Good afternoon. Tell me how and where I can be changed age of NPCs and Lords? And where family ties are changing in a module system?
Lav said:All game initialization is performed in script_game_start and other scripts it invokes. Family ties and starting age are defined in script_initialize_aristocracy.
Lav said:All game initialization is performed in script_game_start and other scripts it invokes. Family ties and starting age are defined in script_initialize_aristocracy.
Lav said:I'm pretty certain the script was made with several assumptions about lord numbers and relative positioning within module_troops. Changing their number without thoroughly understanding the initialize_aristocracy script is likely to introduce all kinds of wonderful bugs.
1) I'm afraid I don't understand. The lords are pretty much guaranteed a banner for as long as there are more banners than lords per faction. If there are less banners then lords, then there's preciously little you can do to guarantee a banner for each lord.pan-boroda said:thanks, to family connections I figured. Would you still suggest two things:
1) how to secure for each faction one banner for all Lords (of course, in the scripts, but specifically as replacing this flag is added only to the king, the rest of the remaining randomly)
2) whether it is possible to split the money to let dinars and solids, ie 2 currency (say in one SOLID - 30 dinars), such as what I've seen in the mod of the Wild West (1866 seems to be there only dollars and cents)
Lav said:1) I'm afraid I don't understand. The lords are pretty much guaranteed a banner for as long as there are more banners than lords per faction. If there are less banners then lords, then there's preciously little you can do to guarantee a banner for each lord.pan-boroda said:thanks, to family connections I figured. Would you still suggest two things:
1) how to secure for each faction one banner for all Lords (of course, in the scripts, but specifically as replacing this flag is added only to the king, the rest of the remaining randomly)
2) whether it is possible to split the money to let dinars and solids, ie 2 currency (say in one SOLID - 30 dinars), such as what I've seen in the mod of the Wild West (1866 seems to be there only dollars and cents)
2) Game only tracks one kind of currency. You can however override the way it's displayed by re-writing "game_get_money_text" script.
produno said:1) theirs a script for this somewhere in the osp section, so it can be done.
(try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
(this_or_next|troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_kingdom_hero),
(troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_inactive_pretender),
(store_troop_faction, ":kingdom_hero_faction", ":kingdom_hero"),
(neg|faction_slot_eq, ":kingdom_hero_faction", slot_faction_leader, ":kingdom_hero"),
(try_begin), #1 banner per faction
(eq, ":kingdom_hero_faction", "fac_kingdom_x"), #Whatever
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_y"),
(else_try), #original code
(eq, ":kingdom_hero_faction", "fac_kingdom_6"), #Sarranid Sultanate
(store_add, ":kingdom_6_banners_begin", banner_scene_props_begin, sarranid_banners_begin_offset),
(store_add, ":banner_id", ":kingdom_6_banners_begin", ":num_sarranid_lords_assigned"),
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
(val_add, ":num_sarranid_lords_assigned", 1),
(else_try), #et alias
...
Somebody said:Because banner_a03 is actually referenced as spr_banner_c (don't ask why)
Code:("banner_a",0,"banner_a01","0", []), ("banner_b",0,"banner_a02","0", []), ("banner_c",0,"banner_a03","0", []), ...
Like I said, game tracks only one currency, but you may override it's display. Just divide whatever value game stored by 30, and you'll have your solids. Modulus of that division will be denars.pan-boroda said:Thank you, comrade. Understand that arrogance, but may prompt you about currencies? how to make a division into dinars and, say, thalers?