Compilation of 82 little tweaks to the text files to change your gameplay(links)

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Hiya, could someone explain how to re-create the option to duel a lord any time you want, but using the python module system instead of editing the text files?

That'd help me out a lot :smile:
 
Alright, I've got a duel option and dueling added, but there is a bug ><

It works fine if I duel a lord, but I also added an option to duel a hero or a troop in your party. It works fine the first duel but after that it freezes. :sad:

This is my code:
插入代码块:
  [anyone|plyr,"member_question_2", [], "Care to duel?", "hero_challenge_duel",[]],
  [anyone|plyr,"regular_member_talk", [], "Let's have a practice duel.", "troop_challenge_duel",[]],
  [anyone|plyr,"lord_talk_ask_something_2", [], "Care to duel?", "lord_challenge_duel",[]],
  
   [anyone,"hero_challenge_duel", [], "Ah yes, good show!", "close_window",
   [(call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 	0),
    (assign, "$g_leave_encounter", 1),
    (try_begin),
      (is_between, "$g_encountered_party", towns_begin, towns_end),
      (party_get_slot, ":arena_scene", "$g_encountered_party", slot_town_arena),
    (else_try),
      (assign, ":closest_dist", 100000),
      (assign, ":closest_town", -1),
      (try_for_range, ":cur_town", towns_begin, towns_end),
        (store_distance_to_party_from_party, ":dist", ":cur_town", "p_main_party"),
        (lt, ":dist", ":closest_dist"),
        (assign, ":closest_dist", ":dist"),
        (assign, ":closest_town", ":cur_town"),
      (try_end),
      (party_get_slot, ":arena_scene", ":closest_town", slot_town_arena),
    (try_end),
    (modify_visitors_at_site, ":arena_scene"),
    (reset_visitors),
    (set_visitor, 0, "trp_player"),
    (set_visitor, 1, "$g_talk_troop"),
    (set_jump_mission, "mt_arena_duel_thing"),
    (jump_to_scene, ":arena_scene"),
    (try_begin),
      #(neq, "$talk_context", tc_court_talk),
     #(jump_to_menu, "mnu_arena_duel_fight"),
	 (change_screen_mission),
    (try_end),
    ]],
	
   [anyone,"lord_challenge_duel", [], "Ah yes, good show!", "close_window",
   [(call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 	0),
    (assign, "$g_leave_encounter", 1),
    (try_begin),
      (is_between, "$g_encountered_party", towns_begin, towns_end),
      (party_get_slot, ":arena_scene", "$g_encountered_party", slot_town_arena),
    (else_try),
      (assign, ":closest_dist", 100000),
      (assign, ":closest_town", -1),
      (try_for_range, ":cur_town", towns_begin, towns_end),
        (store_distance_to_party_from_party, ":dist", ":cur_town", "p_main_party"),
        (lt, ":dist", ":closest_dist"),
        (assign, ":closest_dist", ":dist"),
        (assign, ":closest_town", ":cur_town"),
      (try_end),
      (party_get_slot, ":arena_scene", ":closest_town", slot_town_arena),
    (try_end),
    (modify_visitors_at_site, ":arena_scene"),
    (reset_visitors),
    (set_visitor, 0, "trp_player"),
    (set_visitor, 1, "$g_talk_troop"),
    (set_jump_mission, "mt_arena_duel_thing"),
    (jump_to_scene, ":arena_scene"),
    (try_begin),
      (neq, "$talk_context", tc_court_talk),
      (jump_to_menu, "mnu_arena_duel_fight"),
    (try_end),
    ]],
	
   [anyone,"troop_challenge_duel", [], "Ah yes, good show!", "close_window",
   [(call_script, "script_change_player_relation_with_troop", "$g_talk_troop", 	0),
    (assign, "$g_leave_encounter", 1),
    (try_begin),
      (is_between, "$g_encountered_party", towns_begin, towns_end),
      (party_get_slot, ":arena_scene", "$g_encountered_party", slot_town_arena),
    (else_try),
      (assign, ":closest_dist", 100000),
      (assign, ":closest_town", -1),
      (try_for_range, ":cur_town", towns_begin, towns_end),
        (store_distance_to_party_from_party, ":dist", ":cur_town", "p_main_party"),
        (lt, ":dist", ":closest_dist"),
        (assign, ":closest_dist", ":dist"),
        (assign, ":closest_town", ":cur_town"),
      (try_end),
      (party_get_slot, ":arena_scene", ":closest_town", slot_town_arena),
    (try_end),
    (modify_visitors_at_site, ":arena_scene"),
    (reset_visitors),
    (set_visitor, 0, "trp_player"),
    (set_visitor, 1, "$g_talk_troop"),
    (set_jump_mission, "mt_arena_duel_thing"),
    (jump_to_scene, ":arena_scene"),
    (try_begin),
      (neq, "$talk_context", tc_court_talk),
      (jump_to_menu, "mnu_arena_duel_fight"),
    (try_end),
    ]],

And this is my code in Mission Templates:
插入代码块:
   (
    "arena_duel_thing",mtf_arena_fight,-1,
    "You prepare to duel.",
    [
      (56, mtef_visitor_source|mtef_team_0, 0, aif_start_alarmed, 1, []),
      (58, mtef_visitor_source|mtef_team_2, 0, aif_start_alarmed, 1, []),
    ],
    [
      common_inventory_not_available,
      (ti_tab_pressed, 0, 0, [(display_message, "@Cannot leave now.")], []),
      ##(ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),

      (0, 0, ti_once, [],
       [
         (call_script, "script_music_set_situation_with_culture", mtf_sit_arena),
         ]),

      (1, 4, ti_once, [(this_or_next|main_hero_fallen),(num_active_teams_le,1)],
       [
           (finish_mission),
           ]),
    ],
  ),


 
I'm looking for any sort of quick fix to make it so I can make my horse jump more frequently. Rather than once every 5-7 strides; but I don't know how to change it. D:
I might not be able to... sadness. T_T But if anyone knows?
 
RookieR. 说:
I'm looking for any sort of quick fix to make it so I can make my horse jump more frequently. Rather than once every 5-7 strides; but I don't know how to change it. D:

You want to ride a kangaroo? You know, there was no battle kangaroos in middle ages. No, there was no kangaroos in middle ages at all (except the one on Michelangelo's "Last Supper" painting, and it was a civilian non-rideable model :smile:
 
rb250 说:
RookieR. 说:
I'm looking for any sort of quick fix to make it so I can make my horse jump more frequently. Rather than once every 5-7 strides; but I don't know how to change it. D:

You want to ride a kangaroo? You know, there was no battle kangaroos in middle ages. No, there was no kangaroos in middle ages at all (except the one on Michelangelo's "Last Supper" painting, and it was a civilian non-rideable model :smile:

I beg to differ.

http://www.youtube.com/watch?v=Oj2VU_8l6gs

(Check 55 seconds in if you don't want to watch the whole thing)
 
In the "Everybody can be the leader" mod bandits, deserters etc. don't run from you, just from other stronger lords. Can somebody tell me how I can have that awesomeness with another mod, which value(s) I must change?
 
Kangaroo, maybe. XD Might need one. I just want anything to make it so my stupid horse can take off again to jump within one stride or less. If I have to fight in one more town and have to jump those little fences that are so close I can't get my fat old nag to jump, I may explode. XP (Lazy horse has gotten me killed more than once in a bandit filled town where they mosh-pit-style kill me.)
They can land and take off again in one stride or less in real life, they can do it with armor on too; I just need something to replicate that in game. Or a way to make it that way if there is one without fixing the animations themselves.
 
@MISHO: Perhaps you could show us how you've changed it, and we can see what might be wrong?
 
TheMageLord 说:
Sorkenlol,
The prosperity from quests is in conversation.txt, search for
1 3 936748722493063465 144115188075856056 4
That's where it calls the prosperity script to change the village's prosperity, the 4 is the amount to change it by. There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.

Update 1.010: As pointed out by Dreen, the new number for this is 144115188075856057. This is due to the added global variable in 1.010.
Update 1.011: This version moved the new variable back to the end of the list, thus the number to find in 1.011 is once again 144115188075856056.

I haven't got the number I need in my converastions.txt

I have got this one:
Conversation.txt 说:
144115188075856056 26 3
and
插入代码块:
144115188075856056 26 -5

But that's it. What am I doing wrong?
Sevitor
 
I think I've got TEATRC figured out....
=============================================
I think I've got it - the line that needs changing is:

2133 2 144115188075856307 0 in scripts.txt of the mod, change the 0 to a 1

If you've got a current game running already, just change the following line after the start_training_at_training_ground -1 line:

163 2105 2 144115188075856110 1 (etc, etc, etc,) to
164 2133 2 144115188075856307 1 2105 2 144115188075856110 1 (etc, etc, etc)

then enter the training ground with your party then save afterwards.
 
Domanz 说:
In the "Everybody can be the leader" mod bandits, deserters etc. don't run from you, just from other stronger lords. Can somebody tell me how I can have that awesomeness with another mod, which value(s) I must change?

bump
 
TheMageLord 说:
I don't know, I never played Dionisia.

Folthrik, heres the script to change the number of recruits available:
update_volunteer_troops_in_village -1
35 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923
The 7 is where it sets the default maximum, which is the max number you get with less than 5 relation. The 5 is the minimum relation to get additional troops. If relationship is above 5, it takes relationship and divides it by 2 and then adds 10 as the new maximum. Then at the bottom it takes a random number between 0 and the maximum set above, and saves that as the amount of troops available in the village. So with default settings a relationship of 50 would give you anywhere between 0 and 35 troops. You could change the 2 to a 1 to make it take the full relationship. Finding a random number between X and Y where X is higher than Y might cause problems too, so don't raise the 0 more than about 5 if you do change it.

You can also edit the chances of getting higher tier troops. The first 10 divides into your relation to determine how many times to try doing an upgrade. The next 10 is the chance of upgrading the troops to the next tier. Then the 3 and 2 are the way the game lowers the total troop numbers based on what tier they are. It multiplies by the 3, then divides it by the 2+tier. You could raise them both a bit to make higher tier troops reduce the numbers less if you wanted. Note however that if you DO make changes to the chance of higher tier troops, you may have a tough time finding lower tier troops, which you need to make the troops that aren't specifically set as the tiers (for instance, tier 4 and 5 khergits are archers - if you wanted lancers you'd have to get lower tier and upgrade).

Ringwraith, requesting the fief only ALLOWS you to be considered for it. If you don't request it you aren't even considered.
Whats the name of the script?
 
This tweak list could use the merchandise-flag black armor trick. It's far more attractive gear than the ugly plate armor you have to use if you want the best defense.

//EDIT: Understanding that it is an item thing and not a gameplay thing, I think it's still an essential gameplay tweak in that it gives you access to a complete armor that isn't fugly.
 
Hey there, I've been looking for a while now and... Well I can't find what I'm looking for:

Is there a way to allow ingame editing of companion faces?

I guess it's possible since you can do so in the Onin no Ran mod but...
 
Is it possible to add view of individual hero's morale to party menu? So you can see list of your heroes and their morale - e.g. "Borcha - 99"?
 
rb250 说:
Is it possible to add view of individual hero's morale to party menu? So you can see list of your heroes and their morale - e.g. "Borcha - 99"?

As I understand it, there's no individual morale, but one morale for all of your troops.

Only thing where it might be individual is when companions don't get along with each other, but I don't think that's a morale thing. It reduces morale though, for all your troops.
 
Ringwraith #5 说:
Yeah, enable edit mode.

Yeah, I know, but I have yet to figure out how... And god do I get lost! XD


SECRET EDIT: Wow, that was easy... So it *is* in the menu...
 
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