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  1. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Hmm, could you send me your character and/or save file? Also, the wizards will only offer spells for sale you don't know yet, so if you have selected the wizard beginning you can't buy any spells at all (as you already know them all), other than that I have not been able to replicate this bug, perhaps your copy was corrupted either during "installation" or during download. Do you still have the bug when using a "fresh install" of the mod? And do you experience the bug every new game, or is it limited to one single character? It might be a weird glitch in initialization. Does it only happen in one town, with one specific wizard, or in every town?

    Sorry if this seems like a lot of questions, but when hunting bugs like these details are very important, because it's often one line of code giving unexpected results in certain circumstances. Often these bugs are caused by seemingly irrelevant events, which makes them so difficult to trace. That's why a save file, or at least the character "export" file can be useful for fixing.
  2. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Okay, exams are over. Grades are good, work on this mod will continue after Christmas (so about tomorrow/the day after tomorrow). With luck, I'll be able to release the new version of this mod somewhere around New Year, perhaps even sooner.

    And perhaps now might be a good time to ask if there's anyone able to create custom hair styles. The standard selection of hair/beard-styles in the character creator is limited, and for example, hair like Belkar's, is quite difficult to recreate using the vanilla hair options.

    @Lilly112: Are you sure you have the money required to purchase spells, and have a spellbook in your inventory? (also, my apologies for the late response.)
  3. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    This mod is not dead
    It may seem to be, with a recent lack of updates. Rest assured however, that work on this project has not been cancelled, but merely postponed until after exams. Once they are over I will get back to work, though if anyone were to create some M&B face keys for the NPCs and send them over, it would certainly speed up the next release.

    ~~ArcaneSaint, who should really go to bed now to face tomorrows classes.
  4. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Hotfix 0.3.1 released now

    My apologies guys, apparently I missed one line of bad code that caused the game to crash whenever you started a battle. But the code seemed legit enough to pass through the compiler unscrutinized. It's fixed now.

    @idied23: I'd be very happy to have you on the team, I can send you the files now or if you would wait a day or so I could add a small tutorial (via in-code comments) on how to mod units, it's your choice. Sorry for the late response, but I wanted to catch important bugs (like the now-fixed one) before starting on the next release.

    Edit: Also, 0.3.2 was released, fixing some typos in the spell purchase window.
  5. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Release v0.3

    Here it is at last, Mount&Stick V0.3
    Fixes
    The no-spellbook needed for casting spells
    some typos

    Adds
    A new magic system, more D&D like (more details below)
    An easter egg easily recognizable by those who visit Giantitp.com
    In-game instructions for the magic system.
    Some miscellaneous stuff.

    Magic 2.0
    The new Magic System works very different from the previous one. Instead of just buying spells and then throwing them around in combat like a lowly sorceror, you will now prepare your spells and control the tide of battle armed with your brains and your meatshields, like a true wizard.
    It works like this:
    • One) Make sure you have a spellbook and some spells (don't buy scrolls, they don't work yet)
    • Two) Go to camp menu and select "access spellbook" -> "manage spell slots"
    • Three) Here you can assign all your current spell slots. The amount of slots you get is determined by this formula:
    插入代码块:
    X=either your Arcane skill or Divine skill, depending which is highest*
    (Spell slots for level)=1+X-(selected level)
    So if your Arcane level is 5 that means you get: 5 level I slots, 4 level II slots, 3 level III slots, 2 level IV slots and 1 level V slot.
    • Four) After assigning spells you will not be able to reassign them until midnight (or dawn/late afternoon depending on the starting time of the new game). When you can change them again the game will notify you with a message "Your magical energies have been refreshed"
    • Five) casting a spell can be done from the camp menu (for enchantments) or in battle by pressing "v" to bring up the selector, and "g" to cast. The game will be paused while accessing the selector.
    • Six) when your slots are refreshed your enchantments will also be deactivated. No permanent boosting for you.

    Also: please report all bugs you encounter. I will fix the mas soon as possible.

    *This is because the cost/reward ratio isn't good enough to warrant a separate spell slot list for Divine and Arcane spells. Once there are more spells in both categories this will change, and a holy symbol will become required for Divine casting.
  6. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Berpol 说:
    Just a suggestion, you could change the starting options to the different D&D classes. :smile:

    That's exactly what I'm planning to do. I already have a starting option where you're born as the son of "a veteran adventurer" (ie: a dungeon-crawler), giving you some sword-fighting and leadership skills. Later on I'm gonna nerf the powerful wizard starting option so it isn't as unbalanced as it is now, and all other starting options will also be changed.
  7. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Good news mate, you don't really need to know Python. M&b has it's own semi-language, ModuleSystem. It does require Python for the compiling etc, so you will have to install it. I believe you need v 2.7, not 3.x, unless there was another update (I'm using 2.7.2 btw).

    The next release will come out this weekend, Saturday evening probably. I only need to do a "long" test, which involves me actually playing for some in-game weeks without debug-mode etc. to do a last test for bugs.After that,  I believe I got some stuff you could help with (like troop balancing and equipment), and once you get a bit used to ModuleSystem syntax you can help design spells and stuff. The spell framework has already been finished, so now it's just a case of writing the spell-code, and then plugging it into the rest of the system (I kept it as simple as possible so I wouldn't forget how it works) :grin:

    Oh, and you using M&B and/or Warband?
  8. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    All right, I've got good news and bad news.

    Good news is, I've managed to fix the bug that delayed the V0.3 release.

    Bad news is, the fix will require me to build an additional frame of code around the whole magic system, which will take a few hours.
    More bad news, in a few hours it will be past midnight, and it's school tomorrow. University isn't easy, so next week will once again be quite busy.
    Even more bad news, my internet is having trouble. Everything I up/download moves at a crawl. Meaning it will take at least an hour to upload the new version once it's finished. It should be fixed by the 6th of october.

    So the update won't be arriving till the end of the week.

    Also, you are free to create/upload vids of this mod in action. I don't have time for that at the moment, but I will try to create one eventually.
  9. spawn_agent crashes game [Mount & Blade]

    HAHA! I got it fixed!

    It works perfectly fine when called from a presentation, like this:
    插入代码块:
    	   (try_begin),
    	    (key_clicked, key_k),
    	    (call_script, "script_testing_ootsmod_debug"),
    	   (try_end),

    but not when used from a mission template, like this:
    插入代码块:
    common_battle_ootsmod_debugger = (
    	0,0, 0, [], 
    	[
    	(key_clicked, key_k),
    	 (call_script, "script_testing_ootsmod_debug"),
    	])

    Thanks for all the suggestions and offered advice! Though now the question arises, why is it that the spawning troop code won't work when called from a mission_template trigger, but does work when called from inside a presentation trigger? Was that done on purpose or is that because of a bug in the Module System?
  10. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Looks nice, but unfortunately actual artwork from Order of the Stick can't be used directly in the mod. The picture on this banner is an exact replica of the logo used by the Order of the Stick (http://www.giantitp.com/comics/ootscast.html). So I can't put it in the module like this without violating copyright agreements.  :sad:
    It looks really nice though. :grin:
  11. spawn_agent crashes game [Mount & Blade]

    @Ikaguia: I'm gonna try that out right away, but I don't think it will work in the long run as this is the extracted piece of code. It was originally part of a larger script.
    EDIT: Nope, didn't work.  :sad:

    Oh, something I forgot to mention. This code used to work fine, I used it in my mod before and it worked. It's only now (after adding the new slots, scripts and presentations) that it suddenly refuses to work properly. Although now that I think about it, in the previous version there was a presentation running when the script was cast, and it was triggered (and called) from inside that presentation's code instead of a mission_template trigger code.

    I'll also try and see if that's the cause of the problem. Though doing  that will involve rewriting a couple of scripts and might take a while, so if anyone knows it that could actually be the problem let me know (weird that I never thought of that possibility).
  12. spawn_agent crashes game [Mount & Blade]

    Hello everybody, I encountered this problem some weeks ago, and I posted in the general mod makers Q&A thread about it. Unfortunately, nobody there could help me fix it. So I'm gonna try my luck by making a new thread for this problem, where there's no distraction by other problems. The...
  13. Mount & Stick V0.3-- An OotS-inspired mod for Mount&Blade (for vanille M&B only)

    Okay folks, I'm putting this here to clear some things up.
    First: the next update (0.3) is taking me (quite a bit) longer than expected, this is because university has started which leaves me with little time to fix a very annoying bug in the new magic system. I would release it, but it would be lacking the "Animate Dead" spell (as casting that one kind of crashes the game).

    Second: I've finally decided on the order of updates, and what the content'll be for the next 4 updates.
    Update 0.3 will contain the new magic system and an easter egg.
    Update 0.4 will add a lot of cosmetic changes to make the in-game characters resemble their web-comic counterparts more closely. I'll also finish up some companion-speech then.
    Update 0.5 will add the beginning of the main quest line, alongside some minor side-quests
    Update 0.6 will once again be cosmetic, adding custom skins for races such as goblins. I'll also look into how to add custom skeletons to a mod, though I can't guarantee they will appear in this release.

    Of course, these updates are only what I, as one man, am planning to do. If there is a large demand for certain things I will do them instead, and perhaps there will be some bugfixing inbetween. And these are only the main changes, every release will probably also see some additional stuff, such as extra items, troops, spells etc. And if some good soul makes some goblin skins and sends them to me, he'd have my eternal thanks. And an honorably mention in the credits section.
    I will also have to add a custom map sometime, unfortunately there are no accurate maps of the OotS-verse yet.
  14. Modding Q&A [For Quick Questions and Answers]

    Sorry, my apologies. I'm using the ordinary Mount&Blade, not Warband or Fire and Sword.
    I'll update the original question as well.

    And reviving didn't work. Just as I thought.
  15. Modding Q&A [For Quick Questions and Answers]

    Oh, too bad.  :sad:

    Though now I'm wondering, would it be possible to "revive" a dead agent? That would be a nice alternative and allow me to postpone fixing the spawn stuff for later. Gonna try it out now.
  16. Modding Q&A [For Quick Questions and Answers]

    Hmm, when I try to run it it says I need to get the Enhanced Edition from the repository (http://www.mbrepository.com/file.php?id=2595), and for some reason it's downloading extremely slowly. According to Chrome it's gonna take about 4 hours to download (even though it's only 380MB), so it will take some time (the whole repository is going awfully slow for me right now). Never heard about his "Enhanced Edition" stuff though.

    So in the meantime, any other suggestions as to what I could try to make it work?
  17. Modding Q&A [For Quick Questions and Answers]

    I've tried it like this:
    插入代码块:
    ...
    (agent_get_position, pos1, ":cur_agent"),
    (party_add_members, "p_main_party", "trp_xykon_zombie", 1),
    (set_spawn_position, pos1),
    (spawn_agent, "trp_xykon_zombie"), #agent_id stored to reg0
    ...

    And like this:
    插入代码块:
    ...
    (agent_get_position, pos1, ":cur_agent"),
    (party_add_members, "p_main_party", "trp_xykon_zombie", 1),
    (entry_point_get_position, pos1, 1),
    (set_spawn_position, 1),
    (spawn_agent, "trp_xykon_zombie"), #agent_id stored to reg0
    ...

    And this:
    插入代码块:
    ...
    (entry_point_get_position, pos1, 1),
    (set_spawn_position, pos1),
    ...

    None of them worked. (the first two of these ways were used in mission_templates, so I think they should be correct, the last one was a wild guess)
    Again, I did not use (set_spawn_position) before, and it worked just fine back then. So I think perhaps one of the other script is conflicting with the (spawn_agent) code. But how would that be possible, the main difference between how it is called now and how it was called back then, is that it used to be called from inside a presentation, whereas now the trigger (key_clicked, key_g) is located inside the mission_template file (as common_battle_spell_caster). Which works fine for the other spells.  :shock:
  18. Modding Q&A [For Quick Questions and Answers]

    Nope, still crashing.
    btw, is there any file that contains crash logs or something for M&B? 'cause it doesn't show any message upon crashing (it hangs for a few seconds, then a windows message with the generic "program not working" pops up and M&B closes)

    I should have perhaps mentioned this in my original question, about the crashing. It doesn't give me an error message ingame (not one I can see anyway), but it just freezes for a few seconds and then it crashes back to desktop.

    Oh, and the operation worked fine previously. Weird. Very weird.
  19. Modding Q&A [For Quick Questions and Answers]

    Ok guys, this is weird. I have this script that used to work perfectly fine, but doesn't anymore, though I haven't changed anything about the script. The script should spawn a zombie on every corpse within 5 meters (amount of zombies spawned limited by your magic skill).

    插入代码块:
    	("animate_dead_battle",
    	 [(store_skill_level, reg1, "skl_divine_magic", "trp_player"),
    	  (store_script_param, ":caster_no", 1),
    	  (agent_get_team, ":team", ":caster_no"),
    	  (try_for_agents, ":cur_agent"),
    	  (agent_get_position, pos1, ":caster_no"),
    	  (agent_get_position, pos2, ":cur_agent"),
    	   (get_distance_between_positions,":distance", pos1, pos2),
    	   (agent_get_slot, ":corpse", ":cur_agent", slot_agent_corpse_raised),
    	   (try_begin),
    	    (lt, ":distance", 500),
    		(eq, ":corpse", 0),
    		(gt, reg1, 0),
    		(neg|agent_is_alive, ":cur_agent"),
    		(val_sub, reg1, 1),
    		(agent_get_position, pos1, ":cur_agent"),
    		(party_add_members, "p_main_party", "trp_xykon_zombie", 1),
    		(spawn_agent, "trp_xykon_zombie", 1), #agent_id stored to reg0
    		(assign, ":new_agent", reg0),
    		(agent_set_position, ":new_agent", pos1),
    		(agent_set_team, ":new_agent", ":team"),
    		(agent_set_slot, ":cur_agent", slot_agent_corpse_raised, 1),
    		(particle_system_burst, "psys_summon_smoke_dark", pos1, 5),
    		(position_set_x, pos1, 1),
    		(position_set_y, pos1, 1),
    		(position_set_z, pos1, 1),
    		(agent_set_position, ":cur_agent", pos1),
    	   (try_end),
    	  (try_end),
    	  ]),

    I did make some modifications to the script(s) that called this one though.
    Original Script:
    插入代码块:
    	("cast_battle_spell",
    	 [(get_player_agent_no, ":player_no"),
    	  (try_begin),
    	   (eq, "$current_spell", 2),
    	   (call_script, "script_mass_heal_battle", ":player_no"),
    	  (else_try),
    	   (eq, "$current_spell", 4),
    	   (call_script, "script_animate_dead_battle", ":player_no"),
    	  (else_try),
    	   (eq, "$current_spell", 9),
    	   (call_script, "script_disintegrate_battle", ":player_no"),
    	  (try_end),
    	  ]),
    Which in turn was called from this presentation.
    插入代码块:
      ("battle_spell_selector", prsntf_read_only, 0, [
          (ti_on_presentation_load,
           [(presentation_set_duration, 9999999),
            (set_fixed_point_multiplier, 1000),
            (str_store_string, s1, "@Current spell: loading"),
            (create_text_overlay, "$g_presentation_obj_1", s1),
            (overlay_set_color, "$g_presentation_obj_1", 0xFFFFFF),
            (position_set_x, pos1, 10),
            (position_set_y, pos1, 700),
            (overlay_set_position, "$g_presentation_obj_1", pos1),
            ]),
          (ti_on_presentation_run,
           [(call_script, "script_get_current_spell"),
    	(str_store_string, s1, "@Current spell: {s2}"),
            (overlay_set_text, "$g_presentation_obj_1", s1),
    	(try_begin),
    	 (game_key_clicked, gk_view_orders),
    	 (presentation_set_duration, 0),
    	 (assign, "$g_presentation_battle_active", 1),
    	(try_end),
            (try_begin),
    	 (key_clicked, key_v),
    	 (call_script, "script_change_spell",-1),
            (try_end),
            (try_begin),
    	 (key_clicked, key_b),
    	 (call_script, "script_change_spell",1),
            (try_end),
            (try_begin),
    	 (key_clicked, key_g),
    	 (call_script, "script_cast_battle_spell"),
            (try_end),
            ]),

    Now the new trigger script is:
    插入代码块:
    	("cast_battle_spell",
    	 [(get_player_agent_no, ":player_no"),
    	  (try_begin),
    	   (eq, "$g_spell_selector_active", 0),
    	   (try_begin),
    	    (eq, "$g_current_spell", 2),
                (ge, "$g_total_mass_heal", 1),
    	    (call_script, "script_mass_heal_battle", ":player_no"),
    	    (call_script, "script_expend_spell", "$g_current_spell", "trp_player"),
    	    (val_sub, "$g_total_mass_heal", 1),
    	   (else_try),
    	    (eq, "$g_current_spell", 4),
    	    (ge, "$g_total_animate_dead", 1),
    	    (call_script, "script_animate_dead_battle", ":player_no"),
    	    (call_script, "script_expend_spell", "$g_current_spell", "trp_player"),
    	    (val_sub, "$g_total_animate_dead", 1),
    	   (else_try),
    	    (eq, "$g_current_spell", 9),
    	    (ge, "$g_total_disintegrate", 1),
    	    (call_script, "script_disintegrate_battle", ":player_no"),
    	    (call_script, "script_expend_spell", "$g_current_spell", "trp_player"),
    	    (val_sub, "$g_total_disintegrate", 1),
    	   (try_end),
    	  (try_end)
    	  ]),

    Which is called from this mission template:
    插入代码块:
    common_battle_spell_caster = (
    	0,0, 0, [], 
    	[
    	(key_clicked, key_g),
    	 (call_script, "script_cast_battle_spell"),
    	])

    It works fine for the other spells (disintegrate and mass heal), and it doesn't give any problems when I use it when not within 5 meters of a dead corpse. And if I comment out the (spawn_agent) part it also works fine. So I'm guessing the problem lies with that line, but it used to work fine, I just don't understand what's going wrong.

    Any help would be much appreciated.

    EDIT: I am using Vanilla M&B, not Warband or WFaS
  20. MBRepository

    Sounds to me you should give that daemon a good exorcism or two, that'll teach him to stop working.  :grin:

    Also, thanks for the quick fix/response.
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