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  • 用户:agi90
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  1. assigning a new face to player when start like a king

    Dj_FRedy 说:
    Hi @agi90,
    The operation is asking for a string, not a hexadecimal number, in this case a previously stored string.

    "Strings - s# - are specific 'registers' used to hold a string, rather than an integer. Strings not declared in module_strings (quick strings) begin with the @ symbol. In header_common strings s0 to s67 are declared."

    'string_no' refers to this type of strings, s0,s1,s2...s67.
    In the ModSys system we have an operation to store strings, 'str_store_string'
    You can store the code of the face by omitting '0x' and set it this way:
    插入代码块:
    (str_store_string, s0, "@000000003608224647633658a455c6d300000000001db30b0000000000000000"),
    (troop_set_face_keys, "trp_player", s0, 0),

    Oh Dj_FRedy, thank you so much! I should make a statue of you!
    Thanks to everybody who helped me here  :party: :party:
  2. assigning a new face to player when start like a king

    I thought the face code in module troop could work... sorry people, I have read that post on an introduction to module system, but sometimes thing are just so complicated to me...

    With string_no what does it mean exactly? In the module string there is nothing related to character creation
  3. assigning a new face to player when start like a king

    But why? In the header operation it says (trop_set_face, troop_id, string),
  4. assigning a new face to player when start like a king

    I tried to add this at the end of the script which makes the player to start as a king, but it just has the effect to set all the paramater (chin, eyes...) at the left of the scroll bar, without changing face or adding beard or anything
    插入代码块:
    (troop_set_face_keys, "trp_player", 0x000000003608224647633658a455c6d300000000001db30b0000000000000000),
  5. assigning a new face to player when start like a king

    The idea was to have a different face/age in the character creation if the player starts as a king. But the player should still be allowed to change it.
    My problem is that I am not being able to “overwrite” the custom face it appears in the character creation at the start of the game
  6. assigning a new face to player when start like a king

    Nobody can help me?
    I tried many ways but I really don’t know how to “transfer” the face string into a script in the script file. It just doesn’t work and I tried with several parts, like set_face troop or similar..
  7. assigning a new face to player when start like a king

    I would like to find a way to assign a new face by default in the character creation to the player when he starts like a king. Any idea?
  8. Party screen texture

    Hey people, Does anybody know if for ui screen like party screen’s texture I need to use particoular masks or things like that? I have made a new screen , I have saved the texture and mippapped (11 i guess) but when it happens to garrison screen, it gives me sometimes strange colourful glitches...
  9. No round indicator on friendly troops

    Thanks man, that was an easy and effective solution!
  10. No round indicator on friendly troops

    Hi everybody, Does anyone know if there is a way to edit the option of round selector on friendly troops during battles? I would like to in my mod not to leave this option open but just troops not showing them no matter player preference ( like in tld).
  11. In Garrison screen troop have glitches

    Anyone has an idea why some troops in the garrison screen sometimes look with white texture (sometimes just strange colours) but then if I click on another troop and then back again to it , it become normal?
  12. better a single simple trigger calling 3 scripts, or 3 simple triggers calling 1

    thanks,
    my triggers are like:
      (0,
      [
        (call_script, "script_1"),
        (call_script, "script_2"),
        (call_script, "script_2"),
        ]), 

    Being them all related to check for icons
  13. better a single simple trigger calling 3 scripts, or 3 simple triggers calling 1

    but in the case it would be heavy?
    What I am trying to find is a sort of general rule to choose the way to prefer in using those triggers: what is better for performance, 1 box with 2-3 stuff inside or 3 boxes with one single stuff each?
  14. better a single simple trigger calling 3 scripts, or 3 simple triggers calling 1

    so in my case you suggest me to write 3 simple triggers with a calling script in each?
  15. better a single simple trigger calling 3 scripts, or 3 simple triggers calling 1

    As the subject says, I wonder if it is better a single simple_trigger calling 3 scripts, or 3 simple triggers calling 1 script each. I mean in terms of effectivness of the engine
  16. "ui_days_training_is_complete" to which file is linked?

    Hi everybody, I am trying to understand to which file the "ui_days_training_is_complete" is linked so that I can remove this daily xp points because that is my target. this "ui_days_training_is_complete" is in language\en\ui, but even if I search in all pytons files I can't find that. Any help...
  17. armours with offensive attributes

    I had read those tutorials, but my particoular question is not faced in them.
    I could put some trigger but my problem is how to make a man wearing a glove act like if he wear a glove but also weapon (like an iron glove should be)
  18. armours with offensive attributes

    hi, Does anyone knows if it is possible to give offensive attribute to an armour item (like a glove) so that it can be also used as a weapon?
  19. Making Marshall patrol new conquered fief

    Hi, as in the object I am trying to make the Marshall patrol new conquered fief instead of disbanding the army. This is what I thought to do: trying to modify the script_order_best_besieger_party_to_guard_center with this final part but it doesn't even compile. any help?
  20. setting minimum lord party size

    Hi, i would like to avoid to have lords with no fiefs who can't rise more man than 20-25 to do it i am not sure if I must act on script or on simply_trigger script: simply_trigger: I am not sure if the problem is that lords without fiefs don't have enough money (since troops have higher...
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