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  1. How to create unique/special units?

    I already got some lords to use unique templates now I need them to have unique garrisons and unique guards in the castle and in the center

    I know I'm asking a lot but I just want to get the mod of my dreams....jajajja
  2. How to create unique/special units?

    It's a bit of a weird code, it seems rewritten from scratch
    Would it be possible to assign some lords unique cultures but belonging to the same faction and in this way assign them their own templates?
  3. How to create unique/special units?

    According to the instructions above I made this script and it works, but it works with troops, I would like it to work with templates. Can anybody help me?
    Python:
    (try_for_range, ":troop_slot", slot_lord_unique_troop, slot_lord_unique_troop_3),
    (troop_get_slot, ":unique_troops", ":leader", ":troop_slot"),
    (troop_get_slot, ":unique_troops_max_quantity", ":leader", slot_lord_unique_troop_max_quantity),
    (gt, ":unique_troops", 0),
    (party_add_members, ":party_no", ":unique_troops", ":unique_troops_max_quantity"),
    (try_end),

    Python:
        ("initialize_faction_troop_types",
        [
          ##ediion doblettes
       
        #(troop_set_slot, "trp_kingdom_2_lord", slot_lord_unique_template, "pt_lord_nogai_unique_troops"),  
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop, "trp_kingbom_sergeant"),
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_max_quantity, quantity_lvl30_39),
       
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_1, "trp_kingbom_longbow"),
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_max_quantity_1, quantity_lvl30_39),
       
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_2, "trp_kingbom_knight"),
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_max_quantity_2, quantity_lvl30_39),
       
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_3, "trp_caballero_bohemio"),
        (troop_set_slot, "trp_kingdom_1_lord", slot_lord_unique_troop_max_quantity_3, quantity_lvl30_39),
  4. [TWEAKS] VC Tweaks Tool: +80 tweaks the easy way! (released/1.2)

    Hiii can you reduce the number of factions to 6 and use the native calradia map and be able to keep the VC story mode?
  5. WB Coding Help combine various Sourcoats and Barded Horses

    so the faction would have 12 different cavalry troops, because is the number of sets i have
  6. WB Coding Help combine various Sourcoats and Barded Horses

    Ufff I hope someone can help me make my dream come true with my cavalry troop, it would be wonderful
  7. WB Coding Help combine various Sourcoats and Barded Horses

    At VC it is also picking an item of each category randomly. How is the game engine supposed to know which sets fit together? Just have a separate troop entry for each single troop and equip them with their own horse and surcoat.
    but by putting the two objects in a set, the game engine should be able to take the objects together and not separately

    maybe I'm asking for more than necessary jajaj
  8. WB Coding Help combine various Sourcoats and Barded Horses

    module_troops.py
    插入代码块:
    common_i1 = [itm_caballo_leon,itm_surcoat_leon]
    common_i2 = [itm_caballo_portugal,itm_surcoat_portugal]
    common_i3 = [itm_caballo_castilla,itm_surcoat_castilla]
    common_i4 = [itm_caballo_aragon,itm_surcoat_arago]
    common_i6 = [itm_caballo_navarra,itm_surcoat_navarra]
    common_i7 = [itm_caballo_catatrava,itm_surcoat_calatrava]
    common_i8 = [itm_caballo_templario,itm_surcoat_temple]

    I created these sets contain barded horses with similar sourcoats
    module_troops.py
    插入代码块:
    ["horse_man", "Horse man", "Horse Men", tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_gloves|tf_guarantee_horse|tf_guarantee_shield|tf_cristiano, no_scene, reserved, fac_kingdom_4,
     []+common_i1+common_i2+common_i3+common_i4+common_i6+common_i7+common_i8+common_i9,
     def_attrib|level(35), wp_one_handed(150), knows_common|knows_riding_6|knows_shield_5|knows_ironflesh_5|knows_power_strike_5, nord_face_middle_1, nord_face_older_2],
    I added it to this troop according to the way I saw that it was done in VC but the problem is that the troop in the game does not use the sets, it uses the sourcoat of common_i8 and the barded horse of common_i6 and so on randomly... what I need is for it to use sets and not randomly....well randomly but take them together....sourcoat of common_i8 and barded horse of common_i8 etc.
  9. WB Coding Help combine various Sourcoats and Barded Horses

    I am not referring to heraldic horses with a banner, but rather with a bard... that the troops use the bard and the sourcoat of the same design... but since they will have several sets in their inventory... I need them to use the different ones sets of horses and sourcoats of the same design.

    sorry for my english is not my language
  10. WB Coding Help combine various Sourcoats and Barded Horses

    hi, can you help me please with a little thing about my module systeme I have several resources of soutcots and heraldic horses and would like to add them to a troop of knights, but I need each unit to wear a specific horse and sourcoat so that they blend together and have the same heraldry
  11. LSP Kit QoL Troop Diversification with Random Items - Bags & Bottles LSP Code Kit

    header_operations.py
    Python:
    cur_item_add_mesh                                = 2001

    module_strings.py
    Python:
      ("accessory_bagsbottles_randomleft_0","a_brigandine_narf_arms_plate"),
      ("accessory_bagsbottles_randomleft_1","a_brigandine_narf_arms_aketon"),
      ("accessory_bagsbottles_randomleft_2","a_hauberk_narf_arms_mail_plate"),
      ("accessory_bagsbottles_randomleft_end","accessory_bagsbottles_randomleft_end"),
      ("accessory_bagsbottles_randomright_0","o_hosen_hauberk_plate"),
      ("accessory_bagsbottles_randomright_1","o_hosen_hauberk_plate_full"),
      ("accessory_bagsbottles_randomright_2","o_hosen_brigandine"),
      ("accessory_bagsbottles_randomright_3","o_hosen_brigandine_plate"),
      ("accessory_bagsbottles_randomright_end","accessory_bagsbottles_randomright_end"),

    module_items.py
    Python:
    ["heraldic_brigandine_narf2", "Example Armour", [("heraldic_brigandine_narf",0)], itp_merchandise| itp_type_body_armor  |itp_covers_legs|itp_civilian,0,
    454 , weight(12)|abundance(100)|head_armor(0)|body_armor(27)|leg_armor(10)|difficulty(0) ,imodbits_cloth,
    [(ti_on_init_item,
            [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_banner", "tableau_tab_heraldic_brigandine_narf", ":agent_no", ":troop_no")],
            [(store_random_in_range,":rand_accessory","str_accessory_bagsbottles_randomleft_0","str_accessory_bagsbottles_randomleft_end"),
            (store_random_in_range,":probability",0,100),
            (try_begin),
                (lt, ":probability", 50),     # The script only continues with a probability of 50 %
                (cur_item_add_mesh, ":rand_accessory"),
            (try_end),
            (store_random_in_range,":rand_accessory2","str_accessory_bagsbottles_randomright_0","str_accessory_bagsbottles_randomright_end"),
            (store_random_in_range,":probability2",0,100),
            (try_begin),
                (lt, ":probability2", 50),    # The script only continues with a probability of 50 %
                (cur_item_add_mesh, ":rand_accessory2"),
            (try_end),])]
    ],

    and the added parts do not appear
  12. OSP Kit SP Mercenary Camps (of Calradia)

    Hi, How could you get the Kingdoms to hire these mercenaries randomly as it happens with the AWOIAF mod?
  13. LSP Kit QoL Troop Diversification with Random Items - Bags & Bottles LSP Code Kit

    hi, I followed the instructions but it doesn't work
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