walled center
       
       
(store_sub, ":eek:riginal_king", ":eek:riginal_faction", fac_kingdom_1),
        (val_add,
":eek:riginal_king", "trp_kingdom_1_lord"),
        (faction_set_slot,
":eek:riginal_faction", slot_faction_leader, ":eek:riginal_king"),
       
        (call_script,
"script_change_troop_faction", ":cur_troop", ":eek:riginal_faction"),
        (try_for_range,
":cur_troop_2", kingdom_heroes_begin, kingdom_heroes_end),
          (troop_slot_eq,
":cur_troop_2", slot_troop_occupation, slto_kingdom_hero),
          (neg|is_between,
":cur_troop_2", pretenders_begin, pretenders_end),
          (neq,
":cur_troop_2", ":cur_troop"),
          (troop_get_slot,
":eek:riginal_faction_2", ":cur_troop_2", slot_troop_original_faction),
          (store_troop_faction,
":faction_no_2", ":cur_troop_2"),
          (eq,
":eek:riginal_faction_2", ":eek:riginal_faction"),
          (neq,
":faction_no_2", ":eek:riginal_faction"),
          (troop_set_slot,
":cur_troop_2", slot_troop_change_to_faction, ":eek:riginal_faction"),
        (try_end),
        (call_script,
"script_add_notification_menu", "mnu_notification_kingdom_restoration", ":cur_troop", ":faction_no"),
      (try_end),
    ]),
 
## restoration end

The following into module_game_menus.py:
  # restoration begin
 
(
   
"notification_kingdom_restoration",0,
   
"Restoration^^{s11} of {s13} gets a fief from {s12}, {s13} is restored! All lords of {s13} include {s14} will come back to {s13} later.",
   
"none",
    [
      (troop_get_slot,
":eek:riginal_faction", "$g_notification_menu_var1", slot_troop_original_faction),
      (faction_get_slot,
":eek:riginal_king", ":eek:riginal_faction", slot_faction_leader),
      (str_store_troop_name, s11,
"$g_notification_menu_var1"),
      (str_store_faction_name, s12,
"$g_notification_menu_var2"),
      (str_store_faction_name, s13,
":eek:riginal_faction"),
      (str_store_troop_name, s14,
":eek:riginal_king"),
     
      (set_fixed_point_multiplier,
100),
      (position_set_x, pos0,
65),
      (position_set_y, pos0,
30),
      (position_set_z, pos0,
170),
      (try_begin),
        (is_between,
":eek:riginal_faction", "fac_kingdom_1", kingdoms_end), #Excluding player kingdom
       
(set_game_menu_tableau_mesh, "tableau_faction_note_mesh_for_menu", ":eek:riginal_faction", pos0),
      (else_try),
        (set_game_menu_tableau_mesh,
"tableau_faction_note_mesh_banner", ":eek:riginal_faction", pos0),
      (try_end),
      ],
    [
      (
"continue",[],"Continue...",
        [
          (troop_get_slot,
":eek:riginal_faction", "$g_notification_menu_var1", slot_troop_original_faction),
         
## start peace
         
(try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
            (neq,
":cur_kingdom", ":eek:riginal_faction"),
            (neq,
":cur_kingdom", "$g_notification_menu_var2"),
            (call_script,
"script_diplomacy_start_peace_between_kingdoms", ":cur_kingdom", ":eek:riginal_faction", 0),
          (try_end),
         
## start war
         
(call_script, "script_diplomacy_start_war_between_kingdoms", "$g_notification_menu_var2", ":eek:riginal_faction", 1),
          (call_script,
"script_update_all_notes"),
          (change_screen_return),
        ]),
    ]
  ),
 
## restoration end

At last, there is a BUG in the Module System of native. We need to fix it, otherwise restorations will not work normally.

It's here in module_simple_triggers.py.
        .......................
        #checking if the party is away from his original faction parties
        (assign, ":end_cond", kingdom_heroes_end),
        (try_for_range, ":enemy_troop_no", kingdom_heroes_begin, ":end_cond"),
          ## bugfix - must not include himself
        (neq, ":enemy_troop_no", ":troop_no"),
        ## bugfix
          (troop_get_slot, ":enemy_party_no", ":enemy_troop_no", slot_troop_leaded_party),
          (gt, ":enemy_party_no", 0),
          (store_faction_of_party, ":enemy_faction_no", ":enemy_party_no"),
          (eq, ":enemy_faction_no", ":faction_no"),
          (store_distance_to_party_from_party, ":dist", ":party_no", ":enemy_party_no"),
          (lt, ":dist", 4),
          (assign, ":end_cond", 0),
        (try_end),
        .......................

Screenshot:
87f43512eab4cca2ace16fc5a35cde74.jpg
 
Sorry for reply old post and my poor English.
Is anyone has this code for module system 1.171?
I already tried the code from this post, floris and KAOS, but they're all not working.
 
Sorry for reply old post and my poor English.
Is anyone has this code for module system 1.171?
I already tried the code from this post, floris and KAOS, but they're all not working.
It should work, but make sure to replace :eek: with :o in the source code because the scripts are not in code blocks and, therefore, not formatted correctly.
 
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