I think it calls the script game_start.Michadr said:
health_stats = (0, 0, ti_once, [],
[
(get_player_agent_no,":player"),
(agent_set_max_hit_points, ":player", 300, 1),
(agent_set_hit_points, ":player", 300, 1),
])
This is retrieving the item reference wielded in the left hand (1) which is always valid for shields.
(agent_get_wielded_item, ":sword_item", "$fplayer_agent_no", 0), #Right hand
(gt, ":sword_item", itm_no_item),
(item_get_type, ":type", ":sword_item"),
(is_between, ":type", itp_type_one_handed_wpn, itp_type_arrows), #One handed, two handed or polearm
#mod begins
(ti_on_agent_dismount, 0, 0, [],
[
(store_trigger_param_1, ":agent"),
(agent_set_division, ":agent", grc_infantry),
]),
#mod ends
You can make a mission_template trigger that runs once where you use agent_set_speed_modifier operation for the player.aleeque said:
aleeque said:
Thorgrim said:
AFAIK slot_troop_wealth indicates how much money a lord has, but I don't know exactly in what cases it is checked.The Dark Robin said:
Search for "castle_start_siege" in module_game_menus.py and replace the 0 from the line (lt, ":reln", 0), with a 1 (or replace the "lt" with a "le", it's the same).Pilgrim said:
You can call the Native script setup_troop_meeting or setup_party_meeting from your menu option, but it will jump to a conversation in the field (like meeting lords or bandits). If you want a specific scene you will need to use the same operations but specifying the scene.HyperCharge said: