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  1. Tooff

    Custom Music

    why converting to *.ogg? you can use it in mp3, just change the file names in module_music.py
  2. Tooff

    Getting your AI lords to recruit your custom troops.

    it`s work for me, as SPD_Phoenix  write a code, but you don`t need define new kingdom_7 ,just culture_7
    in module_factions.py
    ("culture_1",  "{!}culture_1", 0, 0.9, [], []),
      ("culture_2",  "{!}culture_2", 0, 0.9, [], []),
      ("culture_3",  "{!}culture_3", 0, 0.9, [], []),
      ("culture_4",  "{!}culture_4", 0, 0.9, [], []),
      ("culture_5",  "{!}culture_5", 0, 0.9, [], []),
      ("culture_6",  "{!}culture_6", 0, 0.9, [], []),
      ("culture_7",  "{!}culture_7", 0, 0.9, [], []),

    in module_scripts.py
          (faction_set_slot, "fac_culture_6", slot_faction_tier_1_troop, "trp_sarranid_recruit"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_2_troop, "trp_sarranid_footman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_3_troop, "trp_sarranid_archer"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_4_troop, "trp_sarranid_horseman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_5_troop, "trp_sarranid_mamluke"),

      (faction_set_slot, "fac_culture_7", slot_faction_tier_1_troop, "trp_my_recruit"),
          (faction_set_slot, "fac_culture_7", slot_faction_tier_2_troop, "trp_my_ranger"),
          (faction_set_slot, "fac_culture_7", slot_faction_tier_3_troop, "trp_my_horseman"),
          (faction_set_slot, "fac_culture_7", slot_faction_tier_4_troop, "trp_my_elite_archer"),
          (faction_set_slot, "fac_culture_7", slot_faction_tier_5_troop, "trp_my_elite_cavalry"),

    in module_scripts.py
          (faction_set_slot, "fac_culture_6", slot_faction_town_walker_male_troop, "trp_sarranid_townsman"),
          (faction_set_slot, "fac_culture_6", slot_faction_town_walker_female_troop, "trp_sarranid_townswoman"),
          (faction_set_slot, "fac_culture_6", slot_faction_village_walker_male_troop, "trp_sarranid_townsman"),
          (faction_set_slot, "fac_culture_6", slot_faction_village_walker_female_troop, "trp_sarranid_townswoman"),
          (faction_set_slot, "fac_culture_6", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
          (faction_set_slot, "fac_culture_6", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),

          (faction_set_slot, "fac_culture_7", slot_faction_town_walker_male_troop, "trp_town_walker_1"),
          (faction_set_slot, "fac_culture_7", slot_faction_town_walker_female_troop, "trp_town_walker_2"),
          (faction_set_slot, "fac_culture_7", slot_faction_village_walker_male_troop, "trp_village_walker_1"),
          (faction_set_slot, "fac_culture_7", slot_faction_village_walker_female_troop, "trp_village_walker_2"),
          (faction_set_slot, "fac_culture_7", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
          (faction_set_slot, "fac_culture_7", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),
    in module_scripts.py
          (else_try),
              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_6"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_sarranid_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_sarranid_castle_guard"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_sarranid_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_sarranid_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_sarranid_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_6_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_6_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_6_reinforcements_c"),
     
            (else_try),
              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_7"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_my_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_my_elite_cavalry"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_my_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_my_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_my_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_player_supporters_faction_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_player_supporters_faction_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_player_supporters_faction_reinforcements_c"),

    in module_scripts.py comments all in blue
      ("cf_reinforce_party",
        [
          (store_script_param_1, ":party_no"),
         
          (store_faction_of_party, ":party_faction", ":party_no"),
          (party_get_slot, ":party_type",":party_no", slot_party_type),

    #Rebellion changes begin:
    # tooff comm this ->
    #      (try_begin),
    #        (eq, ":party_type", spt_kingdom_hero_party),
    #        (party_stack_get_troop_id, ":leader", ":party_no"),
    #        (troop_get_slot, ":party_faction",  ":leader", slot_troop_original_faction),
    #      (try_end),
    #Rebellion changes end

    #      (try_begin),
    #        (eq, ":party_faction", "fac_player_supporters_faction"),
    #        (party_get_slot, ":town_lord", ":party_no", slot_town_lord),
    #        (try_begin),
    #          (gt, ":town_lord", 0),
    #          (troop_get_slot, ":party_faction", ":town_lord", slot_troop_original_faction),
    #        (else_try),
    #          (party_get_slot, ":party_faction", ":party_no", slot_center_original_faction),
    #        (try_end),
    #      (try_end),

         
          (faction_get_slot, ":party_template_a", ":party_faction", slot_faction_reinforcements_a),
          (faction_get_slot, ":party_template_b", ":party_faction", slot_faction_reinforcements_b),
          (faction_get_slot, ":party_template_c", ":party_faction", slot_faction_reinforcements_c),

    in module_scripts.py for recruiting own troops in vilages for you and your lords
    use the SPD_Phoenix  code writed before
    ++ script "update_volunteer_troops_in_village"
    and
    ++ script "update_npc_volunteer_troops_in_village"

    and you need to create your own troops in module_troops.py

    and thats all !

    warband v.1.127
  3. Tooff

    More Reinforcement Waves

    it`s work for me (warband v.1.127)
    in module_mission_templates.py find
          (lt,"$defender_reinforcement_stage", "$g_defender_reinforcement_limit" ),
                    (store_mission_timer_a,":mission_time"),
                    (ge,":mission_time",10),
                    (store_normalized_team_count,":num_defenders", 0),
                    (lt,":num_defenders",6)],
              [(add_reinforcements_to_entry,0,7),(assign, "$defender_reinforcement_limit_increased", 0),(val_add,"$defender_reinforcement_stage",1)]),
         
          (1, 0, 5, [(lt,"$attacker_reinforcement_stage",2),
                    (store_mission_timer_a,":mission_time"),
                    (ge,":mission_time",10),
                    (store_normalized_team_count,":num_attackers", 1),
                    (lt,":num_attackers",6)],
              [(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),

    and change the blue colored stuff to whatever, looks like:

          (lt,"$defender_reinforcement_stage", 9),
                    (store_mission_timer_a,":mission_time"),
                    (ge,":mission_time",10),
                    (store_normalized_team_count,":num_defenders", 0),
                    (lt,":num_defenders",6)],
              [(add_reinforcements_to_entry,0,7),(assign, "$defender_reinforcement_limit_increased", 0),(val_add,"$defender_reinforcement_stage",1)]),
         
          (1, 0, 5, [(lt,"$attacker_reinforcement_stage",9),
                    (store_mission_timer_a,":mission_time"),
                    (ge,":mission_time",10),
                    (store_normalized_team_count,":num_attackers", 1),
                    (lt,":num_attackers",6)],
              [(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),
    here i change it to 9 for both sides (after 300 dead battle end)
  4. Tooff

    Companion inventory

    Question: how put the button in companion change inventory window,and we can switch between companions without leaving current window? image
  5. Tooff

    SP Tutorial Module System Recruit your custom troops in your own Kingdom

    drushing79 说:
    It should be 1.xx compatible. I don't believe that particular bit of code has been changed.
    I don`t have number like this "3602879701896406##"
    my scripts.txt (v.1.126)
    插入代码块:
    [left]update_volunteer_troops_in_village -1
     35 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923[/left]
  6. Tooff

    Mod idea collection: I want this mod.

                                The Three Musketeers
  7. Tooff

    Крестоносцы - путь к искуплению

    privet! s kodirovaniem mozset mogu pomoch,a shto nado?
  8. Tooff

    Grow party

    yeah,looks good,but they will grow forever and may millions on site,need to limit them ,say to 500.so need to stop grow up.
  9. Tooff

    rescued prisoners

    and what about rescued prisoners? i remember in old version ,after battle if we didn't take to our party, we can see them in the map,and when we encounter them,we may recruit them.it's possible to put this stuff in new version?
  10. Tooff

    Grow party

    thanx,i'll try  :grin:
  11. Tooff

    Grow party

    it's possible to creat party, that will spawn like bandits,and when they stay alive,they grow up,like "rebels",so ex. in 1 day they grow 5 units in soldiers.
  12. Tooff

    SP Medieval Crusader Mod (planning, re-opened, see first post)

    Hi guys,i made the mod,u can download it and use it in your own mod, good luck!

    http://forums.taleworlds.com/index.php/topic,36980.0.html

    https://www.mbrepository.com/file.php?cid=7&id=745
  13. Tooff

    TPW - Suggestions

    Great mod!
    With the sound from the "brutality mod",real kick ass!!!
  14. Tooff

    MP Musket Era The Peninsular War - Napoleonic Warband mod - scene editors needed

    some guns sounds if need it:
    http://www.speedyshare.com/194728845.html
  15. Tooff

    MP Musket Era The Peninsular War - Napoleonic Warband mod - scene editors needed

    mod looks great,good ideas with cannons,formations.
    question about infantry who got rifles as ranged weapon,what they`ll do in melee combat? they`ll be using rifle with bayonet?
  16. Tooff

    Waterloo Mod

    Waterloo-good idea,it`ll be fun play that in m&b, any time of Napoleonic war.
    I can help this textures or codes,can try modeling helms,but not models with animation.
    anyway guys, keep making this mod!
  17. Tooff

    Does anybody know that helmet?

    You can get the same style of helmet from Crusader mod:

    http://forums.taleworlds.com/index.php/topic,36980.0.html

    and here is a screenshots:
    http://forums.taleworlds.com/index.php/topic,33629.255.html
  18. Tooff

    Crusader Mod

    i`ll fix it in next patch,just sell them all.  :grin:
  19. Tooff

    Crusader Mod

    Emperor_Danny 说:
    Please upload some pictures of this magnificent mod... Thank's
    http://forums.taleworlds.com/index.php/topic,33629.120.html
    http://www.youtube.com/watch?v=vvXMtxpYdFU
    http://forums.taleworlds.com/index.php/topic,36980.15.html
    http://forums.taleworlds.com/index.php/topic,33629.msg934031.html#msg934031
  20. Tooff

    Crusader Mod

    afterburner 说:
    great job Tooff ,one of the best mods i ever played

    but i think there is a bug about captured lord,when i talk to my faction's lord about the prisoner,the menu has 2 options : 1. i can sell the prisoner to him for 2000, or 2.i can wait for the enemy's ransom

    when i chose the latter,the game got stuck,and i had to close the game by using Ctrl+Alt+Delete
    this is bug in dialog,you can fix it by source files:
    https://www.mbrepository.com/file.php?cid=4&id=752

    in module_dialogs.py
    find this:
    "lord_buy_prisoner_deny"
    and replace with:
    "lord_pretalk"
    I wish it works.
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