CeltiberoCaesar said:
The Lord7 said:
This trait allows you to offer wine to other lords. You need to have wine in your inventory when speaking to them with this trait, then you should get the option to offer it. It raises relations with the lord by a small amount (2-3?). AFAIK this can only be done once per lord.The Lord7 said:
Laizenbh said:
JuJu70 said:
NPC99 said:
JuJu70 said:
koteko said:
kalarhan said:
#SQUID - Hack to sail under bridges to get to other side
(0.1,
[
(try_begin),
#Check for nearby bridge
(party_slot_eq, "p_main_party", slot_party_on_water, 1),
(set_fixed_point_multiplier, 100),
(assign, ":bridge_in_range", -1),
(assign, ":end", "p_ferry_1a"),
(try_for_range, ":cur_party", "p_Bridge_1", ":end"),
(store_distance_to_party_from_party, ":cur_distance", ":cur_party", "p_main_party"),
(lt, ":cur_distance", 2),
(assign, ":end", ":cur_party"), #Loop breaker
(assign, ":bridge_in_range", ":cur_party"),
(try_end),
(try_begin), #Account for "extra" bridge
(eq, ":bridge_in_range", -1),
(store_distance_to_party_from_party, ":cur_distance", "p_Bridge_18", "p_main_party"),
(lt, ":cur_distance", 2),
(assign, ":bridge_in_range", "p_Bridge_18"),
(try_end),
(gt, ":bridge_in_range", -1),
(party_get_position, pos1, ":bridge_in_range"),
(party_get_position, pos3, "p_main_party"),
(position_get_x, ":bridge_posx", pos1),
(position_get_x, ":party_posx", pos3),
(store_sub, ":pos_x", ":bridge_posx", ":party_posx"),
(val_add, ":pos_x", ":bridge_posx"),
(position_get_y, ":bridge_posy", pos1),
(position_get_y, ":party_posy", pos3),
(store_sub, ":pos_y", ":bridge_posy", ":party_posy"),
(val_add, ":pos_y", ":bridge_posy"),
(copy_position, pos4, pos3),
(position_set_x, pos4, ":pos_x"),
(position_set_y, pos4, ":pos_y"),
(map_get_water_position_around_position, pos2, pos4, 1),
(party_set_position, "p_landing_point2", pos2),
(jump_to_menu, "mnu_bridge_travel"),
(try_end),
]),
#SQUID: Bridge travel
("bridge_travel",0,
"You are at a bridge. Do you want to row under it? {s1} {s2}",
"none",
[
# The below checks to see if lords following you will be OK or left behind,
# and informs the player of this. Should work whether marshal or not.
(set_background_mesh, "mesh_pic_fleet"),
(str_clear, s1),
(str_clear, s2),
(assign, ":can_join", 0),
(assign, ":cant_join", 0),
(try_for_parties, ":cur_party"),
(party_slot_eq, ":cur_party", slot_party_type, spt_kingdom_hero_party),
(party_is_active, ":cur_party"),
(store_faction_of_party, ":cur_party_faction", ":cur_party"),
(eq, ":cur_party_faction", "$players_kingdom"),
(get_party_ai_object, ":cur_party_ai_object", ":cur_party"),
(eq, ":cur_party_ai_object", "p_main_party"),
(party_slot_eq, ":cur_party", slot_party_on_water, 1),
(store_distance_to_party_from_party, ":distance", "p_main_party", ":cur_party"),
(try_begin),
(le, ":distance", 5),
(val_add, ":can_join", 1),
(else_try),
(val_add, ":cant_join", 1),
(end_try),
(try_end),
(try_begin),
(eq, ":can_join", 1),
(str_store_string, s1, "@One lord can disembark here with you."),
(else_try),
(gt, ":can_join", 0),
(assign, reg1, ":can_join"),
(str_store_string, s1, "@{reg1} lords can disembark here with you."),
(try_end),
(try_begin),
(eq, ":can_join", 1),
(str_store_string, s2, "@One lord will lose track of you. He must disembark at the next port and then come find you."),
(else_try),
(gt, ":cant_join", 0),
(assign, reg1, ":cant_join"),
(str_store_string, s2, "@{reg1} lords will lose track of you. They must disembark at the next port and then come find you."),
(try_end),
],
[
("yes",[],"Yes - sail/row under the bridge.",
[
#Teleport the ship to the new location
#TODO: but make the ship "travel" instead of teleporting...
(jump_to_menu, "mnu_auto_return_to_map"),
(party_get_position, pos1, "p_landing_point2"),
(call_script, "script_get_next_water_position",1),
(party_set_position, "p_main_party", pos2),
#Check for lords following player - anyone within range will also end up on the other side (with the player)
(try_for_parties, ":cur_party"),
(party_slot_eq, ":cur_party", slot_party_type, spt_kingdom_hero_party),
(party_is_active, ":cur_party"),
(store_faction_of_party, ":cur_party_faction", ":cur_party"),
(eq, ":cur_party_faction", "$players_kingdom"),
(get_party_ai_object, ":cur_party_ai_object", ":cur_party"),
(eq, ":cur_party_ai_object", "p_main_party"),
(party_slot_eq, ":cur_party", slot_party_on_water, 1),
(store_distance_to_party_from_party, ":distance", "p_main_party", ":cur_party"),
(le, ":distance", 5),
(party_set_position, ":cur_party", pos2),
(try_end),
]
),
("leave",[],"No.",
[
(jump_to_menu, "mnu_auto_return_to_map"),
]
),
]
),
kalarhan said:
kalarhan said:
kalarhan said:
(try_begin),
(eq, ":faction_leader", ":old_lord_troop_id"),
(call_script, "script_add_log_entry", logent_liege_grants_fief_to_vassal, ":faction_leader", ":center_no", ":lord_troop_id", ":lord_troop_faction"),
(troop_set_slot, ":lord_troop_id", slot_troop_promised_fief, 0),
#SQUID changes begin
(else_try),
# Old lord was not a faction leader - meaning it was taken from him, so check for updates to his rank in case of demotion
(store_troop_faction, ":old_troop_faction", ":old_lord_troop_id"),
(call_script, "script_troop_set_title_according_to_faction", ":old_lord_troop_id", ":old_troop_faction"),
#SQUID changes end
(try_end),
CHenric said:
AfLIcTeD said:
kalarhan said:
AfLIcTeD said: