Search results for query: *

  1. Wulfila

    Bellum Imperii: Bug + Glitch Reports

    gokiller said:
    Hello Wulfila,

    Same question to you, is it on a specific town or village or on all villages and towns?

    Thanks for your reply!
    Its not a specific town or village!
  2. Wulfila

    Bellum Imperii: Bug + Glitch Reports

    Hi gokiller!

    When I play your mod after a while when I enter a town or village the game freezes!

    It only happens when I play your mod!
  3. Wulfila

    Modding *Sammelthread*

    Wulfila said:
    Wulfila said:
    Hi Leute!

    Ich komme gleich zu meinem Problem:

    Ich will in meinem Mod die Funktion einfügen, dass ich über den Ozean reisen kann, dass heißt sobald ich als Spieler das Wasser "berühre" wechselt mein Player-Icon in ein Schiff Icon.

    Dazu habe ich den Code von Ruthven eingefügt
    http://forums.taleworlds.com/index.php/topic,69810.0.html

    Das hat alles ganz gut geklappt und mein Player Icon swicht sozusagen hin und her (je nachdem wo ich mich gerade befinde).

    Mein einziges Problem ist, dass die Wasser-Textur (wenn ich es einmal so nennen darf) starr ist, d.h. der Wassereffekt (Wellenschlagen) funktioniert nicht.

    Ich habe das komplette Forum durchwühlt aber nichts dazu gefunden. Funktionieren muss es aber weil es bei 1257AD auch klappt.

    Daher meine Frage: Wie kann ich das Problem lösen?

    Meine ursprüngliche Fragestellung (siehe Zitat oben) habe ich nun gelöst.

    Nun habe ich das nächste Problem, mein Player-Icon wechselt nicht mehr in ein Schiff-Icon. Bevor ich mein "Wasser"-Problem hatte funktionierte es noch.

    Ich zeig mal kurz den Code welchen ich verwende:

    module_triggers.py
    ## SEA BATTLES BEGIN
    (0.1, 0, 0, [(party_get_current_terrain,":terrain","p_main_party"),(assign,reg1,":terrain", 7)], # rt_steppe is an example for the name of your new water terrain
      [(try_begin),
          (troop_get_inventory_slot, ":cur_horse", "trp_player", :cool:, #horse slot
        (assign, ":new_icon", -1),
        (try_begin),
          (eq,reg1,5),
          (assign, ":new_icon", "icon_ship"),
        #(display_message,"@water"),
        (else_try),
          (eq, "$g_player_icon_state", pis_normal),
          (try_begin),
            (ge, ":cur_horse", 0),
            (assign, ":new_icon", "icon_player_horseman"),
            #(display_message,"@no water, horse"),
          (else_try),
            (assign, ":new_icon", "icon_player"),
            #(display_message,"@no water, no horse"),
          (try_end),
        (else_try),
          (eq, "$g_player_icon_state", pis_camping), # All of this is thanks to Lumos bein' generous, and not being as much of a lazy arse as I am
          (assign, ":new_icon", "icon_camp"),
        (try_end),
        (party_set_icon,"p_main_party", ":new_icon"),
    ]),
     

    #    (0.1, 0, 0, [(party_get_current_terrain,":terrain","p_main_party"),
    #    (neq,":terrain",5),], #Oh shi- ALL HAIL HYPNOTOAD
    #  [(party_set_icon,"p_main_party", "icon_player"),
    #  (display_message,"@Not water"),
      # ]),
     
    (0.1, 0, 0.0, [],
    [(try_for_parties, ":cur_party"),
      (party_get_current_terrain, ":terrain", ":cur_party"),
      (eq, ":terrain", 7),
      (party_get_template_id, ":cur_template", ":cur_party"),
    (this_or_next|eq, ":cur_template", "pt_kingdom_hero_party"),
    (this_or_next|eq, ":cur_template", "pt_kingdom_caravan_party"),
    (this_or_next|eq, ":cur_template", "pt_manhunters"),
    (this_or_next|eq, ":cur_template", "pt_village_farmers"),
    (this_or_next|eq, ":cur_template", "pt_deserters"),
    (this_or_next|eq, ":cur_template", "pt_looters"),
    (this_or_next|eq, ":cur_template", "pt_forest_bandits"),
    (this_or_next|eq, ":cur_template", "pt_steppe_bandits"),
    (this_or_next|eq, ":cur_template", "pt_mountain_bandits"),
    (eq, ":cur_template", "pt_sea_raiders"),
      (party_set_icon, ":cur_party", "icon_ship"),
    (else_try),
      (neq,":terrain",7),
      (party_get_template_id, ":cur_template", ":cur_party"),
      (eq, ":cur_template", "pt_kingdom_hero_party"),
    (party_set_icon,":cur_party","icon_flagbearer_a"),
    (else_try),
    (eq, ":cur_template", "pt_kingdom_caravan_party"),
    (party_set_icon,":cur_party","icon_mule"),
    (else_try),
    (eq, ":cur_template", "pt_deserters"),
    (party_set_icon,":cur_party","icon_vaegir_knight"),
    (else_try),
    (eq, ":cur_template", "pt_manhunters"),
    (party_set_icon,":cur_party","icon_gray_knight"),
    (else_try),
      (eq, ":cur_template", "pt_village_farmers"),
    (party_set_icon,":cur_party","icon_peasant"),
    (else_try),
      (this_or_next|eq, ":cur_template", "pt_looters"),
    (this_or_next|eq, ":cur_template", "pt_forest_bandits"),
    (this_or_next|eq, ":cur_template", "pt_steppe_bandits"),
    (this_or_next|eq, ":cur_template", "pt_mountain_bandits"),
    (eq, ":cur_template", "pt_sea_raiders"),
    (party_set_icon,":cur_party","icon_axeman"),
    (else_try),
    (eq, ":cur_template", "pt_cattle_herd"),
    (party_set_icon,":cur_party","icon_cattle"),
    (try_end),]),
    ## SEA BATTLES END

    Problem gelöst!
  4. Wulfila

    Bug Report - Version 3.0

    Oh Sorry Dion!

    I already solved the Problem!

    You are right my Master!  :lol:
  5. Wulfila

    Bug Report - Version 3.0

    Dion/Folcwar said:
    Wulfila said:
    I take a look on it and maybe I can solve it for the next patch!  :smile:
    ddid you not already sent me all the fixes for scenes? for the next patch

    yes but I dont know about the problem which mangowarrior has written!
  6. Wulfila

    Bug Report - Version 3.0

    I take a look on it and maybe I can solve it for the next patch!  :smile:
  7. Wulfila

    Bug Report - Version 3.0

    Mangowarrior said:
    Alright I don't know if this is a bug or simply just a design flaw but I'm having a serious issue. So currently in my game I'm playing as a vassal of the Germanic Tribes, and we are currently at war with the Brittons. I tried sieging the Town of Deva but could not complete the siege. For some reason after I kill all the Brittons nothing happens, and I found out why. After waiting around for a good 8 minutes I decided to send all my men to charge the enemy but for some reason they all crowded around in a circle and stared at ladybugs for the next 30 minutes. For some reason my soldiers are detecting an enemy that is beneath the ground at the siege of Deva, which means I can't kill him therefore I can't progress through the siege and take Deva for myself. This is proving problematic because... I want to take Deva, and I can't take Deva, and I don't want to wait 90 days for the siege to complete, so I'm stuck in a very bad predicament. Does anyone know why this is happening and has this happened to anyone besides me? Here are some pictures of my super intelligent henchmen at work:

    hgcLl9z.jpg
    htBUNn4.jpg






    So after slaughtering all the Brittons my men banded together to form a circle and dedicated their afternoon to taming pokemons (a.k.a ladybugs)
    74oRX4Q.jpg
    As you can see it says "can't retreat, there are enemies nearby!" the enemy for some reason is beneath the floor, that must be why there staring at the floor or else they lookin for ladybugs but I doubt 103 veteran axeman spend their free time catching ladybugs.






    KJLdHSu.jpg
    When I move away from the group lets say about 20 ft. now I am able to retreat so there definitely is a enemy stuck under the floor, I don't if this is a design flaw or a bug, but it really sucks. You can also see my men is the background of that picture so you can see the distance at which I moved. I replayed the siege about 4 more times and each to that gathered around that one little patch of dirt, so the guy is in only 1 location, and there is no enemy left on the map besides the guy in the floor believe me I checked.

    Does anyone how to fix this?

    Do you get this problem every time if you want to take the city?
  8. Wulfila

    Saturday Official Shieldbattle - 20:00pm GMT

    Name: Wulfila
    Prefferd Faction: Germanic/Gallic
    Will you follow the rules: yes
  9. Wulfila

    3.0 Patch Plans! Important Question! page 5!

    Dion/Folcwar said:
    new game, though the patch will take a few more weeks, since mp is revivig slowly, and sp I have thought of some small things more, more updates on this later.

    If you want I can made some mp-maps...
  10. Wulfila

    3.0 Patch Plans! Important Question! page 5!

    Dion/Folcwar said:
    also, later this week I will start on a small Religion system, it will work like this, when you start a new game, you will choose one of the avalible Religions, Germanic,Gallic,Roman,Greek etc.
    These will give certain bonusses, by example Germanic gods, will give you a higher strenght, power strike and ironflesh. while greek, will give Intelingence, and healing skills, this can not be changed later on, and is more like a start bonus.

    Hey this sounds really cool!
  11. Wulfila

    Bug Report - Version 3.0

    -Arcus- said:
    The Siege Scene for Threga is a bit messed.
    Builded a Siegetower but when i attacked i saw 2 Towers and some ladders arround an imaginary wall.
    Some Archers were standing on a flying platform.
    Could you maybe take a look at it :p

    Bug solved!
  12. Wulfila

    Bug Report - Version 3.0

    -Arcus- said:
    In Mogontiacum for example if you walk out of the Chief Hut (Castle) you spawn in water with no building behind you. You just appear in Water.

    Solved!
  13. Wulfila

    Companion thread

    Name: Wulfila
    Country: Germanic
    Background Story: His wife was killed by a Roman soldier. He swears revenge themselves on every Roman soldier to take. His wife Name was Ailaisabeth.
    He shoudl use a axe and a shield!

    Name: Raedwulf
    Country: Germanic/skythe
    Background Story: His father was germanic his mother a skythe. He feels at home nowhere. He earned his living as a mercenary.
    He shoud use a two handed sword
  14. Wulfila

    Mount&Blade II: Bannerlord

    GaWwain said:
    Also das hat die Mount and Blade Warband Facebook-Seite gepostet. Stand aber nichts dabei :smile:
    Es gibt noh keine wirklichen Ingame Bilder von Bannerlord oder ?
    EDIT: Hab ich auch gefunden:
    164916_500564403343908_2003275427_n.jpg

    Ist das nicht aus Assassins Creed 1?
  15. Wulfila

    Modding *Sammelthread*

    Duh said:
    module_dialogs

    Mach einen neuen Dialog der Geld überprüft (hat spieler genug), abzieht und Truppen hinzufügt. Du kannst dir dafür den Dialog der Mercs anschauen (komplexer als was du brauchst) oder wenn du die Floris Source hast, kannst du dir mein STAT Truppensystem angucken (STAT ist der Marker zum Suchen). Priester, Jäger, Händler, Späher, etc kann man bei uns in den diversen Scenen des Spiels rekrutieren.

    So, jetzt hat es nach stundenlanger arbeit funktioniert! Bin den Dialog der Mercs Schritt für Schritt durchgegangen.
    Danke für den Tipp.
  16. Wulfila

    Modding *Sammelthread*

    So hab schon wieder einmal eine Frage! (schön langsam brauch ich nen eigenen thread :lol:)

    In meinem Mod hätte ich gerne die Möglichkeit wenn ich in einer Stadt bin, einen Priester besuchen und "kämpfende Mönche" zu rekrutieren.
    Nun habe ich es geschafft, dass, wenn ich in einer Stadt angekommen bin, ein Menüpunkt erscheint, wo ich den Priester besuchen kann. Der Sceneeintritt (ich nenne es einfach einmal so) funktioniert auch. Auch der Priester erscheint. Nur habe ich absolut keine Ahnung wie man es schafft, dass man von den Priester die "kämpfenden Mönche" rekrutieren kann.

    Also, kurz und gut: wie schaffe ich es, von meinem erschaffenen NPC Soldaten zu rekrutieren?

    Hier habe ich noch die Scripteinträge:

    Das neue Scene in der Stadt:
    module_game_menus.py
    ("town_church",
          [(party_slot_eq,"$current_town",slot_party_type, spt_town),
          #    (eq, 1, 0), #check it if you want this menu not appear in town menu
              (eq,"$town_nighttime",0),
              (this_or_next|eq,"$entry_to_town_forbidden",0),
              (eq, "$sneaked_into_town",1),
              # (party_get_slot, ":scene", "$current_town", slot_town_store),
              # (scene_slot_eq, ":scene", slot_scene_visited, 1), #check if scene has been visited before to allow entry from menu. Otherwise scene will only be accessible from the town center.
                ],
          "Enter the church",
          [         
              (try_begin),
                (this_or_next|eq,"$all_doors_locked",1),
                (eq,"$town_nighttime",1),
                (display_message,"str_door_locked",0xFFFFAAAA),
              (else_try),
                (call_script, "script_cf_enter_center_location_bandit_check"), #Deactivate if you activate (eq, 1, 0)
              (else_try),
                (assign, "$town_entered", 1),
                (set_jump_mission, "mt_town_default"),
                (mission_tpl_entry_set_override_flags, "mt_town_default", 0, af_override_horse),
                (try_begin),
                  (eq, "$sneaked_into_town",1),
                  (mission_tpl_entry_set_override_flags, "mt_town_default", 0, af_override_all),
                (try_end),
      (party_set_slot, "p_town_1", slot_town_church,"scn_town_1_church"),
      (party_set_slot, "p_town_6", slot_town_church,"scn_town_6_church"),
                (party_get_slot, ":church_scene", "$current_town", slot_town_church),
                (jump_to_scene, ":church_scene"),
                (scene_set_slot, ":church_scene", slot_scene_visited, 1),
                (change_screen_mission),
              (try_end),
            ],"Door to the church."),

    module_troops.py
    ["mod_priest_chief", "Priest", "Priest", tf_hero|tf_unmoveable_in_party_window, scn_town_6_church|entry(9), reserved, fac_commoners, [itm_pilgrim_disguise,itm_nomad_boots,itm_staff], str_8|agi_7|int_13|cha_7|level(4), wp(30), knows_merchant_npc|knows_ironflesh_1|knows_power_strike_1|knows_surgery_4|knows_wound_treatment_3|knows_first_aid_3, 0x000000078000500e4f8ba62a9cd5d36d00000000001e36250000000000000000 ],
    ["mod_fighting_monk", "Fighting Monk", "Fighting Monks", tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield, no_scene, reserved, fac_kingdom_4, [itm_ashwood_pike,itm_battle_fork,itm_battle_axe,itm_fighting_axe,itm_tab_shield_pavise_b,itm_bascinet_2,itm_surcoat_over_mail,itm_mail_chausses,itm_iron_greaves,itm_leather_gloves], def_attrib|level(24), wp(130), knows_athletics_3|knows_shield_2|knows_ironflesh_3, rhodok_face_middle_1, rhodok_face_older_2 ],

    Wie gesagt, der neue Sceneeintritt in der Stadt klappt, auch der Priester erscheint nur weiß ich nicht wie ich von dem Priester Einheiten rekrutieren kann.

  17. Wulfila

    Modding *Sammelthread*

    Duh said:
    Guck mal in party_templates rein und such nach einem template für tier parties. Dann schaust du in scripts und simple_triggers wo sie es benutzen.

    Bin alle drei noch einmal durchgegangen und siehe da, da habe ich tatsächlich was übersehen (in der modul_scripts Datei). Jetzt klappt es!

    Danke noch einmal für deine Hilfe!

    lg
  18. Wulfila

    Modding *Sammelthread*

    Duh said:
    Und wo erscheinen sie jetzt nicht? Auf der Worldmap? Oder in der Scene?  :lol:
    Wenn man es genau nimmt bei beiden!  :wink:
    Primär aber auf der worldmap!

    Duh said:
    Constants deklariert variablen. I.e. alle variablen sind letztendlich Nummern. Da sich kein Mensch alle Nummern merken kann/will, kann man in constants slot_erklärung_hier = 250 deklarieren und dann werte in slot_erklärung_hier speichern.
    Soso! Man lernt nie aus! Danke!

    Duh said:
    Da ich in deinen kopierten Codes nix gesehen habe, dass entsprechende "Tier" Parties spawnt, gehe ich mal davon aus, dass sie auf der WM nicht erscheinen. Das liegt daran, dass du keine entsprechenden Parties spawnst. Sollte in game_start und/oder simple_triggers erledigt werden.

    In den script bei Brytenwalda habe ich auch kein "Spawn-Punkt" (wenn ich es einmal so ausdrücken darf) gefunden.
    Ich hab dann einen gemacht und es hat trotzdem nicht funktioniert.

    Naja ich werd den Fehler schon finden, so langsam erkenne ich bei dem ganzen scripten die Zusammenhänge.
  19. Wulfila

    Modding *Sammelthread*

    Duh said:
    Du solltest bei solchen Anfragen darauf achten alle relevanten Infos zu geben. Das wichtigste wäre z.B. wo die Tiere nicht erscheinen. Auf der Worldmap? In der Scene? Interessant wäre auch zu wissen warum du denkst, dass es mit constants zusammenhängt. Weil die Aussage
    Ich vermute, dass dies mit der module_constants Datei zusammenhängt.
    ohne Erklärung und ohne constants recht sinnfrei ist.

    Sorry, die wichtigste Info habe ich natürlich vergessen zu erwähnen. War leider zu sehr beschäftigt schön brav die ganzen scripts hereinzukopieren.

    Also, erscheinen sollen die Tiere, ähnlich wie die Banditen etc., als Map Icon auf der Worldmap. Danach sollte ich auf sie zugehen können und jagen.

    Das mit den constants war nur so dahingedacht, weil dies das einzige Modul war was ich bis jetzt noch nicht bearbeitet habe.
    Wozu die da sind, weiß ich absolut nicht.

    Das wars im Großen und Ganzen, hoffentlich habe ich jetzt alle wichtigen Infos gegeben.
  20. Wulfila

    Modding *Sammelthread*

    Nun zu meinem nächsten Problem (=ich weiß ich bin Dauerpatient).

    Ich habe von Brytenwalda Mod das Hunting System übernommen, damit man auch auf die Jagd gehen kann. Beim compilern gibt es auch keinerlei Probleme, mein Mod startet auch ganz normal, doch die jagdbaren Tiere erscheinen nicht. Ich vermute, dass dies mit der module_constants Datei zusammenhängt.

    Ich zeig euch mal welche script ich wo eingefügt habe:

    module_factions.py
    ("wild_animals","Wild Animals",0, 0.1,[("player_faction",-0.85)], [],0xFFFFFF),

    module_game_menus.py
    ("deer_herd",0,
      "You encounter a herd of deer.",
      "none",
      [
      (try_begin),
        (gt, "$num_deers_killed",0),
        (troop_clear_inventory, "trp_temp_troop"),
        (troop_add_items, "trp_temp_troop", "itm_deer_meat", "$num_deers_killed"),
        (troop_add_items, "trp_temp_troop", "itm_raw_leather", "$num_deers_killed"),

        (party_get_num_companions, ":num_deers", "$g_encountered_party"),
        (try_begin),
          (ge, "$num_deers_killed", ":num_deers"),
          (remove_party, "$g_encountered_party"),
        (else_try),
          (party_remove_members, "$g_encountered_party", "trp_deer", "$num_deers_killed"),
        (try_end),
        (assign,"$num_deers_killed",0),
            (troop_sort_inventory, "trp_temp_troop"),
        (change_screen_loot,"trp_temp_troop"),
      (try_end),
      (set_background_mesh, "mesh_pic_extra_caza"),
      ],
      [
        ("deer_kill",
        [
        (try_begin),
          (neg|party_is_active, "$g_encountered_party"),
          (disable_menu_option),
        (try_end),
        ]
        ,"Hunt some of the animals.",
          [
          (set_jump_mission,"mt_deer_hunting"),
          (jump_to_scene,"scn_random_scene_plain_forest2"),
          (change_screen_mission),
          ]
          ),
        ("leave",[],"Leave.",
          [(change_screen_return),
          ]
          ),
        ]
    ),
    ("deer_herd_kill_end",0,
      "You shouldn't be reading this.",
      "none",
      [(change_screen_return)],
      [
        ]
    ),
      ("wolf_herd",0,
      "You encounter a pack of wolves.",
      "none",
      [
      (try_begin),
        (gt, "$num_wolfs_killed",0),
        (troop_clear_inventory, "trp_temp_troop"),
        (troop_add_items, "trp_temp_troop", "itm_wolf_meat", "$num_wolfs_killed"),
        (troop_add_items, "trp_temp_troop", "itm_furs", "$num_wolfs_killed"),

        (party_get_num_companions, ":num_deers", "$g_encountered_party"),
        (try_begin),
          (ge, "$num_wolfs_killed", ":num_deers"),
          (remove_party, "$g_encountered_party"),
        (else_try),
          (party_remove_members, "$g_encountered_party", "trp_wolf", "$num_wolfs_killed"),
        (try_end),
        (assign,"$num_wolfs_killed",0),
            (troop_sort_inventory, "trp_temp_troop"),
        (change_screen_loot,"trp_temp_troop"),
      (try_end),
      (set_background_mesh, "mesh_pic_extra_caza"),
      ],
      [
        ("wolf_kill",[
        (try_begin),
          (neg|party_is_active, "$g_encountered_party"),
          (disable_menu_option),
        (try_end),
        ],"Hunt some of the animals.",
          [
          (set_jump_mission,"mt_wolf_hunting"),
          (jump_to_scene,"scn_random_scene_plain_forest2"),
          (change_screen_mission),
          ]
          ),
        ("leave",[],"Leave.",
          [(change_screen_return),
          ]
          ),
        ]
    ),
    ("wolf_herd_kill_end",0,
      "You shouldn't be reading this.",
      "none",
      [(change_screen_return)],
      [
        ]
    ),

    module_items.py
    ["deer_meat", "Venison", [("raw_meat",0)], itp_type_goods|itp_merchandise|itp_food|itp_consumable, 0, 150, weight(30)|abundance(100)|food_quality(40)|max_ammo(30), imodbits_none ],
    ["wolf_meat", "Wolf Meat", [("raw_meat",0)], itp_type_goods|itp_merchandise|itp_food|itp_consumable, 0, 30, weight(30)|abundance(100)|food_quality(30)|max_ammo(50), imodbits_none ],

    ["deer","Deer", [("deer",0)], itp_unique|itp_type_horse, 0, 1411,abundance(40)|hit_points(30)|body_armor(5)|difficulty(11)|horse_speed(50)|horse_maneuver(32)|horse_charge(20),imodbits_horse_basic],
    ["wolf","Wolf", [("warg",0)], itp_unique|itp_type_horse, 0, 1411,abundance(40)|hit_points(80)|body_armor(10)|difficulty(11)|horse_speed(30)|horse_maneuver(40)|horse_charge(100)|horse_scale(55),imodbits_horse_basic],

    module_mission_templates.py
    (
        "deer_hunting",mtf_battle_mode,-1,
        "You lead your deers to battle.",
        [
        (1,mtef_team_0|mtef_leader_only,0,aif_start_alarmed,12,[]),
        (4,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,0,[]),
        ],
        [
          (ti_tab_pressed, 0, 0, [
          (set_trigger_result,1)], []), #leaving area
          (0, 0, ti_once, [ #spawing deers
        (party_count_members_of_type,":num_deers","$g_encountered_party","trp_deer"),
        (val_sub,":num_deers",1),
        (ge,":num_deers",0),
                        (assign,"$num_deers_killed",0),
                        (get_scene_boundaries, pos10,pos11),
                        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
        (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
        (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                        (init_position, pos1),
        (position_set_x,pos1,":mad:_pos"),
        (position_set_y,pos1,":y_pos"),
        (position_set_z,pos1,10000),
        (position_set_z_to_ground_level,pos1),
                        (set_spawn_position, pos1),
                        (spawn_horse, "itm_deer"),
        (assign,"$leading_deer",reg0),
        (try_for_range,":unused",0,":num_deers"),
                          (init_position, pos1),
          (store_random_in_range,":mad:_pos_add",0,1000),
          (store_random_in_range,":y_pos_add",0,1000),
          (val_add,":mad:_pos_add",":mad:_pos"),
          (val_add,":y_pos_add",":y_pos"),
          (position_set_x,pos1,":mad:_pos_add"),
          (position_set_y,pos1,":y_pos_add"),
          (position_set_z,pos1,10000),
          (position_set_z_to_ground_level,pos1),
          (set_spawn_position, pos1),
                          (spawn_horse, "itm_deer"),
        (try_end),
                    ], []),
    #identifica el animal para sonido chief
          (ti_on_agent_killed_or_wounded, 0, 0, [
            (store_trigger_param_1, ":dead_agent_no"),
            (agent_get_troop_id,":cur_troop_id",":dead_agent_no"),

            (eq,":cur_troop_id","trp_deer"),

          ],
          [(play_sound,"snd_ciervomuerto")]),
    ###sonidos acaba
          (1,0,0,[], #wounded deers move slower
          [(try_for_agents,reg(1)),
          (agent_get_item_id,reg(2),reg(1)),
          (eq,reg(2),"itm_deer"),
          (store_agent_hit_points,reg(2),reg(1)),
          (store_mul,reg(3),20,reg(2)),
          (val_div,reg(3),40),
          (agent_set_speed_limit,reg(1),reg(3)),
          (try_end),
          ]),
          (5,0,0,
          [
          (neg|agent_is_alive,"$leading_deer"),
          ],
          [
          (try_for_agents,reg(1)),
          (agent_get_item_id,reg(2),reg(1)),
    (eq,reg(2),"itm_deer"),
    (assign,"$leading_deer",reg(1)),
          (try_end),
          ]),
          (1,0,0,[],
          [
                  (assign,":num_kills",0),
          (try_for_agents,reg(1)),
            (agent_get_item_id,reg(2),reg(1)),
            (eq,reg(2),"itm_deer"),
                    (store_agent_hit_points,reg(2),reg(1)),
    (eq,reg(2),0),
    (val_add,":num_kills",1),
          (try_end),   
          (gt,":num_kills","$num_deers_killed"),      
                        (get_scene_boundaries, pos10,pos11),
                        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
        (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
        (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                        (init_position, pos1),
        (position_set_x,pos1,":mad:_pos"),
        (position_set_y,pos1,":y_pos"),
        (position_set_z,pos1,10000),
        (position_set_z_to_ground_level,pos1),
                        (agent_set_scripted_destination,"$leading_deer",pos1),
                (assign,"$num_deers_killed",":num_kills"),
          ]),
          (5,0,0,[],
          [
          (agent_get_position,pos1,"$leading_deer"),
          (position_get_x,":mad:_pos",pos1),
          (position_get_y,":y_pos",pos1),
          (this_or_next|le,":mad:_pos",5000),
          (this_or_next|le,":y_pos",5000),
          (this_or_next|ge,":mad:_pos",38000),
          (ge,":y_pos",38000),
                        (get_scene_boundaries, pos10,pos11),
                        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
        (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
        (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                        (init_position, pos1),
        (position_set_x,pos1,":mad:_pos"),
        (position_set_y,pos1,":y_pos"),
        (position_set_z,pos1,10000),
        (position_set_z_to_ground_level,pos1),
                        (agent_set_scripted_destination,"$leading_deer",pos1),
          ]),
          (1,0,0,[],
          [
          (try_for_agents,reg(1)),
    (agent_get_item_id,reg(2),reg(1)),
    (eq,reg(2),"itm_deer"),
    (store_agent_hit_points,":health",reg(1)),
    (store_sub,":damage",100,":health"),
    (agent_get_slot,":prev_damage",reg(1),1),
    (neq,":prev_damage",":damage"),
    (agent_set_slot,reg(1),1,":damage"),
            (agent_get_position,pos1,reg(1)),
            (position_get_x,":mad:_pos",pos1),
    (position_get_y,":y_pos",pos1),
            (store_random_in_range,":mad:_pos_add",0,1000),
            (store_random_in_range,":y_pos_add",0,1000),
    (val_add,":mad:_pos",":mad:_pos_add"),
    (val_add,":y_pos",":y_pos_add"),
    (position_set_x,pos1,":mad:_pos"),
    (position_set_y,pos1,":y_pos"),
            (agent_set_scripted_destination,reg(1),pos1),
          (try_end),
          ]),
          (0.5,0,0, #deer travelling
          [],
          [
          (get_player_agent_no,reg(1)),
          (agent_get_position,pos1,reg(1)),
          (agent_get_position,pos4,"$leading_deer"),
          (position_get_x,":mad:_pos",pos4),
          (position_get_y,":y_pos",pos4),
          (try_for_agents,reg(1)),
    (agent_get_item_id,reg(2),reg(1)),
    (eq,reg(2),"itm_deer"),
            (agent_get_position,pos2,reg(1)),
    (get_distance_between_positions,reg(3),pos1,pos2),
    (try_begin),
            (position_get_x,":pos_x",pos2),
            (position_get_x,":pos_y",pos2),
        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
    (this_or_next|gt,":pos_x",":scene_max_x"),
    (this_or_next|lt,":pos_x",":scene_min_x"),
    (this_or_next|gt,":pos_y",":scene_max_y"),
    (lt,":pos_y",":scene_min_y"),
    (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
    (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                    (init_position, pos1),
    (position_set_x,pos1,":mad:_pos"),
    (position_set_y,pos1,":y_pos"),
    (position_set_z,pos1,10000),
    (position_set_z_to_ground_level,pos1),
                    (agent_set_scripted_destination,reg(1),pos1),
    (else_try),
    (le,reg(3),2500),
    (position_get_x,reg(4),pos1),
    (position_get_x,reg(5),pos2),
    (store_sub,":mad:_dist",reg(5),reg(4)),
    (val_mul,":mad:_dist",10),
    (position_get_y,reg(6),pos1),
    (position_get_y,reg(7),pos2),
    (store_sub,":y_dist",reg(7),reg(6)),
    (val_mul,":y_dist",10),
    (init_position,pos3),
    (val_add,":mad:_dist",reg(5)),
    (val_add,":y_dist",reg(7)),
    (position_set_x,pos3,":mad:_dist"),
    (position_set_y,pos3,":y_dist"),
            (position_set_z,pos3,10000),
            (position_set_z_to_ground_level,pos3),
    (agent_set_scripted_destination,reg(1),pos3),
    (else_try),
    (get_distance_between_positions,reg(3),pos4,pos2),
    (ge,reg(3),2000),
                          (init_position, pos6),
          (store_random_in_range,":mad:_pos_add",0,1000),
          (store_random_in_range,":y_pos_add",0,1000),
          (val_add,":mad:_pos_add",":mad:_pos"),
          (val_add,":y_pos_add",":y_pos"),
          (position_set_x,pos6,":mad:_pos_add"),
          (position_set_y,pos6,":y_pos_add"),
          (position_set_z,pos6,10000),
          (position_set_z_to_ground_level,pos6),
          (agent_set_scripted_destination,reg(1),pos6),
    (try_end),
          (try_end),
          ]),
        ]),

    (
        "wolf_hunting",mtf_battle_mode,-1,
        "You lead your wolfs to battle.",
        [
        (1,mtef_team_0|mtef_leader_only,0,aif_start_alarmed,12,[]),
        (4,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,0,[]),
        ],
        [
          (ti_tab_pressed, 0, 0, [ (set_trigger_result,1)], []), #leaving area
          (0, 0, ti_once, [ #spawing boars
        (party_count_members_of_type,":num_wolfs","$g_encountered_party","trp_wolf"),
        (val_sub,":num_wolfs",1),
        (ge,":num_wolfs",0),
                        (assign,"$num_wolfs_killed",0),
                        (get_scene_boundaries, pos10,pos11),
                        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
        (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
        (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                        (init_position, pos1),
        (position_set_x,pos1,":mad:_pos"),
        (position_set_y,pos1,":y_pos"),
        (position_set_z,pos1,10000),
        (position_set_z_to_ground_level,pos1),
                        (set_spawn_position, pos1),
                        (spawn_horse, "itm_wolf"),
        (assign,"$leading_wolf",reg0),
        (try_for_range,":unused",0,":num_wolfs"),
                          (init_position, pos1),
          (store_random_in_range,":mad:_pos_add",0,1000),
          (store_random_in_range,":y_pos_add",0,1000),
          (val_add,":mad:_pos_add",":mad:_pos"),
          (val_add,":y_pos_add",":y_pos"),
          (position_set_x,pos1,":mad:_pos_add"),
          (position_set_y,pos1,":y_pos_add"),
          (position_set_z,pos1,10000),
          (position_set_z_to_ground_level,pos1),
          (set_spawn_position, pos1),
                          (spawn_horse, "itm_wolf"),
        (try_end),
                    ], []),
    #identifica el animal para sonido chief
          (ti_on_agent_killed_or_wounded, 0, 0, [
            (store_trigger_param_1, ":dead_agent_no"),
            (agent_get_troop_id,":cur_troop_id",":dead_agent_no"),

            (eq,":cur_troop_id","trp_wolf"),

          ],
          [(play_sound,"snd_wolf_short")]),
    ###sonidos acaba
          (1,0,0,[], #wounded boars move slower
          [(try_for_agents,reg(1)),
          (agent_get_item_id,reg(2),reg(1)),
          (eq,reg(2),"itm_wolf"),
          (store_agent_hit_points,reg(2),reg(1)),
          (store_mul,reg(3),20,reg(2)),
          (val_div,reg(3),100),
          (agent_set_speed_limit,reg(1),reg(3)),
          (try_end),
          ]),
          (5,0,0,
          [
          (neg|agent_is_alive,"$leading_wolf"),
          ],
          [
          (try_for_agents,reg(1)),
          (agent_get_item_id,reg(2),reg(1)),
    (eq,reg(2),"itm_wolf"),
    (assign,"$leading_wolf",reg(1)),
          (try_end),
          ]),
          (1,0,0,[],
          [
                  (assign,":num_kills",0),
          (try_for_agents,reg(1)),
            (agent_get_item_id,reg(2),reg(1)),
            (eq,reg(2),"itm_wolf"),
                    (store_agent_hit_points,reg(2),reg(1)),
    (eq,reg(2),0),
    (val_add,":num_kills",1),
          (try_end),   
          (gt,":num_kills","$num_wolfs_killed"),      
                        (get_scene_boundaries, pos10,pos11),
                        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
        (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
        (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                        (init_position, pos1),
        (position_set_x,pos1,":mad:_pos"),
        (position_set_y,pos1,":y_pos"),
        (position_set_z,pos1,10000),
        (position_set_z_to_ground_level,pos1),
                        (agent_set_scripted_destination,"$leading_wolf",pos1),
                (assign,"$num_wolfs_killed",":num_kills"),
          ]),
          (5,0,0,[],
          [
          (agent_get_position,pos1,"$leading_wolf"),
          (position_get_x,":mad:_pos",pos1),
          (position_get_y,":y_pos",pos1),
          (this_or_next|le,":mad:_pos",5000),
          (this_or_next|le,":y_pos",5000),
          (this_or_next|ge,":mad:_pos",38000),
          (ge,":y_pos",38000),
                        (get_scene_boundaries, pos10,pos11),
                        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
        (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
        (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                        (init_position, pos1),
        (position_set_x,pos1,":mad:_pos"),
        (position_set_y,pos1,":y_pos"),
        (position_set_z,pos1,10000),
        (position_set_z_to_ground_level,pos1),
                        (agent_set_scripted_destination,"$leading_wolf",pos1),
          ]),
          (1,0,0,[],
          [
          (try_for_agents,reg(1)),
    (agent_get_item_id,reg(2),reg(1)),
    (eq,reg(2),"itm_wolf"),
    (store_agent_hit_points,":health",reg(1)),
    (store_sub,":damage",100,":health"),
    (agent_get_slot,":prev_damage",reg(1),1),
    (neq,":prev_damage",":damage"),
    (agent_set_slot,reg(1),1,":damage"),
            (agent_get_position,pos1,reg(1)),
            (position_get_x,":mad:_pos",pos1),
    (position_get_y,":y_pos",pos1),
            (store_random_in_range,":mad:_pos_add",0,1000),
            (store_random_in_range,":y_pos_add",0,1000),
    (val_add,":mad:_pos",":mad:_pos_add"),
    (val_add,":y_pos",":y_pos_add"),
    (position_set_x,pos1,":mad:_pos"),
    (position_set_y,pos1,":y_pos"),
            (agent_set_scripted_destination,reg(1),pos1),
          (try_end),
          ]),
          (0.5,0,0, #boar travelling
          [],
          [
          (get_player_agent_no,reg(1)),
          (agent_get_position,pos1,reg(1)),
          (agent_get_position,pos4,"$leading_wolf"),
          (position_get_x,":mad:_pos",pos4),
          (position_get_y,":y_pos",pos4),
          (try_for_agents,reg(1)),
    (agent_get_item_id,reg(2),reg(1)),
    (eq,reg(2),"itm_wolf"),
            (agent_get_position,pos2,reg(1)),
    (get_distance_between_positions,reg(3),pos1,pos2),
    (try_begin),
            (position_get_x,":pos_x",pos2),
            (position_get_x,":pos_y",pos2),
        (position_get_x, ":scene_min_x", pos10),
                        (position_get_x, ":scene_max_x", pos11),
                        (position_get_y, ":scene_min_y", pos10),
                        (position_get_y, ":scene_max_y", pos11),
        (store_div,":border_x",":scene_max_x",10),
        (val_add,":scene_min_x",":border_x"),
        (val_sub,":scene_max_x",":border_x"),
        (store_div,":border_y",":scene_max_y",10),
        (val_add,":scene_min_y",":border_y"),
        (val_sub,":scene_max_y",":border_y"),
    (this_or_next|gt,":pos_x",":scene_max_x"),
    (this_or_next|lt,":pos_x",":scene_min_x"),
    (this_or_next|gt,":pos_y",":scene_max_y"),
    (lt,":pos_y",":scene_min_y"),
    (store_random_in_range,":mad:_pos",":scene_min_x",":scene_max_x"),
    (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                    (init_position, pos1),
    (position_set_x,pos1,":mad:_pos"),
    (position_set_y,pos1,":y_pos"),
    (position_set_z,pos1,10000),
    (position_set_z_to_ground_level,pos1),
                    (agent_set_scripted_destination,reg(1),pos1),
    (else_try),
    (le,reg(3),2500),
    (position_get_x,reg(4),pos1),
    (position_get_x,reg(5),pos2),
    (store_sub,":mad:_dist",reg(5),reg(4)),
    (val_mul,":mad:_dist",10),
    (position_get_y,reg(6),pos1),
    (position_get_y,reg(7),pos2),
    (store_sub,":y_dist",reg(7),reg(6)),
    (val_mul,":y_dist",10),
    (init_position,pos3),
    (val_add,":mad:_dist",reg(5)),
    (val_add,":y_dist",reg(7)),
    (position_set_x,pos3,":mad:_dist"),
    (position_set_y,pos3,":y_dist"),
            (position_set_z,pos3,10000),
            (position_set_z_to_ground_level,pos3),
    (agent_set_scripted_destination,reg(1),pos3),
    (else_try),
    (get_distance_between_positions,reg(3),pos4,pos2),
    (ge,reg(3),2000),
                          (init_position, pos6),
          (store_random_in_range,":mad:_pos_add",0,1000),
          (store_random_in_range,":y_pos_add",0,1000),
          (val_add,":mad:_pos_add",":mad:_pos"),
          (val_add,":y_pos_add",":y_pos"),
          (position_set_x,pos6,":mad:_pos_add"),
          (position_set_y,pos6,":y_pos_add"),
          (position_set_z,pos6,10000),
          (position_set_z_to_ground_level,pos6),
          (agent_set_scripted_destination,reg(1),pos6),
    (try_end),
          (try_end),
          ]),
        ]),

    module_party_templates.py
    ("deer_herd","Deer Herd",icon_cattle|carries_goods(10),0,fac_wild_animals,merchant_personality,[(trp_deer,16,40)]),
      ("wolf_herd","Wolf Pack",icon_cattle|carries_goods(10),0,fac_wild_animals,merchant_personality,[(trp_wolf,4,1:cool:]),

    module_script.py
    (else_try),
              (party_get_template_id, ":party_template","$g_encountered_party"),
      (eq,":party_template","pt_deer_herd"),
              (jump_to_menu, "mnu_deer_herd"),
            (else_try),
              (party_get_template_id, ":party_template","$g_encountered_party"),
      (eq,":party_template","pt_wolf_herd"),
              (jump_to_menu, "mnu_wolf_herd"),

    module_simple_triggers.py
    (item_set_slot, "itm_deer_meat", slot_item_food_bonus, 10),
          (item_set_slot, "itm_wolf_meat", slot_item_food_bonus, 12),

    module_troops.py
    ["deer","Deer","Deer",0,no_scene,reserved,fac_neutral, [], def_attrib|level(0),wp(60),0,swadian_face_younger_1, swadian_face_younger_1],
      ["wolf","Wolf","Wolf",0,no_scene,reserved,fac_neutral, [], def_attrib|level(0),wp(80),0,swadian_face_younger_1, swadian_face_younger_1],

    Danke im Voraus für die Lösungsvorschläge.
Back
Top Bottom