Lav said:cmpxchg8b, could you please comment on these?
All 3 rely on party AI behavior being ai_bhvr_in_town and the town being the AI target object. Did you test with other parties or just the player party? Could be that they just deprecated it, if I'm not mistaken Native always checks for party attachment in conjunction with this. If I were you I would test by calling party_set_ai_behavior to ai_bhvr_travel_to_party and party_set_ai_object on a town, and then see what happens when the party reaches the town (i.e. whether the aforementioned operations work).Lav said:party_is_in_town = 130 # (party_is_in_town, <party_id>, <town_party_id>),
# Operation failed for all test cases, however is successfully used in Native. 4research.
party_is_in_any_town = 131 # (party_is_in_any_town, <party_id>),
# Operation failed for all test cases, however is successfully used in Native. 4research.
party_get_cur_town = 1665 # (party_get_cur_town, <destination>, <party_id>),
# Operation returned -1 for all test cases. However it is successfully used in Native. 4research.
Creates a new party from template pt_hero_party at exactly the player party position, adds one stack with the hero specified, sets flags to pf_limit_members, faction to no_faction, behavior to ai_bhvr_travel_to_point, and copies morale and hunger from the player party. Party id is not saved anywhere.Lav said:add_companion_party = 1233 # (add_companion_party, <troop_id_hero>),
# Creates a new empty party with specified hero as party leader and the only member. Party is spawned at the position of player's party. Does it return spawned party's ID in reg0? Does it take spawn radius into account? Does it take any extra arguments? 4research.
From what i can see the code does this:Lav said:party_set_next_battle_simulation_time = 1667 # (party_set_next_battle_simulation_time, <party_id>, <next_simulation_time_in_hours>),
# Used in Native with -1 for next simulation time (apparently indicates NOT to simulate battle in the next hour). 4research.
Code:
if (next_sim_time < cur_time - last_sim_time)
{
last_sim_time = cur_time
simulate()
}
Used to speed up/slow down mission time. Can be used to create slow motion effects, for example.Lav said:mission_get_time_speed = 2002 # (mission_get_time_speed, <destination_fixed_point>),
# Not documented. 4research.
mission_set_time_speed = 2003 # (mission_set_time_speed, <value_fixed_point>) #this works only when cheat mode is enabled
# Not documented. 4research.
mission_time_speed_move_to_value = 2004 # (mission_speed_move_to_value, <value_fixed_point>, <duration-in-1/1000-seconds>) #this works only when cheat mode is enabled
# Not documented. 4research.
I'll leave these to Caba`drin, or any other expert on divisions and orders.Lav said:team_set_order_listener = 1795 # (team_set_order_listener, <team_no>, <division>, <value>),
# Effects not clear. 4research. Taleworlds doc: merge with old listeners if value is non-zero #clear listeners if sub_class is less than zero
class_is_listening_order = 1775 # (class_is_listening_order, <team_no>, <sub_class>),
# Checks that the specified group of specified team will listen to player's orders. It's not clear how it could be different though. 4research.
Basically turns off movement. The agent will still be able to turn or attack on the spot.Lav said:agent_set_no_dynamics = 1762 # (agent_set_no_dynamics, <agent_id>, <value>),
# Used in Native for the wedding scene. Effects not clear. 0 = turn dynamics off, 1 = turn dynamics on. 4research.
AI stuff, no idea what the values mean. Possible values are 0, 1, 2, 3, 4, 7, 8.Lav said:agent_get_combat_state = 1739 # (agent_get_combat_state, <destination>, <agent_id>),
# Retrieves agent's current combat state. Constants returned by this operation are not documented anywhere. 4research.
Enables/disables the tooltip (used for many things: display agent name, dropped item name, inventory item stats on mouse over...)Lav said:show_object_details_overlay = 960 # (show_object_details_overlay, <value>),
# Effects not clear, but used several times during the wedding ceremony. #0 = hide, 1 = show. 4research.