Namakan 说:
zmogusnr1 说:
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
(lt,":num_parties",1),
(store_random,":spawn_point",num_sea_raider_spawn_points),
(val_add,":spawn_point","p_sea_raider_spawn_point_1"),
(set_spawn_radius, 25),
(spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
(assign, ":warlordid", reg0),
(else_try),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
(ge,":num_parties",1),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
(lt,":num_parties",3),
(spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
(assign, ":warbandid", reg0),
(party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
(party_set_ai_object, ":warbandid", ":warlordid"),
(try_end),
(party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
(party_set_ai_object, ":warbandid", ":warlordid"),
(party_set_flags, ":warbandid", pf_default_behavior, 0),
grailknighthero 说:
Lumos 说:
cucas 说:
Lav 说:
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
(lt,":num_parties",1),
(store_random,":spawn_point",num_sea_raider_spawn_points),
(val_add,":spawn_point","p_sea_raider_spawn_point_1"),
(set_spawn_radius, 25),
(spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
(assign, ":warlordid", reg0),
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
(lt,":num_parties",3),
(spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
(assign, ":warbandid", reg0),
(party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
(party_set_ai_object, ":warbandid", ":warlordid"),
(try_end),
(try_end),
Dusk Voyager 说:
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
(lt,":num_parties",1),
(store_random,":spawn_point",num_sea_raider_spawn_points),
(val_add,":spawn_point","p_sea_raider_spawn_point_1"),
(set_spawn_radius, 25),
(spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
(lt,":num_parties",3),
(spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
(party_set_ai_behavior, "pt_sea_raiders_warband", ai_bhvr_escort_party),
(party_set_ai_object, "pt_sea_raiders_warband", "pt_sea_raiders_warlord"),
(try_end),
(try_end),
(try_begin),
(store_num_parties_of_template, ":num_parties", "desert_bandit_leader"),
(lt,":num_parties",1),
(store_random,":spawn_point",num_desert_bandits_spawn_points),
(val_add,":spawn_point","p_desert_bandits_spawn_point"),
(set_spawn_radius, 25),
(spawn_around_party,":spawn_point","desert_bandit_leader"),
(try_begin),
(store_num_parties_of_template, ":num_parties", "desert_bandits"),
(lt,":num_parties",10),
(spawn_around_party,"desert_bandit_leader","desert_bandits"),
# this here is the issue... I don't know how to order them around
(try_end),
(try_end),
_Sebastian_ 说:
["fire_arrows","Fire Arrows", [("arrow",0),("flying_missile",ixmesh_flying_ammo),("quiver", ixmesh_carry)], itp_type_arrows, itcf_carry_quiver_back, 0,weight(3)|abundance(160)|weapon_length(95)|thrust_damage(30,pierce)|max_ammo(20),imodbits_missile,
[
# (ti_on_init_missile,[ #doesn't work. I assume it's WSE, which I'd rather not use :/
(ti_on_weapon_attack,[ # like this?
# (ti_on_init_item,[ or like this
#pos1 - Missile hit position
#param_1 - Shooter agent
#pos1 and param_1 are parameters for ti_on_missile_hit, so not sure if they work here for ti_on_weapon_attack :/
#in here I would need to find a way to get rain or snow. could only find a way to set it on operations.py set_rain (set_rain,<rain-type>,<strength>), (rain_type: 1= rain, 2=snow ; strength: 0 - 100)
(try_begin),
#here we need a rain/snow condition check. if it doesn't rain/snow, then proceed. otherwise abort. So, I need to find where weather is set add a global variable and check it like so:
(eq, "$g_rain_onoff", 0),
(neg|multiplayer_is_dedicated_server),#only client side
#cosmetics: set projectile on fire
(set_fixed_point_multiplier, 100), # I wonder what this does...
(set_position_delta,0,80,0),
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(particle_system_add_new, "psys_torch_fire_sparks"),
(set_current_color,150, 125, 75),
(add_point_light, 10, 30),
(troop_set_slot, ":troop", slot_troop_fire_onoff, ":shooter"), #store on slot/matrix that attacker fired a fire_arrow
(try_end),
ti_on_agent_hit, 0, 0, [],
[
(store_trigger_param_1, ":agent"),
(store_trigger_param_2, ":attacker"),
(store_trigger_param_3, ":damage"),
(agent_get_troop_id, ":attacker_troop", ":attacker"), #getting the shooter id to increase it's damage
(try_begin),
#condition to check if victim was hit by fire_arrows
#or maybe condition to check if attacker shot fire_arrows, or has fire_arrows equipped, like this? :/
# (troop_slot_eq, ":attacker", slot_troop_fire_onoff, 1), #does this work?
(troop_slot_eq, ":attacker_troop", slot_troop_fire_onoff, 0), # or like this?
#increase damage of shooter by 50%
(val_mul, ":damage", 1.5),
(try_end),
(set_trigger_result, ":damage"),
["fire_arrows","Fire Arrows", [("arrow",0),("flying_missile",ixmesh_flying_ammo),("quiver", ixmesh_carry)], itp_type_arrows, itcf_carry_quiver_back, 0,weight(3)|abundance(160)|weapon_length(95)|thrust_damage(30,pierce)|max_ammo(20),imodbits_missile,
[
(ti_on_weapon_attack,[ # like this?
# (ti_on_init_missile,[ #or like this? I saw this code lying about, which could be more appropriate, but it's not on operations.py :/
#pos1 - Missile hit position
#param_1 - Shooter agent
#pos1 and param_1 are parameters for ti_on_missile_hit, so not sure if they work here for ti_on_weapon_attack :/
#in here I would need to find a way to get rain or snow. could only find a way to set it on operations.py set_rain (set_rain,<rain-type>,<strength>), (rain_type: 1= rain, 2=snow ; strength: 0 - 100)
(try_begin),
#here we need a rain/snow condition check. if it doesn't rain/snow, then proceed. otherwise abort.
#cosmetics: set projectile on fire
(particle_system_burst, "psys_torch_fire", pos1, 100), #like this?
(particle_system_add_new, "psys_torch_smoke"), #or maybe like this...
(particle_system_add_new, "psys_torch_fire_sparks"),
(set_current_color,150, 125, 75),
(add_point_light, 10, 30),
(store_trigger_param_1, ":shooter"), #getting the shooter id to increase it's damage
(agent_set_damage_modifier, ":shooter", 150), #increase damage of shooter by 50%
(try_end),
(try_end),
]),
]],
Somebody 说:
Dusk Voyager 说: