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  1. chadamas

    Stuffed menu coding

    At first glance, the only thing I noticed is that you've forgotten a comma after every jump_to_menu operation. I think it needs to look like this:
    (jump_to_menu, "mnu_laws_bandits"),
  2. chadamas

    Assigning faction in character creation menus?

    Doesn't that script just use a troop_set_faction operation? Haven't tried it out, but it seems like you should be able to just use (troop_set_faction, "trp_player", "<faction>").
  3. chadamas

    Character creation with perks

    Cool. Happy I was at least able to give people some ideas.

    Haha, and I never thought about those penalties eventually eating away your stats, but I guess that's right.

    I've tinkered with this for the past couple of days, and I settled on the idea of allowing all Perks to be upgraded as the game progresses. My numbers probably aren't right yet (don't think the perks are balanced at all), and my code is probably very amateurish (don't point and laugh), but I wanted to share what I have anyway. If you read my original post, you'll definitely notice some differences...and I don't blame you if you don't want to look through the whole thing. I'm just hoping that maybe someone will get some use out of it, or be able to give me some suggestions.

    So, let's start with the global variables I've assigned at the game_start script in module_scripts:

    插入代码块:
    #CHAD edit
    	(assign,"$g_attributes_raised", 0), #Needed if character has Insomniac perk
    	(assign,"$g_perk_points",0), #Perk upgrade points. When this is at 1 or above, you can upgrade a Perk
    	(assign,"$perk_bonus_swift_learner",3), # % Bonus to XP per Perk rating - ex: Swift Learner 1 grants 3% bonus XP
    	(assign,"$perk_bonus_weapons_adept",3), # Bonus points to Weapon Proficiencies per point of Weapons Adept
    	(assign,"$perk_bonus_fortune_seeker",5), # % Bonus to Money per point of Fortune Seeker

    Then, we'll need the Perk descriptions (module_strings):

    插入代码块:
    #CHAD EDIT
      ("perk_swift_learner_description", "Whether they are mistakes or successes, you learn from you experiences more quickly than a typical person. Each level of this perk grants you an additional 3% Experience Points whenever a quest is completed."),
      ("perk_weapons_adept_description", "You show exceptional potential with any weapon you pick up. For every point in this Perk, you automatically increase all Weapon Proficiencies by 3 points whenever you level up. (Note: The higher your Weapons Proficiencies, the harder they are to upgrade.)"),
      ("perk_scholar_description", "Some call you a bookworm, but that has never been an insult in your eyes. You have learned to pick up subtle details in your studying, which a casual reader might have missed. Every level of this perk grants you an additional bonus point whenever you finish a book."), 
      ("perk_fortune_seeker_description", "Cheat, steal, or negotiate, you always manage to come out of any situation with a few extra coins. Each level of this perk grants you 5% more Denars whenever money is earned."),
      ("perk_insomniac_description", "You have a natural affinity for the night. For each level of this perk, you receive one bonus point to Strength, Agility, Power Strike, Power Draw, Power Throw, and Athletics when the sun is down."),

    Next, module_game_menus alteration to allow for Perk choice at character creation:

    插入代码块:
    #CHAD EDIT
      ("start_mod_2",0,
        "Choose one perk, which will modify the way your character advances as you play the game.",
        "none",
        [(assign,"$perk_swift_learner",0),
         (assign,"$perk_weapons_adept",0),
         (assign,"$perk_scholar",0),
         (assign,"$perk_fortune_seeker",0),
         (assign,"$perk_insomniac",0),
         (assign,"$character_level_up",2),], #The character's next level: A trigger when check for when this level is reached, and apply bonuses for the Weapons Adept perk, if it has been taken.
        [
          ("swift_learner",[],"Swift Learner: Gains XP more quickly",
            [
    	  (assign,"$perk_swift_learner",1),
    	  (assign,"$perk_next_upgrade",3), #This is the next level at which you can upgrade your Perks
    	  (jump_to_menu,"mnu_start_mod_3"),
    	]
           ),
    
           ("weapons_adept",[],"Weapon Adept: Gains bonuses to Weapon Proficiencies with each level",
            [
    	  (assign,"$perk_weapons_adept",1),
    	  (assign,"$perk_next_upgrade",3),
    	  (jump_to_menu,"mnu_start_mod_3"),
    	]
           ),
    
           ("scholar",[],"Scholar: Receives bonuses whenever a book is read",
            [
    	  (assign,"$perk_scholar",1),
    	  (assign,"$perk_next_upgrade",3),
    	  (jump_to_menu,"mnu_start_mod_3"),
    	]
           ),
    
           ("fortune_seeker",[],"Fortune Seeker: Gains money more quickly",
            [
    	  (assign,"$perk_fortune_seeker",1),
    	  (assign,"$perk_next_upgrade",3),
    	  (jump_to_menu,"mnu_start_mod_3"),
    	]
           ),
    
           ("insomniac",[],"Insomniac: Attributes are increased at night.",
            [
    	  (val_add,"$perk_insomniac",1),
    	  (assign,"$perk_next_upgrade",3),
    	  (jump_to_menu,"mnu_start_mod_3"),
    		]
           ),
    
         ]
       ),

    module_game_menus code to allow for viewing Perks (in the camp menu):

    插入代码块:
    #CHAD EDIT for viewing Perks
    ("camp_view_perks",0,"Below is a list of all available Perks. Click on the name of any Perk to view its details.",
    	"none",
    	[
    	 (assign, reg1, "$perk_swift_learner"),
    	 (assign, reg2, "$perk_weapons_adept"),
    	 (assign, reg3, "$perk_scholar"),
    	 (assign, reg4, "$perk_fortune_seeker"),
    	 (assign, reg5, "$perk_insomniac"),
    	],
    	[
    		("swift_learner",[],"Swift Learner (Current Level: {reg1})",
    			[
    			 (assign, "$cur_perk", 1),
    			 (assign, reg10, "$perk_swift_learner"),
    			 (str_store_string, s1, "str_perk_swift_learner_description"),
    			 (jump_to_menu, "mnu_camp_upgrade_perks"),
    			]
    		),
    		("weapons_adept",[],"Weapons Adept (Current Level: {reg2})",
    			[
    			 (assign, "$cur_perk", 2),
    			 (assign, reg10, "$perk_weapons_adept"),
    			 (str_store_string, s1, "str_perk_weapons_adept_description"),
    			 (jump_to_menu, "mnu_camp_upgrade_perks"),
    			]
    		),
    		("scholar",[],"Scholar (Current Level: {reg3})",
    			[
    			 (assign, "$cur_perk", 3),
    			 (assign, reg10, "$perk_scholar"),
    			 (str_store_string, s1, "str_perk_scholar_description"),
    			 (jump_to_menu, "mnu_camp_upgrade_perks"),
    			]
    		),
    		("fortune_seeker",[],"Fortune Seeker (Current Level: {reg4})",
    			[
    			 (assign, "$cur_perk", 4),
    			 (assign, reg10, "$perk_fortune_seeker"),
    			 (str_store_string, s1, "str_perk_fortune_seeker_description"),
    			 (jump_to_menu, "mnu_camp_upgrade_perks"),
    			]
    		),
    		("insomniac",[],"Insomniac (Current Level: {reg5})",
    			[
    			 (assign, "$cur_perk", 5),
    			 (assign, reg10, "$perk_insomniac"),
    			 (str_store_string, s1, "str_perk_insomniac_description"),
    			 (jump_to_menu, "mnu_camp_upgrade_perks"),
    			]
    		),
    		
    		("back",[],"Back to Camp Menu...",
    			[
    			 (jump_to_menu, "mnu_camp"),
    			]
    		),
    	]
    ),

    And to upgrade the Perks (still in module_game_menus):

    插入代码块:
    #CHAD EDIT for perk upgrade
    ("camp_upgrade_perks",0,"{s1}",
    	"none",
    	[],
    	[
    			("upgrade",[(ge,"$g_perk_points",1),],"Upgrade this Perk (Current Level: {reg10})", #If the character has at least one Perk Point, give the option to upgrade
    			[
    				(try_begin),
    					(eq, "$cur_perk", 1),
    					(val_add,"$perk_swift_learner",1),
    					(val_sub,"$g_perk_points",1),
    					(display_message, "@Swift Learner Perk has been upgraded."),
    					(jump_to_menu, "mnu_camp_view_perks"),
    				(else_try),
    					(eq, "$cur_perk", 2),
    					(val_add,"$perk_weapons_adept",1),
    					(val_sub,"$g_perk_points",1),
    					(display_message, "@Weapons Adept Perk has been upgraded."),
    					(jump_to_menu, "mnu_camp_view_perks"),
    				(else_try),
    					(eq, "$cur_perk", 3),
    					(val_add,"$perk_scholar",1),
    					(val_sub,"$g_perk_points",1),
    					(display_message, "@Scholar Perk has been upgraded."),
    					(jump_to_menu, "mnu_camp_view_perks"),
    				(else_try),
    					(eq, "$cur_perk", 4),
    					(val_add,"$perk_fortune_seeker",1),
    					(val_sub,"$g_perk_points",1),
    					(display_message, "@Fortune Seeker Perk has been upgraded."),
    					(jump_to_menu, "mnu_camp_view_perks"),
    				(else_try),
    					(eq, "$cur_perk", 5),
    					(val_add,"$perk_insomniac",1),
    					(val_sub,"$g_perk_points",1),
    					(display_message, "@Insomniac Perk has been upgraded."),
    					(jump_to_menu, "mnu_camp_view_perks"),					
    				(try_end),
    			]
    			),
    		("back",[],"Back to Perks list...",
    		[
    			(jump_to_menu, "mnu_camp_view_perks"),
    		]
    		),
    	]
    ),

    In module_triggers:
    插入代码块:
    #CHAD edit to check for Insomniac perk
    		(1.0, 0, 0, [(ge,"$perk_insomniac",1)], [
    		    (assign,":insomniac_bonus","$perk_insomniac"),
    		    (try_begin),
    		    (neq, "$g_attributes_raised", 1),
    		    (is_currently_night),		    
    		    (troop_raise_attribute, "trp_player",ca_strength,":insomniac_bonus"),
    		    (troop_raise_attribute, "trp_player",ca_agility,":insomniac_bonus"),
    		    (troop_raise_skill,"trp_player",skl_power_draw,":insomniac_bonus"),
    			(troop_raise_skill,"trp_player",skl_power_throw,":insomniac_bonus"),
    			(troop_raise_skill,"trp_player",skl_power_strike,":insomniac_bonus"),
    			(troop_raise_skill,"trp_player",skl_athletics,":insomniac_bonus"),
    		    (assign,"$g_attributes_raised", 1),
    		  (else_try),
    		    (neq, "$g_attributes_raised", 0),
    		    (neg|is_currently_night),
    		    (val_sub,":insomniac_bonus","$perk_insomniac"),
    		    (val_sub,":insomniac_bonus","$perk_insomniac"),
    		    (troop_raise_attribute, "trp_player",ca_strength,":insomniac_bonus"),
    		    (troop_raise_attribute, "trp_player",ca_agility,":insomniac_bonus"),
    		    (troop_raise_skill,"trp_player",skl_power_draw,":insomniac_bonus"),
    			(troop_raise_skill,"trp_player",skl_power_throw,":insomniac_bonus"),
    			(troop_raise_skill,"trp_player",skl_power_strike,":insomniac_bonus"),
    			(troop_raise_skill,"trp_player",skl_athletics,":insomniac_bonus"),
    		    (assign,"$g_attributes_raised", 0),
    		  (try_end),
    		    ]),
    
    #CHAD - Has character leveled up?
    (0.1, 0, 0, [
    				(store_character_level,":cur_level","trp_player"),
    				(ge,":cur_level","$character_level_up"),
    			],
    			[ #Then let's give him/her some WP points, if the Weapons Adept Perk has been taken.
    				(try_begin),
    				(ge,"$perk_weapons_adept",1),
    				(store_mul,":weapons_adept_bonus","$perk_weapons_adept","$perk_bonus_weapons_adept"), #Multiply the Perk rating by the bonus 
    					(troop_raise_proficiency,"trp_player",wpt_one_handed_weapon,":weapons_adept_bonus"),
    					(troop_raise_proficiency,"trp_player",wpt_two_handed_weapon,":weapons_adept_bonus"),
    					(troop_raise_proficiency,"trp_player",wpt_polearm,":weapons_adept_bonus"),
    					(troop_raise_proficiency,"trp_player",wpt_archery,":weapons_adept_bonus"),
    					(troop_raise_proficiency,"trp_player",wpt_crossbow,":weapons_adept_bonus"),
    					(troop_raise_proficiency,"trp_player",wpt_throwing,":weapons_adept_bonus"),
    					(display_message, "@Your weapon proficiencies have been increased.",0xFF00FF00),
    				(try_end),
    				(store_character_level,":cur_level","trp_player"),
    				(store_add,":next_level",":cur_level",1),
    				(assign,"$character_level_up",":next_level"), #Update $character_level_up so we can tell when he/she levels up again
    			]
    ),
    			
    			
    #CHAD - Time to upgrade a perk?
    (0.1, 0, 0, [
    		(store_character_level, ":cur_level", "trp_player"),
    		(ge,":cur_level","$perk_next_upgrade"),
    	    ],
    	    [
    		(val_add,"$g_perk_points",1), #Add a perk point, so that we can upgrade a perk
    		(val_add,"$perk_next_upgrade",3), #Add 3, because we gain a perk point every 3 levels
    		(display_message, "@You may now upgrade one of your perks from the Camp menu.",0xFF00FF00),
    		(play_sound,"snd_man_victory"),
    	    ]
    ),

    module_scripts to add bonus XP and Money, if those perks are upgraded:
    插入代码块:
    #script_troop_add_gold
      # INPUT: arg1 = troop_no, arg2 = amount
      # OUTPUT: none
      ("troop_add_gold",
        [(store_script_param, ":troop_no", 1),
         (store_script_param, ":amount", 2),
    	#CHAD EDIT
    	(try_begin),
    		(eq,":troop_no","trp_player"),
    		(try_begin),
    			(ge,"$perk_fortune_seeker",1), #Has Fortune Seeker been taken?
    			(store_mul, ":perk_bonus", "$perk_fortune_seeker", "$perk_bonus_fortune_seeker"),
    			(val_add, ":perk_bonus", 100),
    			(val_div,":amount",100),
    			(val_mul,":amount",":perk_bonus"), #Then add the bonus
    		(try_end),
    	(try_end),
    	#CHAD EDIT END
         (troop_add_gold, ":troop_no", ":amount"),
         (try_begin),
           (eq, ":troop_no", "trp_player"),
           (play_sound, "snd_money_received"),
         (try_end),
         ]),     
    
    #CHAD EDIT
    #script_chad_troop_add_xp
    ("chad_troop_add_xp",
    	[(store_script_param, ":amount", 1),
    	 (store_script_param, ":troop_no", 2),
    		(try_begin),
    			(eq,":troop_no","trp_player"),
    			(try_begin),
    				(ge,"$perk_swift_learner",1), #Swift Learner taken?
    				(store_mul, ":perk_bonus", "$perk_swift_learner", "$perk_bonus_swift_learner"),
    				(val_add, ":perk_bonus", 100),
    				(val_div,":amount",100),
    				(val_mul,":amount",":perk_bonus"), #Then add the bonus
    			(try_end),
    		(try_end),
    	(add_xp_to_troop, ":amount", ":troop_no"), 
    	]
    ),
    #CHAD EDIT END
    #script_chad_add_xp_as_reward
    ("chad_add_xp_as_reward",
    	[(store_script_param, ":amount", 1),
    		(try_begin),
    				(ge,"$perk_swift_learner",1),
    				(store_mul, ":perk_bonus", "$perk_swift_learner", "$perk_bonus_swift_learner"),
    				(val_add, ":perk_bonus", 100),
    				(val_div,":amount",100),
    				(val_mul,":amount",":perk_bonus"),
    		(try_end),
    		(add_xp_as_reward, ":amount"),
    	]
    ),

    For the above scripts to work, you have to replace all instances of add_xp_to_troop with call_script, "script_chad_troop_add_xp", and replace all instances of add_xp_as_reward with call_script, "script_chad_add_xp_as_reward"

    Then, finally, this one in module_simple_triggers, if the character is reading a book:
    插入代码块:
    #CHAD EDIT for Scholar perk
    	(assign,":book_reward",1), #Books always reward at least 1 point
    	(try_begin),
    		(ge,"$perk_scholar",1), #If the character has the Scholar perk...
    		(val_add,":book_reward","$perk_scholar"), #We add the perk rating to the book reward
    	(try_end),
    
           (try_begin),
             (eq, "$g_player_reading_book", "itm_book_tactics"),
             (troop_raise_skill, "trp_player", "skl_tactics", ":book_reward"),
             (str_store_string, s2, "@ Your tactics skill has increased."),
           (else_try),
             (eq, "$g_player_reading_book", "itm_book_persuasion"),
             (troop_raise_skill, "trp_player", "skl_persuasion", ":book_reward"),
             (str_store_string, s2, "@ Your persuasion skill has increased."),
           (else_try),
             (eq, "$g_player_reading_book", "itm_book_leadership"),
             (troop_raise_skill, "trp_player", "skl_leadership", ":book_reward"),
             (str_store_string, s2, "@ Your leadership skill has increased."),
           (else_try),
             (eq, "$g_player_reading_book", "itm_book_intelligence"),
             (troop_raise_attribute, "trp_player", ca_intelligence, ":book_reward"),
             (str_store_string, s2, "@ Your intelligence has increased."),
           (else_try),
             (eq, "$g_player_reading_book", "itm_book_trade"),
             (troop_raise_skill, "trp_player", "skl_trade", ":book_reward"),
             (str_store_string, s2, "@ Your trade skill has increased by."),
           (else_try),
             (eq, "$g_player_reading_book", "itm_book_weapon_mastery"),
             (troop_raise_skill, "trp_player", "skl_weapon_master", ":book_reward"),
             (str_store_string, s2, "@ Your weapon master skill has increased."),
           (else_try),
             (eq, "$g_player_reading_book", "itm_book_engineering"),
             (troop_raise_skill, "trp_player", "skl_engineer", ":book_reward"),
             (str_store_string, s2, "@ Your engineer skill has increased."),
           (try_end),
           (dialog_box, "@You have finished reading {s1}.{s2}", "@Book Read"),
           (assign, "$g_player_reading_book", 0),
           ]),

    And...I think that may be it. Questions? Comments? Pointers? Suggestions? Insults? Kicks? Slaps?

    Edit: to clarify which section was for module_triggers and which was for module_simple_triggers.
  4. chadamas

    Character creation with perks

    Yeah, Fallout was one of the greatest series of all time, in my opinion (not including Fallout 3...I liked that one, but Bethesda just didn't do the series justice). I haven't checked out the Fallout mod for M&B, but it's an interesting idea...might give it a look to see what they've done if it's available for download already. Haha, in all honesty though, even though these perks might seem similar, that really is not the direction I was trying to take with this mod I'm working on. I guess that just naturally happens though, when you've played a game that did things so perfectly.
  5. chadamas

    Character creation with perks

    Hey, I like that man! That's cool. Thanks for sharing.

    And good point about the Intelligence boost. I hadn't even thought of that. I was thinking of it more as a physical boost, but had applied it just to the attributes for testing purposes, so I'll definitely change that. I actually really like what you did with raising Ironflesh, Athletics, and Power Strike. I may do something more along those lines for my game too. Thanks for that.

    I had an idea today that I've been toying around with. Instead of making me choose one perk at the beginning of the game, I thought it might be cool to be able to upgrade each of the perks as I progress. So if I chose the Insomniac perk at the beginning of the game, I'd get +1 to certain attributes/skills...then say, at level 5 or so, I could upgrade the Insomniac perk to get a +2 to those attributes/skills, or choose one of the other perks. It would be slower progress, and some of the perks I have set up would be either useless at higher levels or ridiculously powerful...but I think I'm liking that idea.
  6. chadamas

    Character creation with perks

    SupaNinjaMan 说:
    插入代码块:
    (1.0, 0, 0, [
    			
                (try_begin),
    			(check_quest_active,qst_perk_insomniac)
                (neq, "$g_attributes_raised", 1),
                (is_currently_night),
                (troop_raise_attribute, "trp_player",ca_strength,3),
                (troop_raise_attribute, "trp_player",ca_agility,3),
    			(troop_raise_skill, "trp_player",skl_athletics,1),
    			(troop_raise_skill, "trp_player",skl_ironflesh,1),
    			(troop_raise_skill, "trp_player",skl_power_strike,1),
                (assign,"$g_attributes_raised", 1),
              (else_try),	
    			(neg|is_currently_night),
                (troop_raise_attribute, "trp_player",ca_strength,-4),
                (troop_raise_attribute, "trp_player",ca_agility,-4),
    			(troop_raise_skill, "trp_player",skl_athletics,-1),
    			(troop_raise_skill, "trp_player",skl_ironflesh,-1),
    			(troop_raise_skill, "trp_player",skl_power_strike,-1),
                (assign,"$g_attributes_raised", 0),
              (try_end),
                ], []),

    As you can see, I gave penalties to insomniacs during the day, but I don't know how to make it where non-insomniacs are not hit by this penalty. I made it where you have to have the perk, an active quest, to get the bonuses (i think), but not to get the penalties. I'll try a modified yours, maybe it'll work better.

    Also, this is my first try with python, so e dumb with me if you feel it necessary.
    I'm a newbie with Python too, so I'm probably not the best one to offer suggestions, but at first glance it looks like you actually have the code to be executed in the conditions block. I'm not sure how that might negatively be effecting things, but it could be. What you might want to try is moving your code into the second set of brackets, and just put the required conditions into the first bracket.

    Actually...on closer inspection, it looks like you put the check for the quest in first part of the "try" operation. If you're going to set it up this way, you would actually need to have two try operations...one to check if the quest is active, and then another one inside that one to check whether it's day or night. Does that make sense? The way it's set up, the quest has to be active for the bonuses to be added, but if it's daytime, that check fails and the penalties are applied regardless. Also, you don't have the (neq, "$g_attributes_raised", 0), in the "else_try" which means that those penalties are applied even if attributes aren't currently raised.

    Try this code and see how it works for you (if I've understood what you're wanting, I think it will):
    插入代码块:
    (1.0, 0, 0, [(check_quest_active, "qst_perk_insomniac"),],
         [			
                (try_begin),
    	    (neq, "$g_attributes_raised", 1),
                (is_currently_night),
                (troop_raise_attribute, "trp_player",ca_strength,3),
                (troop_raise_attribute, "trp_player",ca_agility,3),
    			(troop_raise_skill, "trp_player",skl_athletics,1),
    			(troop_raise_skill, "trp_player",skl_ironflesh,1),
    			(troop_raise_skill, "trp_player",skl_power_strike,1),
                (assign,"$g_attributes_raised", 1),
              (else_try),	
                (neq, "$g_attributes_raised", 0),
    	    (neg|is_currently_night),
                (troop_raise_attribute, "trp_player",ca_strength,-4),
                (troop_raise_attribute, "trp_player",ca_agility,-4),
    			(troop_raise_skill, "trp_player",skl_athletics,-1),
    			(troop_raise_skill, "trp_player",skl_ironflesh,-1),
    			(troop_raise_skill, "trp_player",skl_power_strike,-1),
                (assign,"$g_attributes_raised", 0),
              (try_end),
                ]),

    Hope that works for you. Good luck with it!
  7. chadamas

    Character creation with perks

    Keedo420 说:
    YW. One thing I forgot to put in that trigger though was a check for if the player has the insomniac perk. The way it is right now it will always affect the player whether they have the perk or not.
    Yep, that's no problem. I added the condition to it and made sure it worked properly. Thanks again. That was incredibly simple...I probably would have ended up trying it in some other roundabout way that wouldn't have been nearly as effective.

    Mayhem 说:
    Try the opposite- check if the character doesn't have the perk, and if not then don't allow it until the conditions in the description. Can't provide code help here though I'm just throwing out ideas, python is a horrible language.
    Haha, yeah, I agree with you on Python. This is my first experience with it, and so far I am not loving it. As for your suggestion, I'll give it a try, but I'm not sure that would work either. I don't really know this for sure, but it seems like the portion of that code (for example: difficulty(10)) is looking for a direct numerical input. I couldn't get it to read that as a variable at all when I was messing with it.

    SupaNinjaMan 说:
    I got this working, but I want it to check if a quest is active, and if not, I want it to have zero negative effects.
    I have it where it won't give you bonuses if said quest isn't on already, but you still get negative effects.

    How might one do that?

    Hmm...seems kinda strange that you're still getting negative effects from it. Did you try checking for the quest in the conditions block? I have mine set up to check for a global variable I assigned to the character perk.

    Here's my code, just as an example:
    (1.0, 0, 0, [(eq,"$character_perk",cc2_insomniac),], [
        (try_begin),
        (neq, "$g_attributes_raised", 1),
        (is_currently_night),
        (troop_raise_attribute, "trp_player",ca_strength,5),
        (troop_raise_attribute, "trp_player",ca_agility,5),
        (troop_raise_attribute, "trp_player",ca_intelligence,5),
        (troop_raise_attribute, "trp_player",ca_charisma,5),
        (assign,"$g_attributes_raised", 1),
      (else_try),
        (neq, "$g_attributes_raised", 0),
        (neg|is_currently_night),
        (troop_raise_attribute, "trp_player",ca_strength,-5),
        (troop_raise_attribute, "trp_player",ca_agility,-5),
        (troop_raise_attribute, "trp_player",ca_intelligence,-5),
        (troop_raise_attribute, "trp_player",ca_charisma,-5),
        (assign,"$g_attributes_raised", 0),
      (try_end),
        ]),

    Hopefully that will give you an idea. I have (eq,"$character_perk",cc2_insomniac), in my conditions block...I think you could probably check for an active quest in the same way.
  8. chadamas

    Character creation with perks

    Thank you for the response! That works perfectly. Much appreciated. And thanks for the info on the weapon-modification.
  9. chadamas

    Character creation with perks

    lol, a Fallout player!

    Yeah, I am a huge fan of Fallout (didn't realize it was that obvious--maybe "Perks" isn't the right word, haha), but that's not at all what I'm trying to do with this mod. At least...I don't think.
  10. chadamas

    Character creation with perks

    Hey, people. I'll start by saying that this may be my first post, but I'm not new to these forums (been combing through threads here for weeks now, ever since I realized I could mod M&B). So I apologize if I ask something that has already been answered, but I promise I have tried using the...
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