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  1. Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    Matix522 说:
    I post one more time because I Don't have answer .
    Don't use add_troop_to_site, use set_visitor with your own mission template (set the team for the NPC from the entry point in the template).
    But I never tried change mission_template. Someone can explain me, how modify this??
  2. Modding Q&A [For Quick Questions and Answers]

    I post one more time because I Don't have answer .
    Matix522 说:
    How can I change "color" of my troop in scene. In a tavern name of troops are white and i can't kill them but my troop is like my soldier in battle
    and i craete a new scene this is a part of code
    插入代码块:
    	("town_baracks_pre",[
    	(party_slot_eq,"$current_town",slot_party_type, spt_town),
    	],
           "Go to the Barracks.",
           
           [
               (try_begin),
                 (this_or_next|eq,"$all_doors_locked",1),
                 (eq,"$town_nighttime",1),
                 (display_message,"str_door_locked",0xFFFFAAAA),
               (else_try),
                 (assign, "$g_mt_mode", abm_visit),
                 (assign, "$town_entered", 1),
                 (party_get_slot, ":baracks_scene", "$current_town", slot_town_baracks),
                 (modify_visitors_at_site, ":baracks_scene"),
                 (reset_visitors),
    	 (store_faction_of_party, ":faction", "$current_town"), 
    	  (eq, ":faction", "fac_kingdom_1"),
    	  (add_troop_to_site, "trp_faction_1_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_2"),
    	  (add_troop_to_site, "trp_faction_2_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_3"),
    	  (add_troop_to_site, "trp_faction_3_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_4"),
    	  (add_troop_to_site, "trp_faction_4_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_5"),
    	  (add_troop_to_site, "trp_faction_5_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_6"),
    	  (add_troop_to_site, "trp_faction_6_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_7"),
    	  (add_troop_to_site, "trp_faction_7_trainer",":baracks_scene", 2),
    	  (try_end),
                 (set_jump_entry, 1),
                 (jump_to_scene, ":baracks_scene"),
                 (scene_set_slot, ":baracks_scene", slot_scene_visited, 1),
                 (change_screen_mission),
               (try_end),
            ]),
    modified arena
    EDIT: troops code
    插入代码块:
      ["town_1_trainer", "Infantry Trainer  11","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_2_trainer", "Infantry Trainer  22","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_3_trainer", "Infantry Trainer  33","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_4_trainer", "Infantry Trainer  44","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_5_trainer", "Infantry Trainer  55","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_6_trainer", "Infantry Trainer  66","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_7_trainer", "Infantry Trainer  77","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
    Only test troops
  3. Modding Q&A [For Quick Questions and Answers]

    How can I change "color" of my troop in scene. In a tavern name of troops are white and i can't kill them but my troop is like my soldier in battle
    and i craete a new scene this is a part of code
    插入代码块:
    	("town_baracks_pre",[
    	(party_slot_eq,"$current_town",slot_party_type, spt_town),
    	],
           "Go to the Barracks.",
           
           [
               (try_begin),
                 (this_or_next|eq,"$all_doors_locked",1),
                 (eq,"$town_nighttime",1),
                 (display_message,"str_door_locked",0xFFFFAAAA),
               (else_try),
                 (assign, "$g_mt_mode", abm_visit),
                 (assign, "$town_entered", 1),
                 (party_get_slot, ":baracks_scene", "$current_town", slot_town_baracks),
                 (modify_visitors_at_site, ":baracks_scene"),
                 (reset_visitors),
    	 (store_faction_of_party, ":faction", "$current_town"), 
    	  (eq, ":faction", "fac_kingdom_1"),
    	  (add_troop_to_site, "trp_faction_1_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_2"),
    	  (add_troop_to_site, "trp_faction_2_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_3"),
    	  (add_troop_to_site, "trp_faction_3_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_4"),
    	  (add_troop_to_site, "trp_faction_4_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_5"),
    	  (add_troop_to_site, "trp_faction_5_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_6"),
    	  (add_troop_to_site, "trp_faction_6_trainer",":baracks_scene", 2),
    	  (else_try),
    	  (eq, ":faction", "fac_kingdom_7"),
    	  (add_troop_to_site, "trp_faction_7_trainer",":baracks_scene", 2),
    	  (try_end),
                 (set_jump_entry, 1),
                 (jump_to_scene, ":baracks_scene"),
                 (scene_set_slot, ":baracks_scene", slot_scene_visited, 1),
                 (change_screen_mission),
               (try_end),
            ]),
    modified arena
    EDIT: troops code
    插入代码块:
      ["town_1_trainer", "Infantry Trainer  11","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_2_trainer", "Infantry Trainer  22","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_3_trainer", "Infantry Trainer  33","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_4_trainer", "Infantry Trainer  44","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_5_trainer", "Infantry Trainer  55","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_6_trainer", "Infantry Trainer  66","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
      ["town_7_trainer", "Infantry Trainer  77","Infantry Trainer",tf_hero|tf_randomize_face|tf_is_merchant, 0,reserved, fac_commoners,[itm_leather_vest,itm_hide_boots],def_attrib|level(5),wp(20),knows_common,merchant_face_1,merchant_face_2],
    Only test troops
  4. Modding Q&A [For Quick Questions and Answers]

    I write mod with story and i need disable random start war beetwen kingdoms.
    can you explain how to do this?
  5. Modding Q&A [For Quick Questions and Answers]

    Cain3245 说:
    I haven't bothered to look through all 1067 pages of posts, only the first hundred or so, but I was wondering if anyone had tried to make Warband multiplayer in the sense that two or more players were playing on the world map at the same time. I looked through a list of mods and couldn't find one; has anyone attempted this or is it impossible?
    Gamma version:
    http://forums.taleworlds.com/index.php/topic,285189.0.html
  6. Modding Q&A [For Quick Questions and Answers]

    I create upgrade system like between warbands upgrades and wfas upgrades
    Who know what is wrong in this code
  7. Modding Q&A [For Quick Questions and Answers]

    I have next problem
    Traceback (most recent call last):
      File "process_game_menus.py", line 47, in <module>
        save_game_menus(variables,variable_uses,tag_uses,quick_strings)
      File "process_game_menus.py", line 31, in save_game_menus
        save_game_menu_item(ofile,variable_list,variable_uses,menu_item,tag_uses,qui
    ck_strings)
      File "process_game_menus.py", line 12, in save_game_menu_item
        save_statement_block(ofile,0, 1, menu_item[1], variable_list, variable_uses,
    tag_uses,quick_strings)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 449, in save_statement_block
        save_statement(ofile,opcode,no_variables,statement,variable_list,variable_us
    es,local_vars, local_var_uses,tag_uses,quick_strings)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 401, in save_statement
        ofile.write("%d "%operand)
    TypeError: %d format: a number is required, not set
    插入代码块:
    	   (store_faction_of_party, ":faction", "$current_town"),
    	   (str_is_empty, {s1}),
    	   (str_is_empty, {s2}),
    #  	   (str_clear, {s1}),
    #	   (str_clear, {s2}),
    	   (try_begin),
    	    (eq, ":faction", 20),
    	    (str_store_troop_name_plural, {s1}, "trp_swadian_recruit"),
    	    (str_store_troop_name_plural, {s2}, "trp_swadian_militia"),
    	   (else_try),
    	   	(eq, ":faction", 21),
    	    (str_store_troop_name_plural, {s1}, "trp_vaegir_recruit"),
                       (str_store_troop_name_plural, {s2}, "trp_vaegir_footman"),
    	   (else_try),
    	    (eq, ":faction", 22),
    	    (str_store_troop_name_plural, {s1}, "trp_khergit_tribesman"),
    	    (str_store_troop_name_plural, {s2}, "trp_khergit_skrimisher"),
    	   (else_try),
    	   	(eq, ":faction", 23),
    	    (str_store_troop_name_plural, {s1}, "trp_nord_recruit"),
    		(str_store_troop_name_plural, {s2}, "trp_nord_footman"),
    	   (else_try),
    	   	(eq, ":faction", 24),
    	    (str_store_troop_name_plural, {s1}, "trp_rhodok_tibesman"),
    		(str_store_troop_name_plural, {s2}, "trp_rhodok_spearman"),
    	   (else_try),
    	    (eq, ":faction", 25),
    	    (str_store_troop_name_plural, {s1}, "trp_sarranid_recruit"),
    		(str_store_troop_name_plural, {s2}, "trp_sarranid_footman"),
    	   (else_try),
    	   	(eq, ":faction", 26),
    	    (str_store_troop_name_plural, {s1}, "trp_georian_recruit"),
    		(str_store_troop_name_plural, {s2}, "trp_georian_militia"),
    	   (try_end),
             ],
           "Upgrade your 5 {s1} to {s2}.",
    I was write this in game menus and this code is part of my new upgrade system
    all code without this is running good
  8. Modding Q&A [For Quick Questions and Answers]

    Thane Delphi 说:
    Were you messing with the process files matix?
    No. This bug it was probably a one letter in script. I rewrite me scripts to 'clean" module system one more time and this worked. But problem is fixed and i"m happy :grin:
    If you dont understand me sorry my English isn't perfect. But i try speak correctly.
    EDIT: This question is as stupid as the previous. How can i change face code of troop something like plastic surgery in game.
  9. Modding Q&A [For Quick Questions and Answers]

    when i compile module system i see this error:
    Traceback (most recent call last):
      File "process_items.py", line 72, in <module>
        write_items(variables,variable_uses,tag_uses,quick_strings)
      File "process_items.py", line 55, in write_items
        save_simple_triggers(ofile,trigger_list, variable_list,variable_uses,tag_use
    s,quick_strings)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 471, in save_simple_triggers
        save_statement_block(ofile,0,1,trigger[1]  , variable_list, variable_uses,ta
    g_uses,quick_strings)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 449, in save_statement_block
        save_statement(ofile,opcode,no_variables,statement,variable_list,variable_us
    es,local_vars, local_var_uses,tag_uses,quick_strings)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 400, in save_statement
        operand = process_param(statement[i + 1],variable_list,variable_uses,local_v
    ars_list,local_var_uses,tag_uses,quick_strings)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 380, in process_param
        result = get_identifier_value(param.lower(), tag_uses)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 109, in get_identifier_value
        (tag_type, id_no) = get_id_value(tag_str,id_str,tag_uses)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\process_oper
    ations.py", line 66, in get_id_value
        id_no = find_object(scripts,identifier)
      File "E:\Modujemy\Module system\THE END OF CALRADIA MODULE SYSTEM\header_commo
    n.py", line 363, in find_object
        if (object[0].lower() == object_id_lowercase):
    AttributeError: 'tuple' object has no attribute 'lower'
    What can i do to fix this ?
    EDIT: Never mind I fix this
  10. Modding Q&A [For Quick Questions and Answers]

    Hi, i need help one more time. How can I check how many troops have player but only one type of troops for example
    Player have in his party 20 swadian knights, 10 swadian recruit
    In my script if player must have 25 swadian knights. When he have this troops can sold they like prisoners for 100000 deners this script is only example 
    Sorry for English i'm from Poland
  11. Modding Q&A [For Quick Questions and Answers]

    How can I disable upgrade for example:
    upgrade2(troops,"calradian_skirmisher","calradian_crossbowman","caldradian_arquebuser")
    caldarian arquebuser must be available after player finish quest.
    before this quest upgrade must be look
    upgrade(troops,"calradian_skirmisher","calradian_crossbowman")
  12. Modding Q&A [For Quick Questions and Answers]

    Lumos 说:
    I don't understand what you mean with
    Matix522 说:
    When i enter facion menu (in game) i see name of my faction  but if I select this text no description appears.
    ... If you're trying to say that when you open the Notes screen, then go to Factions, and then you see your invading faction there, but it must not be there, you need to call
    插入代码块:
    (faction_set_note_available, "fac_kingdom_7", 0),
    to disable the factions note from being shown.

    About your other question:
    Look now, you can't use party_add_members on a troop. To do that, we need to get the party which our hero is leading. Now, if you haven't screwed with anything in script_create_kingdom_hero_party, you can use this:
    插入代码块:
    	(troop_get_slot, ":party_id", "trp_kingdom_7_lord", slot_troop_leaded_party),
    	(party_add_members, ":party_id", "trp_georian_muszkieter", 14000), # :D
    And that way you'll add many, many troops to the king's party. :wink:
    thanks this is what i need.
  13. Modding Q&A [For Quick Questions and Answers]

    This is the code and one more question how is party id for example "trp_kingdom_7_lord"??/
    #SoD INVASION BEGIN
    ####################################################################################################################################
      (24,
      [
          (store_current_day, ":cur_day"),
          (store_random_in_range, ":village_no", "p_castle_23", "p_town_6"),
          (eq, ":cur_day", 3),
            #CHEAT TEST REMOVE ME
          ##  (call_script, "script_change_troop_renown", "trp_player", 20000),
          ##  (try_for_range, ":troop_new", "trp_ief_velites", "trp_ief_deserter"),
          ##  (party_add_members, "p_main_party", ":troop_new", 10),
          ##  (try_end),
            #CHEAT TEST REMOVE ME
            (troop_set_faction, "trp_kingdom_7_lord", "fac_kingdom_7"),
            (faction_set_slot, "fac_kingdom_7", slot_faction_state, sfs_active),
            (call_script, "script_create_kingdom_hero_party", "trp_kingdom_7_lord", ":village_no"),
    (party_add_members, "trp_kingdom_7_lord", "trp_georian_muszkieter", 100),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_1", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_2", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_3", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_4", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_5", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_6", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_7", ":village_no"),
    # (call_script, "script_create_kingdom_hero_party", "trp_knight_7_8", ":village_no"),
            (troop_set_slot, "trp_kingdom_7_lord", slot_troop_wealth, 100000),
            (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_7", "fac_kingdom_1", 1),
            (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_7", "fac_kingdom_2", 1),
    (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_7", "fac_kingdom_3", 1),
            (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_7", "fac_kingdom_4", 1),
            (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_7", "fac_kingdom_5", 1),
            (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_7", "fac_kingdom_6", 1),
                (try_for_range, ":troop_no", "trp_knight_7_1", "trp_kingdom_1_pretender"),
                  (troop_slot_eq, ":troop_no", slot_troop_occupation, slto_kingdom_hero),
                  #(troop_slot_eq, ":troop_no", slot_troop_is_prisoner, 0),
                  (neg|troop_slot_ge, ":troop_no", slot_troop_prisoner_of_party, 0),
                  (neg|troop_slot_ge, ":troop_no", slot_troop_leaded_party, 1),
                  (call_script, "script_create_kingdom_hero_party", ":troop_no", ":village_no"),
                  (troop_set_slot, ":troop_no", slot_troop_wealth, 40000),
                (try_end),
    #            (jump_to_menu, "mnu_dk_invasion_start_warning"),
                ]),
      #(24,
      # [
    #    (store_current_day, ":cur_day"),
    #   (eq, ":cur_day", 4),
     
     
     
     
    ####################################################################################################################################
    #SoD INVASION END     
    ####################################################################################################################################
      # Check if a faction is defeated every day
    ####################################################################################################################################
    # Check if a faction is defeated every day
      (24,
      [
        (assign, ":num_active_factions", 0),
        (try_for_range, ":cur_kingdom", kingdoms_begin, "fac_kingdoms_end"),
          (faction_set_slot, ":cur_kingdom", slot_faction_number_of_parties, 0),
        (try_end),
        (try_for_parties, ":cur_party"),
          (store_faction_of_party, ":party_faction", ":cur_party"),
          (is_between, ":party_faction", kingdoms_begin, "fac_kingdoms_end"),
          (this_or_next|is_between, ":cur_party", centers_begin, centers_end),
          (party_slot_eq, ":cur_party", slot_party_type, spt_kingdom_hero_party),
          (faction_get_slot, ":kingdom_num_parties", ":party_faction", slot_faction_number_of_parties),
          (val_add, ":kingdom_num_parties", 1),
          (faction_set_slot, ":party_faction", slot_faction_number_of_parties, ":kingdom_num_parties"),
        (try_end),
        (try_for_range, ":cur_kingdom", kingdoms_begin, "fac_kingdoms_end"),
    ##      (try_begin),
    ##        (eq, "$cheat_mode", 1),
    ##        (str_store_faction_name, s1, ":cur_kingdom"),
    ##        (faction_get_slot, reg1, ":cur_kingdom", slot_faction_number_of_parties),
    ##        (display_message, "@Number of parties belonging to {s1}: {reg1}"),
    ##      (try_end),
          (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
          (val_add, ":num_active_factions", 1),
          (faction_slot_eq, ":cur_kingdom", slot_faction_number_of_parties, 0),
          (assign, ":faction_removed", 0),
          (try_begin),
            (eq, ":cur_kingdom", "fac_player_supporters_faction"),
            (try_begin),
              (le, "$supported_pretender", 0),
              (faction_set_slot, ":cur_kingdom", slot_faction_state, sfs_inactive),
              (assign, ":faction_removed", 1),
            (try_end),
          (else_try),
            (neq, "$players_kingdom", ":cur_kingdom"),
            (faction_set_slot, ":cur_kingdom", slot_faction_state, sfs_defeated),
            (try_for_parties, ":cur_party"),
              (store_faction_of_party, ":party_faction", ":cur_party"),
              (eq, ":party_faction", ":cur_kingdom"),
              (party_get_slot, ":home_center", ":cur_party", slot_party_home_center),
              (store_faction_of_party, ":home_center_faction", ":home_center"),
              (party_set_faction, ":cur_party", ":home_center_faction"),
            (try_end),
            (assign, ":kingdom_pretender", -1),
            (try_for_range, ":cur_pretender", pretenders_begin, pretenders_end),
              (troop_slot_eq, ":cur_pretender", slot_troop_original_faction, ":cur_kingdom"),
              (assign, ":kingdom_pretender", ":cur_pretender"),
            (try_end),
            (try_begin),
              (is_between, ":kingdom_pretender", pretenders_begin, pretenders_end),
              (neq, ":kingdom_pretender", "$supported_pretender"),
              (troop_set_slot, ":kingdom_pretender", slot_troop_cur_center, 0), #remove pretender from the world
            (try_end),
            (assign, ":faction_removed", 1),
            (try_begin),
              (eq, "$players_oath_renounced_against_kingdom", ":cur_kingdom"),
              (assign, "$players_oath_renounced_against_kingdom", 0),
              (assign, "$players_oath_renounced_given_center", 0),
              (assign, "$players_oath_renounced_begin_time", 0),
              (call_script, "script_add_notification_menu", "mnu_notification_oath_renounced_faction_defeated", ":cur_kingdom", 0),
            (try_end),
            #This menu must be at the end because faction banner will change after this menu if the player's supported pretender's original faction is cur_kingdom
            (call_script, "script_add_notification_menu", "mnu_notification_faction_defeated", ":cur_kingdom", 0),
          (try_end),
          (try_begin),
            (eq, ":faction_removed", 1),
            (val_sub, ":num_active_factions", 1),
            #(call_script, "script_store_average_center_value_per_faction"),
          (try_end),
          (try_for_range, ":cur_kingdom_2", kingdoms_begin, "fac_kingdoms_end"),
            (call_script, "script_update_faction_notes", ":cur_kingdom_2"),
          (try_end),
        (try_end),
        (try_begin),
          (eq, ":num_active_factions", 1),
          (try_for_range, ":cur_kingdom", kingdoms_begin, "fac_kingdoms_end"),
            (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
            (call_script, "script_add_notification_menu", "mnu_notification_one_faction_left", ":cur_kingdom", 0),
          (try_end),
        (try_end),
        ]),
    ####################################################################################################################################
    I will change this invasion to invasion when quest is start.
  14. Modding Q&A [For Quick Questions and Answers]

    Hi all. First I sorry for my English i'm from Poland. Second, I have problem with a faction invasion (based on sword of damocles). When i enter facion menu (in game) i see name of my faction  but if I select this text no description appears. i have made a mod with story and name of this faction must be hidden on begining. Third how is party id for example "trp_kingdom_7_Lord" I need to add him many many troop.
    I'm sorry for English one more time. 
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