BeefBacon said:What I was confused by is the fact that module_parties assigns what I assume is an unlooted map model, and that module_scripts also assigns an unlooted map model as well as the appropriate looted and abandoned models
Dj_FRedy said:I feel that my answer was taken as an offense, I hope it is not so, do not stop asking when you do not know something. Also check all the information there is for modsys, and always have at hand header_operations, is the dictionary of wb code.
kalarhan said:BeefBacon said:What I was confused by is the fact that module_parties assigns what I assume is an unlooted map model, and that module_scripts also assigns an unlooted map model as well as the appropriate looted and abandoned models
entities have a zero-time definition, or the moment when the campaign is created. After that is up to the dynamic rules in the module system to adapt them, so the initial definitions are no longer valid. Entities are things like troops, static parties, items, ...
think of the player troop. In module_troops.py you are level 1, no items, etc. That state changes at the moment you answer the questions on character creation. And dont change back. You can even choose between the inventory of a soldier-troop: use the default values, or be dynamic (module.ini).
or how the faction of a static center changes right in the "game_start" script and keep changing as events happen in the game.
so use the entities file for nominal values that make sense, but dont worry so much about them. The game is dynamic by nature.
has_tutorial = 1
!snd_man_victory working but animation not working.(1, 0, ti_once, [(eq, "$derebey_ol",1),], [
(get_player_agent_no,":player_agent"),(agent_play_sound,":player_agent", "snd_man_victory"),
(agent_set_animation, ":player_agent", "anim_molitva",1),
]),
module_dialogs["molitva", 0, amf_play,
[13.0, "molitva_h", 0, 228, arf_blend_in_5],
],
[anyone,"lord_give_oath_go_on_3",
[
],
"You have done a wise thing, {playername}. Serve me well and I promise, you will rise high.", "lord_give_conclude", [(try_begin),(this_or_next|eq, "$g_talk_troop_faction", "fac_kingdom_1"),
(this_or_next|eq, "$g_talk_troop_faction", "fac_kingdom_5"),
(this_or_next|eq, "$g_talk_troop_faction", "fac_kingdom_12"),
(this_or_next|eq, "$g_talk_troop_faction", "fac_kingdom_13"),
(this_or_next|eq, "$g_talk_troop_faction", "fac_kingdom_14"),
(this_or_next|eq, "$g_talk_troop_faction", "fac_kingdom_15"),
(eq, "$g_talk_troop_faction", "fac_kingdom_16"),(assign, "$derebey_ol",1),
(try_end),
]],
(ti_before_mission_start, 0, 0, [(mission_cam_set_screen_color, 0xFF000000),], [ # (try_begin),
# (eq,"$current_town","p_castle_10"),
(set_fog_distance, 150, 0xFF736252),
# (try_end),
(mission_cam_animate_to_screen_color, 0x00000000, 3000)]),
Check these 2 operations.frozenpainter said:So, how can I remove the fog from the scene?
get_global_haze_amount = 92 # (get_global_haze_amount, <destination>),
# Returns current fogginess (value between 0..100).
set_global_haze_amount = 93 # (set_global_haze_amount, <value>),
# Sets current fogginess (value is clamped to 0..100).
After each scene the value of the fog will remain for the whole campaign map, keep it in mind, then the future will make it change, as you know.(get_global_haze_amount, ":cur_fog_amount"),
(assign, ":cur_fog_amount", 0), #0..100
(set_global_haze_amount, ":cur_fog_amount"),
Chel said:How exactly does the encumberance system work?
The total weight of your equipment (armor, weapons/shield/ammo, gloves/boots/helm) is calculated. Only what you bring into battle matters, your inventory contents does not.
Lets say the total weight is 52 kg ingame.
You can carry up to 5 + (2 x [Weapon Master skill]) + ([Strength above 10]/2) kg without an effect on your proficiencies.
Lets say you have lvl2 weapon master and 16 strength.
That means you can carry up to 5+2x2+(16-10)/2 = 10 kg without effect on proficiencies.
So everything above that, in this case encumberance of 52-10 = 40 kg, will weight you down.
Given encumberance of 40, your proficiencies are going to be reduced in the following way:
Crossbow: -1x(40+10)=-50 points
One-handed, Two-handed, Polearm: -2x(40+10) = -100 points
Archery, Throwing: -3x(40+10) = -150 points
Note also that with lower proficiencies when encumbered, they train up faster when fighting, so you can train yourself up by fighting with lots of gear (carry 3 sets of stones for example, and fight with sword), then take it off for a lighter set and have higher weapon skill!
With a total equipment weight of 30 kg, for example, and lvl8 weapon master skill and 24 strength,
your encumberance would be 30-(5+2x8+(24-10)/2) = 2 kg
you weapon proficiencies would be affected:
Crossbow: -1x(2+10)=-12 points
One-handed, Two-handed, Polearm: -2x(2+10) = -24 points
Archery, Throwing: -3x(2+10) = -36 points
With a total equipment weight of 28 kg, for example, and lvl8 weapon master skill and 24 strength,
your encumberance would be 26-(5+2x8+(24-10)/2) = 0
and there would be no effect on weapon proficiencies!
So there is a noticeable difference between not being encumbered at all and being slightly encumbered as well. Train your weapon master skill and stength to increase the limit of weight that does not encumber you.
Jamould said:How does the game assign Men to the Infantry, Archers, and Cavalry groups?
I was going to post this in the discord, but the character limit wouldn't allow me to. As far as I can tell, the game gets your equipment weight and then slows your footspeed based on that. This system will slow your attack speed and your aiming accuracy, which is a way better incentive to stay light.[Bcw]Btm_Earendil said:Does someone know if the encumbrance system mentioned in this mod from 2009 is the encumbrance system of Native or have they created one by themselves? If it has been done by themselves, does someone know how (if existent) the one of Native is working?
new_encumberance_system = (
ti_on_agent_spawn, 0, 0, [], [
(store_trigger_param_1, ":agent"),
(agent_get_troop_id, ":cur_troop", ":agent"),
(store_attribute_level, ":strength", ":cur_troop", ca_strength),
(store_skill_level, ":wpm_level", skl_weapon_master, ":cur_troop"),
(set_fixed_point_multiplier, 100),
(try_for_range, ":item_slot", 0, 7),
(agent_get_item_slot, ":item", ":agent", ":item_slot"),
(item_get_weight, ":item_weight", ":item"),
(val_add, ":total_weight", ":item_weight"),
(try_end),
# Store affected proficiencies in order to save their true values
(store_proficiency_level, ":one_handed", ":cur_troop", wpt_one_handed_weapon),
(store_proficiency_level, ":two_handed", ":cur_troop", wpt_two_handed_weapon),
(store_proficiency_level, ":polearm", ":cur_troop", wpt_polearm),
(store_proficiency_level, ":archery", ":cur_troop", wpt_archery),
(store_proficiency_level, ":crossbow", ":cur_troop", wpt_crossbow),
(store_proficiency_level, ":throwing", ":cur_troop", wpt_throwing),
# Store original proficiencies in slots so they can be preserved.
(troop_set_slot, ":cur_troop", encumberance_one_handed_weapon, ":one_handed"),
(troop_set_slot, ":cur_troop", encumberance_two_handed_weapon, ":two_handed"),
(troop_set_slot, ":cur_troop", encumberance_polearm, ":polearm"),
(troop_set_slot, ":cur_troop", encumberance_archery, ":archery"),
(troop_set_slot, ":cur_troop", encumberance_crossbow, ":crossbow"),
(troop_set_slot, ":cur_troop", encumberance_throwing, ":throwing"),
# Provided formula for encumbrance
# 5 + (2 x ":wpm_level") + ((":strength" - 10) /2)
(val_mul, ":wpm_level", 2),
(val_sub, ":strength", 10),
(val_div, ":strength", 2),
(store_add, ":carry_limit", ":wpm_level", ":strength"),
(val_add, ":carry_limit", 5),
(val_sub, ":total_weight", ":carry_limit")
# To do final encumbrance you must now add ten and multiply by a value
# Crossbow: -1*(40+":total_weight")
# One-handed, Two-handed, Polearm: -2*(40+":total_weight")
# Archery, Throwing: -3*(40+":total_weight")
(store_add, ":crossbow_encumberance", ":total_weight", 10),
(store_add, ":melee_encumberance", ":total_weight", 10),
(store_add, ":ranged_encumberance", ":total_weight", 10),
(val_mul, ":crossbow_encumberance", -1),
(val_mul, ":melee_encumberance", -2),
(val_mul, ":ranged_encumberance", -3),
# Now, FINALLY, lower the proficiencies
(troop_raise_proficiency_linear, ":cur_troop", wpt_crossbow, ":crossbow_encumberance"),
(troop_raise_proficiency_linear, ":cur_troop", wpt_one_handed_weapon, ":melee_encumberance"),
(troop_raise_proficiency_linear, ":cur_troop", wpt_two_handed_weapon, ":melee_encumberance"),
(troop_raise_proficiency_linear, ":cur_troop", wpt_polearm, ":melee_encumberance"),
(troop_raise_proficiency_linear, ":cur_troop", wpt_archery, ":ranged_encumberance"),
(troop_raise_proficiency_linear, ":cur_troop", wpt_throwing, ":ranged_encumberance"),
])
# ######### Encumbrance Slots ##############
# # Make sure these numbers are unused ######
# ###########################################
encumberance_one_handed_weapon = 165 # ######
encumberance_two_handed_weapon = 166 # ######
encumberance_polearm = 167 # ######
encumberance_archery = 168 # ######
encumberance_crossbow = 169 # ######
encumberance_throwing = 170 # ######
# ###########################################
# Check the current proficiency for each, hear I only show one-handed because I'm typing this on the forums instead of np++
(store_proficiency_level, ":one_handed", ":cur_troop", wpt_one_handed_weapon),
# make it negative
(val_mul, ":one_handed", -1),
# clear the proficiency level
(troop_raise_proficiency_linear, ":cur_troop", wpt_one_handed_weapon, ":one_handed"),
# pull the TRUE value from the slot
(troop_get_slot, ":one_handed", ":cur_troop", encumberance_one_handed_weapon ),
# restore the troop
(troop_raise_proficiency_linear, ":cur_troop", wpt_one_handed_weapon, ":melee_encumberance"),
SupaNinjaMan said:As far as I can tell, the game gets your equipment weight and then slows your footspeed based on that. This system will slow your attack speed and your aiming accuracy, which is a way better incentive to stay light.[Bcw]Btm_Earendil said:Does someone know if the encumbrance system mentioned in this mod from 2009 is the encumbrance system of Native or have they created one by themselves? If it has been done by themselves, does someone know how (if existent) the one of Native is working?
I used(0, 0, ti_once,
[
(set_show_messages, 0),
(team_give_order, 0, grc_everyone, mordr_stand_ground),
(team_give_order, 0, grc_everyone, mordr_stand_closer),
(team_give_order, 1, grc_everyone, mordr_stand_ground),
(team_give_order, 1, grc_everyone, mordr_stand_closer),
(set_show_messages, 1),
], []),
but not work, troops holding but they drop the ship.mordr_hold
(3, 0, 0, [(lt,"$telling_counter",3)],[ # need to repeat orders several times for the b*tches to listen
(val_add, "$telling_counter",1),
(set_show_messages, 0),
(assign,":defteam","$defender_team"),
(assign,":atkteam","$attacker_team"),
(assign,":entry2",60),
(try_for_range,":entry",41,44), # cycle through flanks and assign teams' destinations
(entry_point_get_position, pos10, ":entry"), #TLD, was 10
(team_give_order, ":defteam", grc_infantry, mordr_hold),
(team_give_order, ":defteam", grc_infantry, mordr_stand_closer),
(team_give_order, ":defteam", grc_infantry, mordr_stand_closer),
(team_give_order, ":defteam", grc_archers, mordr_stand_ground),
(team_give_order, ":defteam", grc_cavalry, mordr_hold),
(team_give_order, ":defteam", grc_cavalry, mordr_stand_closer),
(team_give_order, ":defteam", grc_cavalry, mordr_stand_closer),
(team_set_order_position, ":defteam", grc_infantry, pos10),
(team_set_order_position, ":defteam", grc_cavalry, pos10),
(team_give_order, ":atkteam", grc_infantry, mordr_charge),
(team_give_order, ":atkteam", grc_cavalry, mordr_charge), #InVain: Let's try this instead. Less prone to attackers getting stuck.
(entry_point_get_position, pos10, ":entry2"), #TLD, was 10
(team_give_order, ":atkteam", grc_archers, mordr_hold),
(team_set_order_position, ":atkteam", grc_archers, pos10),
(try_end),
]),
frozenpainter said:@khamukkamu
tiggers work, mordr_hold and mordr_stand_ground working, but troops still drop the ship.
Look like, troop spawn and hold on ship, but ship moving and troops stand behind of ship.
Iwill upload a video wait.
@edit
In video, stand_ground order working for all troops, In static ships no problem troops holding succesfuly but in moveable ships troops goingt to behind of ship.
kalarhan said:module.ini has variables to hide some buttons like
Code:has_tutorial = 1
you can edit the hardcoded UI like main game menu on the file game_variables.txt. The coordinates, etc, are there. Rest is hardcoded. A example is to move the buttons around, either to use a new background or to hide them (move them to the corner and use a small font... no more buttons lol).
BeefBacon said:kalarhan said:module.ini has variables to hide some buttons like
Code:has_tutorial = 1
you can edit the hardcoded UI like main game menu on the file game_variables.txt. The coordinates, etc, are there. Rest is hardcoded. A example is to move the buttons around, either to use a new background or to hide them (move them to the corner and use a small font... no more buttons lol).
There seems to be a whole load of text that I can't change the colour of. Am I missing something, or is it such a mess that I can change the colour in the first character creation screen, but not the next? That surely can't be the case. I change colours by editing the 0xFF hex values - is there some other way to change colours that I've just not seen, or have I somehow missed the colour value for like half the UI?