Thanks again but as I understand this programing language wouldn't commenting it out cause an error since the (try_begin) needs an operation? What about something like changing this:
(try_begin),
(party_slot_eq, ":center_no", slot_party_type, spt_village),
(try_begin),
(party_slot_eq, ":center_no", slot_village_state, svs_normal),
(assign, ":cur_rents", 1200),
(try_end),
(else_try),
(party_slot_eq, ":center_no", slot_party_type, spt_castle),
(assign, ":cur_rents", 1200),
(else_try),
(party_slot_eq, ":center_no", slot_party_type, spt_town),
(assign, ":cur_rents", 2400),
(try_end),
to this:
(try_begin),
(party_slot_eq, ":center_no", slot_party_type, spt_village),
(assign, ":cur_rents", 1200),
(else_try),
(party_slot_eq, ":center_no", slot_party_type, spt_castle),
(assign, ":cur_rents", 1200),
(else_try),
(party_slot_eq, ":center_no", slot_party_type, spt_town),
(assign, ":cur_rents", 2400),
(try_end),
Also as someone really new to modding I had one or two other questions:
1) How do you usually go about testing it? Just start a new game and try to play through the part you modified? I only ask since it takes a little while to get a village and I don't know how long until someone raids it.
2) If I download this Floris code make these changes then compile it I'll basically have made another mod. How can I make something like a sub-mod where it can just be added to an already existing install of Floris?
Thanks again Duh for all the help.