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  1. Quick question about movement speed

    Ah, I see, the "calcuation" (or "formula") is hard-coded, but you can adjust the values used in the formula with the mod system.  When I see "hard-coded" It triggers my dozen years of software engineering background which typically refers to "values" and not "methods."  My apologies.

    M&B's Module System is pretty difficult to deal with sometimes, especially after modding with systems that use Lua (much more flexible and easier IMO).  I'm still getting used to all the different terminology and methodologies.

    As far as map speed, when I played one of the mods, my map speed was 11, right out of the gate.  Playing Native, I'm usually around 7.3.  I realize that pathfinding has something to do with it, but there seems to be something in that mod that changed it.  Was it encumbrance?
  2. Quick question about movement speed

    weiming2 说:
    Does anyone know how movement speed vs. encumbrance is calculated or where these variables are in the code?  I wanted to try changing the calculation and seeing how it effects the game.  Is this the right place to ask about this?

    Are you talking about speed on the map or in the battle/walking around speed.?

    I've been able to modify the horse speeds, but I am also looking to improve the map speed.  I've played a few mods that seem to have changed this, so I guess it's possible, it's just lower on my todo list.  I'm curious to see if anyone has an answer.
  3. Quick question about movement speed

    cdvader 说:
    I'm sure it's hardcoded, just like the weapon damage. However, I'd imagine the formula to be this:

    ReducedSpeed = BaseSpeed - ArmorEncumbrance
    Speed = Speed - ReducedSpeed

    Weapon Damage is not hardcoded.  Open module_items.py, scroll down to swords and change all the of:
    插入代码块:
    swing_damage(##, cut) | thrust_damage(## ,  pierce)

    to:

    swing_damage(999 , cut) | thrust_damage(999 ,  pierce)

    Change the arrows like this:

    from:
    插入代码块:
    thrust_damage(2,pierce)

    to:
    插入代码块:
    thrust_damage(200,pierce)


    Play with those modifications and you will see in your battles:
    Delivered 428 Damage (or some number determined by your strength, agility, etc.)
  4. attackable flag

    In case anyone is interested, I solved this problem by creating a new global flag that is set when the user clicks the "wait here for some time" menu in a town or castle and then un-set the flag when they click "leave."  As far as I can tell, there is no way to test the "attackable" portion of the resting.  However, I think this is only set when the player is in a castle/town or when the player is prisoner.
  5. attackable flag

    I'm trying to add a condition to one of my triggers that tests if the player is attackable while resting.  When I look at the header_operations.py file, I can see that rest_for_hours and rest_for_hours_interactive include an argument to indicate whether the player remains attackable.  However, I...
  6. OSP Kit SP Recruiter Kit - Version 1.30 (UPDATED 20.05.2010)

    Many thanks for this awesome set of scripts.  You Rock  :grin:
  7. Missing Strings in Controls Options page

    Further down the controls page I find: "STR NOT FOUND: ui_select Left Mouse Button STR NOT FOUND: ui_context_menu Right Mouse Button" I'd upload a screen shot if it were easy to do, but I can't seem to find a way to do that.
  8. Change Ransom Amounts

    I got it figured out.

    For anybody wanting to know how to change the amount that is offered for lord prisoners, look in module_scripts.py from the ModuleSystem.  Look for "calculate_ransom_amount_for_troop." 

    There are two basic ways to change the amounts.  First, you can change the base amount.  For Lords, the base amount is 4000.  If you change this to 2000, you will get substantially smaller offers like 748 denars. 

    For example:
    Change:
    插入代码块:
    (try_begin),
           (faction_slot_eq, ":faction_no", slot_faction_leader, ":troop_no"),
           (val_add, ":ransom_amount", 4000),
    (try_end),

    To:
    插入代码块:
    (try_begin),
           (faction_slot_eq, ":faction_no", slot_faction_leader, ":troop_no"),
           (val_add, ":ransom_amount", 2000),
    (try_end),

    The second way is to change the modifiers for the base amount.  The amount is first divided and then multiplied.  If you lower the divisor or raise the multiplier (or both  :shock: ) you can dramatically change the amount that is offered.  Changing the divisor to 10 and the multiplier to 750, you will get offers in the hundreds of thousands or even over a million.

    For example:
    Change:
    插入代码块:
    (val_div, ":random_ransom_amount", 100),
    (val_mul, ":random_ransom_amount", 100),

    To:
    插入代码块:
    (val_div, ":random_ransom_amount", 10),
    (val_mul, ":random_ransom_amount", 750),


    I hope this is helpful to anyone else attempting to change the ransom amounts for Lords.
  9. Change Ransom Amounts

    I skimmed the first couple "chapters" on the module system.  One of the key phrases was, "It is important to note that Mount&Blade does not use Python and does not read the Module System python scripts directly. Rather, the python scripts are executed to create the text files that Mount&Blade reads."

    I was under the assumption that the text files were like configuration files for the python scripts.  This makes it much easier for me knowing that I don't have to muck with those cryptic files. 

    Thanks for your help.
  10. Change Ransom Amounts

    Incidentally, the "offer_ransom_amount_to_player_for_prisoners_in_party" seems to apply to prisoners in my party.  What about prisoners in a jail of a castle or town?  I am specifically looking to make the ransom amounts for lords different.
  11. Change Ransom Amounts

    My apologies, I should have mentioned.  I'm new to modding M&B.  I have some python experience, but these txt files with numbers are foreign to me.  How do I know what these numbers mean and what is to be changed?
  12. Change Ransom Amounts

    Hi all.  I'm trying to figure out how to change the amount that is offered by other kingdoms for ransom of lords.  Does anybody know how to do this?
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