Tricket的最近内容

  1. Modding Q&A [For Quick Questions and Answers]

    Thanks for the reply again!

    So I understood what you meant by indentation, what I thought you were saying though was that the indentation affected how the game read the code.  Glad that wasn't the case!

    I also did do a search for "line correction" but came up with nothing!  Regardless I got it to work with your directions.

    Now so far I have been unable to find any issues that would cause the issue with the game not starting, although I did realize that upon trying to start a new game that the end menu text is all messed up.

    What I am curious most about however, is why the addition of this additional code has caused it to break the vanilla character creations. 

    Here's my thinking and please correct me if I'm wrong:
    The original character creation is all untouched.  Resulting in an a->b->c scenario that has not changed.  All the same pieces are there so therefore it should not have changed their order.  UNLESS the particular line number of said code was defined somewhere to cause the failure to start.

    With the new additions, that code was not set up to coincide with the a->b->c logic, therefore it should fail until it has been brought in line to match.

    Am I assuming something incorrectly here?
  2. Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Tricket 说:
    Ok here are the files in question!

    https://www.dropbox.com/s/kwdici34a0m2r0q/ID_menus.py?dl=0
    https://www.dropbox.com/s/a72zyu8sp367lsc/module_game_menus.py?dl=0

    Really appreciate the quick replies and help!

    old code is not ready for use. What you need to do is use a merging tool (like Winmerge for Windows) and, most importantly, fix your indentation. I saw several issues with the code just by running the indentation process.

    if you don't know how check the VC DLC modsys for the line_correction.bat/process_line_correction.py files. Or if you are a masochist, you can do it by hand... one line at time  :smile:

    you have things like
    插入代码块:
           (try_begin),
                (eq,"$background_answer_3",1),
                (troop_raise_attribute, "trp_player",ca_strength,1),
                (troop_raise_skill, "trp_player",skl_power_strike,1),
                (troop_raise_skill, "trp_player",skl_shield,1),
                (troop_add_gold, "trp_player", 10),
                (try_begin),
                  (troop_add_item, "trp_player","itm_wooden_shield",imod_battered),
                  (troop_raise_proficiency, "trp_player",0,10),
                  (troop_raise_proficiency, "trp_player",4,10),
                (else_try),
                  (eq,"$background_answer_3",2),

    so you will need to fix a few things to use the old options. You should study the basic MBScript tutorials to learn about coding.






    DarkNord 说:
    What units for distance warband uses?

    your code won't work for a few reasons, it also does more than it should, but ... you don't want us to comment on specifics, so lets skip that  :razz:

    if you want to test distances just add a testing script/trigger that prints distances. Use rlg_log.txt or a display_message on your screen.




    frozenpainter 说:
    items doensn't seem in inventory.
    use a couple globals to count the items and add them after battle (victory menu). Remember to reset (set them to 0).

    Hmmmm, I didn't realize indendation made such a difference.  I will look into possibly copying the parts from the "working" backstories into the "broken" ones and changing items as necessary.

    Thank you for the assistance!

    EDIT:
    So I downloaded the VC DLC module system, but there is no included .bat file for line correction.  Do I simply add the line_correction.py file into the warband module system to make use of it?
  3. Modding Q&A [For Quick Questions and Answers]

    Ok here are the files in question!

    https://www.dropbox.com/s/kwdici34a0m2r0q/ID_menus.py?dl=0
    https://www.dropbox.com/s/a72zyu8sp367lsc/module_game_menus.py?dl=0

    Really appreciate the quick replies and help!
  4. Modding Q&A [For Quick Questions and Answers]

    Just working off a native base.

    I have not changed any orders I don't believe.  All I have done is edited the game_menus file as follows:

    插入代码块:
       ("start_priest",[],"Priests.",[
          (assign,"$background_type",cb_priest),
          (assign, reg3, "$character_gender"),
          (str_store_string,s10,"@A {reg3?daughter:son} that nobody wanted, you were left to the church as a baby,\
     a foundling raised by the priests and nuns to their own traditions.\
     You were only one of many other foundlings and orphans, but you nonetheless received a lot of attention\
     as well as many years of study in the church library and before the altar. They taught you many things.\
     Gradually, faith became such a part of your life that it was no different from the blood coursing through your veins."),
    	(jump_to_menu,"mnu_start_character_2"),
        ]),
        ("go_back",[],"Go back",
         [(jump_to_menu,"mnu_start_game_1"),
        ]),
        ]
      ),

    So I have taken parts such as this, where there were two #'s in front of it, and removed said # signs allowing them to become options again in the create a character screen.

    As far as I can tell, they all call for the same order of scripts as the other options already present.
  5. Modding Q&A [For Quick Questions and Answers]

    So I've got a bit of an issue I was hoping someone could help me with!

    I've re-added some of the choices at the start of the game back in.  IE your father was a ______ etc. But since having done that I can only get as far as the "begin adventuring" part, but when I click on it the game doesn't start.

    So far I cannot locate anything that would cause the menu's to loop.

    Furthermore even choosing options that were in the vanilla game it still has the same problem.  Any takers?
  6. Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    module_troops 说:
    fac_commoners,[[itm_mail_with_surcoat, itm_great_lance, itm_light_lance, itm_lance, itm_bastard_sword, itm_kite_shield_c],
    If you use Notepad++ (or a similar editor) you should be able to match brackets with Ctrl+B.

    Alright thanks a lot.  I figured that was what it was.  I may try out Notepad ++ for that reason.  Python doesn't always take you to the error.
  7. Modding Q&A [For Quick Questions and Answers]

    magicbat 说:
    Sorry to spam this thread with my problems, but I'm totally stumped on what to to next.

    I am really struggling with getting banners into the game. My custom faction doesn't have a faction banner, as in the king is bannerless. I edited the kingdoms banners dds file and added the custom one onto the end, I then told the faction in module scripts to use that as their banner, but no dice. I have aslo added a new banner file, and saved it as std_banner_h.dds in the texture file of my module. I then followed the instructions in this: http://forums.taleworlds.com/index.php/topic,88940.msg2296316.html#msg2296316 thread, but they don't appear in game. Even if they do, I am not sure how to get them being used by the custom faction and no other.

    I am also having a problem with certain npcs. In my custom city, the guards say the bandit attack dialogue, not the 'I'm watching you' dialogue, I'm not sure what causes this issue.

    I'm also stuck on getting noble relations working. I have made all the lords and ladies for my kingdom, but they remain all unrelated, and their ages don't show up like the lords and ladies from other factions.

    In regards to your question regarding the NPC dialogue, I'm having a similar problem, but I know why.  I added several new hero characters to the game, who essentially have no reference points in the various other files.  AKA Strings, Dialogue etc.  SO if you've added new NPCS, whether they be lords, ladies, etc I'm assuming that this would have a similar if not identical effect.

    Sorry for the double post, or what will be assuming no one posts in between this and my previous post....
  8. Modding Q&A [For Quick Questions and Answers]

    So I'm a little confused.  I was messing around in the troop file doing some editing and ran the build module file.  Comes up saying there is a syntax error.  No problem I found the syntax error using check module and fixed the error.  Ran check module again and it tells me this:


    插入代码块:
    [color=red]upgrade[/color](troops,"farmer", "watchman")

    Error in red.  Now normally when this has happened previously it's usually been that I haven't closed a bracket somewhere, BUT I'm 99 percent sure I haven't changed anything in this regard.  I'll post below the full file, I'd appreciate if someone can track down my error.

    http://www.freefilehosting.net/moduletroops

    Thanks a lot!
  9. Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    @Tricket,

    The code you have there will increase player relation with the village by 5 once a month (if the village belongs to the player and has a mill).
    You want to change the slot_center_player_relation from the slot that deals with player relation to that which holds the value for prosperity: slot_town_prosperity

    Okay thanks, I changed any relation line I saw to prosperity.  I apparently missed one though.  I assume that this is the only thing I need to do to make the mill bonus monthly as opposed to just once?
  10. Modding Q&A [For Quick Questions and Answers]

    Quick question for you expert modders out there.

    I was looking through simple triggers and found the school village upgrade trigger, which makes the +1 loyalty bonus be effective every month.  So I wanted to use this same idea to make the mill upgrade do the same.  I copy pasted the school code and changed it to this:

    插入代码块:
    # Mill
      (30 * 24,
       [(try_for_range, ":cur_village", villages_begin, villages_end),
          (party_slot_eq, ":cur_village", slot_town_lord, "trp_player"),
          (party_slot_eq, ":cur_village", slot_center_has_fish_pond, 1),
          (party_get_slot, ":cur_prosperity", ":cur_village", slot_center_player_relation),
          (val_add, ":cur_prosperity", 5),
          (val_min, ":cur_prosperity", 100),
          (party_set_slot, ":cur_village", slot_center_player_relation, ":cur_prosperity"),
        (try_end),
        ]),
    \

    Now I'm currently waiting in game to see if it's working, unfortunately the villages I have are all of high prosperity, so I have to get more villages, but what I'm wondering is if anyone sees a problem with that code, or if there is somewhere else I might have to add/remove/edit code?
  11. Modding Q&A [For Quick Questions and Answers]

    Ikaguia 说:
    2- look in header_troops

    So I assume based on the header_troops file that they go in order 1-7 starting with one handed weapons and ending with firearms?

    Which if that's true this:
          (troop_raise_proficiency, "trp_player",0,10),
            (troop_raise_proficiency, "trp_player",1,10),
    Translates to:
    raise player 1 handed weapons by 10
    and raise two handed weapons by 10?
  12. Modding Q&A [For Quick Questions and Answers]

    2 questions:

    1.  In reference to my previous question I found in module_scripts the recruit lord script, but it's all gibberish to me.  Would it be possible for someone to break it down for me?

    2.  I have a question about this line:
            (troop_raise_proficiency, "trp_player",0,10),
            (troop_raise_proficiency, "trp_player",1,10),

    These are found in game_menu, under the player creation section.  What are these lines raising exactly?

    Thanks.
  13. Modding Q&A [For Quick Questions and Answers]

    Question regarding Warband.  How could I make it so that when the player starts their own kingdom/faction that they could get lords of their own without having to make their companions into lords/ladies?  I assume you'd have to add extra lords into the troop file, but I'm not sure how to go about it.

    For example would the player faction be faction 7?  Which would make lords knight_7_1 etc?
    Two I wouldn't want them all to instantly spawn, but perhaps to either spawn every so many hours or as the player expands their kingdom?  Of course there would be a limit on how many lords would spawn.

    Anyone got any ideas?  I'm not super comfortable with making scripts and such, so any help would be appreciated.
  14. reassociating idle with python files.

    Thanks, I actually found another topic which told me how to do it.  I tried doing it earlier but for some reason whenever I associated it with python it still wouldn't let me edit with idle, works now though.

    I have another question though, I know there is a mod to make a companion the leader of the party so that they can have all the leader skills, but I was wondering is there anyway to make it so that all skills are party skills?
  15. reassociating idle with python files.

    Hi all, I installed python to an external hard drive and don't always leave said hard drive connected to my computer.  Now I reconnected the hard drive to my computer and went to edit the module files for warband.  Right clicked and went "edit with idle"  the computer then asked what program to...
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