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  1. Weekday next to date

    ¿How do you add a new slot to a party?
  2. Weekday next to date

    That's what i was thinking. To add a triger that adds hourly wages every hour in a global variable for the party and another for the castles. And then modify the weekly report so that instead of calculating the wages every week, it just gets it from the variables.
    Or you could use a slot from the castles but I don't know if thats posible.
  3. Weekday next to date

    I think it could be done, but I don't know how the game calculates it.
  4. Weekday next to date

    Mekelan 说:
    So I tried adding this, but it appears to mess up the quest notes - instead of giving me details on the quest, my notes now just say the name of the weekday the quest was given. Lots of other text strings appear thoroughly messed up, too. Does this happen to anyone else when using this code?

    It seems that using s2 conflicts with other scripts called at the same time as game_get_date_text, using something else (in my case s6:cool: solves the issue (as expected). Just a FYI for anyone coming across this. Neat little script though.

    While it does make it easier to "cheat" your troops (by stopping at a castle or manor just before payday), that's really more of a game design problem, it's just highlighted by displaying the weekday. I'll put something to remedy that on my to-do list, odds are I'll never get around to it though  :lol:

    I fixed it, it shouldn’t give any problem now.

    I don't actually use it to leave troops in castles, I mostly use it to know when I have to pay so that I can make sure of I have the money with me at the moment. Especially when I use mods in which I can leave the denars in my castle in case I run into a bandit or something.
  5. Weekday next to date

    ¿So the string names are just integers that I can add and subtract to get another integer? I didn't know.
    ¿Why didn't taleworlds do the same with the months?
  6. Weekday next to date

    Ok, I’m sorry for the delay but I wasn't at home and I can't do this at work. But I just got home, try this code.
    In scripts:
    插入代码块:
          (store_time_of_day, ":timeofday"),
          (try_begin),
          (ge,":timeofday",12),
            (assign, reg4, 1),
            (val_sub, ":timeofday", 12),
          (else_try),
            (assign, reg4, 0),
          (try_end),
          (try_begin),
          (eq, ":timeofday", 0),
            (assign, ":timeofday", 12),
          (try_end),
          (assign, reg3, ":timeofday"),

    and in strings:
    插入代码块:
      ("jan_reg1_reg2", "{reg2} Jan {reg1}, {s2} {reg3}{reg4?pm:am}"),

    I tried it and didn't have any problem.

    The problem with your code is that you are assigning a value to s3 at midday and midnight, but s3 is a global string which may be used by a lot of functions.  So between the time you assign a value to it and the next time the game tries to get the date, the value of s3 may have changed and because you are not assigning it a new value, it will just have the value that was assigned the last time it was used. This may be the last time you set it or any other time in between.

    Edit:  Another thing that I just realized is that you are dividing by 12 so the remainder will be between 0 and 11. And to set it to pm you are asking for it to be equal to 13, however because it is 0-11 it will never be 13.
  7. Weekday next to date

    xPearse 说:
    Adding the hours sounds cool but could you possibly post that here so I could use it, would be grateful.

    In scripts add after the week day code de following code:
    For 24 hour clock:
    插入代码块:
    (store_time_of_day, reg3),
    or for 12 hour clock:
    插入代码块:
    (store_mod, reg3, ":num_hours", 12),
    (val_add, reg3, 1),

    Then in strings add reg3 in the months strings, like this:
    插入代码块:
    ("january_reg1_reg2", "{reg2} January {reg1}, {s2}, {reg3}h"),
    Do that for every month string.

    The 12 hour I got it from somebody on Michigan J. Frog post: (http://forums.taleworlds.com/index.php/topic,190745.0.html)
    I'm not sure the 12 hour works because I can't try it right now but I guess it should work.
  8. Weekday next to date

    Yes, I thought the same and tried to add it there. But the second line (where it says dusk, noon, etc.) seems to be hardcoded, because I couldn’t find it in the module system. I’m just a newbie at modding so it could be somewhere and I just didn’t found it.

    So I just put an h after the hour instead of the full o’clock, and with the short days (mon instead of Monday) ,  it would look like this:
    1257 March 3, Fri, 13h.
    It’s still overcrowded but at least it’s shorter and the text size won’t get so small.
  9. Weekday next to date

    I’m glad it helped. I didn’t putt the hour in this one but it’s easy to add.
  10. Have in-game clock show the day of the week?

    I’m glad it helped. I didn’t putt the hour in this one but it’s easy to add.
  11. Have in-game clock show the day of the week?

    I don't know if you managed to make it work, but in case you couldn't I had made a script of my own.
    http://forums.taleworlds.com/index.php/topic,186006.0.html

    This works in native without problem, but if you are using a mod you should check that {s2} is not being used because when I tried to use it with floris mod, it interfered because of this. If you are using a mod just check, and if it is using the string then choose another one.
  12. Weekday next to date

    Hy, I always wanted to know the day of the week in the game, so yesterday I decided to learn how to use the module system and see if it could be done. And today I decided to post it here in case someone wants to use it too. First search in module_scripts.py for the string "game_get_date_text"...
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