Did you try this?
("ZZ_Map_Test",0,"map","0",
[
(ti_on_scene_prop_init,
[
(store_trigger_param_1, ":scene_prop_id"),
(prop_instance_get_variation_id, ":var_1", ":scene_prop_id"),
(prop_instance_get_variation_id_2, ":var_2", ":scene_prop_id"),
(eq,":var_1",0), # Object is live - lock map position by setting Var to 1
(party_get_position,pos6,"p_main_party"),
(eq,":var_1",0), # Map is live check
(try_begin),
(party_is_in_any_town,"p_main_party"), #In a town
(party_get_position,pos6,"$current_town"), #town position
(else_try),
(ge,":var_2",1), #Check if you want to choose a town (useful for multiplayer maps)
(party_get_position,pos6,":var_2"), #Moves map to chosen town
(try_end),
(store_div,":Map_X","$g_battle_map_width",2), #Prepare to center Map
(assign,":Scale",50), #Choose scale of map
(set_fixed_point_multiplier, ":Scale"),
(position_get_x,":X",pos6),
(position_get_y,":Y",pos6),
(position_get_z,":Z",pos6),
(set_fixed_point_multiplier, 1),
(val_add,":X",":Map_X"), #centers map
(val_add,":Y",":Map_X"), #centers map
(val_mul,":Z",-1),
(val_sub,":Z",0),
(position_set_x,pos6,":X"),
(position_set_y,pos6,":Y"),
(position_set_z,pos6,":Z"),
(position_get_rotation_around_z,":rotation",pos6), #Sets map to face north
(val_mul,":rotation",-1),
(position_rotate_z,pos6,":rotation",0), # Rotates map correctly
(prop_instance_set_position, ":scene_prop_id", pos6),
(prop_instance_set_scale, ":scene_prop_id", ":Scale", ":Scale", ":Scale"),
]),
]),
Waka The Fox said:
[(ti_on_init_item,
[(store_random_in_range,reg1,0,7),
(cur_item_set_material,"@shirt_a_{reg1}SR", 0,)],
["swadian_recruit","Swadian Recruits","3"
[(ti_on_init_item,
[(store_trigger_param_2, ":troop_no"),
(str_store_troop_name_plural,s1,":troop_no"),
(cur_item_set_material,"@shirt_a_{s1}SR", 0,)])]],
(store_random_in_range,":picker",0,7), #chooses a colour
(val_rshift,reg1, ":picker"), #shifts to that choice
(assign,":reg_shift",reg1,), #copies the choice
(val_rshift, ":reg_shift", 1), #removes the chosen number
(val_lshift, ":reg_shift", 1), #replaces the chosen number with 0
(val_sub,reg1,":reg_shift"), #finds the difference producing chosen number
(cur_item_set_material,"@shir_a_{reg1}SR", 0,)
(itm_linen_tunic,imod_blue),(itm_linen_tunic,imod_red),
imod_neutral = imod_champion
imod_light = imod_fresh
imod_dark = imod_day_old
imod_red = imod_two_day_old
imod_yellow = imod_smelling
imod_green = imod_rotten
imod_blue = imod_large_bag
(itm_linen_tunic,imod_blue),(itm_linen_tunic,imod_red),(itm_linen_tunic,imod_green),(itm_linen_tunic,imod_yellow),
(troop_get_inventory_slot_modifier, <destination>, <troop_id>, <inventory_slot_no>),
(item_has_modifier, <item_kind_no>, <item_modifier_no>),
(show_item_details_with_modifier, <item_id>, <item_modifier>, <position_no>, <price_multiplier>),
[(ti_on_init_item,
[(store_random_in_range,reg1,0,7),
(cur_item_set_material,"@shirt_a_{reg1}SR", 0,)],
("AA_Spawn_Horse",sokf_invisible,"Horse_Ref","0", [
(ti_on_scene_prop_init,
[
(store_trigger_param_1, ":scene_prop_id"), #Gets scene prop
(prop_instance_get_variation_id, ":horse", ":scene_prop_id"), #What slot horse you want 1st 2nd etc
(assign,":slot",0), #Start at slot 0
(try_for_range,":slot",0,30), #Searches up to slot 30
(party_get_slot,":horse_merchant","$current_town",slot_town_horse_merchant), #Finds Merchant
(troop_get_inventory_slot, ":item_horse", ":horse_merchant",":slot"), #Checks different slot per loop
(is_between,":item_horse",horses_begin,horses_end), #Checks if item is horse, passes if true
(val_add,":slot",":horse"), #Gets current slot which is the first horse and adds to it
(troop_get_inventory_slot, ":horse", ":horse_merchant",":slot"), #Gets that slot so 1st or 2nd etc
(spawn_horse,":horse", 0), #Spawns horse
(assign,":slot",50), #Stops loop
(eq,":slot",0),
(try_end),
])
]),
HarryPham123 said: