The Guide Of Useful Scripts

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cdvader said:
Actually, I believe it's possible.. I'll give it a shot sometime.

Yeah I'm not done yet completely either, I'm intending to look at the companion equipment window, then see if I can locate the equavelent for the player. Although I don't really need it for the player. Just hero companions shouldn't be able to equip certain items that the player can start with(e.g a horse archery bow that's simply a tweaked khergit bow with less power draw requirement and more speed, but I wouldn't want it to be gifted to companions just cause it has a low PD requirement.

But yeah I'm not done yet either :grin:
Let me know if you find any clues though  :lol:

Edit: Nope I fail, no more idea's now :sad:
 
tansvanio said:
but im a little confuse is that for the guardians palte, or can be used for any item? by the way, could you make a version showing the area surrounding the implemented scripts? its always more easy when people do that.

Any item. Here's a example. (script_game_get_skill_modifier_for_troop).
    (try_begin),
      (eq, ":skill_no", "skl_wound_treatment"),
      (call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_wound_treatment_reference"),
      (gt, reg0, 0),
      (val_add, ":modifier_value", 1),
    (else_try),
  (eq, ":skill_no", "your_skill_here"),
  (try_for_range, ":inv_slot", 0, 4),
    (troop_get_inventory_slot, ":itm", ":troop_no", ":inv_slot"),
    (eq, ":itm", "your_item_here"),
(assign, reg1, your_value_here),
  (try_end),
  (val_add, ":modifier_value", reg1),
(else_try),

      (eq, ":skill_no", "skl_trainer"),
      (call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_training_reference"),
      (gt, reg0, 0),
      (val_add, ":modifier_value", 1),
    (else_try),
      (eq, ":skill_no", "skl_surgery"),
      (call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_surgery_reference"),
      (gt, reg0, 0),
      (val_add, ":modifier_value", 1),
    (try_end),

In this script (which is marked in red), I first set the skill to be added to 'your_skill_here'. This can be anything, from 'skl_power_draw' to 'skl_leadership'. Then, I get the weapon of the user using a clever try_for_range and the troop_get_inventory_slot command. Afterwards, I check if the item is 'your_item_here', if it is I give reg1 the value of 'your_value_here'. This should probably be something like 1 or 2 (without "quotation" marks).

Yes, it truly is that simple.
 
As I said before, you need something eyecatching.

We need signatures-pictures & stuff. :razz:
 
Just a very small simple script:
http://forums.taleworlds.com/index.php/topic,8652.msg2060239.html#msg2060239
 
Permadeath by Kolba

Kolba said:
I made a more simple code, take a look:

Game Menus:

Code:
    ("player_is_death",0,
   "You have fallen in bloody battle. Your heart suddenly stopped beating. The black ravens are lacerating your face. A white person appears near you. It shakes hands to you.\
- Welcome to heaven {playername}!",
   "none",
   [],
    [
      ("continue", [], "Continue...",
       [
         (change_screen_quit),
        ]
       ),
      ]
  ),

Paste in any mission template you want:

Code:
      (1, 4, ti_once, [(main_hero_fallen)],
          [
              (store_random_in_range, ":permanent_death", 1, 101), #
   (try_begin), 
   (gt, ":permanent_death", 50), #this would give a 20% chance
   (jump_to_menu,"mnu_player_is_death"),
(try_end),
              (assign, "$pin_player_fallen", 1),
              (str_store_string, s5, "str_retreat"),
              (call_script, "script_simulate_retreat", 10, 20),
              (assign, "$g_battle_result", -1),
              (set_mission_result,-1),
              (call_script, "script_count_mission_casualties_from_agents"),
              (finish_mission,0)]),
 
A code that makes you join a faction as soon as you start the game based on your race/gender

cdvader said:
There's a nice script for you which will do all the work. Just stick it to the Race part in your game beginning menus. Let's say we have selected a Orc as our race, then it should be this.
Code:
(call_script, "script_player_join_faction", "fac_orcs"),

For trolls, however, it would be this.
Code:
(call_script, "script_player_join_faction", "fac_trolls"),
 
We should advertise this thread. And ask the moderators to sticky this.

Formations:

Mirathei said:
There's been a whole lot of interest in my formations of late, so a put together a kit which would allow both the player and the ai (allied or enemy) to use multiple moveable formations of either line, box, or wedge shape for any type of there troops. In addition, battlefield morale is implemented (thank you Chel) and a side which is being thoroughly beaten will rout.

Controlls: use the default native controlls to select cavalry, infantry, or archers. Use j to order your troops to form ranks, k to order a wedge, u to bring them out of formation, or p to order them to form a line. Use the default native commands for movement (ie. hold, follow, charge, advance), including the tactical minimap.

To add it in, simply follow the instructions below:

Copy and past the following under the triggers section of the "lead_charge" mission template (or any other template in which you desire formations):
Code:
########Tactical triggers below##########

(ti_before_mission_start, 0, 0, [], 
   [(assign,"$rout",0),
    (assign,"$airout",0),
    (assign,"$formation",0),
    (assign,"$infantryformationtype",0),
    (assign,"$archerformationtype",0),
    (assign,"$cavalryformationtype",0),]),


     (0, 0, 0,
      [(key_clicked, key_2),       
       (assign,"$formation",grc_infantry),
        ], []),
     (0, 0, 0,
      [(key_clicked, key_3),        
       (assign,"$formation",grc_archers),
        ], []),
     (0, 0, 0,
      [(key_clicked, key_4),        
       (assign,"$formation",grc_cavalry),
        ], []),


     (0, 0, 0,
      [(key_clicked, key_j),        
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,"$formation"),
       (call_script,"script_cf_formation"),
       (try_begin),
          (eq,"$formation",grc_infantry),
          (assign,"$infantryformationtype",1),
       (else_try),
          (eq,"$formation",grc_archers),
          (assign,"$archerformationtype",1),
       (else_try),
          (eq,"$formation",grc_cavalry),
          (assign,"$cavalryformationtype",1),
       (end_try),
       (display_message,"@Forming_ranks."),
        ], []),

     (0, 0, 0,
      [(key_clicked, key_p),        
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,"$formation"),
       (call_script,"script_cf_formation_stagger"),
       (call_script,"script_cf_formation"),
       (try_begin),
          (eq,"$formation",grc_infantry),
          (assign,"$infantryformationtype",3),
       (else_try),
          (eq,"$formation",grc_archers),
          (assign,"$archerformationtype",3),
       (else_try),
          (eq,"$formation",grc_cavalry),
          (assign,"$cavalryformationtype",3),
       (end_try),
       (display_message,"@Forming_a_line."),
        ], []),

     (0, 0, 0,
      [(key_clicked, key_k),        
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,"$formation"),
       (call_script,"script_cf_formation_wedge"),
       (call_script,"script_cf_formation"),
       (try_begin),
          (eq,"$formation",grc_infantry),
          (assign,"$infantryformationtype",2),
       (else_try),
          (eq,"$formation",grc_archers),
          (assign,"$archerformationtype",2),
       (else_try),
          (eq,"$formation",grc_cavalry),
          (assign,"$cavalryformationtype",2),
       (end_try),
       (display_message,"@Forming_a_wedge."),
        ], []),

     (0, 0, 0,
      [(key_clicked, key_u),        
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,"$formation"),
       (call_script,"script_formation_end"),
       (call_script,"script_cf_formation"),
       (try_begin),
          (eq,"$formation",grc_infantry),
          (assign,"$infantryformationtype",0),
       (else_try),
          (eq,"$formation",grc_archers),
          (assign,"$archerformationtype",0),
       (else_try),
          (eq,"$formation",grc_cavalry),
          (assign,"$cavalryformationtype",0),
       (end_try),
       (display_message,"@Formation_disassembled."),
        ], []),

     (5.0, 0, 0,
      [(try_for_agents,":agent"),
         (agent_is_human,":agent"),
         (neg|agent_is_ally,":agent"),
         (assign,":enemy",":agent"),
       (end_try),
       (gt,":enemy",-1),
       (eq,"$airout",0),
       (agent_get_team  ,reg0, ":enemy"),
       (assign,reg1,grc_cavalry),
       (call_script,"script_formation_end"),
       (assign,reg1,grc_infantry),
       (call_script,"script_formation_end"),
       (assign,reg1,grc_archers),
       (call_script,"script_formation_end"),], []),

     (5.0, 0, 0,
      [(assign,":enemy",-1),
       (assign,":infantry",0),
       (assign,":cavalry",0),
       (try_for_agents,":agent"),
         (agent_is_human,":agent"),
         (agent_is_alive,":agent"),
         (neg|agent_is_ally,":agent"),
         (assign,":enemy",":agent"),
         (agent_get_class ,":class", ":agent"),
         (try_begin),
            (eq,":class",grc_cavalry),
            (val_add,":cavalry",1),
         (else_try),
            (val_add,":infantry",1),
         (end_try),
       (end_try),
       (gt,":enemy",-1),
       (agent_get_team  ,reg0, ":enemy"),
       (assign,":ratio",":infantry"),
       (val_div,":ratio",":cavalry"),
       (try_begin),
         (gt,":ratio",2),
         (lt,":cavalry",10),
         (team_give_order, reg0, grc_everyone, mordr_dismount),
       (else_try),
         (team_give_order, reg0, grc_everyone, mordr_mount),
       (end_try),], []),


     (5.0, 0, 0,
      [(eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (val_add,reg0,2),
       (assign,reg1,grc_cavalry),
       (call_script,"script_formation_end"),
       (assign,reg1,grc_infantry),
       (call_script,"script_formation_end"),
       (assign,reg1,grc_archers),
       (call_script,"script_formation_end"),], []),

     (5.0, 0, 0,
      [(neq, "$battle_won", 1),
       (assign,":infantry",0),
       (assign,":cavalry",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (val_add,reg0,2),
       (try_for_agents,":agent"),
         (agent_is_human,":agent"),
         (agent_is_alive,":agent"),
         (agent_get_team  ,":team", ":agent"),
         (eq,":team",reg0),
         (agent_get_class ,":class", ":agent"),
         (try_begin),
            (eq,":class",grc_cavalry),
            (val_add,":cavalry",1),
         (else_try),
            (val_add,":infantry",1),
         (end_try),
       (end_try),
       (assign,":ratio",":infantry"),
       (val_div,":ratio",":cavalry"),
       (try_begin),
         (gt,":ratio",2),
         (lt,":cavalry",10),
         (team_give_order, reg0, grc_everyone, mordr_dismount),
       (else_try),
         (team_give_order, reg0, grc_everyone, mordr_mount),
       (end_try),], []),

     (0.2, 0, 0,
      [(eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,grc_infantry),
       (try_begin),
          (eq,"$infantryformationtype",1),
          (call_script,"script_cf_formation"),
       (else_try),
          (eq,"$infantryformationtype",2),
          (call_script,"script_cf_formation_wedge"),
       (else_try),
          (eq,"$infantryformationtype",3),
          (call_script,"script_cf_formation_stagger"),
       (else_try),
          (call_script,"script_formation_end"),
       (end_try),], []),

     (0.2, 0, 0,
      [(eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,grc_archers),
       (try_begin),
          (eq,"$archerformationtype",1),
          (call_script,"script_cf_formation"),
       (else_try),
          (eq,"$archerformationtype",2),
          (call_script,"script_cf_formation_wedge"),
       (else_try),
          (eq,"$archerformationtype",3),
          (call_script,"script_cf_formation_stagger"),
       (else_try),
          (call_script,"script_formation_end"),
       (end_try),], []),

     (0.2, 0, 0,
      [(eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (assign,reg1,grc_cavalry),
       (try_begin),
          (eq,"$cavalryformationtype",1),
          (call_script,"script_cf_formation"),
       (else_try),
          (eq,"$cavalryformationtype",2),
          (call_script,"script_cf_formation_wedge"),
       (else_try),
          (eq,"$cavalryformationtype",3),
          (call_script,"script_cf_formation_stagger"),
       (else_try),
          (call_script,"script_formation_end"),
       (end_try),], []),

     (0.2, 0, 0,
      [(eq,"$airout",0),
       (try_for_agents,":agent"),
         (agent_is_human,":agent"),
         (neg|agent_is_ally,":agent"),
         (assign,":enemy",":agent"),
       (end_try),
       (gt,":enemy",-1),
       (agent_get_team  ,reg0, ":enemy"),
       (store_normalized_team_count,":num", reg0),  
       (gt,":num",5),
       (assign,reg1,grc_infantry),
       (call_script,"script_cf_formation"),
        ], []),

     (0.2, 0, 0,
      [(eq,"$airout",0),
       (try_for_agents,":agent"),
         (agent_is_human,":agent"),
         (neg|agent_is_ally,":agent"),
         (assign,":enemy",":agent"),
       (end_try),
       (gt,":enemy",-1),
       (agent_get_team  ,reg0, ":enemy"),
       (store_normalized_team_count,":num", reg0),  
       (gt,":num",5),
       (assign,reg1,grc_archers),
       (call_script,"script_cf_formation_stagger"),
        ], []),

     (0.2, 0, 0,
      [(eq,"$airout",0),
       (try_for_agents,":agent"),
         (agent_is_human,":agent"),
         (neg|agent_is_ally,":agent"),
         (assign,":enemy",":agent"),
       (end_try),
       (gt,":enemy",-1),
       (agent_get_team  ,reg0, ":enemy"),
       (store_normalized_team_count,":num", reg0),  
       (gt,":num",5),
       (assign,reg1,grc_cavalry),
       (call_script,"script_cf_formation_wedge"),
        ], []),

     (0.2, 0, 0,
      [(eq,"$rout",0),
       (neq, "$battle_won", 1),
       (eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (val_add,reg0,2),
       (store_normalized_team_count,":num", reg0),  
       (gt,":num",5),
       (assign,reg1,grc_infantry),
       (call_script,"script_cf_formation"),
        ], []),

     (0.2, 0, 0,
      [(eq,"$rout",0),
       (neq, "$battle_won", 1),
       (eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (val_add,reg0,2),
       (store_normalized_team_count,":num", reg0),  
       (gt,":num",5),
       (assign,reg1,grc_archers),
       (call_script,"script_cf_formation_stagger"),
        ], []),

     (0.2, 0, 0,
      [(eq,"$rout",0),
       (neq, "$battle_won", 1),
       (eq,"$rout",0),
       (get_player_agent_no,":player"),
       (agent_get_team  ,reg0, ":player"),
       (val_add,reg0,2),
       (store_normalized_team_count,":num", reg0),  
       (gt,":num",5),
       (assign,reg1,grc_cavalry),
       (call_script,"script_cf_formation_wedge"),
        ], []),




     (1, 0, ti_once, [], [
        (get_player_agent_kill_count,"$base_kills",0),
        (assign,"$new_kills_a",0),
		(assign,"$new_kills",0),
         ]),

     (3, 0, 3, [], [
        (get_player_agent_kill_count,":more_kills",0),
        (val_sub,":more_kills","$base_kills"),
		(try_begin),
            (gt,":more_kills","$new_kills_a"),
            (assign,"$new_kills_a",":more_kills"),
			(assign,"$new_kills",":more_kills"),
			(val_div,"$new_kills",2),
            (assign,reg1,":more_kills"),
            (display_message,"@You have killed {reg1} enemies in this battle!",0x6495ed),         
            (display_message,"@Your bravery inspires your troops!",0x6495ed),
        (try_end),
         ]),


		 
     (0, 0, 2, [(key_clicked, key_t)], [
(call_script, "script_coherence"),    
(call_script, "script_healthbars"),       
         ]),

     (0, 0, ti_once, [(key_clicked, key_y)], [
#(play_sound,"snd_battle_cry_n"),
(display_message,"@You rally your men!",0x7ccd7c),
(call_script, "script_battle_cry"),
(call_script, "script_hero_exp_penalty"),       
         ]),
     (10, 0, 20, [ ], [
(call_script, "script_rally"),       
         ]),
     (0, 10, 100, [(key_clicked, key_v),(display_message,"@You call for reinforcements!",0x6495ed) ], [
(display_message,"@Reinforcements arrive!",0x6495ed), 
(add_reinforcements_to_entry,0,7),
(add_reinforcements_to_entry,3,7),
(call_script, "script_hero_exp_penalty"),       
         ]),      

      

(1, 0, ti_once, [ ], [
(call_script, "script_coherence"),    
         ]),						


      
(15, 0, 10, [ ], [
(call_script, "script_coherence"),    
(call_script, "script_morale_check"),    
         ]),
(5, 0, 3, [ ], [
(call_script, "script_coherence"),    
(call_script, "script_rout_check"),       
         ]),



##########Tactical triggers above#########

Copy and past the following into the bottom of module_scripts.py:
Code:
  ("cf_formation",
   [(team_get_leader, ":teamleader", reg0),
    (gt,":teamleader",-1),
    (assign,":leader",-1),
    (agent_get_class,":class",":teamleader"),
    (try_begin),
       (eq,":class",reg1),
       (get_player_agent_no,":player"),
       (neq,":teamleader",":player"),
       (assign,":leader",":teamleader"),
    (else_try),
       (call_script,"script_choose_formation_leader"),
       (gt,reg2,-1),
       (assign,":leader",reg2),
    (end_try),  
    (gt,":leader",-1),  
    (agent_get_position,1,":leader"),
    (position_move_x,1,100),
    (assign,":collumn",1),
    (try_for_agents,reg(5)),
       (neq,reg5,":leader"),
       (agent_is_alive,reg(5)),
       (agent_is_human,reg(5)),
       (agent_get_team  ,":team", reg5),
       (eq,":team",reg0),
       (agent_get_class ,":class", reg5),
       (eq,":class",reg1),                                   
       (agent_set_scripted_destination,reg(5),1),
       (position_move_x,1,100),
       (try_begin),
          (eq,":collumn",12),
          (position_move_x,1,-12*100),
          (position_move_y,1,-200),
          (assign,":collumn",1),
       (else_try),
          (val_add,":collumn",1),
       (end_try),
    (end_try)]),

  ("cf_formation_stagger",
   [(team_get_leader, ":teamleader", reg0),
    (gt,":teamleader",-1),
    (assign,":leader",-1),
    (agent_get_class,":class",":teamleader"),
    (try_begin),
       (eq,":class",reg1),
       (get_player_agent_no,":player"),
       (neq,":teamleader",":player"),
       (assign,":leader",":teamleader"),
    (else_try),
       (call_script,"script_choose_formation_leader"),
       (gt,reg2,-1),
       (assign,":leader",reg2),
    (end_try),  
    (gt,":leader",-1), 
    (agent_get_position,1,":leader"),
    (position_move_x,1,100),
    (assign,":move_y",-100),
    (try_for_agents,reg(5)),
       (neq,reg5,":leader"),
       (agent_is_alive,reg(5)),
       (agent_is_human,reg(5)),
       (agent_get_team  ,":team", reg5),
       (eq,":team",reg0),
       (agent_get_class ,":class", reg5),
       (eq,":class",reg1),                                   
       (agent_set_scripted_destination,reg(5),1),
       (position_move_x,1,100),
       (position_move_y,1,":move_y"),
       (val_mul,":move_y",-1),
    (end_try)]),

  ("cf_formation_wedge",
   [(team_get_leader, ":teamleader", reg0),
    (gt,":teamleader",-1),
    (assign,":leader",-1),
    (agent_get_class,":class",":teamleader"),
    (try_begin),
       (eq,":class",reg1),
       (get_player_agent_no,":player"),
       (neq,":teamleader",":player"),
          (assign,":fail",0),
          (try_for_range,":ranged_item","itm_jarid","itm_flintlock_pistol"),
             (agent_has_item_equipped,":teamleader",":ranged_item"),
             (assign,":fail",1),
          (end_try),
          (eq,":fail",0),
       (assign,":leader",":teamleader"),
    (else_try),
       (assign,reg2,-1),
       (assign,":max_xp",0),
       (try_for_agents,":agent"),
          (agent_is_alive,":agent"),
          (agent_is_human,":agent"),
          (agent_get_team,":team",":agent"),
          (eq,":team",reg0),
          (agent_get_class,":class",":agent"),
          (eq,":class",reg1),
          (get_player_agent_no,":player"),
          (neq,":player",":agent"),
          (assign,":fail",0),
          (try_for_range,":ranged_item","itm_jarid","itm_flintlock_pistol"),
             (agent_has_item_equipped,":agent",":ranged_item"),
             (assign,":fail",1),
          (end_try),
          (eq,":fail",0),
          (agent_get_troop_id,":troop", ":agent"),
          (troop_get_xp, ":xp", ":troop"),
          (gt,":xp",":max_xp"),
          (assign,":max_xp",":xp"),
          (assign,reg2,":agent"),
       (end_try),
       (gt,reg2,-1),
       (assign,":leader",reg2),
    (end_try),  
    (gt,":leader",-1), 
    (agent_get_position,1,":leader"),
    (assign,":collumn",1),
    (assign,":nc",3),
    (position_move_x,1,-150),
    (try_for_agents,reg(5)),
       (neq,reg5,":leader"),
       (agent_is_alive,reg(5)),
       (agent_is_human,reg(5)),
       (agent_get_team  ,":team", reg5),
       (eq,":team",reg0),
       (agent_get_class ,":class", reg5),
       (eq,":class",reg1), 
          (assign,":fail",0),
          (try_for_range,":ranged_item","itm_jarid","itm_flintlock_pistol"),
             (agent_has_item_equipped,reg5,":ranged_item"),
             (assign,":fail",1),
          (end_try),
          (eq,":fail",0), 
       (agent_set_scripted_destination,reg(5),1),
       (try_begin),
          (eq,":collumn",":nc"),
          (val_mul,":nc",-150),
          (position_move_x,1,":nc"),
          (position_move_y,1,-300),
          (assign,":collumn",1),
          (val_div,":nc",-150),
          (val_add,":nc",2),
       (else_try),
          (position_move_x,1,150),
          (val_add,":collumn",1),
       (end_try),
    (end_try)]),

  ("formation_end",
   [(try_for_agents,reg(5)),
       (agent_is_alive,reg(5)),
       (agent_is_human,reg(5)),
       (agent_get_team  ,":team", reg5),
       (eq,":team",reg0),
       (agent_get_class ,":class", reg5),
       (eq,":class",reg1),  
       (agent_clear_scripted_mode,reg5),
     (try_end),]),

  ("choose_formation_leader",
   [(assign,reg2,-1),
    (assign,":max_xp",0),
    (try_for_agents,":agent"),
        (agent_is_alive,":agent"),
        (agent_is_human,":agent"),
        (agent_get_team,":team",":agent"),
        (eq,":team",reg0),
        (agent_get_class,":class",":agent"),
        (eq,":class",reg1),
        (get_player_agent_no,":player"),
        (neq,":player",":agent"),
        (agent_get_troop_id,":troop", ":agent"),
        (troop_get_xp, ":xp", ":troop"),
        (gt,":xp",":max_xp"),
        (assign,":max_xp",":xp"),
        (assign,reg2,":agent"),
    (end_try),]),
    



  #script_healthbars
    ("healthbars",
    [
(assign,reg1,"$allies_coh_base"),
(assign,reg2,"$enemies_coh"),
(assign,reg3,"$new_kills"),
(display_message,"@Your troops are at {reg1}% cohesion (+{reg3}% bonus), the enemy at {reg2}%!",0x6495ed),
     ]),

  #script_morale_check
    ("morale_check",
    [
            (try_begin),
              (lt,"$allies_coh",80),
              (store_random_in_range,":routed",1,101),
              (assign,":chance_ply",85),
              (val_sub,":chance_ply","$allies_coh"),
                (try_begin),            
                  (le,":routed",":chance_ply"),             
                  (display_message,"@Morale of your troops wavers!",0xff4040),            
                  (call_script, "script_flee_allies"),
                (try_end),
            (try_end),

            (try_begin),
              (lt,"$enemies_coh",80),
              (store_random_in_range,":routed",1,101),
              (assign,":chance_ply",85),
              (val_sub,":chance_ply","$enemies_coh"),
                (try_begin),  
                  (le,":routed",":chance_ply"),             
                  (display_message,"@Morale of your enemies wavers!",0x7ccd7c),            
                  (call_script, "script_flee_enemies"),
                (try_end),            
            (try_end),
     ]),

  #script_battle_cry
    ("battle_cry",
    [

(store_skill_level,":leader","skl_leadership","trp_player"),
(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (agent_is_ally,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
				(try_begin),
                   (le,":hitpoints",80),
				   (val_add,":hitpoints",":leader"),
				   (val_add,":hitpoints",10),
                   (agent_set_hit_points,":agent",":hitpoints"), 
               (try_end),
(end_try),	
(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (agent_is_ally,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
         (val_sub,":hitpoints",10),
         (store_random_in_range,":routed",1,101),
              (try_begin),
                   (le,":routed",":hitpoints"),
                         (agent_clear_scripted_mode,":agent"),
               (try_end),
(end_try),	
     ]),

    ("rally",
    [
#(display_message,"@Your enemies rally to rejoin the battle!",0xff4040),
(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
         #(val_sub,":hitpoints",10),
         (store_random_in_range,":routed",1,101),
              (try_begin),
                   (le,":routed",":hitpoints"),
                         (agent_clear_scripted_mode,":agent"),
               (try_end),
(end_try),	
     ]),


  #script_rout_check
    ("rout_check",
    [
(assign,":ally","$allies_coh"),
#(assign,reg2,"$allies_coh"),
#(display_message,"@allies {reg2}% cohesion!"),
(assign,":enemy","$enemies_coh"),
#(assign,reg2,"$enemies_coh"),
#(display_message,"@enemies {reg2}% cohesion!"),
(val_sub,":ally",":enemy"),
#(assign,reg2,":ally"),
#(display_message,"@difference {reg2}."),

                (try_begin),
                   (ge,":ally",40),
                  (display_message,"@Your enemies flee in terror!",0x7ccd7c),  
                  (call_script, "script_rout_enemies"),
                  (assign,"$airout",1),
               (try_end),

                (try_begin),
                   (le,":ally",-40),
                  (display_message,"@Your troops flee in terror!",0xff4040),  
                  (call_script, "script_rout_allies"),
                  (assign,"$rout",1),
               (try_end),
     ]),

	 
	 
## script_flee
    ("flee_allies",
    [
(get_scene_boundaries, pos3, pos4),

(position_get_x,":xmin",pos3),
(position_get_y,":ymin",pos3),
(position_get_x,":xmax",pos4),
(position_get_y,":ymax",pos4),
	   
	   (val_div,":xmin",100),
	   (val_div,":xmax",100),
	   
(store_random_in_range,":xrout_point3",":xmin",":xmax"),
    (val_mul,":xrout_point3",100),
(store_random_in_range,":yrout_point3",":xmin",":xmax"),
	(val_mul,":yrout_point3",100),
(store_random_in_range,":xrout_point4",":xmin",":xmax"),
	(val_mul,":xrout_point4",100),
(store_random_in_range,":yrout_point4",":xmin",":xmax"),
	(val_mul,":yrout_point4",100),

	   (val_mul,":xmin",100),
	   (val_mul,":xmax",100),

(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_div,":xrout_point3",4),
(position_set_x,pos3,":xrout_point3"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_div,":yrout_point3",4),
(position_set_y,pos3,":yrout_point3"),

(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_div,":xrout_point4",4),
(position_set_x,pos4,":xrout_point4"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_div,":yrout_point4",4),
(position_set_y,pos4,":yrout_point4"),

		 
(store_skill_level,":leader","skl_leadership","trp_player"),
(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (agent_is_ally,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
		 (agent_get_troop_id,":troop_type", ":agent"),
		 (store_character_level, ":troop_level", ":troop_type"),
		 (val_div,":troop_level",10),
		 (val_add,":hitpoints",":troop_level"),		 
         (assign,":chance_ply",100),
         (val_sub,":chance_ply",":hitpoints"),
         (val_sub,":chance_ply",":leader"),
         (val_div,":chance_ply",2),
         (store_random_in_range,":routed",1,101),
              (try_begin),
                   (le,":routed",":chance_ply"),
#                  (display_message,"@One ally runs!"),  
                	 (agent_get_position,pos2,":agent"),
		 (position_move_z,pos2,200,0),
                         (agent_clear_scripted_mode,":agent"),
                         (agent_set_scripted_destination,":agent",pos4,1),
               (try_end),
(end_try),	
     ]),

    ("flee_enemies",
    [
(get_scene_boundaries, pos3, pos4),

(position_get_x,":xmin",pos3),
(position_get_y,":ymin",pos3),
(position_get_x,":xmax",pos4),
(position_get_y,":ymax",pos4),
	   
	   (val_div,":xmin",100),
	   (val_div,":xmax",100),
	   
(store_random_in_range,":xrout_point3",":xmin",":xmax"),
    (val_mul,":xrout_point3",100),
(store_random_in_range,":yrout_point3",":xmin",":xmax"),
	(val_mul,":yrout_point3",100),
(store_random_in_range,":xrout_point4",":xmin",":xmax"),
	(val_mul,":xrout_point4",100),
(store_random_in_range,":yrout_point4",":xmin",":xmax"),
	(val_mul,":yrout_point4",100),

	   (val_mul,":xmin",100),
	   (val_mul,":xmax",100),

(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_div,":xrout_point3",4),
(position_set_x,pos3,":xrout_point3"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_div,":yrout_point3",4),
(position_set_y,pos3,":yrout_point3"),

(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_div,":xrout_point4",4),
(position_set_x,pos4,":xrout_point4"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_div,":yrout_point4",4),
(position_set_y,pos4,":yrout_point4"),


(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (neg|agent_is_ally,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
		 (agent_get_troop_id,":troop_type", ":agent"),
		 (store_character_level, ":troop_level", ":troop_type"),
		 (val_div,":troop_level",10),
		 (val_add,":hitpoints",":troop_level"),		 
         (assign,":chance_ply",100),
         (val_sub,":chance_ply",":hitpoints"),
         (val_sub,":chance_ply",4),
         (val_div,":chance_ply",2),
         (store_random_in_range,":routed",1,101),
	 (try_begin),
                   (le,":routed",":chance_ply"),
#                  (display_message,"@One enemy runs!"),  
                	 (agent_get_position,pos2,":agent"),
		 (position_move_z,pos2,200,0),
                         (agent_clear_scripted_mode,":agent"),
                         (agent_set_scripted_destination,":agent",pos3,1),
               (try_end),
(end_try),	
     ]),

## script_rout
    ("rout_allies",
    [
(get_scene_boundaries, pos3, pos4),	

(position_get_x,":xmin",pos3),
(position_get_y,":ymin",pos3),
(position_get_x,":xmax",pos4),
(position_get_y,":ymax",pos4),
	   
	   (val_div,":xmin",100),
	   (val_div,":xmax",100),
	   
(store_random_in_range,":xrout_point3",":xmin",":xmax"),
    (val_mul,":xrout_point3",100),
(store_random_in_range,":yrout_point3",":xmin",":xmax"),
	(val_mul,":yrout_point3",100),
(store_random_in_range,":xrout_point4",":xmin",":xmax"),
	(val_mul,":xrout_point4",100),
(store_random_in_range,":yrout_point4",":xmin",":xmax"),
	(val_mul,":yrout_point4",100),

	   (val_mul,":xmin",100),
	   (val_mul,":xmax",100),

(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_div,":xrout_point3",4),
(position_set_x,pos3,":xrout_point3"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_div,":yrout_point3",4),
(position_set_y,pos3,":yrout_point3"),

(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_div,":xrout_point4",4),
(position_set_x,pos4,":xrout_point4"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_div,":yrout_point4",4),
(position_set_y,pos4,":yrout_point4"),


	 
(store_skill_level,":leader","skl_leadership","trp_player"),
(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (agent_is_ally,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
		 (agent_get_troop_id,":troop_type", ":agent"),
		 (store_character_level, ":troop_level", ":troop_type"),
		 (val_div,":troop_level",10),
         (val_div,":hitpoints",3),
         (assign,":chance_ply",100),
         (val_sub,":chance_ply",":hitpoints"),
         (val_sub,":chance_ply",":leader"),
         (val_sub,":chance_ply",":troop_level"),
         (store_random_in_range,":routed",1,101),
              (try_begin),
                   (le,":routed",":chance_ply"),
#                  (display_message,"@One ally runs!"),  
                	 (agent_get_position,pos2,":agent"),
		 (position_move_z,pos2,200,0),
                         (agent_clear_scripted_mode,":agent"),
                         (agent_set_scripted_destination,":agent",pos4,1),
               (try_end),
(end_try),	
     ]),

    ("rout_enemies",
    [
(get_scene_boundaries, pos3, pos4),

(position_get_x,":xmin",pos3),
(position_get_y,":ymin",pos3),
(position_get_x,":xmax",pos4),
(position_get_y,":ymax",pos4),
	   
	   (val_div,":xmin",100),
	   (val_div,":xmax",100),
	   
(store_random_in_range,":xrout_point3",":xmin",":xmax"),
    (val_mul,":xrout_point3",100),
(store_random_in_range,":yrout_point3",":xmin",":xmax"),
	(val_mul,":yrout_point3",100),
(store_random_in_range,":xrout_point4",":xmin",":xmax"),
	(val_mul,":xrout_point4",100),
(store_random_in_range,":yrout_point4",":xmin",":xmax"),
	(val_mul,":yrout_point4",100),

	   (val_mul,":xmin",100),
	   (val_mul,":xmax",100),

(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_add,":xrout_point3",":xmin"),
(val_div,":xrout_point3",4),
(position_set_x,pos3,":xrout_point3"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_add,":yrout_point3",":ymin"),
(val_div,":yrout_point3",4),
(position_set_y,pos3,":yrout_point3"),

(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_add,":xrout_point4",":xmax"),
(val_div,":xrout_point4",4),
(position_set_x,pos4,":xrout_point4"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_add,":yrout_point4",":ymax"),
(val_div,":yrout_point4",4),
(position_set_y,pos4,":yrout_point4"),


(try_for_agents,":agent"),
         (agent_is_alive,":agent"),
         (agent_is_human,":agent"),
         (neg|agent_is_ally,":agent"),
         (store_agent_hit_points,":hitpoints",":agent",0),
		 (agent_get_troop_id,":troop_type", ":agent"),
		 (store_character_level, ":troop_level", ":troop_type"),
		 (val_div,":troop_level",10),
         (val_div,":hitpoints",3),
         (assign,":chance_ply",100),
         (val_sub,":chance_ply",":hitpoints"),
         (val_sub,":chance_ply",3), ## AI's Leadership bonus
         (val_sub,":chance_ply",":troop_level"),
         (store_random_in_range,":routed",1,101),
	 (try_begin),
                   (le,":routed",":chance_ply"),
#                  (display_message,"@One enemy runs!"),  
                	 (agent_get_position,pos2,":agent"),
		 (position_move_z,pos2,200,0),
                         (agent_clear_scripted_mode,":agent"),
                         (agent_set_scripted_destination,":agent",pos3,1),
               (try_end),
(end_try),
    ]),  

  

  #script_coherence
    ("coherence",
    [
(get_scene_boundaries, pos3, pos4),		 
(assign,":num_allies",0),
(assign,":coh_allies",0),
(assign,":num_enemies",0),
(assign,":coh_enemies",0),
     (try_for_agents,":agent"),
         (agent_is_ally,":agent"),
         (agent_is_human,":agent"),
		 (store_agent_hit_points,":hitpoints",":agent",0),
		 (agent_get_troop_id,":troop_type", ":agent"),
		 (store_character_level, ":troop_level", ":troop_type"),
#		 (val_div,":troop_level",10),
		 (val_mul,":hitpoints",":troop_level"),
		 (val_add,":num_allies",":troop_level"),
         (val_add,":coh_allies",":hitpoints"),
      (else_try),
         (agent_is_human,":agent"),
		 (store_agent_hit_points,":hitpoints",":agent",0),
		 (agent_get_troop_id,":troop_type", ":agent"),
		 (store_character_level, ":troop_level", ":troop_type"),
#		 (val_div,":troop_level",10),
		 (val_mul,":hitpoints",":troop_level"),
		 (val_add,":num_enemies",":troop_level"),
         (val_add,":coh_enemies",":hitpoints"),
      (end_try),
(val_div,":coh_allies",":num_allies"),
(assign,"$allies_coh_base",":coh_allies"),
(assign,"$allies_coh","$allies_coh_base"),
(val_add,"$allies_coh","$new_kills"),
(val_div,":coh_enemies",":num_enemies"),
(assign,"$enemies_coh",":coh_enemies"),
     ]),  


  #script_hero_exp_penalty
    ("hero_exp_penalty",
    [(store_character_level,":level","trp_player"),
     (val_mul,":level",-20),
     (add_xp_to_troop,":level","trp_player"),
     (assign,reg1,":level"),
       (display_message, "@You lost {reg1} experience points.",0x8fbc8f),     
     ]),

And that's it!  :razz: If you need help modifying some of the above or implementing it, or have any suggestions, please let me know.


Alternately, you could do the same thing but without the morale scripts:

http://forums.taleworlds.com/index.php/topic,34685.msg1044622.html#msg1044622


And a screenie, just for fun.


Next step: make the ai tactics in-battle more intelligent and fix any odd bugs that turn up.
 
Talking to the Village Elder from the Village menu.

HokieBT said:
I believe somebody posted code for this a while ago since I integrated it in my mod.  Unfortunately, I don't remember who to give credit to, but if you add the blue text below into module_game_menus.py I think this should work.

      ,"Manage this village.",
      [
          (assign, "$g_next_menu", "mnu_village"),
          (jump_to_menu, "mnu_center_manage"),
        ]),

#SW - Talk to village elder START     
      ("village_elder_talk",[(neg|party_slot_eq, "$current_town", slot_village_state, svs_looted),
                        (neg|party_slot_eq, "$current_town", slot_village_state, svs_being_raided),
                        (neg|party_slot_ge, "$current_town", slot_village_infested_by_bandits, 1),]
      ,"Speak with the Village Elder.",
      [
        (try_begin),
          (call_script, "script_cf_enter_center_location_bandit_check"),
        (else_try),
          (party_get_slot, ":village_scene", "$current_town", slot_castle_exterior),
          (modify_visitors_at_site,":village_scene"),
          (reset_visitors),
          (party_get_slot, ":village_elder_troop", "$current_town",slot_town_elder),
          (set_visitor, 11, ":village_elder_troop"),

          (call_script, "script_init_town_walkers"),

          (try_begin),
            (check_quest_active, "qst_hunt_down_fugitive"),
            (neg|is_currently_night),
            (quest_slot_eq, "qst_hunt_down_fugitive", slot_quest_target_center, "$current_town"),
            (neg|check_quest_succeeded, "qst_hunt_down_fugitive"),
            (neg|check_quest_failed, "qst_hunt_down_fugitive"),
            (set_visitor, 45, "trp_fugitive"),
          (try_end),

          (set_jump_mission,"mt_village_center"),
          (jump_to_scene,":village_scene"),

          (change_screen_map_conversation, ":village_elder_troop"),
        (try_end),
        ],"Door to the village center."),
#SW - Talk to village elder END


      ("recruit_volunteers",[(call_script, "script_cf_village_recruit_volunteers_cond"),]
      ,"Recruit Volunteers.",
      [
        (try_begin),
 
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