agi90 said:I would like to find a way to assign a new face by default in the character creation to the player when he starts like a king. Any idea?
agi90 said:“overwrite” the custom face it appears in the character creation at the start of the game
(troop_set_face_keys, "trp_player", 0x000000003608224647633658a455c6d300000000001db30b0000000000000000),
agi90 said:But why? In the header operation it says (trop_set_face, troop_id, string),
(str_store_string, s0, "@000000003608224647633658a455c6d300000000001db30b0000000000000000"),
(troop_set_face_keys, "trp_player", s0, 0),
agi90 said:In the module string there is nothing related to character creation
Dj_FRedy said:Hi @agi90,
The operation is asking for a string, not a hexadecimal number, in this case a previously stored string.
"Strings - s# - are specific 'registers' used to hold a string, rather than an integer. Strings not declared in module_strings (quick strings) begin with the @ symbol. In header_common strings s0 to s67 are declared."
'string_no' refers to this type of strings, s0,s1,s2...s67.
In the ModSys system we have an operation to store strings, 'str_store_string'
You can store the code of the face by omitting '0x' and set it this way:
Code:(str_store_string, s0, "@000000003608224647633658a455c6d300000000001db30b0000000000000000"), (troop_set_face_keys, "trp_player", s0, 0),