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  1. Delovoy

    Modding Q&A [For Quick Questions and Answers]

    Sorry, it's me again.
    Can't understand what's going on here.

    Here's my plan:
    from the game start player will have a quest "You are 20 years old". For testing porposes he will become 21 years old just the next day. And so on up to 60 years.
    Here's a piece of my code (it has the same 41 same blocks):
    in module_triggers:

    插入代码块:
    	#20_Years quest start
    	(0, 0, ti_once, [(map_free, 0)],
    		[
    			(setup_quest_text, "qst_20_years"), 
    			(str_store_string, s2, "str_quest_20_years"), 
    			 (add_quest_note_from_sreg, "qst_20_years", 0, s2, 0), 
    		   (start_quest, "qst_20_years"), 
    		   
    		]),
    	#20_Years quest end 21_Years quest start	
    	(24 * 1, 0, ti_once, [(start_quest, "qst_20_years")],
    		[
    			(complete_quest, "qst_20_years"), 
    			(troop_set_age, "trp_player", 10), 
    			(setup_quest_text, "qst_21_years"),
    			(str_store_string, s2, "str_quest_21_years"),
    				(add_quest_note_from_sreg, "qst_21_years"),
    			(start_quest, "qst_21_years"),
    		]),
    		
    	#21_Years quest end 22_Years quest start	
    	(24 * 1, 0, ti_once, [(start_quest, "qst_21_years")],
    		[
    			(complete_quest, "qst_21_years"),
    			(troop_set_age, "trp_player", 12),
    			(setup_quest_text, "qst_22_years"),
    			(str_store_string, s2, "str_quest_22_years"),
    				(add_quest_note_from_sreg, "qst_22_years"),
    			(start_quest, "qst_22_years"),
    		]),

    Per my understanding the game will behave the following way:
    it will start "qst_20_years" just after a player appears on the map.
    Than it will finish "qst_20_years" in 24 hours after it begins and will start "qst_21_years" immediately.
    It will end in the next 24 hours after start and so on.

    But instead, quest logs gone mad (just in couple of in-game hours):


    Your help will be greately appreciated
  2. Delovoy

    Modding Q&A [For Quick Questions and Answers]

    Hi!
    Another question:
    in header_operations (God bless Lav!):
    map_free operation. according to the comment:
    #Checks that the player is currently on the global map and no game screens are open.

    Does it means Player on the map ONLY? Or spending in towns, being captured counts as well?
  3. Delovoy

    Modding Q&A [For Quick Questions and Answers]

    Thank you, kind sir!
  4. Delovoy

    Modding Q&A [For Quick Questions and Answers]

    Sorry gentlemen,ladies,
    Got 2 other questions which I wasn't able to find the answer:

    1. Quests have some time limits to complete. How this value can be specified?

    2. Here's a handsome man in different periods of his life:
    0x000000000000000136db6db6db6db6db00000000001db6db0000000000000000
    0x000000014000000136db6db6db6db6db00000000001db6db0000000000000000
    0x00000003c000000136db6db6db6db6db00000000001db6db0000000000000000
    0x0000000fc000000136db6db6db6db6db00000000001db6db0000000000000000

    Those red symbols means his age. Is there any possibility to somehow change a hero face using a script which will change these two symbols in his face ID (don't know the exact name of this long line) and keep other symbols as is?

    For example after the the player drinks from a youth fountain (uses the chalice or something) trigger applies and voila, he become young/old. 

    Thanks much in advance!
  5. Delovoy

    Modding Q&A [For Quick Questions and Answers]

    Thanks much! :grin:
    That will work.
  6. Delovoy

    Modding Q&A [For Quick Questions and Answers]

    Hello friends,
    I'm thinking about making Player and NPC grow old, so I want to attach this process to the in-game calendar. As it couts days for now seems to me that nobody will be able to notice growing old as there is lot of days should be spent.

    So, my questions are:
    Do you know which where to modify ingame calendar?
    Say I want to have a month passes instead of one Native day.
    To be more datailed - I want the calendar to show next month has come after a day and a night passed.
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