(call_script, "script_party_copy", "p_main_party_backup", "p_main_party"),
(call_script, "script_party_copy", "p_main_party", "p_quest_tmp_party"),
(party_quick_attach_to_current_battle, ":party_no", ":enemy_side"), #attach as enemy
kalarhan said:
(11,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,12,[]),
# (3,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
#(1,mtef_attackers|mtef_team_0,0,aif_start_alarmed,12,[]),
Cozur said:
("town_tavern",[
(party_slot_eq,"$current_town",slot_party_type, spt_town),
(this_or_next|eq,"$entry_to_town_forbidden",0),
(eq, "$sneaked_into_town",1),
# (party_get_slot, ":scene", "$current_town", slot_town_tavern),
# (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.
]
,"Visit the tavern.",
[
(try_begin),
(eq,"$all_doors_locked",1),
(display_message,"str_door_locked",0xFFFFAAAA),
(else_try),
(call_script, "script_cf_enter_center_location_bandit_check"),
(else_try),
(assign, "$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, "$sneaked_into_town",1),
(mission_tpl_entry_set_override_flags, "mt_town_default", 0, af_override_all),
(try_end),
(party_get_slot, ":cur_scene", "$current_town", slot_town_tavern),
(jump_to_scene, ":cur_scene"),
(scene_set_slot, ":cur_scene", slot_scene_visited, 1),
(assign, "$talk_context", tc_tavern_talk),
(call_script, "script_initialize_tavern_variables"),
(store_random_in_range, ":randomize_attacker_placement", 0, 4),
(modify_visitors_at_site, ":cur_scene"),
(reset_visitors),
(assign, ":cur_entry", 17),
#this is just a cheat right now
#(troop_set_slot, "trp_belligerent_drunk", slot_troop_cur_center, "$g_encountered_party"),
(try_begin),
(eq, "$cheat_mode", 1),
(troop_get_slot, ":drunk_location", "trp_belligerent_drunk", slot_troop_cur_center),
(try_begin),
(eq, "$cheat_mode", 0),
(else_try),
(is_between, ":drunk_location", centers_begin, centers_end),
(str_store_party_name, s4, ":drunk_location"),
(display_message, "str_belligerent_drunk_in_s4"),
(else_try),
(display_message, "str_belligerent_drunk_not_found"),
(try_end),
(troop_get_slot, ":promoter_location", "trp_fight_promoter", slot_troop_cur_center),
(try_begin),
(eq, "$cheat_mode", 0),
(else_try),
(is_between, ":promoter_location", centers_begin, centers_end),
(str_store_party_name, s4, ":promoter_location"),
(display_message, "str_roughlooking_character_in_s4"),
(else_try),
(display_message, "str_roughlooking_character_not_found"),
(try_end),
(try_end),
#this determines whether or not a lord who dislikes you will commission an assassin
(try_begin),
(store_current_hours, ":hours"),
(store_sub, ":hours_since_last_attempt", ":hours", "$g_last_assassination_attempt_time"),
(gt, ":hours_since_last_attempt", 168),
(try_for_range, ":lord", active_npcs_begin, active_npcs_end),
(troop_slot_eq, ":lord", slot_lord_reputation_type, lrep_debauched),
(troop_get_slot, ":led_party", ":lord", slot_troop_leaded_party),
(party_is_active, ":led_party"),
(party_get_attached_to, ":led_party_attached", ":led_party"),
(eq, ":led_party_attached", "$g_encountered_party"),
(call_script, "script_troop_get_relation_with_troop", "trp_player", ":lord"),
(lt, reg0, -20),
(assign, "$g_last_assassination_attempt_time", ":hours"),
# (assign, "$g_last_assassination_attempt_location", "$g_encountered_party"),
# (assign, "$g_last_assassination_attempt_perpetrator", ":lord"),
(troop_set_slot, "trp_hired_assassin", slot_troop_cur_center, "$g_encountered_party"),
(try_end),
(try_end),
(try_begin),
(eq, ":randomize_attacker_placement", 0),
(call_script, "script_setup_tavern_attacker", ":cur_entry"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(eq, 1, 0),
(troop_slot_eq, "trp_fight_promoter", slot_troop_cur_center, "$current_town"),
(set_visitor, ":cur_entry", "trp_fight_promoter"),
(val_add, ":cur_entry", 1),
(try_end),
(party_get_slot, ":mercenary_troop", "$current_town", slot_center_mercenary_troop_type),
(party_get_slot, ":mercenary_amount", "$current_town", slot_center_mercenary_troop_amount),
(try_begin),
(gt, ":mercenary_troop", 0),
(gt, ":mercenary_amount", 0),
(set_visitor, ":cur_entry", ":mercenary_troop"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(eq, ":randomize_attacker_placement", 1),
(call_script, "script_setup_tavern_attacker", ":cur_entry"),
(val_add, ":cur_entry", 1),
(try_end),
(try_for_range, ":companion_candidate", companions_begin, companions_end),
(troop_slot_eq, ":companion_candidate", slot_troop_occupation, 0),
(troop_slot_eq, ":companion_candidate", slot_troop_cur_center, "$current_town"),
(neg|troop_slot_ge, ":companion_candidate", slot_troop_prisoner_of_party, centers_begin),
(set_visitor, ":cur_entry", ":companion_candidate"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(eq, ":randomize_attacker_placement", 2),
(call_script, "script_setup_tavern_attacker", ":cur_entry"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin), #this doubles the incidence of ransom brokers and (below) minstrels
(party_get_slot, ":ransom_broker", "$current_town", slot_center_ransom_broker),
(gt, ":ransom_broker", 0),
(assign, reg0, ":ransom_broker"),
(assign, reg1, "$current_town"),
(set_visitor, ":cur_entry", ":ransom_broker"),
(val_add, ":cur_entry", 1),
(else_try),
(is_between, "$g_talk_troop", ransom_brokers_begin, ransom_brokers_end),
(store_add, ":alternative_town", "$current_town", 9),
(try_begin),
(ge, ":alternative_town", towns_end),
(val_sub, ":alternative_town", 22),
(try_end),
(try_begin),
(eq, "$cheat_mode", 1),
(str_store_party_name, s3, "$current_town"),
(str_store_party_name, s4, ":alternative_town"),
(display_message, "@{!}DEBUG - Current town is {s3}, but also checking {s4}"),
(try_end),
(party_get_slot, ":ransom_broker", ":alternative_town", slot_center_ransom_broker),
(gt, ":ransom_broker", 0),
(set_visitor, ":cur_entry", ":ransom_broker"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(party_get_slot, ":tavern_traveler", "$current_town", slot_center_tavern_traveler),
(gt, ":tavern_traveler", 0),
(set_visitor, ":cur_entry", ":tavern_traveler"),
(val_add, ":cur_entry", 1),
(try_end),
(assign,":bard",0),#dedal
(try_begin),
(party_get_slot, ":tavern_minstrel", "$current_town", slot_center_tavern_minstrel),
(gt, ":tavern_minstrel", 0),
(assign,":bard",1),#dedal
(set_visitor, ":cur_entry", ":tavern_minstrel"),
(val_add, ":cur_entry", 1),
(else_try),
(store_add, ":alternative_town", "$current_town", 9),
(try_begin),
(ge, ":alternative_town", towns_end),
(val_sub, ":alternative_town", 22),
(try_end),
(party_get_slot, ":tavern_minstrel", ":alternative_town", slot_center_tavern_minstrel),
(gt, ":tavern_minstrel", 0),
(assign,":bard",1),#dedal
(set_visitor, ":cur_entry", ":tavern_minstrel"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(party_get_slot, ":tavern_bookseller", "$current_town", slot_center_tavern_bookseller),
(gt, ":tavern_bookseller", 0),
(set_visitor, ":cur_entry", ":tavern_bookseller"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(eq, ":randomize_attacker_placement", 3),
(call_script, "script_setup_tavern_attacker", ":cur_entry"),
(val_add, ":cur_entry", 1),
(try_end),
(try_begin),
(neg|check_quest_active, "qst_eliminate_bandits_infesting_village"),
(neg|check_quest_active, "qst_deal_with_bandits_at_lords_village"),
(assign, ":end_cond", villages_end),
(try_for_range, ":cur_village", villages_begin, ":end_cond"),
(party_slot_eq, ":cur_village", slot_village_bound_center, "$current_town"),
(party_slot_ge, ":cur_village", slot_village_infested_by_bandits, 1),
(neg|party_slot_eq, ":cur_village", slot_town_lord, "trp_player"),
(set_visitor, ":cur_entry", "trp_farmer_from_bandit_village"),
(val_add, ":cur_entry", 1),
(assign, ":end_cond", 0),
(try_end),
(try_end),
(try_begin),
(eq, "$g_starting_town", "$current_town"),
(this_or_next|neg|check_quest_finished, "qst_collect_men"),
(this_or_next|neg|check_quest_finished, "qst_learn_where_merchant_brother_is"),
(this_or_next|neg|check_quest_finished, "qst_save_relative_of_merchant"),
(this_or_next|neg|check_quest_finished, "qst_save_town_from_bandits"),
(eq, "$g_do_one_more_meeting_with_merchant", 1),
(assign, ":troop_of_merchant", 0),
(try_begin),
(eq, "$g_encountered_party_faction", "fac_kingdom_1"),
(assign, ":troop_of_merchant", "trp_swadian_merchant"),
(else_try),
(eq, "$g_encountered_party_faction", "fac_kingdom_2"),
(assign, ":troop_of_merchant", "trp_vaegir_merchant"),
(else_try),
(eq, "$g_encountered_party_faction", "fac_kingdom_3"),
(assign, ":troop_of_merchant", "trp_khergit_merchant"),
(else_try),
(eq, "$g_encountered_party_faction", "fac_kingdom_4"),
(assign, ":troop_of_merchant", "trp_nord_merchant"),
(else_try),
(eq, "$g_encountered_party_faction", "fac_kingdom_5"),
(assign, ":troop_of_merchant", "trp_rhodok_merchant"),
(else_try),
(eq, "$g_encountered_party_faction", "fac_kingdom_6"),
(assign, ":troop_of_merchant", "trp_sarranid_merchant"),
(try_end),
(gt, ":troop_of_merchant", 0),
(set_visitor, ":cur_entry", ":troop_of_merchant"),
(val_add, ":cur_entry", 1),
(try_end),
#then at the end of the tavern menu add this lines :
#dedal begin
(try_for_range,":entry",32,41),
(store_random_in_range,":r",0,100),
(gt,":r",50),#random chance of spawning
(try_begin),
(eq,":bard",0),
(store_random_in_range,":r",0,15),
(gt,":r",13),
(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
(store_random_in_range,":r",0,2),
(try_begin),
(eq,":r",0),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lutnia"),
(else_try),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lira"),
(try_end),
(store_random_in_range,":dna",0,1000),
(store_random_in_range,":troop","trp_musican_male","trp_musican_female"),
(set_visitor,":entry",":troop",":dna"),
(assign,":bard",1),
(else_try),
(store_random_in_range,":town_walker",town_walkers_begin,town_walkers_end),
(store_random_in_range,":dna",0,1000),
(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
(store_random_in_range,":r",0,10),
(try_begin),
(gt,":r",2),
(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_kufel"),
(try_end),
(set_visitor,":entry",":town_walker",":dna"),
(try_end),
(try_end),
#dedal end
(change_screen_mission),
(try_end),
],"Door to the tavern."),
(try_for_range, ":companion_candidate", companions_begin, companions_end),
(troop_slot_eq, ":companion_candidate", slot_troop_occupation, 0),
(troop_slot_eq, ":companion_candidate", slot_troop_cur_center, "$current_town"),
(neg|troop_slot_ge, ":companion_candidate", slot_troop_prisoner_of_party, centers_begin),
(set_visitor, ":cur_entry", ":companion_candidate"),
(val_add, ":cur_entry", 1),
Garedyr said:
# Attach Lord Parties to the town they are in
(0.1,
[
(try_for_range, ":troop_no", heroes_begin, heroes_end),
(troop_slot_eq, ":troop_no", slot_troop_occupation, slto_kingdom_hero),
(troop_get_slot, ":troop_party_no", ":troop_no", slot_troop_leaded_party),
(ge, ":troop_party_no", 1),
(party_is_active, ":troop_party_no"),
(party_get_attached_to, ":cur_attached_town", ":troop_party_no"),
(lt, ":cur_attached_town", 1),
(party_get_cur_town, ":destination", ":troop_party_no"),
(is_between, ":destination", centers_begin, centers_end),
(call_script, "script_get_relation_between_parties", ":destination", ":troop_party_no"),
(try_begin),
(ge, reg0, 0),
(party_attach_to_party, ":troop_party_no", ":destination"),
(else_try),
(party_set_ai_behavior, ":troop_party_no", ai_bhvr_hold),
(try_end),
(try_begin),
(this_or_next|party_slot_eq, ":destination", slot_party_type, spt_town),
(party_slot_eq, ":destination", slot_party_type, spt_castle),
(store_faction_of_party, ":troop_faction_no", ":troop_party_no"),
(store_faction_of_party, ":destination_faction_no", ":destination"),
(eq, ":troop_faction_no", ":destination_faction_no"),
(party_get_num_prisoner_stacks, ":num_stacks", ":troop_party_no"),
(gt, ":num_stacks", 0),
(assign, "$g_move_heroes", 1),
(call_script, "script_party_prisoners_add_party_prisoners", ":destination", ":troop_party_no"),#Moving prisoners to the center
(assign, "$g_move_heroes", 1),
(call_script, "script_party_remove_all_prisoners", ":troop_party_no"),
(try_end),
(try_end),
[color=red](try_for_parties, ":bandit_camp"), ##!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! try for parties!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!![/color]
(gt, ":bandit_camp", "p_spawn_points_end"),
#Can't have party is active here, because it will fail for inactive parties
(party_get_template_id, ":template", ":bandit_camp"),
(ge, ":template", "pt_steppe_bandit_lair"),
(store_distance_to_party_from_party, ":distance", "p_main_party", ":bandit_camp"),
(lt, ":distance", 3),
(party_set_flags, ":bandit_camp", pf_disabled, 0),
(party_set_flags, ":bandit_camp", pf_always_visible, 1),
(try_end),
]),
(3, #check to see if player's court has been captured
[
(try_begin), #The old court has been lost
(is_between, "$g_player_court", centers_begin, centers_end),
(store_faction_of_party, ":court_faction", "$g_player_court"),
(neq, ":court_faction", "fac_player_supporters_faction"),
(call_script, "script_add_notification_menu", "mnu_notification_court_lost", 0, 0),
(else_try), #At least one new court has been found
(lt, "$g_player_court", centers_begin),
#Will by definition not active until a center is taken by the player faction
#Player minister must have been appointed at some point
(this_or_next|faction_slot_eq, "fac_player_supporters_faction", slot_faction_leader, "trp_player"),
(gt, "$g_player_minister", 0),
(assign, ":center_found", 0),
(try_for_range, ":walled_center", walled_centers_begin, walled_centers_end),
(eq, ":center_found", 0),
(store_faction_of_party, ":court_faction", ":walled_center"),
(eq, ":court_faction", "fac_player_supporters_faction"),
(assign, ":center_found", ":walled_center"),
(try_end),
(ge, ":center_found", 1),
(call_script, "script_add_notification_menu", "mnu_notification_court_lost", 0, 0),
(try_end),
#Also, piggy-backing on this -- having bandits go to lairs and back
(try_for_parties, ":bandit_party"), ##!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! try for parties!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
(gt, ":bandit_party", "p_spawn_points_end"),
(party_get_template_id, ":bandit_party_template", ":bandit_party"),
(is_between, ":bandit_party_template", "pt_steppe_bandits", "pt_deserters"),
(party_template_get_slot, ":bandit_lair", ":bandit_party_template", slot_party_template_lair_party),
(try_begin),#If party is active and bandit is far away, then move to location
(gt, ":bandit_lair", "p_spawn_points_end"),
(store_distance_to_party_from_party, ":distance", ":bandit_party", ":bandit_lair"), #this is the cause of the error
(gt, ":distance", 30),
#All this needs checking
(party_set_ai_behavior, ":bandit_party", ai_bhvr_travel_to_point),
(party_get_position, pos5, ":bandit_lair"),
(party_set_ai_target_position, ":bandit_party", pos5),
(else_try), #Otherwise, act freely
(get_party_ai_behavior, ":behavior", ":bandit_party"),
(eq, ":behavior", ai_bhvr_travel_to_point),
(try_begin),
(gt, ":bandit_lair", "p_spawn_points_end"),
(store_distance_to_party_from_party, ":distance", ":bandit_party", ":bandit_lair"),
(lt, ":distance", 3),
(party_set_ai_behavior, ":bandit_party", ai_bhvr_patrol_party),
(party_template_get_slot, ":spawnpoint", ":bandit_party_template", slot_party_template_lair_spawnpoint),
(party_set_ai_object, ":bandit_party", ":spawnpoint"),
(party_set_ai_patrol_radius, ":bandit_party", 45),
(else_try),
(lt, ":bandit_lair", "p_spawn_points_end"),
(party_set_ai_behavior, ":bandit_party", ai_bhvr_patrol_party),
(party_template_get_slot, ":spawnpoint", ":bandit_party_template", slot_party_template_lair_spawnpoint),
(party_set_ai_object, ":bandit_party", ":spawnpoint"),
(party_set_ai_patrol_radius, ":bandit_party", 45),
(try_end),
(try_end),
(try_end),
#Piggybacking on trigger:
(try_begin),
(troop_get_slot, ":betrothed", "trp_player", slot_troop_betrothed),
(gt, ":betrothed", 0),
(neg|check_quest_active, "qst_wed_betrothed"),
(neg|check_quest_active, "qst_wed_betrothed_female"),
(str_store_troop_name, s5, ":betrothed"),
(display_message, "@Betrothal to {s5} expires"),
(troop_set_slot, "trp_player", slot_troop_betrothed, -1),
(troop_set_slot, ":betrothed", slot_troop_betrothed, -1),
(try_end),
]),
# Retrieves what position is currently used as object for AI behavior.
get_party_ai_current_behavior = 2293 # (get_party_ai_current_behavior, <destination>, <party_id>),
# Retrieves current AI behavior pattern when it was overridden by current situation (fleeing from enemy when en route to destination).
get_party_ai_current_object = 2294 # (get_party_ai_current_object, <destination>, <party_id>),
# Retrieves what party has caused temporary behavior switch.
(party_add_members, "p_town_3", "trp_scoiatael_partizan", 16),
("Bridge_2","{!}2",icon_bridge_snow_a|pf_is_static|pf_disabled|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-241.44,-147.88),[],4),
(party_get_position, pos1,"p_Bridge_2"),
(party_set_position, "p_town_2", pos1),
(set_fixed_point_multiplier, 1000),
(position_set_x, pos2, 126),
(position_set_y, pos2, -92),
(party_set_position, "p_town_4", pos2),
(party_set_position, "p_town_4", -123.00, 98.00),
I already know coordinates too well. I use constantly Throgrim Map Editor, but it is not the case. I want to create or rather find an easy tool that will allow to freely move parties at a start of the each 'scenario'. I think that probably party_set_position is the easiest way to it, that's it. In one sentence: instead of whole procedure of creating new town I'd rather recycle an already created town with all its slots, etc.
(set_fixed_point_multiplier, 100),
(position_set_x, pos1, 21400),
(position_set_y, pos1, 11400),
(party_set_position, "p_town_7", pos1),
(set_fixed_point_multiplier, 100),
(position_set_x, pos1, 12600),
(position_set_y, pos1, -9200),
(party_set_position, "p_town_4", pos1),
## in-game ctrl+e: 262,122
(set_fixed_point_multiplier, 100),
(position_set_x, pos1, 26200),
(position_set_y, pos1, 12200),
(party_set_position, "p_town_22", pos1),
(set_fixed_point_multiplier, 100),
(position_set_x, pos1, 9400),
(position_set_y, pos1, 1100),
(party_set_position, "p_castle_10", pos1),
#script_game_get_date_text:
# This script is called from the game engine when the date needs to be displayed.
# INPUT: arg1 = number of days passed since the beginning of the game
# OUTPUT: result string = date
("game_get_date_text",
[
(store_script_param_2, ":num_hours"),
(store_div, ":num_days", ":num_hours", 24),
(store_add, ":cur_day", ":num_days", 23),
(assign, ":cur_month", 6),
(assign, ":cur_year", 6077),
(assign, ":try_range", 99999),
(try_for_range, ":unused", 0, ":try_range"),
(try_begin),
(this_or_next|eq, ":cur_month", 1),
(this_or_next|eq, ":cur_month", 3),
(this_or_next|eq, ":cur_month", 5),
(this_or_next|eq, ":cur_month", 7),
(this_or_next|eq, ":cur_month", 8),
(this_or_next|eq, ":cur_month", 10),
(eq, ":cur_month", 12),
(assign, ":month_day_limit", 31),
(else_try),
(this_or_next|eq, ":cur_month", 4),
(this_or_next|eq, ":cur_month", 6),
(this_or_next|eq, ":cur_month", 9),
(eq, ":cur_month", 11),
(assign, ":month_day_limit", 30),
(else_try),
(try_begin),
(store_div, ":cur_year_div_4", ":cur_year", 4),
(val_mul, ":cur_year_div_4", 4),
(eq, ":cur_year_div_4", ":cur_year"),
(assign, ":month_day_limit", 29),
(else_try),
(assign, ":month_day_limit", 28),
(try_end),
(try_end),
(try_begin),
(gt, ":cur_day", ":month_day_limit"),
(val_sub, ":cur_day", ":month_day_limit"),
(val_add, ":cur_month", 1),
(try_begin),
(gt, ":cur_month", 12),
(val_sub, ":cur_month", 12),
(val_add, ":cur_year", 1),
(try_end),
(else_try),
(assign, ":try_range", 0),
(try_end),
(try_end),
(assign, reg1, ":cur_day"),
(assign, reg2, ":cur_year"),
(try_begin),
(eq, ":cur_month", 1),
(str_store_string, s1, "str_january_reg1_reg2"),
(assign, "$season", 4), #at start as it was spring MadG 1spring 2 summer 3 autumn 4 winter
(else_try),
(eq, ":cur_month", 2),
(assign, "$season", 4),
(str_store_string, s1, "str_february_reg1_reg2"),
(else_try),
(eq, ":cur_month", 3),
(str_store_string, s1, "str_march_reg1_reg2"),
(assign, "$season", 1),
(else_try),
(eq, ":cur_month", 4),
(str_store_string, s1, "str_april_reg1_reg2"),
(assign, "$season", 1),
(else_try),
(eq, ":cur_month", 5),
(str_store_string, s1, "str_may_reg1_reg2"),
(assign, "$season", 1),
(else_try),
(eq, ":cur_month", 6),
(str_store_string, s1, "str_june_reg1_reg2"),
(assign, "$season", 2),
(else_try),
(eq, ":cur_month", 7),
(str_store_string, s1, "str_july_reg1_reg2"),
(assign, "$season", 2),
(else_try),
(eq, ":cur_month", 8),
(str_store_string, s1, "str_august_reg1_reg2"),
(assign, "$season", 2),
(else_try),
(eq, ":cur_month", 9),
(str_store_string, s1, "str_september_reg1_reg2"),
(assign, "$season", 3),
(else_try),
(eq, ":cur_month", 10),
(str_store_string, s1, "str_october_reg1_reg2"),
(assign, "$season", 3),
(else_try),
(eq, ":cur_month", 11),
(str_store_string, s1, "str_november_reg1_reg2"),
(assign, "$season", 3),
(else_try),
(eq, ":cur_month", 12),
(str_store_string, s1, "str_december_reg1_reg2"),
(assign, "$season", 4),
(try_end),
(set_result_string, s1),
]),
#(party_set_position, "p_town_24", -206,-162),
#(party_set_position, "p_town_2", -241,-147),
#(party_set_position, "p_castle_50", -234,-141),
#(party_set_position, "p_town_15", -104,130),
#(party_set_position, "p_town_1", -99,185),
#(party_set_position, "p_town_21", 0,120),
#(party_set_position, "p_town_18", 0,-49),
#(party_set_position, "p_town_8", -155,-127),
#(party_set_position, "p_town_4", 126,-92),
#(party_set_position, "p_town_7", 214,114),
#(party_set_position, "p_town_22", 262,122),
#(party_set_position, "p_castle_10", 94,11),
#also tried:
#(position_set_x, pos1, 262),
#(position_set_y, pos1, 122),
#(party_set_position, "p_town_22", pos1),
#(position_set_x, pos1, 94),
#(position_set_y, pos1, 11),
#(party_set_position, "p_castle_10", pos1),
["panzerfaust_grenade","Panzerfaust Grenade", [("kranu_3",0),("kranu_3",ixmesh_inventory),("kranu_3",ixmesh_flying_ammo),("kranu_3",ixmesh_carry)], itp_type_bullets|itp_can_penetrate_shield|itp_default_ammo, 0, 2000,weight(2.25)|abundance(10)|weapon_length(10)|thrust_damage(200,blunt)|max_ammo(6),imodbits_missile,
[(ti_on_missile_hit, [ (store_trigger_param_1,":grenadier"),
#GRENADE STATS
(assign, ":damageMin", 75),
(assign, ":damageMax", 250),
(assign, ":radius", 500),
#explosives
(agent_get_troop_id, ":grenadier_troop", ":grenadier"), (store_skill_level, ":skl_explosives", "skl_power_throw", ":grenadier_troop"), (val_add, ":skl_explosives", 1),
(val_div, ":damageMin", 10),
(val_div, ":damageMax", 10),
(val_div, ":radius", 10),
(val_mul, ":damageMin", ":skl_explosives"),
(val_mul, ":damageMax", ":skl_explosives"),
(val_mul, ":radius", ":skl_explosives"),
#explosives end
(call_script, "script_create_explosion_panzerfaust", ":grenadier", ":damageMin", ":damageMax", ":radius"),
])]],
- yes
- possible