OSP Kit SP Bounty Hunter Guild!

  • 主题发起人 Ramaraunt
  • 开始时间

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Ramaraunt

This large OSP pack adds a bounty hunter guild outside Praven, which you can join and do quests. One of the quests requires you to cut off a brigand lord's head, which you need a model for. You can go ahead and grab the head model and texture from my Ultimate Combat OSP:

https://forums.taleworlds.com/index.php/topic,353860.0.html

You also need the scene for the bounty guild's courtyard. You can download it here:
https://drive.google.com/file/d/0B_rNU8P3lqBqM2RDcERsS1N0QWc/view?usp=sharing

Other than that, this is all code. It contains 1 quest so far, and it might be good for someone trying to learn how to make quests to do some digging around. Just add in the following:

add this to module items at the bottom and compile
插入代码块:
#head of wanted man RAMARAUNT ADD
["criminals_head","Wanted Criminal's Head", [("bloodystumps",0)], itp_always_loot, 0, 1,weight(40),imodbits_none],

now add this to module_quests.py at the bottom and compile
插入代码块:
  #Ramaraunt Bounty Hunter Quests Begin
 ("dead_or_alive_party", "Capture or kill a fugitive!", qf_random_quest,
  "{!}{s9} asked you to bring in a crimanal leading a party of {s15} around the village of {s16}, dead or alive. If he is brought back dead, the reward is {reg22}. If alive, its {reg23}."
  ),
  
 ("dead_or_alive_camp", "Capture or kill the fugitive hiding at an outlaw camp.", qf_random_quest,
  "{!}{s9} asked you to raid an outlaw camp around {s13} and capture or kill the fugitive."
  ),

 ("dead_or_alive_village_fugitive", "Capture or kill the fugitive hiding in a village.", qf_random_quest,#Not Used Yet
  "{!}{s9} asked you to capture or kill {s11}, who is hiding in {s12}."
  ),
#Ramaraunt Bounty Hunter Quests End

Add this to troop slots in module_constants.py
插入代码块:
slot_troop_is_in_bounty_hunter_guild    = 146 #RAMARAUNT BOUNTY CAMP -1 = no, 1 = yes

module_constants under heroes_end = whatever
插入代码块:
#Ramaraunt ADD FOR BOUNTY QUESTS
chests_begin = "trp_household_possessions"
chests_end = "trp_temp_array_a"
#Ramaraunt END FOR BOUNTY QUESTS

#Ramaraunt ADD FOR BOUNTY QUESTS
bandit_fugitives_begin = "trp_desert_bandit_fugitive"
bandit_fugitives_end = "trp_black_khergit_horseman"
#Ramaraunt END FOR BOUNTY QUESTS

#Ramaraunt ADD Bounty Quests
bounty_quests_begin = "qst_dead_or_alive_party"
bounty_quests_end = "qst_quests_end"

bounty_quests_begin_2 = "qst_blank_quest_27"
bounty_quests_end_2 = "qst_blank_quest_27"
#Ramaraunt END

#Ramaraunt Add
bandit_spawns_begin = "p_plains_bandit_spawn_point_1"
bandit_spawns_end = "p_spawn_points_end"

fugitives_begin = "trp_desert_bandit_fugitive"
fugitives_end = "trp_fugitives_end"
#ramaraunt end

Now add this to module_scenes at the bottom
插入代码块:
	#Ramaraunt ADD
  ("bounty_camp",sf_generate,"none", "none", (0,0),(120,120),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    ["exit"],["bonus_chest_4"], "outer_terrain_plain"),
	#Ramaraunt END

now add this to module troops under trp_desert_bandit and COMPILE
插入代码块:
  #Ramaraunt Bounty Guild Quests Add
  ["desert_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse|tf_mounted,0,0,fac_outlaws,
   [itm_criminals_head,itm_arrows_cav,itm_arabian_sword_a,itm_mace_4,itm_spear, itm_light_lance,itm_jarid,itm_nomad_bow,itm_short_bow,itm_jarid,itm_sarranid_elite_armor, itm_desert_turban, itm_turban,itm_leather_steppe_cap_b,itm_leather_covered_round_shield,itm_leather_covered_round_shield,itm_warhorse_sarranid],
   def_attrib|level(35),wp(250),knows_riding_9|knows_horse_archery_8|knows_power_draw_8,sarranid_face_young_1, sarranid_face_old_2],
  ["taiga_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_ranged|tf_guarantee_horse,0,0,fac_outlaws,
   [itm_criminals_head,itm_barbed_arrows,itm_sword_khergit_1,itm_mace_4,itm_spear, itm_light_lance,itm_war_bow,itm_jarid,itm_vaegir_war_mask,itm_hide_boots,itm_nomad_boots,itm_leather_covered_round_shield,itm_warhorse_steppe,itm_vaegir_elite_armor],
   def_attrib|level(35),wp(250),knows_common|knows_power_draw_8|knows_horse_archery_8|knows_power_throw_8,vaegir_face_young_1, vaegir_face_old_2],
  ["steppe_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse|tf_guarantee_ranged|tf_mounted,0,0,fac_outlaws,
   [itm_criminals_head,itm_barbed_arrows,itm_sword_khergit_1,itm_mace_4,itm_spear, itm_light_lance,itm_short_bow,itm_jarid,itm_khergit_cavalry_helmet,itm_khergit_elite_armor,itm_khergit_leather_boots,itm_leather_covered_round_shield,itm_leather_covered_round_shield,itm_warhorse_steppe],
   def_attrib|level(35),wp(250),knows_riding_7|knows_horse_archery_8|knows_power_draw_8,khergit_face_young_1, khergit_face_old_2],
  ["sea_raider_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,fac_outlaws,
   [itm_criminals_head,itm_barbed_arrows,itm_sword_viking_3_long,itm_war_axe,itm_battle_axe,itm_tab_shield_round_e,itm_long_bow,itm_javelin,itm_throwing_axes,
    itm_nordic_warlord_helmet,itm_cuir_bouilli,itm_mail_mittens,itm_iron_greaves],
   def_attrib|level(35),wp(250),knows_ironflesh_10|knows_power_strike_7|knows_power_draw_7|knows_power_throw_7|knows_riding_1|knows_athletics_7,nord_face_young_1, nord_face_old_2],
  ["forest_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_armor|tf_guarantee_ranged|tf_guarantee_boots,0,0,fac_outlaws,
   [itm_criminals_head,itm_bodkin_arrows,itm_great_axe,itm_war_axe,itm_iron_staff,itm_long_bow,itm_throwing_daggers,
    itm_black_hood,itm_light_leather,itm_light_leather_boots,itm_leather_gloves],
   def_attrib|level(35),wp(250),knows_common|knows_power_draw_7,knows_power_strike_7,knows_power_throw_5,swadian_face_young_1, swadian_face_old_2],
  ["mountain_bandit_fugitive","Wanted Criminal","Wanted Criminals",tf_guarantee_armor|tf_guarantee_boots,0,0,fac_outlaws,
   [itm_criminals_head,itm_bodkin_arrows,itm_sword_viking_3_long,itm_maul,itm_long_bow,itm_javelin,itm_tab_shield_pavise_d,
    itm_full_helm,itm_cuir_bouilli,itm_mail_mittens,itm_mail_boots],
   def_attrib|level(35),wp(250),knows_common|knows_power_draw_7,knows_power_strike_7,knows_athletics_7,rhodok_face_young_1, rhodok_face_old_2],
  ["brigand_fugitive","Wanted Criminal","Wanted Criminals",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse,0,0,fac_outlaws,
   [itm_criminals_head,itm_bodkin_arrows,itm_sword_viking_3_long,itm_tab_shield_round_c,itm_long_bow,itm_leather_cap,itm_leather_jerkin,itm_nomad_boots,itm_saddle_horse],
   def_attrib|level(35),wp(250),knows_common|knows_power_draw_7,knows_power_strike_7,knows_athletics_7,bandit_face1, bandit_face2],
  ["fugitives_end","_","_",tf_inactive,0,0,0,[],0,0,0,0],
   #Ramaraunt Quests End

now add this to the end of module_troops.py and COMPILE
插入代码块:
 # Bounty Hunter Camp RAMARAUNT ADD
 ["timothy_hires","Guildmaster Timothy Hires","Hires",tf_hero ,scn_bounty_camp|entry(10),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x0000000fcc00210a46d45746cb2d47a9000000000009c8ab0000000000000000, bandit_face2],  
 ["bastion_gray","Quartermaster Bastion Gray","Gray",tf_hero|tf_is_merchant,scn_bounty_camp|entry(9),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x00000004bf086143259d061a9046e23500000000001db52c0000000000000000, bandit_face2],
 ["oger_ogerson","Guardsman Oger Ogerson","Ogerson",tf_hero,scn_bounty_camp|entry(8),reserved,fac_manhunters,[itm_maul,itm_nasal_helmet,itm_mail_shirt,itm_guard_helmet,itm_mail_boots],def_attrib|level(10),wp(50),knows_common,0x00000001b900459417940b58f27338f4000000000009d49c0000000000000000, bandit_face2],
 ["lilie_horsemaster","Stablehand Lilie Horsemaster","Horsemaster",tf_hero|tf_female,scn_bounty_camp|entry(7),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x000000018600100153544dac6c763cc900000000000db3250000000000000000, bandit_face2],
 ["gary_swamley","Apprentice Gary Swamley","Swamley",tf_hero,scn_bounty_camp|entry(4),reserved,fac_manhunters,[itm_mace_4,itm_nasal_helmet,itm_aketon_green,itm_aketon_green,itm_wrapping_boots],def_attrib|level(10),wp(50),knows_common,0x000000018300620d2b5654ba64571a89000000000010c7250000000000000000, bandit_face2],
 ["olaf_hallbjorn","Guardsman Olaf Hallbjorn","Hallbjorn",tf_hero,scn_bounty_camp|entry(3),reserved,fac_manhunters,[itm_maul,itm_nasal_helmet,itm_mail_shirt,itm_guard_helmet,itm_mail_boots],def_attrib|level(10),wp(50),knows_common,0x00000001b7000049076b15b8a9b6325600000000001f76e30000000000000000, bandit_face2],
 #RAMARAUNT END

continued on next post... (ran out of room :grin:)

You are free to use this code, as long as you give credit to Ramaraunt. If you use the head from the Ultimate Combat OSP, be sure to credit Thick1988 for the head.

 
...continued

now add this to module_diologues
插入代码块:
#Ramaraunt ADD BOUNTY CAMP
  [trp_timothy_hires, "start", [(call_script,"script_cf_center_bounty_hunter_success_diologue_cond"),(troop_slot_eq, "$g_talk_troop", slot_troop_met_previously, 0)], "Hello there! Welcome to the bounty hunter camp! I am Timothy Hires of the Bounty Hunting Guild. Who might you be?", "bounty_lord_introduce",[]],
  [trp_timothy_hires, "start", [(call_script,"script_cf_center_bounty_hunter_success_diologue_cond"),], "Hello, {playername}! Good to see you again, how can I help you?", "bounty_lord_talk",[]],
  [trp_timothy_hires, "start", [(lt,"$player_honor",0),(eq,"$players_kingdom",0),], "You are known for being dishonorable, so you are not welcome here. Begone!","window_close",[(troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),]],
  [trp_timothy_hires, "start", [(ge,"$player_honor",0),(neq,"$players_kingdom",0),], "Sorry, we don't help faction members. You have to be a commoner to work for the guild.","window_close",[(troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),]],
  [trp_timothy_hires, "start", [(lt,"$player_honor",0),(neq,"$players_kingdom",0),], "Due to your dishonorable actions on the battlefield, and the fact you are not a commoner, you are not welcome here.","window_close",[(troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),]],
  
  [trp_timothy_hires, "start", [(call_script,"script_cf_center_bounty_hunter_success_diologue_cond")], "Hello, {playername}! Good to see you again, how can I help you?", "bounty_lord_talk",[]],
  
  
  [trp_bastion_gray, "start", [(ge,"$player_honor",0),(eq,"$players_kingdom",0),(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,1)], "I sell bounty hunting equipment, but only to guild members. Want anything to help you in your travels?", "bounty_merchant_talk",[]],
  [trp_bastion_gray, "start", [(ge,"$player_honor",0),(eq,"$players_kingdom",0),(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,0)], "Sorry, I only trade with guild members. Talk to Timothy to join up.", "window_close",[]],
  [trp_bastion_gray, "start", [(lt,"$player_honor",0),(eq,"$players_kingdom",0),], "You have betrayed the values of the guild through your actions, so I will not help you.", "close_window",[]],
  [trp_bastion_gray, "start", [(ge,"$player_honor",0),(neq,"$players_kingdom",0),], "You are a member of a kingdom, so I cannot sell to you. I'm sorry, but its against what our guild stands for.", "close_window",[]],
  [trp_bastion_gray, "start", [(lt,"$player_honor",0),(neq,"$players_kingdom",0),], "You are both dishonorable, and a faction member. For those two reasons, you are not welcome here.", "close_window",[]],

  [trp_gary_swamley, "start", [], "Talk to Bastion over there, he handles the trades.", "close_window",[]],
   
   [trp_oger_ogerson, "start", [], "Welcome, traveler.", "close_window",[]],
   
   [trp_lilie_horsemaster, "start", [], "Sorry, no horses for sale. I can barely get enough to supply our new recruits!", "close_window",[]],
   
   [trp_olaf_hallbjorn, "start", [], "This area is off limits unless you are a bounty hunter in training. Sorry {lad/lass}.", "close_window",[]],
   
  #Ramaraunt END BOUNTY CAMP


#RAMARAUNT BEGIN BOUNTY GUILD
    [anyone|plyr, "bounty_lord_introduce", [], "I would be {playername}. Its a pleasure.", "bounty_lord_introduce_2",[
   (troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),]],
   [anyone|plyr, "bounty_lord_introduce", [], "My name is {playername}.", "bounty_lord_introduce_3",[
   (troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),]],
   
   [trp_timothy_hires, "bounty_lord_introduce_2", [], "Pleasure to meet you as well! How can I help you?", "bounty_lord_talk",[]],
   [trp_timothy_hires, "bounty_lord_introduce_3", [], "Nice to meet you, {playername}. How can I help you?", "bounty_lord_talk",[]],
   
   [anyone|plyr, "bounty_lord_talk",
   [(call_script, "script_cf_center_bounty_hunter_success_diologue_cond"),],
   "I have prisoners to sell.", "bounty_lord_sell_prisoners",[]],
   [anyone|plyr, "bounty_lord_talk",
   [(call_script, "script_cf_center_bounty_hunter_success_diologue_cond"),],
   "I would like to recruit some men.", "bounty_lord_recruit_men",[]],
   #ask lord about current quest
	[anyone|plyr, "bounty_lord_talk",
	[(store_partner_quest,":lords_quest"),(ge,":lords_quest",0),],
  "I wish to talk about my current quest with you.", "bounty_quest_converse",[]],
   [anyone|plyr, "bounty_lord_talk",
   [],
   "Can you tell me more about this place?", "bounty_lord_explain_about",[]],
   [anyone|plyr, "bounty_lord_talk",
   [],
   "What services can the Guild provide?", "bounty_lord_explain_services",[]],
   [anyone|plyr, "bounty_lord_talk",
   [(call_script, "script_cf_center_bounty_hunter_success_diologue_cond"),],
   "Can I join the guild?", "bounty_lord_join_guild",[]],
   [anyone|plyr, "bounty_lord_talk",
   [(call_script, "script_cf_center_bounty_hunter_success_diologue_cond"),],
   "Do you have any jobs I could do?", "bounty_lord_jobs",[]],
   [anyone|plyr, "bounty_lord_talk",
   [],
   "I must leave now. Thank you for your time.", "close_window",[]],

   [anyone,"bounty_lord_sell_prisoners", [],
  "Of course! We deal with prisoners on a daily basis. Lets see what stock you have...", "bounty_lord_sell_prisoners_2",
   [[change_screen_trade_prisoners]]],
  [anyone, "bounty_lord_sell_prisoners_2", [], "Is there anything else you need?", "bounty_lord_talk",[]],
  
     [anyone,"bounty_lord_recruit_men", [(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,1)],
  "Sure thing, guild member, just tell me how many you want. The cost 10 denars a person.", "bounty_lord_recruit_men_answer_guild",[]],
  [anyone|plyr, "bounty_lord_recruit_men_answer_guild",
   [(store_troop_gold,":player_gold","trp_player"),(ge,":player_gold",10),],
   "One more please.", "bounty_lord_recruit_men",[(party_add_members, "p_main_party", "trp_manhunter", 1),(troop_remove_gold, "trp_player", 10),]],
  [anyone,"bounty_lord_recruit_men", [(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,0)],
  "Sure thing, just tell me how many you want. They cost 50 denars a person.", "bounty_lord_recruit_men_answer_non_guild",[]],
  [anyone|plyr, "bounty_lord_recruit_men_answer_non_guild",
   [(store_troop_gold,":player_gold","trp_player"),(ge,":player_gold",50),],
   "One more please.", "bounty_lord_recruit_men",[(party_add_members, "p_main_party", "trp_manhunter", 1),(troop_remove_gold, "trp_player", 50),]],
    [anyone|plyr, "bounty_lord_recruit_men_answer_guild",
	[],
   "Thats enough. Can we talk about something else?", "bounty_lord_recruit_men_done",[]],
   [anyone|plyr, "bounty_lord_recruit_men_answer_non_guild",
	[],
   "Thats enough. Can we talk about something else?", "bounty_lord_recruit_men_done",[]],
   [anyone,"bounty_lord_recruit_men_done", [],
  "Alright, tell me what you want.", "bounty_lord_talk",[]],
  
  [anyone,"bounty_lord_explain_about", [],
  "Ahh, my favorite subject! Yes, this guild is quite old, much older than this camp. The Bounty Hunting Guild was founded in the early days of the Calradian Empire. \
  The goal of this organization, was to deal with armed brigands, that were attacking trade caravans throughout the newly formed empire. The people of Calradia were quite\
  rebellious during those days, and they were angry about their independence being taken from them. So, many bounty hunters rose to the challange of hunting down all traitors to\
the Imperial cause, in exchange for coin. A group of these bounty hunters created the guild, and the rest is history.", "bounty_lord_explain_about_2",[]],
  [anyone,"bounty_lord_explain_about_2", [],
  "Is there anything else I can help you with?", "bounty_lord_talk",[]],
  
  [anyone,"bounty_lord_explain_services", [],
  "One important thing to remember, is that we don't provide services to faction members. We only deal with commoners. Also, we wont deal with those who have little care for the common folk of Calradia. Anyways, let me see... There is Bastion and his apprentice over there. If you are in the guild, they can sell you weapons designed for knocking a man unconcious, which is very useful in this buisness. Lilie, our stablemaster,\
  is usually quite busy getting horses for our recruits, so she probably wont be able to sell you anything. If you want a job, ask me again later. I'll have to check my books, but I might have something\
  for you. If you want a decreased price to hire recruits, you can allways join the guild for the cost of 1000 denars. Ask me if your interested.", "bounty_lord_explain_services_2",[]],
  [anyone,"bounty_lord_explain_services_2", [],
  "Any other questions?", "bounty_lord_talk",[]],
  
  [anyone,"bounty_lord_join_guild", [(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,0)],
  "Yes, you may join. As a party leader, you need to pay a fee of 1000 denars, and I'll handle all of the paperwork. If you join the guild, recruits will only cost you 10 denars a person!", "bounty_lord_guild_offer",[]],
  [anyone,"bounty_lord_join_guild", [(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,1)],
  "Sorry, you are already in the guild. I cannot recruit the same person twice! Anything else?", "bounty_lord_talk",[]],
   [anyone|plyr, "bounty_lord_guild_offer",
   [(store_troop_gold,":player_gold","trp_player"),(lt,":player_gold",1000),],
   "Sorry, I cannot afford that at the moment.", "bounty_lord_guild_fail",[]],
   [anyone|plyr, "bounty_lord_guild_offer",
   [(store_troop_gold,":player_gold","trp_player"),(ge,":player_gold",1000),],
   "Sure, I'll pay it.", "bounty_lord_guild_success",[(troop_remove_gold,"trp_player",1000),(troop_set_slot,"trp_player",slot_troop_is_in_bounty_hunter_guild,1),]],
   [anyone|plyr, "bounty_lord_guild_offer",
   [],
   "No thanks!", "bounty_lord_guild_fail",[]],
   
   [anyone,"bounty_lord_guild_fail", [],
  "No problem. Anything else I can help you with?", "bounty_lord_talk",[]],
   [anyone,"bounty_lord_guild_success", [],
  "Wonderful! Welcome to the guild! Anything else I can help you with?", "bounty_lord_talk",[]],
  
  [anyone,"bounty_lord_jobs", [(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,0)],
  "Sorry, only guild members can recieve jobs! Anything else?", "bounty_lord_talk",[]],
   [anyone,"bounty_lord_jobs", [(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),(eq,reg6,1)],
  "Hmm... One moment while I look through my paperwork. *The old man pulls out a pile of papers from seemingly nowhere, and begins to flip through the pages*", "bounty_quest_calculate",[]],
  
  [anyone,"bounty_lord_jobs", [(store_partner_quest,":lords_quest"),(ge,":lords_quest",0),], #Already have a bounty quest
  "I apologize, but I cannot offer you another quest until you finish the last one I gave you. Anything else?", "bounty_lord_talk",[]],
  
  #QUEST STUFF BEGIN
  #main quest calculations
  [anyone|auto_proceed,"bounty_quest_calculate", [
	   (call_script, "script_get_quest", "$g_talk_troop"), #get the quest.
       (assign, "$random_quest_no", reg0), #store the quest id in the global.
  ],
  "{!}Warning: This line should never display.", "bounty_quest_say",[]],
  


  
  #lord requests info about current quest (after player asks if he can ask)
  [anyone, "bounty_quest_converse", [], "Go on my friend, go ahead and tell me whats up.", "bounty_quest_converse_player",[]],
  
  #tell the lord you have the head of the criminal
  [anyone|plyr, "bounty_quest_converse_player", [
  #determine quest type is right
  (store_partner_quest,":lords_quest"),
  (eq,":lords_quest","qst_dead_or_alive_party"),
  #figure out if player has the head
  (store_item_kind_count, ":head_count", "itm_criminals_head"),
  (ge,":head_count",1),
  ], "I have the criminal's head right here!", "bounty_quest_success_head",[]],
  
  #Lord congradulates player on recieving head.
  [anyone,"bounty_quest_success_head",[
  (store_partner_quest,":lords_quest"),
  	#money
	(quest_get_slot,reg12,":lords_quest",slot_quest_gold_reward),
	(store_div,reg13,reg12,4), #calculate the decreased reward for bringing him back dead (3/4ths)
	(val_mul,reg13,3),
  
  ], "Many thanks, my friend! Would you like your reward of {reg13} denars?","bounty_party_head_success_talk",[]],
  
  #player can either take honor or money at this point
  
  #money route
  [anyone|plyr, "bounty_party_head_success_talk",[],
  "I would like that money right now, please." , "bounty_party_money_route_end",[
  (store_partner_quest, ":lords_quest"),
   #money
	(quest_get_slot,":reward",":lords_quest",slot_quest_gold_reward),
	(store_div,":sub_reward",":reward",4), #calculate the decreased reward for bringing him back dead (3/4ths)
	(val_mul,":sub_reward",3),
	
	(call_script,"script_troop_add_gold","trp_player",":sub_reward"),
	(call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 2),
	(call_script,"script_end_quest",":lords_quest"),
  
  ]],
  
  [anyone, "bounty_party_money_route_end",[], "Very well. Anything else I can 	help you with, {lad/lass}?", "bounty_lord_talk", []],
  #honor route
    [anyone|plyr, "bounty_party_head_success_talkdww",[],
  "I would prefeer not to recieve blood money at this time." , "bounty_party_honor_route_end",[
  (store_partner_quest, ":lords_quest"),
  (call_script, "script_change_player_honor",2),
  (call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 4),
  (call_script,"script_end_quest",":lords_quest"),
  
  ]],
  
  [anyone, "bounty_party_honor_route_end",[], "How honorable! I wish there were more {men/women} like you in this land. Anything else?", "bounty_lord_talk", []],
  
  #tell the lord you have the criminal as a captive
  [anyone|plyr, "bounty_quest_converse_player",[
  #determine if the captive is in the player's party
  (assign, ":continue", 0),
  (try_for_range, ":cur_fugitive", bandit_fugitives_begin, bandit_fugitives_end),
		  (party_count_prisoners_of_type, ":amount", "p_main_party", ":cur_fugitive"),
		  (gt, ":amount", 0),
		  (val_add, ":continue", 1),
  (try_end),
  (gt, ":continue", 0),
  ],
  "I have the man as a prisoner. Please take him off my hands!",
  "bounty_quest_success_prisoner", []],
  
  #lord congradulates and offers reward.
  [anyone, "bounty_quest_success_prisoner", [
  (store_partner_quest, ":lords_quest"),
  (quest_get_slot,reg21,slot_quest_gold_reward,":lords_quest"),
  ], "Good work, my friend! Would you like to recieve your reward of {reg21}?", "bounty_quest_success_prisoner_converse_player_party", []],
  
  #Now, the player can choose to get honor or money
  #money route
  [anyone|plyr, "bounty_quest_success_prisoner_converse_player_party", [], "Yes, its a deal.", "party_bounty_quest_success_money_end",[
  #finish quest, remove prisoner, and give player money
  
  #init
  (store_partner_quest, ":lords_quest"),
  (quest_get_slot,":reward",":lords_quest",slot_quest_gold_reward),
  
  #remove prisoner
  (try_for_range, ":cur_fugitive", bandit_fugitives_begin, bandit_fugitives_end),
	(party_remove_prisoners, "p_main_party", ":cur_fugitive", 1),
	(gt, reg0, 0),
	(display_message, "@Prisoner removed from party."),
  (try_end),
  
  #give reward to player
  (call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 2),
  (call_script, "script_troop_add_gold", "trp_player", ":reward"),
  (call_script, "script_end_quest", ":lords_quest"),
  ]],
  
  [anyone, "party_bounty_quest_success_money_end", [], "Here is your reward. Anything else I can help you with?" , "bounty_lord_talk", []],
  #honor ending
  [anyone|plyr, "bounty_quest_success_prisoner_converse_player_party", [], "I would prefeer not to recieve blood money at this time.", "party_bounty_quest_honor_end", [
  
    
  #init
  (store_partner_quest, ":lords_quest"),
  
  #remove prisoner
  (try_for_range, ":cur_fugitive", bandit_fugitives_begin, bandit_fugitives_end),
	(party_remove_prisoners, "p_main_party", ":cur_fugitive", 1),
	(gt, reg0, 0),
	(display_message, "@Prisoner removed from party."),
  (try_end),
  
  #give reward to player
  (call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 4),
  (call_script, "script_change_player_honor",2),
  (call_script, "script_end_quest", ":lords_quest"),
  ]],
  
 [anyone, "party_bounty_quest_success_money_end", [], "How honorable! Anything else I can help you with, my friend?" , "bounty_lord_talk" ,[]],
  
  
  #asking for other jobs (player)
  [anyone|plyr, "bounty_quest_accept_or_deny",
  [],
  "Do you have any other jobs for me?", "bounty_quest_calculate",[]],
  
  #say no to doing quest (player)
  [anyone|plyr, "bounty_quest_accept_or_deny",
  [],
  "On second thought, I'd rather not work for you at the moment.", "bounty_quest_deny",[]],
  
  #say no to doing quest(questgiver response)
  [anyone,"bounty_quest_deny", [],
  "Understood. Anything else?", "bounty_lord_talk",[]],
  
  #The rogue party quest (questgiver explanation)
  [anyone,"bounty_quest_say",[
	#init stuff
	(eq,"$random_quest_no","qst_dead_or_alive_party"), #if the quest is this one
  
	#village stuff
	(quest_get_slot,":village","$random_quest_no",slot_quest_target_center), #get the village that is going to be spawned around
	(str_store_party_name, s10, ":village"), #store the name of the village in s10
	
	#troops
	(quest_get_slot,":troop","$random_quest_no",slot_quest_target_troop), #grab the bandit troop from slot
	(quest_get_slot,":troop_count","$random_quest_no",slot_quest_target_amount), #get the amount of bandits in the party
	(str_store_troop_name_by_count, s8, ":troop", ":troop_count"), #store descriptive string in s8
	

	#money
	(quest_get_slot,reg12,"$random_quest_no",slot_quest_gold_reward),
	(store_div,reg13,reg12,4), #calculate the decreased reward for bringing him back dead (3/4ths)
	(val_mul,reg13,3),
	
	#string initialization
	(str_store_string,s14,"str_job_hunt_army"),
	
  ],
  "{s14}",
  "bounty_quest_accept_or_deny",
  [
  
  ]
  ],
  
  #accept quest (player for rogue party quest)
  [anyone|plyr, "bounty_quest_accept_or_deny",
  [(eq,"$random_quest_no","qst_dead_or_alive_party"),],
  "Yes, I will hunt them down.", "bounty_quest_accept",
  [#This is the code that starts the rogue party quest
	
	
	#first, get all the slots
	(quest_get_slot,":reward",slot_quest_gold_reward,"$random_quest_no"),
	(store_div,":decreased_reward",":reward",4), #calculate the decreased reward for bringing him back dead (3/4ths)
	(val_mul,":decreased_reward",3),
	(quest_get_slot,":troop","$random_quest_no",slot_quest_target_troop), #grab the bandit troop from slot
	(quest_get_slot,":troop_count","$random_quest_no",slot_quest_target_amount), #get the amount of bandits in the party
	(quest_get_slot,":party_template","$random_quest_no",slot_quest_target_party_template), #grab the party template from slot
	(quest_get_slot,":village","$random_quest_no",slot_quest_target_center), #get the village that is going to be spawned around
	
	#fill registries
	(str_store_troop_name,s9,"$g_talk_troop"),
	(str_store_party_name_link,s16,":village"),
	(assign,reg22,":decreased_reward"),
	(assign,reg23,":reward"),
	(str_store_troop_name_plural,s15,":troop"),
	
	#finally, finalize the description and start the quest.
	(setup_quest_text,"$random_quest_no"), #init quest descriptor
	(call_script,"script_start_quest","$random_quest_no","$g_talk_troop"), #start the quest
	
	#Now, lets spawn in the quest target party.
	(party_get_position,pos5,":village"),
	(map_get_land_position_around_position, pos4, pos5, 30),
	(set_spawn_radius,0),
	(spawn_around_party, ":village", ":party_template"),
	(assign,":quest_party",reg0),
	(party_set_position,":quest_party",pos4),
	(party_add_members, ":quest_party", ":troop",":troop_count"),
	(store_random_in_range, ":loot_gold",100,500),
	(add_gold_to_party, ":loot_gold", ":quest_party"),
	
	
  ]],
  
  [anyone, "bounty_quest_accept", [], "Very well. Good luck, my friend! Is there anything else I can help you with?", "bounty_lord_talk", []],
  
  
  #tell the lord you can't finish quest
  [anyone|plyr, "bounty_quest_converse_player", [], "I am afraid I cannot complete this quest.", "bounty_quest_fail_to_complete",[]],

      #lord is sad you can't finish quest for party hunting quest. Clean up time!
  [anyone, "bounty_quest_fail_to_complete", [(store_partner_quest, ":lords_quest"), (eq, ":lords_quest", "qst_dead_or_alive_party"),
  	  #cleanup the failed quest
	  (store_partner_quest, ":lords_quest"), #get the quest
	  
	  (quest_get_slot,":party_template","$random_quest_no",slot_quest_target_party_template), #grab the party template from slot
	  
	  #loop through all parties on map, and look for the party that uses the party template, then destroy it.
	  (try_for_parties,":cur_party"),
			(party_is_active,":cur_party"),
			(party_get_template_id,":template",":cur_party"),
			(eq,":template",":party_template"),
			(remove_party,":cur_party"),
			(display_message,"@The fugitive's party has been removed from the map."),
	  (try_end),
	  
	  #loop through all chests, and make sure none of them contain a severed outlaw head! (so cannot be used as rewards for later quests)
	  (try_for_range,":cur_chest",chests_begin,chests_end),
			(troop_remove_items, ":cur_chest", itm_criminals_head, 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive's head has been removed from a chest somewhere in the world to prevent cheating."),
			(try_end),
	  (try_end),
	  
	  #remove outlaw head from player's inventory if it is there! (so cannot be used as rewards for later quests)
	  (troop_remove_items, "trp_player", itm_criminals_head, 1),
	  (try_begin),
		(gt,reg0,0),
		(display_message,"@The fugitive's head has been removed from your inventory to prevent cheating."),
	  (try_end),
	  
		(try_for_parties,":cur_party"),
		#lets check if the criminal is a prisoner of a party. If so, remove it. IF MORE FUGITIVE TYPES ARE ADDED, ADD THEM TO THIS PART - RAMARAUNT
			(party_remove_prisoners, ":cur_party", "trp_desert_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			(party_remove_prisoners, ":cur_party", "trp_taiga_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			(party_remove_prisoners, ":cur_party", "trp_steppe_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			(party_remove_prisoners, ":cur_party", "trp_mountain_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			(party_remove_prisoners, ":cur_party", "trp_forest_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			(party_remove_prisoners, ":cur_party", "trp_sea_raider_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			(party_remove_prisoners, ":cur_party", "trp_brigand_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive prisoner has been removed from the map."),
			(try_end),
			
			#lets check if the criminal is a party member of a party. If so, remove it. IF MORE FUGITIVE TYPES ARE ADDED, ADD THEM TO THIS PART AS WELL - RAMARAUNT
			
			(party_remove_members, ":cur_party", "trp_desert_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
			(party_remove_members, ":cur_party", "trp_taiga_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
			(party_remove_members, ":cur_party", "trp_steppe_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
			(party_remove_members, ":cur_party", "trp_mountain_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
			(party_remove_members, ":cur_party", "trp_forest_bandit_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
			(party_remove_members, ":cur_party", "trp_sea_raider_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
			(party_remove_members, ":cur_party", "trp_brigand_fugitive", 1),
			(try_begin),
				(gt,reg0,0),
				(display_message,"@The fugitive party member has been removed from the map."),
			(try_end),
		(try_end),
	  
	  
	  #Now, finally lets finalize the quest and finish it.
	  (call_script,"script_fail_quest",":lords_quest"),
	  (call_script,"script_end_quest",":lords_quest"),
  ],
  "That's upsetting. However, I just recieved news the brigand lord has been defeated, so no worries! Anything else?", "bounty_lord_talk", 
  []],
  
  #tell the lord nevermind about talking about quest
  [anyone|plyr, "bounty_quest_converse_player", [], "Nevermind, lets talk about something else.", "bounty_quest_nevermind",[]],
  
  [anyone, "bounty_quest_nevermind", [], "Very well. What else would you like to talk about?", "bounty_lord_talk", []],
  
  #QUEST STUFF END  
  
  [anyone|plyr, "bounty_merchant_talk",
  [],
  "Yes, lets trade.", "bounty_merchant_after_trade",[[change_screen_trade]]],
  [anyone|plyr, "bounty_merchant_talk",
  [],
  "No, thanks.", "close_window",[]],
  [trp_bastion_gray, "bounty_merchant_after_trade", [], "Very well. Talk to me again if you need anything else.", "close_window",[]],
#RAMARAUNT END BOUNTY GUILD

add this to module scripts in script_party_encounter after the tutorial ground bit
插入代码块:
		 #RAMARAUNT ADD BOUNTY HUNTER CAMP
           (eq, "$g_encountered_party", "p_bounty_hunter_academy"),
           (jump_to_menu, "mnu_bounty_camp"),
		 (else_try),
		 #RAMARAUNT END

Add this to the end of script_refresh_inventories
插入代码块:
	#Ramaraunt Add BOUNTY CAMP
	(troop_clear_inventory, "trp_bastion_gray"),
    (troop_add_items, "trp_bastion_gray", "itm_sledgehammer", 2),
	(troop_add_items, "trp_bastion_gray", "itm_warhammer", 2),
	(troop_add_items, "trp_bastion_gray", "itm_maul", 2),
	(troop_add_items, "trp_bastion_gray", "itm_aketon_green", 2),
	(troop_add_items, "trp_bastion_gray", "itm_mace_1", 1),
	(troop_add_items, "trp_bastion_gray", "itm_mace_2", 1),
	(troop_add_items, "trp_bastion_gray", "itm_mace_3", 1),
    (store_troop_gold, ":cur_gold", "trp_bastion_gray"),
	(try_begin),
		(lt,":cur_gold",300),
		(store_sub,":cur_gold",300,":cur_gold"),
		(call_script, "script_troop_add_gold", "trp_bastion_gray", ":cur_gold"),
	(else_try),
		(gt,":cur_gold",300),
		(store_sub,":cur_gold",":cur_gold",300),
		(troop_remove_gold,"trp_bastion_gray",":cur_gold"),
	(try_end),
	#RAMARAUNT END

add this to script_game_start
插入代码块:
	# Bounty hunter camp RAMARAUNT ADD
	(party_set_slot,"p_bounty_hunter_academy", slot_town_mayor, "trp_timothy_hires"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_lord, "trp_timothy_hires"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_merchant, "trp_bastion_gray"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_weaponsmith, "trp_oger_ogerson"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_armorer, "trp_gary_swamley"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_horse_merchant, "trp_lilie_horsemaster"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_tavernkeeper, "trp_olaf_hallbjorn"),
	#RAMARAUNT END

Add these to the end of module_scripts
插入代码块:
  #Ramaraunt Bounty Hunter Camp Add
  #script_cf_center_b_volunteers_cond
  # INPUT: none
  # OUTPUT: none
  ("cf_center_bounty_hunter_fail_diologue_cond",
    [
		(assign,reg8,0),
		(try_begin),
			(lt,"$player_honor",0),
			(assign,reg8,1),
		(else_try),
			(neq,"$players_kingdom",0),
			(assign,reg8,1),
		(try_end),
		(eq,reg8,1),
     ]),
	 
  #Ramaraunt Bounty Hunter Camp Add
  #script_cf_center_bounty_volunteers_cond
  # INPUT: none
  # OUTPUT: none
  ("cf_center_bounty_hunter_success_diologue_cond",
    [
		(ge,"$player_honor",0),
		(eq,"$players_kingdom",0),
     ]),
	 
  #Ramaraunt Bounty Hunter Camp Add
  #script_cf_center_recruit_volunteers_cond
  # INPUT: none
  # OUTPUT: none
  ("cf_center_bounty_hunter_cond",
    [
		(ge,"$player_honor",0),
		(store_troop_gold,":gold","trp_player"),
		(ge,":gold",50),
		(party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
		(ge,":free_capacity",1),
		(eq,"$players_kingdom",0),
     ]),

Add this to script get quest under the line (assign, ":quests_end_2", mayor_quests_end_2),
插入代码块:
	#Ramaraunt ADD for bounty quests
	  (else_try),
		(eq, ":giver_troop","trp_timothy_hires"),
		(assign,":quests_begin",bounty_quests_begin),
		(assign,":quests_end",bounty_quests_end),
		(assign, ":quests_begin_2",bounty_quests_begin_2),
		(assign, ":quests_end_2",bounty_quests_end_2),
	#Ramaraunt end

add this after the (else_try), indent for send message to prisoner lord
插入代码块:
			#Ramaraunt add BOUNTY QUESTS
						(else_try),
							(eq,":quest_no", "qst_dead_or_alive_party"), #for the bandit party quest
							
							(store_random_in_range,":difficulty",1,101), #get the difficulty of the target we want to hit.
							
							(assign, ":reward", 400), #reward money is 600+ up to 400 depending on difficulty.
							(val_div, ":reward", 100),
							(val_mul, ":reward", ":difficulty"),
							(val_add, ":reward", 600),
							
							(assign, ":troop_count", 160), #criminal's party size is 40 + up to 160 depending on difficulty.
							(val_div, ":troop_count", 100),
							(val_mul, ":troop_count", ":difficulty"),
							(val_add, ":troop_count", 40),
							
							(store_random_party_in_range,":village",villages_begin, villages_end), #pick a random village to spawn around
							
							#Now, lets figure out what bandit spawn type is closest (use an algorithm)
							(assign,":spawn_center",bandit_spawns_begin),
							(assign,":cur_spawn_dist",999999999),
							(try_for_range,":cur_spawn",bandit_spawns_begin,bandit_spawns_end),
									(store_distance_to_party_from_party, ":cur_distance", ":cur_spawn", ":village"),
									(lt,":cur_distance",":cur_spawn_dist"),
									(assign,":cur_spawn_dist",":cur_distance"),
									(assign,":spawn_center",":cur_spawn"),		
							(try_end),
							
							#Now, lets figure out what party template is associated with the closest spawn. (switch between each spawn type)
							#If more bandit types are added, this part needs to be edited! - Ramaraunt
							(try_begin),
								(this_or_next|eq,":spawn_center","p_plains_bandit_spawn_point_1"),
								(eq,":spawn_center","p_plains_bandit_spawn_point_2"),
								(assign,":cur_target_troop","trp_bandit"),
								(assign,":cur_party_template","pt_plains_bandits_fugitive"),
							(else_try),
								(this_or_next|eq,":spawn_center","p_steppe_bandit_spawn_point_1"),
								(eq,":spawn_center","p_steppe_bandit_spawn_point_2"),
								(assign,":cur_target_troop","trp_steppe_bandit"),
								(assign,":cur_party_template","pt_steppe_bandits_fugitive"),
							(else_try),
								(this_or_next|eq,":spawn_center","p_taiga_bandit_spawn_point_1"),
								(eq,":spawn_center","p_taiga_bandit_spawn_point_2"),
								(assign,":cur_target_troop","trp_taiga_bandit"),
								(assign,":cur_party_template","pt_taiga_bandits_fugitive"),
							(else_try),
								(this_or_next|eq,":spawn_center","p_forest_bandit_spawn_point_1"),
								(eq,":spawn_center","p_forest_bandit_spawn_point_2"),
								(assign,":cur_target_troop","trp_forest_bandit"),
								(assign,":cur_party_template","pt_forest_bandits_fugitive"),
							(else_try),
								(this_or_next|eq,":spawn_center","p_mountain_bandit_spawn_point_1"),
								(eq,":spawn_center","p_mountain_bandit_spawn_point_2"),
								(assign,":cur_target_troop","trp_mountain_bandit"),
								(assign,":cur_party_template","pt_mountain_bandits_fugitive"),
							(else_try),
								(this_or_next|eq,":spawn_center","p_desert_bandit_spawn_point_1"),
								(eq,":spawn_center","p_desert_bandit_spawn_point_2"),
								(assign,":cur_target_troop","trp_desert_bandit"),
								(assign,":cur_party_template","pt_desert_bandits_fugitive"),
							(else_try),
								(this_or_next|eq,":spawn_center","p_sea_raider_spawn_point_1"),
								(eq,":spawn_center","p_sea_raider_spawn_point_2"),
								(assign,":cur_target_troop","trp_sea_raider"),
								(assign,":cur_party_template","pt_sea_raiders_fugitive"),
							(try_end),
						
							
							#assign to the final variables that will be stored in slots
							(assign, ":quest_target_center", ":village"),
							(assign, ":quest_target_troop", ":cur_target_troop"), #bandit type
							(assign, ":quest_target_party_template", ":cur_party_template"), #pt containing the wanted criminal
							(assign, ":quest_expiration_days", 30),
							(assign, ":quest_target_amount", ":troop_count"),
							(assign, ":quest_gold_reward", ":reward"),
							(assign, ":result", ":quest_no"),
							
						(else_try),
							(eq,":quest_no","qst_dead_or_alive_camp"),
										#MAKE A NEW QUEST HERE!			
			#RAMARAUNT END

add this to the end of module_strings
插入代码块:
  #bounty hunter camp add ramaraunt
  ("you_may_be_able", "You are not loyal to a kingdom, so you are able to recruit people from here, or possibly even get work."),
  ("you_cannot_bounty", "You are loyal to a kingdom, so you are not welcome to make deals with the guild."),
  ("the_guild_is_angry", "The guild is upset with your recent dishonorable acts in the field, and will not let you enter."),
  ("job_hunt_army","Yes, I have a job for you! Recently, a wanted criminal has been leading an army of {s8} and has been ravaging the lands arround the village of {s10}. I would like you to bring him here alive, or bring me his head! If you bring me him alive, I'll pay you {reg12}. If you bring me his head, I'll pay you {reg13}."),
  ("job_hunt_hiding_fugitive_camp","Yes, I have a job for you! Recently, a wanted criminal has been hiding amongst a den of {s13} near the village of {s20}. I would like you to bring him here alive or dead, but preferibly alive!"),
  ("not_done_yet","ERROR QUEST EMPTY"),
  #ramaraunt end

Add this to the end of module_game_menus
插入代码块:
  #RAMARAUNT ADD BOUNTY CAMP
    (
    "bounty_camp",mnf_enable_hot_keys|mnf_scale_picture,
    "Down a narrow cobblestone road from the town of Praven, you find more signs of civilization. The Bounty Hunting Guild, an organization that is almost as old as the Calradian Empire,\
	has set up a camp here made up of wooden structures. Individuals from around Calradia and beyond come here to train and prepare to work in the field as a bounty hunter, and will not\
	fight in a kingdom's army. {s1}",
    "none",
    [(set_background_mesh, "mesh_pic_camp"),
	(try_begin),
	(eq,"$players_kingdom",0),
	(ge,"$player_honor",0),
	(str_store_string,s1,"str_you_may_be_able"),
	(else_try),
	(lt,"$player_honor",0),
	(str_store_string,s1,"str_the_guild_is_angry"),
	(else_try),
	(gt,"$players_kingdom",0),
	(str_store_string,s1,"str_you_cannot_bounty"),
	(try_end),
	],
    [
	  ("bounty_camp_walk",[(ge,"$player_honor",0),],"Take a walk around the camp.",[(assign, "$talk_context", 0),(set_jump_mission,"mt_town_default"),(jump_to_scene,"scn_bounty_camp"),(change_screen_mission)]),
	  ("recruit_bounty_hunters",
      [
        (call_script, "script_cf_center_bounty_hunter_cond"),
       ]
       ,"Recruit bounty hunters.",
       [
		   (assign,"$g_next_menu","mnu_bounty_camp"),
           (jump_to_menu, "mnu_recruit_hunters"),
		 ]),
      ("leave",[],"Leave.",[(leave_encounter),(change_screen_return)]),
    ]
  ),
  
  (
    "recruit_hunters",mnf_enable_hot_keys|mnf_scale_picture,
    "You can recruit as many bounty hunters as you want, at a cost of {reg5} gold per man.",
    "none",
    [(set_background_mesh, "mesh_pic_camp"),
	(troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),
	(try_begin),
		(eq,reg6,1),
		(assign,reg5,10),
	(else_try),
		(eq,reg6,0),
		(assign,reg5,50),
	(try_end),
		
		
	],
    [
	  ("recruit_hunter",
      [
        (call_script, "script_cf_center_bounty_hunter_cond"),
       ]
       ,"Recruit one.",
       [
		   (party_add_members, "p_main_party", "trp_manhunter", 1),
		   (troop_get_slot,reg6,"trp_player",slot_troop_is_in_bounty_hunter_guild),
		   (try_begin),				
				(eq,reg6,1),
				(troop_remove_gold, "trp_player", 10),
				(jump_to_menu,"mnu_recruit_hunters"),
		   (else_try),
		   (eq,reg6,0),
			   (troop_remove_gold, "trp_player", 50),
			   (jump_to_menu,"mnu_recruit_hunters"),
		   (try_end),
		 ]),
      ("go_back",[],"Go back.",[(jump_to_menu,"$g_next_menu")]),
    ]
  ),

  #RAMARAUNT END
 
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