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  1. OSP Kit SP Recruiter Kit - Version 1.30 (UPDATED 20.05.2010)

    Sweet coding.  I have some dialogue experience.  I actually don't have a full understanding of scripts or triggers and do most of my coding through the module_dialogue for things I want done.  Will definitely try to use your mod.  Nice work.
  2. imodbits Editable?

    Hey all, I was wondering if anyone knows where the imodbits modifiers for weapons are defined?  Or if they are even editable?  I was going to make new imodbits for the pistol.  I can see where the names are eastablished in modules_items.py at the top but can't locate where those names have stats...
  3. Dialogue

    if you used a global change of the names you probably affected some lines of code that included the name as a pointer to something.
  4. Modding Q&A [For Quick Questions and Answers]

    ["npc18","O'Roddy","O'Roddy",tf_hero|tf_unmoveable_in_party_window, 0, reserved, fac_commoners,[itm_haubergeon,itm_leather_boots,itm_leather_gloves,itm_padded_coif,itm_poleaxe,itm_saddle_horse],
    str_9|agi_8|int_12|cha_8|level(10),wp(120),
    knows_ironflesh_2|knows_athletics_3|knows_spotting_4|knows_pathfinding_3|knows_tracking_4|knows_trainer_2|
    knows_weapon_master_2|knows_leadership_2|knows_power_strike_3|knows_shield_1|knows_inventory_management_2,
    0x00000000130030405ee26ea74d49493d00000000001da6a20000000000000000],

    This is what my coding looks like and it works fine.  Not sure if it has something to do with your placement maybe?  This is an NPC also though.  Haven't tried with a troop yet.
  5. Help with change_screen_buy_mercenaries

    Thank you for your help good sir.  Trying it out now.
  6. Help with change_screen_buy_mercenaries

    Hey all.  I have been looking at python code forever now and am starting to get it.  Can anyone tell me if there is a way to pull directly from the party being talked to when using the buy_mercenaries script?  I am creating a new temp_party that is adding troops I list to.  Was wondering if...
  7. Modding Q&A [For Quick Questions and Answers]

    You have to be careful where you put your new troops.  And also the manipulations to others.  For instance, I tried making a new tier for caravan_master.  When I tried upgrading him, my game crashed.

    But I personally would place my new troops before


    ##  ["deserter","Deserter","Deserters",tf_guarantee_boots|tf_guarantee_armor,0,0,fac_swadian_deserters,
    ##  [itm_arrows,itm_spear,itm_fighting_pick,itm_short_bow,itm_sword,itm_voulge,itm_nordic_shield,itm_round_shield,itm_kettle_hat,itm_leather_cap,itm_padded_cloth,itm_leather_armor,itm_scale_armor,itm_saddle_horse],
    ##  def_attrib|level(12),wp(60),knows_common,bandit_face1, bandit_face2],

    in your module_troops.py

    I'm not sure if placement has something to do with it but it might.
    Your code seems to look fine.


    ** Also, I was looking through troops I've added and none go above 300 in anyone categorie.  Maybe there is a built in cap of some kind?  Also I use that def_attrib throughout most of my code with exceptions for some eliter troops.

    And it took me a long ass time to figure out, but if you want your troops to show up in taverns as hirables, place them right before

    ["mercenaries_end","mercenaries_end","mercenaries_end",0,no_scene,reserved,fac_commoners,
      [],
      def_attrib|level(4),wp(60),knows_common,mercenary_face_1, mercenary_face_2],

    That encapsulates your troops in the merc section of the troops module.
  8. Modding Q&A [For Quick Questions and Answers]

    No problem.

    Does anyone know quick code to transfer prisoners and troops of one party to the prisoner section of another?

    [party_tpl|pt_slavers_1,"start", [(eq,"$talk_context",tc_party_encounter),(assign,"$lost_option_gold",0),(assign,"$lost_option_men",0)], "How are you, noble-blood?  We have three options for you.", "slaver_talk_a1",[]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_a1", [], "I am listening, Slaver.", "slaver_talk_b1",[]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_a1", [], "No talk, you cur!  Time to die!", "close_window",[[encounter_attack],(assign, "$Slavers_Killed", 1)]],
      [party_tpl|pt_slavers_1,"slaver_talk_b1", [], "One.  Pay a small fee and give us any prisoners you might have.  Two.  Give us your prisoners and your troops.  Or three.  Surrender yourself to be ransomed.", "slaver_talk_b2",[]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_b2", [(eq,"$lost_option_gold",0)], "Fine.  I'll pay you and give you my prisoners.  What is the fee?", "slaver_talk_c1",[]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_b2", [(eq,"$lost_option_men",0)], "Fine.  I give you my men and prisoners.", "slaver_talk_d1",[]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_b2", [], "I surrender.", "close_window",[(assign,"$g_player_surrenders",1)]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_b2", [], "You forgot option four...us ****ing you guys up.  Charge!", "close_window",[[encounter_attack],(assign, "$Slavers_Killed", 1)]],
      [party_tpl|pt_slavers_1,"slaver_talk_c1", [], "You made the right decision, you coward.  The fee will be {reg5} denars.", "slaver_talk_c2",[(assign,"$slaver_fee",500),(assign,reg(5),"$slaver_fee")]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_c2", [(store_troop_gold,reg(2)),(ge,reg(2),"$slaver_fee"),(assign,reg(5),"$slaver_fee")],"Here is your {reg5} denars, criminal.  And my prisoners.", "slaver_talk_e1",[
          (troop_remove_gold, "trp_player","$slaver_fee"),
          (assign, "$g_move_heroes", 0),
          (call_script, "script_party_remove_all_prisoners", "p_main_party")]],
      [party_tpl|pt_slavers_1,"slaver_talk_e1", [], "You may go.  But run fast.  If we catch your patheticness again, you will have less options.", "close_window",[(assign, "$g_leave_encounter",1)]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_c2", [],"Well.  It appears I do not have enough for your fee.", "slaver_talk_c4",[(assign,"$lost_option_gold",1)]],
      [party_tpl|pt_slavers_1,"slaver_talk_c4", [], "Well then it appears you lost an option.  Choose again.", "slaver_talk_b2",[]],
      [party_tpl|pt_slavers_1,"slaver_talk_d1", [(assign,"$Party_Size", 5),[store_party_size_wo_prisoners,reg(0)],(ge,reg(0),"$Party_Size")], "Pathetic.  You may leave.  But run fast.  Cause if we catch you, you will have less options.", "close_window",[
          (assign, "$g_move_heroes", 0),
          (call_script, "script_party_remove_all_companions", "p_main_party"),
          (call_script, "script_party_remove_all_prisoners", "p_main_party"),(assign, "$g_leave_encounter",1)]],
      [party_tpl|pt_slavers_1|plyr,"slaver_talk_d1", [],"Well.  It appears I do not have enough men for your offer.", "slaver_talk_c4",[(assign,"$lost_option_men",1)]],
     

    I wrote this code so that the player gets options to get out of fighting or surrendering.  But the call_script just eliminates the prisoners and troops of the player and doesn't transfer them to the attacking party's prisoner stack.  Is there code that is simple in order to make this occur?

    Thanks for any help.
  9. Modding Q&A [For Quick Questions and Answers]

    str_20 | agi_8 | int_4 | cha_4|level(25),wp_melee(300),knows_common|knows_riding_5|knows_shield_3|knows_ironflesh_10|knows_power_strike_10,swadian_face_middle_1, swadian_face_older_2],
      def_attrib|level(25),wp_melee(130),knows_common|knows_riding_5|knows_shield_3|knows_ironflesh_4|knows_power_strike_5,swadian_face_middle_1, swadian_face_older_2],

    It looks like you have duplicate input under Swadian Knights.
    Maybe get rid of the of that last line starting with def_attib.
  10. Modding Q&A [For Quick Questions and Answers]

    Hey guys,  I have been trying to make a line of code so that when the player kills a group under a certain party template, the amount of groups killed are tracked and when the player visits an NPC that gives money for dispatched groups, the money is equal to the amount of groups x the highest troops level within that group.  Confusing?  lol  I have been here for hours trying to make this work.  I am brand new to python code and coding in general.  Heres what I have so far.

    [(store_character_level, reg(39), [pt_looters]),(store_num_parties_destroyed_by_player, reg(30), pt_looters),(store_sub, reg(31), reg(30), reg(33)),(assign, reg(33), reg(31)),(store_mul, reg(34), reg(39), reg(31)), (troop_add_gold,"trp_player", reg(34))]],

    I keep getting error in the dialog.

    I am also trying to find a way to store the amount of times a group has been eliminated so that it subtracts the previous amount to get a "fresh" kill amount.  Or if there is a way to reset the the store_num_parties_destroyed_by_player amount?

    Thanks for any help.
  11. SP Tutorial World Map Creating new spawn points/parties

    I don't know about the town spawns, but I made my own spawn points on the map and everything works fine.  I have multiple parties spawning at different spawn points with different party amounts (the 14 thing) per spawn point.  I also have one party that only spawns every 5 game days and it seems to work fine also.
  12. Modding Q&A [For Quick Questions and Answers]

    Hi all.  This is my first time on these forums and have been searching for the code for hiring the troops from taverns and for hiring troops from villages.

    I have made a new faction and new troops within it.  Is there any code available to add my new troops to whichever list is referenced to display the troops in the tavern that you walk up to to hire.  I found coding to ask the tavern keeper, but I was looking for the code that rotates the troops like the book salesman and ransomer.

    And code that I'm failing to find in the modules would be appreciated.  Thanks.


    ***I think I found it in module_constants.py

    mercenary_troops_begin = "trp_watchman"
    mercenary_troops_end = "trp_mercenaries_end"

    I'm going to test it to see.  I still haven't found how to do the village recruiting if anyone has the code for it.  Thanks again
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