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

    MadVader 说:
    It's simple really, you only need one trigger to fire every few hours. Note that the player automatically heals with the party Wound Treatment skill, so balance the poison damage.

    Trigger condition: player poisoned.
    Trigger consequence:
    - decrease HP by N (store_troop_health, troop_set_health)
    - if HP<=0, game over (a pop-up dialog box, or a menu, or a presentation, followed by (change_screen_quit), just like the retirement in Native)

    ahh thank you very much!
  2. B Fantasy [WB] The Desert Dancer

    woah, did u use 3ds max to do it? wut ver of 3dsmax did you use?
  3. enbseries for warband?

    DoctorPainkiller 说:
    Use Cinematic Compilation, by DOMA. Nice graphics/sounds.

    ah yeah it has good particle manipulation. imagine that + a enbseries tho...
  4. enbseries for warband?

    guess one isnt out yet...
  5. Modding Q&A [For Quick Questions and Answers]

    MadVader 说:
    I'm going to be brief here and only point in the general direction.

    You need a simple trigger to check every few game hours if an item is equipped, then drop some hp.
    Search header_operations.py for the operations, use "equip" and "hp" as search strings.
    Triggers -> coding tutorial like everybody else, or read the top of the file.

    It's possible to designate regions and check where is the player. Party coords on the map are easy to get both for the main party and locations.

    Ah ok, should i define another trigger that checks to see if player hp = 0, player dies and loads that game over screen? I saw a script for that somewhere before. But how can the game tell what 0 hp = death? because ive seen wounded @ 0 hp before. is that just adding the correct stuff to the trigger? like is there a value for wounded and a value for dead or do you add a value for a dead player?

    see im trying to add a poison swamp but i want it to kill the player if he stays to long in it without rubber boot item.
  6. Modding Q&A [For Quick Questions and Answers]

    Im trying to make it that when the main character does not have an item equipped on his person he starts to lose health while traveling on the world map, how can is this possible?
    and is it possible to designate zones on world map that require this item or that happens while there are areas that do not need it somehow? would that require complex coord positioning or something not possible?
    ive read guides for inventory checks that go off every couple days or hours, for stats and stuff how do I do this for hp?
  7. Modding Q&A [For Quick Questions and Answers]

    MadVader 说:
    It's a mesh, painted by terrain textures. Each terrain type has one texture. Where they meet, there's blending. It's a miracle. :smile:

    ah ok, ill figure out the rest then thanks
  8. Mount & Blade II: Bannerlord Old Discussion Thread

    Jedi Academy sucks, they should make part 4 tho cuz I wanna see it suck in HD. With sarlaac deathmatch map. And vehicles.
  9. Mount and Blade 2 - Suggestions

    Armatus 说:
    Gore/Dismemberment (Because war is horrible, maybe more people will choose pacifist because of this)

    This of course can and should be optional, obviously war is horrible, but I don't think pushing for actual depiction of rape and pillage is necessary for a fun tactical experience.

    eh, I think it is. maybe you shouldnt play these things.
    Nothing fun about war.
  10. enbseries for warband?

    Varadin 说:
    wut is this ? I mean can it be and how can it be used for warband ? :O

    each game needs its own version and then settings. Im not sure.
  11. Modding Q&A [For Quick Questions and Answers]

    so what is the map? bmp turned into 3D model via thogrim map editor or model you edit? im confused
    can it be both?
  12. enbseries for warband?

    is there one? before: after: lets recap before: after: see the difference?
  13. Mount and Blade 2 - Suggestions

    Free play in cities.
    bigger city maps (like you can live in some cities and do activities, like run a business, operate a gang, work for police, etc.
    Gore/Dismemberment (Because war is horrible, maybe more people will choose pacifist because of this)
    Jobs (like actual, official job titels with benefits, like being a doctor and healing sick, being payed to heal specific people or hired by lord for life with tons of benefits)
    Corrupt Jobs (like corrupt official working for lord in city stealing tax money, with chance of rioters and chance to lose job unless you payed private police (hiring custom troops to fill slot function) very nice stuff)
    Stealth System
    Bounty system if you attack or kill innocents in city, stealth system for getting away with stuff
    Pickpocketing
    Make more like a roleplaying game and not like combat simulator
    Add support for wheels so we can make cars or carriages
    Add more choke holds
    Add Farming
    Add village building

    k thats it
  14. Modding Q&A [For Quick Questions and Answers]

    ive got another question, im trying to make my own map so I found this:
    http://forums.taleworlds.com/index.php/topic,162501.0.html
    now I am confused. what IS a map? is it a 2-Dimensional picture that you add 3-Dimensional vertices to via thogrim's map editor? Or is it an object file that you tweak using Thogrims map editor to tweak. or is it both and most people do one or the other, and thogrim's map editor translate these 3-Dimensional verts into complex list of coords that Mount and Blade Warband reads?
    how do you guys figure out map coordinates? do you open map editor while editing town's .py files? because I never understood how people know exactly where to place, or move something. And the parties that travel across the map, do you automatically know the edge of the map space based off your map coords in the map file or do you define parties pathing?

    too many questions... I think i can figure out map pathing but just want to understand what exactly makes up map file.

    im not so sure i understand..
  15. Modding Q&A [For Quick Questions and Answers]

    MadVader 说:
    Use capitalization and punctuation, this is not a chat.
    It is easy to implement skill-modifying items (like the 3 books), see script_game_get_skill_modifier_for_troop.

    Changing attributes like STR is more difficult.
    You need both to increase STR when the item is equipped or gets in inventory, and remove the STR bonus when it's unequiped or get sold or lost. Nothing too easy about it.

    I did something like this in a mod. I defined an item slot to tell me if the item bonus is active or not (0/1). Then wrote a trigger that checked for all such attribute-changing items, if they are equipped or in inventory (depending on the item).
    For example, we had a ring that gave you STR+1 when in inventory. The trigger code checks two things:
    - if the ring is in inventory and its bonus is not applied (item slot = 0), increase player STR by 1 and set item slot = 1; the ring was just obtained
    - if the ring is not in inventory and its bonus is applied (item slot = 1), decrease player STR by 1 and set item slot = 0; the ring was lost

    More complicated conditions like dependencies between items are easy to do, it's just few more lines of code.

    hrrrn yeah? so I need to define an item that always has the stat bonus triggered but is turned off if the item is not found within the inventory? is that what you are saying? ok well enough I understand.

    You say for dependencies it requires a few more lines of code? how would this look like for example? do i simply define the item slots as normal but when i have tier branch item slots i tell it to turn item_slot## = 0 while its turned to = 1. but what does that code look like? should i just google tutorials for triggers is that covered in them?

    thanks for the assistance.
  16. Modding Q&A [For Quick Questions and Answers]

    hi im trying to add an item that adds stat bonus to yyou from ivnentoy, how do i do this?
    i want to have different kinds of items but i want some item stat bonus to overwrite other stat bonus.
    the item has ranks and i want rank 1 to add +2 str, and i want rank 2 to add +4 str, but I want it to negate the other item bonus if it is in the same invetory. is this possible? or is it complicated script.
    much like books is what i need but it will have tiers that overwrite the other tiers upgrades. i dont want mindless stacking.

    so im just looking for the scripts you need or code you need to make sure that when u have multiple kinds of the same items the bonuses do not stack, and id like different kinds of different items to stack.

    like inventory item tier 1: +1 str
    inventory item tier 2: +4 str renders other item inert if found in invetory

    other inventory item tier 1: +2 str, stacks with other inventory item because its completely diff.
    other inventory item tier 2: +5 str, stacks with either tier of other item, does not stack with previous item tier.

    how do i find all of these values or what script do i need to make it so when an item is in the inventory the items i have designated as its tier upgrades will render the other item inert and the other item will stack and not conflict but only with any items i designate it inerting, or is it all hardcoded? pls help me thx!!
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