(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),
("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),
but by putting the two objects in a set, the game engine should be able to take the objects together and not separately
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]
["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],
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.cur_item_add_mesh = 2001
("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"),
["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),])]
],