I have decided to work on getting this to work with Floris Module system instead, since it has had the least amount of errors with the largest amount of triggers, odd. But not really when you consider the amount of effort that went into making it.
I will post a link to my module_system for floris expanded 2.55 if anyone is interested once I get it working bug free. (well opcode error free really since there are no real bugs with the mod)
Hello.
I was trying to figure out someone elses problem, and in doing so I came to the conclusion that another trigger was messing the code and like making errors. (harmless rewrite me thinks since it doesnt stop any of any trigger from functioning)
this script is old so here is the trigger...
I feel like I should know this already, but:
How does one create new passages? I know how to make passages in towns (to the arena, keep, etc.) but how do I code in new passages and which scene they go to? It's not from any town, village, or castle, but from a camp scene that is from the backstory.
Passages have a "Entry No" and a "Menu Item No". It is pretty important to not mix them up!
From the inside or outside scenes your passage has to have the following "Menu Item No" to bring you to:
0 - castle (NATIVE: 0, related Entry Point from interior scene:2)
Don't use 1 to 5!!
2 - Castle, related Entry Point in the street/courtyard:2
3 - Town center, related entry point in the street depends on the place, the player comes from
4 - Tavern, related Entry Point in the street:4
5 - Shop, related Entry pointin the street: 5
6 - Arena, related Entry in the street: 6
7 - Dungeon, related Entry in the street/courtyard:7
8 - Castle courtyard
Entry numbers from OUTSIDE are "0".
Now from interiors to the outside you simply have to give the "Entry No" the number of the entry point you put into the scene your passage leads to.
For example, you are inside the castle and you give the passage "Menu Item No: 7" and "Entry No: 5" you simply have to put the entry point "Entry No: 5" in front of the castle within the street scene.
Just make sure you do not use the reserved Entry points such as player entry / guild master / guard etc.
hey hey hey frns, thanks to La Grandmaster & The_dragon i was able to figure out what the problem is in your decapitation mods code.
its conflicting with pbod_.py files mostly. I don't know why, something to do with the way it calls to OPCODE 1704, maybe something more. its superficial so its something thats being overwriten and the games stupid module_system doesnt like it. I notice you said it works fine. Whats more is that alot of the other custom code in your scenes work fine with it without any errors. I did however test this when removing this part:
### This below is for the text that shows up when somebody is decapitated.
### Who decapitated who?
(agent_get_troop_id, ":attacker_troop", ":attacker_agent"),
(str_store_troop_name, s0, ":attacker_troop"),
probably doesnt matter, the big problem is with the pbod_.py merger files and maybe the
FormAI_.py files & formations_.py files. this makes sense in a way since these mods often conflict with alot of other mods such as freelancer I hear and need to be tailored to work along with them.
by the way onto the Decapitation module itself, the code is outdated and needs to be cleaned up.
for instance the first (neq, ":victim_agent", -1), at the top is useless, its not important and I dont know why its added. a few lines dont do anything, I think a real pro could update this code to work with less lines but im not sure how. so I think updating it is better than just using it even if you get it working, perhaps merging it with pbod. as for why pbod does mess with it, im thinking its the way it works, but youll have to discuss it on its board or thread. have a good day.