[Ders]OSP Türkçe Çevirileri [Yetenekler]

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Dracheon

Master Knight
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Kod sahibi : rubik

kullanmak için ona teşekkür etmelisiniz.

Module_presantations'da en başa

Code:
from header_terrain_types import *

bunu ekliyoruz.Yine presantations'da en altta '']''dan önce şunu ekliyoruz.

Code:
  ("world_map", 0, mesh_load_window, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),
        
      ## initialization part begin
        # presentation obj: begin from top left corner
        (assign, ":init_pos_x", 20), # init x
        (assign, ":init_pos_y", 720), # init y
        
        # world map, X: -180 t0 180  Y: -145 t0 145 
        (assign, ":min_map_x", -180*1000),
        (assign, ":max_map_x", 180*1000),
        (assign, ":min_map_y", -145*1000),
        (assign, ":max_map_y", 145*1000),
        # also begin from top left corner
        (assign, ":init_map_x", ":min_map_x"), # init map_x
        (assign, ":init_map_y", ":max_map_y"), # init map_y
        
        # move length of p_temp_party, total_cols and total_rows
        (assign, ":party_move_length", 2*1000),
        (store_sub, ":total_cols", ":max_map_x", ":min_map_x"),
        (store_sub, ":total_rows", ":max_map_y", ":min_map_y"),
        (val_div, ":total_cols", ":party_move_length"),
        (val_div, ":total_rows", ":party_move_length"),
        
        # color_block_length
        (assign, ":color_block_length", 4),
        (store_mul, ":color_block_size", ":color_block_length", 50),
        (position_set_x, pos2, ":color_block_size"),
        (position_set_y, pos2, ":color_block_size"),
      ## initialization part end
        
        (assign, ":pos_x", ":init_pos_x"), # assign to cur pos_x
        (assign, ":pos_y", ":init_pos_y"), # assign to cur pos_y
        (assign, ":map_x", ":init_map_x"), # assign to cur map_x
        (assign, ":map_y", ":init_map_y"), # assign to cur map_y 
        ## draw whole map
        (try_for_range, ":unused_rows", 0, ":total_rows"),
          (try_for_range, ":unused_cols", 0, ":total_cols"),
            (assign, ":dest_color", 0xFFFFFF), # default
            (position_set_x, pos3, ":map_x"),
            (position_set_y, pos3, ":map_y"),
            (party_set_position, "p_temp_party", pos3),
            (party_get_current_terrain, ":current_terrain", "p_temp_party"),
            (try_begin),
              (eq, ":current_terrain", rt_water),
              (assign, ":dest_color", 0xFFFFFF), # default
            (else_try),
              (call_script, "script_get_closest_center", "p_temp_party"),
              (assign, ":nearest_center", reg0),
              (try_begin),
                (gt, ":nearest_center", -1),
                (store_faction_of_party, ":center_faction", ":nearest_center"),
                (is_between, ":center_faction", kingdoms_begin, kingdoms_end),
                (faction_get_color, ":dest_color", ":center_faction"),
              (try_end),
            (try_end),
            (create_mesh_overlay, reg0, "mesh_white_plane"),
            (overlay_set_color, reg0, ":dest_color"),
            (position_set_x, pos1, ":pos_x"),
            (position_set_y, pos1, ":pos_y"),
            (overlay_set_position, reg0, pos1),
            (overlay_set_size, reg0, pos2), # color block size
            
            ## draw borderlines begin [optional]
            # borderlines length and whidth
            (store_add, ":line_length", ":color_block_size", 1*50),
            (assign, ":line_whidth", 1*50),
            # find bound_center
            (try_begin),
              (this_or_next|party_slot_eq, ":nearest_center", slot_party_type, spt_town),
              (party_slot_eq, ":nearest_center", slot_party_type, spt_castle),
              (assign, ":bound_center", ":nearest_center"), # itself
            (else_try),
              (party_slot_eq, ":nearest_center", slot_party_type, spt_village),
              (party_get_slot, ":bound_center", ":nearest_center", slot_village_bound_center),
            (try_end),
            # compare with the left side color block
            (try_begin),
              (store_sub, ":map_x_2", ":map_x", ":party_move_length"),
              (assign, ":map_y_2", ":map_y"),
              (position_set_x, pos4, ":map_x_2"),
              (position_set_y, pos4, ":map_y_2"),
              (party_set_position, "p_temp_party", pos4),
              (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
              (try_begin),
                (assign, ":continue", 0),
                (try_begin),
                  (neq, ":current_terrain", rt_water),
                  (neq, ":current_terrain_2", rt_water),
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center_2", reg0),
                  (try_begin),
                    (gt, ":nearest_center_2", -1),
                    (try_begin),
                      (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
                      (assign, ":bound_center_2", ":nearest_center_2"), # itself
                    (else_try),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
                      (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
                    (try_end),
                    (neq, ":bound_center_2", ":bound_center"),
                    (assign, ":continue", 1),
                  (try_end),
                (else_try),
                  (neq, ":current_terrain", ":current_terrain_2"),
                  (this_or_next|eq, ":current_terrain", rt_water),
                  (eq, ":current_terrain_2", rt_water),
                  (assign, ":continue", 1),
                (try_end),
                (eq, ":continue", 1),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, 0),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (position_set_x, pos1, ":line_whidth"),
                (position_set_y, pos1, ":line_length"),
                (overlay_set_size, reg0, pos1),
              (try_end),
            (try_end),
            # compare with the under color block
            (try_begin),
              (assign, ":map_x_2", ":map_x"),
              (store_sub, ":map_y_2", ":map_y", ":party_move_length"),
              (position_set_x, pos4, ":map_x_2"),
              (position_set_y, pos4, ":map_y_2"),
              (party_set_position, "p_temp_party", pos4),
              (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
              (try_begin),
                (assign, ":continue", 0),
                (try_begin),
                  (neq, ":current_terrain", rt_water),
                  (neq, ":current_terrain_2", rt_water),
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center_2", reg0),
                  (try_begin),
                    (gt, ":nearest_center_2", -1),
                    (try_begin),
                      (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
                      (assign, ":bound_center_2", ":nearest_center_2"),
                    (else_try),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
                      (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
                    (try_end),
                    (neq, ":bound_center_2", ":bound_center"),
                    (assign, ":continue", 1),
                  (try_end),
                (else_try),
                  (neq, ":current_terrain", ":current_terrain_2"),
                  (this_or_next|eq, ":current_terrain", rt_water),
                  (eq, ":current_terrain_2", rt_water),
                  (assign, ":continue", 1),
                (try_end),
                (eq, ":continue", 1),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, 0),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (position_set_x, pos1, ":line_length"),
                (position_set_y, pos1, ":line_whidth"),
                (overlay_set_size, reg0, pos1),
              (try_end),
            (try_end),
            ## draw borderlines end [optional]
            
            # offset
            (val_add, ":pos_x", ":color_block_length"),
            (val_add, ":map_x", ":party_move_length"), 
          (try_end),
          # offset
          (assign, ":pos_x", ":init_pos_x"),
          (val_sub, ":pos_y", ":color_block_length"),
          (assign, ":map_x", ":init_map_x"),
          (val_sub, ":map_y", ":party_move_length"),
        (try_end),
        
        ## blocks of centers 
        (assign, ":slot_no", 0),
        (try_for_range, ":center_no", centers_begin, centers_end),
          (party_is_active, ":center_no"),
          (party_get_position, pos4, ":center_no"),
          (position_get_x, ":center_x", pos4),
          (position_get_y, ":center_y", pos4),
          (val_sub, ":center_x", ":init_map_x"),
          (val_sub, ":center_y", ":init_map_y"),
          (val_mul, ":center_x", ":color_block_length"),
          (val_mul, ":center_y", ":color_block_length"),
          (val_div, ":center_x", ":party_move_length"),
          (val_div, ":center_y", ":party_move_length"),
          (val_add, ":center_x", ":init_pos_x"),
          (val_add, ":center_y", ":init_pos_y"),
          # offset and size
          (try_begin),
            (party_slot_eq, ":center_no", slot_party_type, spt_town),
            (assign, ":block_size", 8),
            (assign, ":center_type", spt_town),
          (else_try),
            (party_slot_eq, ":center_no", slot_party_type, spt_castle),
            (assign, ":block_size", 4),
            (assign, ":center_type", spt_castle),
          (else_try),
            (party_slot_eq, ":center_no", slot_party_type, spt_village),
            (assign, ":block_size", 2),
            (assign, ":center_type", spt_village),
          (try_end),
          (store_div, ":half_block_size", ":block_size", 2),
          (val_sub, ":center_x", ":half_block_size"),
          (val_sub, ":center_y", ":half_block_size"),
          (val_mul, ":block_size", 50),
          # block
          (create_mesh_overlay, reg0, "mesh_white_plane"),
          (overlay_set_color, reg0, 0),
          (position_set_x, pos1, ":center_x"),
          (position_set_y, pos1, ":center_y"),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, ":block_size"),
          (position_set_y, pos1, ":block_size"),
          (overlay_set_size, reg0, pos1),
          # name
          (str_store_party_name, s1, ":center_no"),
          (create_text_overlay, reg1, s1, tf_center_justify),
          (store_add, ":text_x", ":center_x", 0),
          (store_add, ":text_y", ":center_y", 10),
          (position_set_x, pos1, ":text_x"),
          (position_set_y, pos1, ":text_y"),
          (overlay_set_position, reg1, pos1),
          (overlay_set_display, reg1, 0),
          # slots
          (troop_set_slot, "trp_temp_array_a", ":slot_no", reg0), # overlay id
          (troop_set_slot, "trp_temp_array_b", ":slot_no", ":center_type"), # center type
          (troop_set_slot, "trp_temp_array_c", ":slot_no", reg1), # center name
          (val_add, ":slot_no", 1),
        (try_end),
        (assign, "$temp", ":slot_no"), # record num of slots
        
        ## blocks of kingdoms 
        (create_text_overlay, reg0, "@Factions", tf_vertical_align_center),
        (position_set_x, pos1, 790),
        (position_set_y, pos1, 700),
        (overlay_set_position, reg0, pos1),
        
        (assign, ":pos_x", 750),
        (assign, ":pos_y", 650),
        (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
          (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
          # color block
          (create_mesh_overlay, reg0, "mesh_white_plane"),
          (faction_get_color, ":dest_color", ":cur_kingdom"),
          (overlay_set_color, reg0, ":dest_color"),
          (position_set_x, pos1, ":pos_x"),
          (position_set_y, pos1, ":pos_y"),
          (overlay_set_position, reg0, pos1),
          # size: 35*25
          (position_set_x, pos1, 35*50),
          (position_set_y, pos1, 25*50),
          (overlay_set_size, reg0, pos1),
          # kingdom name
          (store_add, ":text_x", ":pos_x", 40),
          (store_add, ":text_y", ":pos_y", 12),
          (str_store_faction_name, s1, ":cur_kingdom"),
          (create_text_overlay, reg0, s1, tf_vertical_align_center),
          (position_set_x, pos1, ":text_x"),
          (position_set_y, pos1, ":text_y"),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 900),
          (overlay_set_size, reg0, pos1),
          (val_sub, ":pos_y", 40),
        (try_end),
        
        ## show centers or not
        # towns
        (create_check_box_overlay, "$g_presentation_obj_1", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (overlay_set_val, "$g_presentation_obj_1", 1),
        (create_text_overlay, reg0, "@Show towns", tf_vertical_align_center),
        (position_set_x, pos1, 80),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        # castles
        (create_check_box_overlay, "$g_presentation_obj_2", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 250),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (overlay_set_val, "$g_presentation_obj_2", 1),
        (create_text_overlay, reg0, "@Show castles", tf_vertical_align_center),
        (position_set_x, pos1, 280),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        # villages
        (create_check_box_overlay, "$g_presentation_obj_3", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 450),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
        (overlay_set_val, "$g_presentation_obj_3", 1),
        (create_text_overlay, reg0, "@Show villages", tf_vertical_align_center),
        (position_set_x, pos1, 480),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        
        (create_text_overlay, reg0, "@Tip: move the mouse onto the black blocks to show their names.", tf_vertical_align_center),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 95),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg0, pos1),
        
        (create_text_overlay, reg0, "@The World Map", tf_double_space|tf_center_justify),
        (position_set_x, pos1, 380),
        (position_set_y, pos1, 30),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 2000),
        (position_set_y, pos1, 2000),
        (overlay_set_size, reg0, pos1),
        
        # Done
        (create_game_button_overlay, "$g_presentation_obj_5", "@Done"),
        (position_set_x, pos1, 900),
        (position_set_y, pos1, 25),
        (overlay_set_position, "$g_presentation_obj_5", pos1),
      ]),
    
    (ti_on_presentation_mouse_enter_leave,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":enter_leave"),
        
        # show center name when mouse on it
        (try_for_range, ":slot_no", 0, "$temp"),
          (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
          (store_sub, ":display_overlay", 1, ":enter_leave"),
          (troop_get_slot, ":cur_overlay", "trp_temp_array_c", ":slot_no"),
          (overlay_set_display, ":cur_overlay", ":display_overlay"),
        (try_end),
      ]),
  
    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        
        (try_begin),
          (eq, ":object", "$g_presentation_obj_1"), # show towns
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_town),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_2"), # show castles
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_castle),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_3"), # show villages
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_village),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_5"),
          (presentation_set_duration, 0),
        (try_end),
      ]),
  ]),

Son olarak module_game_menuste aratıyoruz.

Code:
("view_morale_report",[],"View party morale report.",

ve altına bunu ekliyoruz.

Code:
      ("action_view_world_map",[],"Siyasi Haritayi Goster",
       [
        (start_presentation, "prsnt_world_map"),
        ]
       ),

Tebrikler artık oyuna siyasi harita eklediniz.

54726830201210181247031229072618682_000.jpg
 
Kod sahibi : rubik

kullanmak için ona teşekkür etmelisiniz.

module_presantations'da en başa

Code:
from header_skills import *

bunu ekliyoruz.Ardından module_presantations'da yine en alta

Code:
  ("faction_troop_trees", 0, 0, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),
        
        (create_mesh_overlay, reg1, "mesh_load_window"),
        (position_set_x, pos1, 0),
        (position_set_y, pos1, 0),
        (overlay_set_position, reg1, pos1),
        
        ## combo_button
        (create_combo_button_overlay, "$g_presentation_obj_1"),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 690),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        # factions
        (store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
        (store_add, ":num_pages", ":num_factions", 3),
        
        ## page names, from bottom to top
        (overlay_add_item, "$g_presentation_obj_1", "@Others"),
        (overlay_add_item, "$g_presentation_obj_1", "@Outlaws"),
        (overlay_add_item, "$g_presentation_obj_1", "@Mercenary"),
        (try_for_range_backwards, ":page_no", 0, ":num_factions"),
          (store_add, ":faction_no", ":page_no", npc_kingdoms_begin),
          (str_store_faction_name, s0, ":faction_no"),
          (overlay_add_item, "$g_presentation_obj_1", s0),
        (try_end),
        (store_sub, ":presentation_obj_val", ":num_pages", "$g_selected_page"),
        (val_sub, ":presentation_obj_val", 1),
        (overlay_set_val, "$g_presentation_obj_1", ":presentation_obj_val"),
        
        ## back
        (create_game_button_overlay, "$g_presentation_obj_2", "@Close"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 685),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        
        ## tips
        (create_text_overlay, reg1, "@Click the center button to toggle faction^Click the avatars to view details of them", tf_left_align),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 800),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 30),
        (position_set_y, pos1, 690),
        (overlay_set_position, reg1, pos1),
        
        ## pic_arms
        (try_begin),
          (is_between, "$g_selected_page", 0, ":num_factions"), 
          (store_add, ":pic_arms", "mesh_pic_arms_swadian", "$g_selected_page"),
          (create_mesh_overlay, reg1, ":pic_arms"),
          (position_set_x, pos1, 120),
          (position_set_y, pos1, 100),
          (overlay_set_position, reg1, pos1),
          (position_set_x, pos1, 300),
          (position_set_y, pos1, 300),
          (overlay_set_size, reg1, pos1),
        (try_end),

        # detect_total_max_tier, calculate offset_x
        (assign, ":total_max_tier", 1),
        (try_for_range, ":cur_troop", soldiers_begin, soldiers_end),
          (neg|troop_is_hero, ":cur_troop"),
          # can upgrade
          (troop_get_upgrade_troop, ":upgrade_troop", ":cur_troop", 0),
          (gt, ":upgrade_troop", 0), 
          # page_no_for_cur_troop
          (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":cur_troop"),
          (assign, ":page_no_for_cur_troop", reg0),
          # on current page_no
          (eq, ":page_no_for_cur_troop", "$g_selected_page"),
          (assign, reg0, 1), # reg0: init max_tier to 1
          (call_script, "script_troop_tree_recursive_detect_max_tier", ":cur_troop", 1),
          (assign, ":cur_max_tier", reg0),
          (try_begin),
            (gt, ":cur_max_tier", ":total_max_tier"),
            (assign, ":total_max_tier", ":cur_max_tier"),
          (try_end),
        (try_end),
        (val_sub, ":total_max_tier", 1),
        (val_max, ":total_max_tier", 1),
        (store_div, ":offset_x", 700, ":total_max_tier"),
        (val_min, ":offset_x", 120),
        
        (str_clear, s0),
        (create_text_overlay, reg1, s0, tf_scrollable),
        (position_set_x, pos1, 15),
        (position_set_y, pos1, 15),
        (overlay_set_position, reg1, pos1),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 660),
        (overlay_set_area_size, reg1, pos1),
        (set_container_overlay, reg1),
        
        (assign, "$g_cur_slot_no", 0),
        (assign, reg2, 75),
        # find all root troops of selected faction
        (try_for_range, ":cur_troop", soldiers_begin, soldiers_end),
          (neg|troop_is_hero, ":cur_troop"),
          # can upgrade
          (troop_get_upgrade_troop, ":upgrade_troop", ":cur_troop", 0),
          (gt, ":upgrade_troop", 0), 
          # page_no_for_cur_troop
          (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":cur_troop"),
          (assign, ":page_no_for_cur_troop", reg0),
          # on current page_no
          (eq, ":page_no_for_cur_troop", "$g_selected_page"),
          # can't be upgraded from other troops of the same page
          (assign, ":is_root_troop", 1),
          (assign, ":end_cond", soldiers_end),
          (try_for_range, ":loop_troop", soldiers_begin, ":end_cond"),
            (neg|troop_is_hero, ":loop_troop"),
            # page_no_for_loop_troop
            (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":loop_troop"),
            (assign, ":page_no_for_loop_troop", reg0),
            # on current page_no
            (eq,  ":page_no_for_loop_troop", "$g_selected_page"),
            (troop_get_upgrade_troop, ":upgrade_troop_1", ":loop_troop", 0),
            (troop_get_upgrade_troop, ":upgrade_troop_2", ":loop_troop", 1),
            (this_or_next|eq, ":upgrade_troop_1", ":cur_troop"),
            (eq, ":upgrade_troop_2", ":cur_troop"),
            (assign, ":is_root_troop", 0),
            (assign, ":end_cond", 0), #break
          (try_end),
          (eq, ":is_root_troop", 1), # draw troop tree of cur root_troop
          (call_script, "script_troop_tree_recursive_backtracking", ":cur_troop", 50, reg2, ":offset_x"),
          (val_add, reg2, 160),
        (try_end),
        
        (set_container_overlay, -1),
        
        ## draw selected_troop: Attributes, Skills, Equipments,
        (try_begin),
          (gt, "$g_selected_troop", 0), 
          (store_mul, ":cur_troop", "$g_selected_troop", 2), #with weapons
          (create_image_button_overlay_with_tableau_material, reg1, -1, "tableau_game_party_window", ":cur_troop"),
          (position_set_x, pos1, 450),
          (position_set_y, pos1, 600),
          (overlay_set_size, reg1, pos1),
          (position_set_x, pos1, 810),
          (position_set_y, pos1, 550),
          (overlay_set_position, reg1, pos1),
          
          # pos2: text size
          (position_set_x, pos2, 750),
          (position_set_y, pos2, 750),
          # pos2: title text size
          (position_set_x, pos3, 900),
          (position_set_y, pos3, 900),
          # Name
          (str_store_troop_name, s1, "$g_selected_troop"),
          (create_text_overlay, reg1, s1, tf_center_justify),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 710),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # level and HP
          (store_character_level, reg3, "$g_selected_troop"),
          (assign, ":troop_hp", 35),
          (store_skill_level, ":skill", skl_ironflesh, "$g_selected_troop"),
          (store_attribute_level, ":strength", "$g_selected_troop", ca_strength),
          (val_mul, ":skill", 2),
          (val_add, ":troop_hp", ":skill"),
          (val_add, ":troop_hp", ":strength"),
          (assign, reg4, ":troop_hp"),
          (create_text_overlay, reg1, "@Level: {reg3}^Health: {reg4}", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 665),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Attributes
          (create_text_overlay, reg1, "@Attributes", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 630),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@STR^AGI^INT^CHA", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 570),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          (try_for_range, ":attrib_id", 0, 4),
            (try_begin),
              (eq, ":attrib_id", 0),
              (store_attribute_level, reg2, "$g_selected_troop", ":attrib_id"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (store_attribute_level, reg2, "$g_selected_troop", ":attrib_id"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 570),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Skills
          (create_text_overlay, reg1, "@Skills", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 527),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@Ironflesh^Power Strike^Power Throw^Power Draw^Shield^Athletics^Riding^Horse Archery", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 415),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          (try_for_range_backwards, ":skill_id", 0, 42),
            (try_begin),
              (eq, ":skill_id", "skl_ironflesh"),
              (store_skill_level, reg2, ":skill_id", "$g_selected_troop"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (this_or_next|eq, ":skill_id", "skl_power_strike"),
              (this_or_next|eq, ":skill_id", "skl_power_throw"),
              (this_or_next|eq, ":skill_id", "skl_power_draw"),
              (this_or_next|eq, ":skill_id", "skl_shield"),
              (this_or_next|eq, ":skill_id", "skl_athletics"),
              (this_or_next|eq, ":skill_id", "skl_riding"),
              (eq, ":skill_id", "skl_horse_archery"),
              (store_skill_level, reg2, ":skill_id", "$g_selected_troop"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 415),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Weapon Proficiencies
          (create_text_overlay, reg1, "@Proficiencies", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 370),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@1H Weapons^2H Weapons^Polearms^Archery^Crossbows^Throwing", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 285),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          (try_for_range, ":wp_id", 0, 6),
            (try_begin),
              (eq, ":wp_id", wpt_one_handed_weapon),
              (store_proficiency_level, reg2, "$g_selected_troop", ":wp_id"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (is_between, ":wp_id", wpt_two_handed_weapon, wpt_firearm),
              (store_proficiency_level, reg2, "$g_selected_troop", ":wp_id"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 285),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Equipments
          (create_text_overlay, reg1, "@Equipments", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 235),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (str_clear, s0),
          (create_text_overlay, "$g_presentation_obj_3", s0, tf_scrollable),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 30),
          (overlay_set_position, "$g_presentation_obj_3", pos1),
          (position_set_x, pos1, 138),
          (position_set_y, pos1, 202),
          (overlay_set_area_size, "$g_presentation_obj_3", pos1),
          (set_container_overlay, "$g_presentation_obj_3"),
          
          (troop_clear_inventory, "trp_temp_array_a"),
          (troop_get_inventory_capacity, ":inv_cap", "$g_selected_troop"),
          (try_for_range, ":i_slot", 0, ":inv_cap"),
            (troop_get_inventory_slot, ":item", "$g_selected_troop", ":i_slot"),
            (gt, ":item", -1),
            (troop_get_inventory_slot_modifier, ":imod", "$g_selected_troop", ":i_slot"),
            (troop_add_item,"trp_temp_array_a",":item", ":imod"),
          (try_end),
          
          (assign, ":pos_x", 0),
          (assign, ":pos_y", 280),
          (assign, ":slot_no", 10),
          (try_for_range, ":unused_height", 0, 8),
            (try_for_range, ":unused_width", 0, 3),
              (create_mesh_overlay, reg1, "mesh_mp_inventory_choose"),
              (position_set_x, pos1, 320),
              (position_set_y, pos1, 320),
              (overlay_set_size, reg1, pos1),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg1, pos1),
              (troop_set_slot, "trp_temp_array_a", ":slot_no", reg1),
              (create_mesh_overlay, reg1, "mesh_inv_slot"),
              (position_set_x, pos1, 400),
              (position_set_y, pos1, 400),
              (overlay_set_size, reg1, pos1),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg1, pos1),
              (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
              (val_max, ":item_no", 0),
              (create_mesh_overlay_with_item_id, reg1, ":item_no"),
              (position_set_x, pos1, 400),
              (position_set_y, pos1, 400),
              (overlay_set_size, reg1, pos1),
              (store_add, ":item_x", ":pos_x", 20),
              (store_add, ":item_y", ":pos_y", 20),
              (position_set_x, pos1, ":item_x"),
              (position_set_y, pos1, ":item_y"),
              (overlay_set_position, reg1, pos1),
              (troop_set_slot, "trp_temp_array_b", ":slot_no", reg1),
              (val_add, ":pos_x", 40),
              (val_add, ":slot_no", 1),
            (try_end),
            (assign, ":pos_x", 0),
            (val_sub, ":pos_y", 40),
          (try_end),
          (set_container_overlay, -1),
        (try_end),
      ]),
      
    (ti_on_presentation_mouse_enter_leave,
      [
      (store_trigger_param_1, ":object"),
      (store_trigger_param_2, ":enter_leave"),
      
      (try_begin),
        (gt, "$g_selected_troop", 0), 
        (try_begin),
          (eq, ":enter_leave", 0),
          (try_for_range, ":slot_no", 10, 106),
            (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
            (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
            (troop_get_inventory_slot_modifier, ":cur_imod", "trp_temp_array_a", ":slot_no"),
            (try_begin),
              (gt, ":item_no", -1),
              (troop_get_slot, ":target_obj", "trp_temp_array_b", ":slot_no"),
              (overlay_get_position, pos0, ":target_obj"),
              (show_item_details_with_modifier, ":item_no", ":cur_imod", pos0, 100),
              (assign, "$g_current_opened_item_details", ":slot_no"),
            (try_end),
          (try_end),
        (else_try),
          (try_for_range, ":slot_no", 10, 106),
            (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
            (try_begin),
              (eq, "$g_current_opened_item_details", ":slot_no"),
              (close_item_details),
            (try_end),
          (try_end),
        (try_end),
      (try_end),
    ]),
      
    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        
        (try_for_range, ":slot_no", 0, "$g_cur_slot_no"),
          (troop_slot_eq, "trp_stack_selection_amounts", ":slot_no", ":object"),
          (troop_get_slot, "$g_selected_troop", "trp_stack_selection_ids", ":slot_no"),
          (start_presentation, "prsnt_faction_troop_trees"),
        (try_end),
        
        (try_begin),
          (eq, ":object", "$g_presentation_obj_1"),
          (store_sub, ":num_pages", npc_kingdoms_end, npc_kingdoms_begin),
          (val_add, ":num_pages", 3),
          (store_sub, "$g_selected_page", ":num_pages", ":value"),
          (val_sub, "$g_selected_page", 1),
          (assign, "$g_selected_troop", 0), 
          (start_presentation, "prsnt_faction_troop_trees"),
        (else_try),
          (eq, ":object", "$g_presentation_obj_2"),
          (assign, "$g_selected_troop", 0), 
          (assign, "$g_selected_page", 0),
          (presentation_set_duration, 0),
        (try_end),
      ]),
  ]),

bunu ekliyoruz.Sonra bu koduda

Code:
   ("troop_tree_recursive_backtracking", 
    [
      (store_script_param, ":troop_no", 1),
      (store_script_param, ":cur_x", 2),
      (store_script_param, ":cur_y", 3),
      (store_script_param, ":offset_x", 4),
      
      (store_add, ":next_x", ":cur_x", ":offset_x"),
      # upgrade_troop
      (troop_get_upgrade_troop, ":upgrade_troop_1", ":troop_no", 0),
      (troop_get_upgrade_troop, ":upgrade_troop_2", ":troop_no", 1),
      (try_begin),
        (gt,  ":upgrade_troop_2", 0),
        (call_script, "script_troop_tree_recursive_backtracking", ":upgrade_troop_2", ":next_x", reg2, ":offset_x"),
        (assign, ":upgrade_troop_2_y", reg0),
        (val_add, reg2, 160), # current global y
        (call_script, "script_troop_tree_recursive_backtracking", ":upgrade_troop_1", ":next_x", reg2, ":offset_x"),
        (assign, ":upgrade_troop_1_y", reg0),
      (else_try),
        (gt,  ":upgrade_troop_1", 0),
        (call_script, "script_troop_tree_recursive_backtracking", ":upgrade_troop_1", ":next_x", reg2, ":offset_x"),
        (assign, ":upgrade_troop_1_y", reg0),
      (try_end),
      
      # troop_tree_line
      (try_begin),
        (gt,  ":upgrade_troop_2", 0),
        (store_add, reg0, ":upgrade_troop_1_y", ":upgrade_troop_2_y"),
        (val_div, reg0, 2),
        #               ---- upgrade_troop_1
        #              |
        # troop_no ----
        #              |
        #               ---- upgrade_troop_2
        (store_div, ":half_offset_x", ":offset_x", 2),
        (store_add, ":middle_x", ":cur_x", ":half_offset_x"),
        (call_script, "script_prsnt_line", ":half_offset_x", 4, ":cur_x", reg0, 0),
        (call_script, "script_prsnt_line", ":half_offset_x", 4, ":middle_x", ":upgrade_troop_1_y", 0),
        (call_script, "script_prsnt_line", ":half_offset_x", 4, ":middle_x", ":upgrade_troop_2_y", 0),
        (store_sub, ":size_y", ":upgrade_troop_1_y", ":upgrade_troop_2_y"),
        (val_add, ":size_y", 4),
        (call_script, "script_prsnt_line", 4, ":size_y", ":middle_x", ":upgrade_troop_2_y", 0),
      (else_try),
        (gt,  ":upgrade_troop_1", 0),
        (assign, reg0, ":upgrade_troop_1_y"),
        #
        # troop_no -------- upgrade_troop_1
        #
        (call_script, "script_prsnt_line", ":offset_x", 4, ":cur_x", ":upgrade_troop_1_y", 0),
      (else_try),
        (assign, reg0, ":cur_y"),
      (try_end),
      
      # troop name
      (str_store_troop_name, s1, ":troop_no"),
      (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_center|tf_double_space|tf_scrollable),
      (store_sub, ":name_x", ":cur_x", 57),
      (store_sub, ":name_y", reg0, 120),
      (position_set_x, pos1, ":name_x"),
      (position_set_y, pos1, ":name_y"),
      (overlay_set_position, reg1, pos1),
      (position_set_x, pos1, 100),
      (position_set_y, pos1, 60),
      (overlay_set_area_size, reg1, pos1),
      (position_set_x, pos1, 640),
      (position_set_y, pos1, 640),
      (overlay_set_size, reg1, pos1),
      
      # troop avatar
      (store_sub, ":avatar_x", ":cur_x", 60),
      (store_sub, ":avatar_y", reg0, 60),
      (store_mul, ":cur_troop", ":troop_no", 2), #with weapons
      (create_image_button_overlay_with_tableau_material, reg1, -1, "tableau_game_party_window", ":cur_troop"),
      (position_set_x, pos1, 360),
      (position_set_y, pos1, 480),
      (overlay_set_size, reg1, pos1),
      (position_set_x, pos1, ":avatar_x"),
      (position_set_y, pos1, ":avatar_y"),
      (overlay_set_position, reg1, pos1),
      
      # troop info
      (troop_set_slot, "trp_stack_selection_amounts", "$g_cur_slot_no", reg1),
      (troop_set_slot, "trp_stack_selection_ids", "$g_cur_slot_no", ":troop_no"),
      (val_add, "$g_cur_slot_no", 1),
    ]),

   # reg0: cur max_tier
   ("troop_tree_recursive_detect_max_tier", 
    [
      (store_script_param, ":troop_no", 1),
      (store_script_param, ":cur_tier", 2),
      
      (store_add, ":next_tier", ":cur_tier", 1),
      # upgrade_troop
      (troop_get_upgrade_troop, ":upgrade_troop_1", ":troop_no", 0),
      (troop_get_upgrade_troop, ":upgrade_troop_2", ":troop_no", 1),
      (try_begin),
        (gt,  ":upgrade_troop_2", 0),
        (call_script, "script_troop_tree_recursive_detect_max_tier", ":upgrade_troop_2", ":next_tier"),
        (call_script, "script_troop_tree_recursive_detect_max_tier", ":upgrade_troop_1", ":next_tier"),
      (else_try),
        (gt,  ":upgrade_troop_1", 0),
        (call_script, "script_troop_tree_recursive_detect_max_tier", ":upgrade_troop_1", ":next_tier"),
      (try_end),
      
      (try_begin),
        (gt, ":cur_tier", reg0),
        (assign, reg0, ":cur_tier"),
      (try_end),
    ]),
    
  ("prsnt_line",
    [
      (store_script_param, ":size_x", 1),
      (store_script_param, ":size_y", 2),
      (store_script_param, ":pos_x", 3),
      (store_script_param, ":pos_y", 4),
      (store_script_param, ":color", 5),

      (create_mesh_overlay, reg1, "mesh_white_plane"),
      (val_mul, ":size_x", 50),
      (val_mul, ":size_y", 50),
      (position_set_x, pos0, ":size_x"),
      (position_set_y, pos0, ":size_y"),
      (overlay_set_size, reg1, pos0),
      (position_set_x, pos0, ":pos_x"),
      (position_set_y, pos0, ":pos_y"),
      (overlay_set_position, reg1, pos0),
      (overlay_set_color, reg1, ":color"),
  ]),
    
  # script_get_page_no_of_troop_tree_for_troop_on
  # Input: troop_no
  # Output: page_no
  ("get_page_no_of_troop_tree_for_troop_on",
  [
      (store_script_param, ":troop_no", 1),
      
      (store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
      (store_troop_faction, ":troop_faction", ":troop_no"),
      (try_begin),
        (is_between, ":troop_faction", npc_kingdoms_begin, npc_kingdoms_end), 
        (store_sub, ":page_no", ":troop_faction", npc_kingdoms_begin),
      (else_try),
        (is_between, ":troop_no", soldiers_begin, mercenary_troops_end),
        (store_add, ":page_no", ":num_factions", 0), # mercenary
      (else_try),
        (eq, ":troop_faction", "fac_outlaws"),
        (store_add, ":page_no", ":num_factions", 1), # Outlaws
      (else_try),
        (store_add, ":page_no", ":num_factions", 2), # Others
      (try_end),
      (assign, reg0, ":page_no"),
  ]),

module_scripts'de en alta yani '']''dan önceye ekliyoruz.

ve şu koduda module_scripts'de en başa ekliyoruz.

Code:
from header_presentations import *

Ondan sonra module_game_menus'te

Code:
("view_morale_report",[],"View party morale report.",

bunu aratıyoruz ve altına

Code:
      ("action_view_troop_trees",[],"Asker Agacini Goster",
       [
        (start_presentation, "prsnt_faction_troop_trees"),
        ]
       ),

bunu ekliyoruz.

Tebrikler artık oyuna asker ağacı eklediniz.

QGLjgt.jpg

 
Mesela bu kod ise sizin bir lordunuz var Lord Doru diye geçiyor mesela o ünvanı paşa veya başka birşeye çevirebilirsiniz.

Kodun sahibi : Caba`drin

kullanmak için ona teşekkür etmelisiniz.Başlayalım.

module_presentations'da en alta

Code:
## Player Faction begin
# Set your vassals' titles - made by Caba'drin
("set_vassal_title",0,mesh_load_window,[
      (ti_on_presentation_load,
       [(set_fixed_point_multiplier, 1000),
        (str_clear, s1),
        (str_clear, s2),
       
        (create_text_overlay, reg0, "@How will your male vassals be known?", tf_center_justify),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 600),
        (overlay_set_position, reg0, pos1),
        (create_text_overlay, reg0, "@How will your female vassals be known?", tf_center_justify),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 400),
        (overlay_set_position, reg0, pos1),
        
        (create_simple_text_box_overlay, "$g_presentation_obj_name_kingdom_1"),
        (position_set_x, pos1, 400),
        (position_set_y, pos1, 500),
        (overlay_set_position, "$g_presentation_obj_name_kingdom_1", pos1),
        (try_begin),
          (troop_slot_eq, "trp_heroes_end", 0, 1), #Pick a slot
          (str_store_troop_name, s0, "trp_heroes_end"),
        (else_try),
          (str_store_string, s0, "@{!}"),
          (str_store_string, s0, "str_faction_title_male_player"),
        (try_end),
        (overlay_set_text, "$g_presentation_obj_name_kingdom_1", s0),
        
        (create_simple_text_box_overlay, reg0),
        (position_set_x, pos1, 400),
        (position_set_y, pos1, 300),
        (overlay_set_position, reg0, pos1),
        (try_begin),
          (troop_slot_eq, "trp_heroes_end", 1, 1), #Pick a slot
          (str_store_troop_name_plural, s0, "trp_heroes_end"),
        (else_try),
          (str_store_string, s0, "@{!}"),
          (str_store_string, s0, "str_faction_title_female_player"),
        (try_end),
        (overlay_set_text, reg0, s0),
          
        (create_button_overlay, reg0, "@Use the Titles Entered Above.", tf_center_justify),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 150),
        (overlay_set_position, reg0, pos1),
        
        (create_button_overlay, reg0, "@Use Default Titles (Lord/Lady).", tf_center_justify),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 100),
        (overlay_set_position, reg0, pos1),
        
        (presentation_set_duration, 999999),
        ]),
      (ti_on_presentation_event_state_change,
       [(store_trigger_param_1, ":object"),
        (try_begin),
          (eq, ":object", "$g_presentation_obj_name_kingdom_1"),
          (str_store_string, s1, s0), #Male Title
        (else_try),
          (store_add, ":overlay", "$g_presentation_obj_name_kingdom_1", 1),
          (eq, ":object", ":overlay"), 
          (str_store_string, s2, s0), ##Female Title          
        (else_try),
          (val_add, ":overlay", 1), 
          (eq, ":object", ":overlay"), #Custom
          (try_begin),
            (neg|str_is_empty, s1),
            (troop_set_name, "trp_heroes_end", s1),
            (troop_set_slot, "trp_heroes_end", 0, 1),
            (try_for_range, ":lord_lady", lords_begin, lords_end),
                (store_troop_faction, ":faction", ":lord_lady"),
                (eq, ":faction", "fac_player_supporters_faction"),
                (call_script, "script_troop_set_title_according_to_faction", ":lord_lady", ":faction"),
            (try_end),
          (try_end),
          (try_begin),
            (neg|str_is_empty, s2),
            (troop_set_plural_name, "trp_heroes_end", s2),
            (troop_set_slot, "trp_heroes_end", 1, 1),
            (try_for_range, ":lord_lady", kingdom_ladies_begin, kingdom_ladies_end),
                (store_troop_faction, ":faction", ":lord_lady"),
                (eq, ":faction", "fac_player_supporters_faction"),
                (call_script, "script_troop_set_title_according_to_faction", ":lord_lady", ":faction"),
            (try_end),
          (try_end),
          (try_begin),
            (this_or_next|neg|str_is_empty, s1),
            (neg|str_is_empty, s2),
            (try_for_range, ":lord_lady", companions_begin, companions_end),
                (store_troop_faction, ":faction", ":lord_lady"),
                (eq, ":faction", "fac_player_supporters_faction"),
                (troop_slot_eq, ":lord_lady", slot_troop_occupation, slto_kingdom_hero),
                (call_script, "script_troop_set_title_according_to_faction", ":lord_lady", ":faction"),
            (try_end),
          (try_end),          
          (presentation_set_duration, 0),
        (else_try),
          (val_add, ":overlay", 1), 
          (eq, ":object", ":overlay"), #Default
          (troop_set_slot, "trp_heroes_end", 0, 0),
          (troop_set_slot, "trp_heroes_end", 1, 0),
          (try_for_range, ":lord_lady", lords_begin, kingdom_ladies_end),
            (neg|is_between, ":lord_lady", pretenders_begin, pretenders_end),
            (store_troop_faction, ":faction", ":lord_lady"),
            (eq, ":faction", "fac_player_supporters_faction"),
            (call_script, "script_troop_set_title_according_to_faction", ":lord_lady", ":faction"),
          (try_end),
          (try_for_range, ":lord_lady", companions_begin, companions_end),
            (store_troop_faction, ":faction", ":lord_lady"),
            (eq, ":faction", "fac_player_supporters_faction"),
            (troop_slot_eq, ":lord_lady", slot_troop_occupation, slto_kingdom_hero),
            (call_script, "script_troop_set_title_according_to_faction", ":lord_lady", ":faction"),
          (try_end),
          (presentation_set_duration, 0),
        (try_end),
        ]),
      ]),

bunu ekleyin.

module_game_menus'te şu kodu aratın.

Code:
("camp_action",[],"Take an action.",

Altına bunu ekleyin.

Code:
("action_change_vassal_title",
       [
         (eq, "$players_kingdom_name_set", 1),
         (faction_slot_eq, "fac_player_supporters_faction", slot_faction_state, sfs_active),
         (faction_slot_eq, "fac_player_supporters_faction", slot_faction_leader, "trp_player"),
         ],"Change your vassals' title of nobility.",
       [(start_presentation, "prsnt_set_vassal_title"),
        ]
       ),

module_scripts'de şu kodu aratın.

Code:
 # script_troop_set_title_according_to_faction

Şöyle bir paragraf çıkacak.

Code:
  # script_troop_set_title_according_to_faction
  # Input: arg1 = troop_no, arg2 = faction_no
  ("troop_set_title_according_to_faction",
    [
      (store_script_param, ":troop_no", 1),
      (store_script_param, ":faction_no", 2),
      (try_begin),
        (is_between, ":faction_no", kingdoms_begin, kingdoms_end),
        (str_store_troop_name_plural, s0, ":troop_no"),
        (troop_get_type, ":gender", ":troop_no"),
        (store_sub, ":title_index", ":faction_no", kingdoms_begin),
        (try_begin),
          (eq, ":gender", 0), #male
          (val_add, ":title_index", kingdom_titles_male_begin),
        (else_try),
          (val_add, ":title_index", kingdom_titles_female_begin),
        (try_end),
        (str_store_string, s1, ":title_index"),
        (troop_set_name, ":troop_no", s1),
        (troop_get_slot, ":troop_party", ":troop_no", slot_troop_leaded_party),
        (gt, ":troop_party", 0),
        (str_store_troop_name, s5, ":troop_no"),
        (party_set_name, ":troop_party", "str_s5_s_party"),
      (try_end),
      ]),

o paragrafı şu kodla değiştirin.

Code:
  # script_troop_set_title_according_to_faction
  # Input: arg1 = troop_no, arg2 = faction_no
  # EDITED FROM NATIVE TO ALLOW CUSTOM PLAYER KINGDOM TITLES
  ("troop_set_title_according_to_faction",
    [
      (store_script_param, ":troop_no", 1),
      (store_script_param, ":faction_no", 2),
      
      (assign, ":custom_name", 0),
      (try_begin),
        (try_begin),
            (eq, ":faction_no", "fac_player_supporters_faction"),
            (troop_get_type, ":gender", ":troop_no"),
            (try_begin),
              (eq, ":gender", 0), #male
              (troop_slot_eq, "trp_heroes_end", 0, 1),
              (str_store_troop_name, s0, "trp_heroes_end"),
              (str_store_troop_name_plural, s1, ":troop_no"),
              (str_store_string, s1, "str_s0_s1"),
              (assign, ":custom_name", 1),              
            (else_try),
              (troop_slot_eq, "trp_heroes_end", 1, 1),
              (str_store_troop_name_plural, s0, "trp_heroes_end"),
              (str_store_troop_name_plural, s1, ":troop_no"),
              (str_store_string, s1, "str_s0_s1"),
              (assign, ":custom_name", 1),              
            (try_end),
            (eq, ":custom_name", 1), #So if it fails, will rename normally
        (else_try),
            (is_between, ":faction_no", kingdoms_begin, kingdoms_end),
            (str_store_troop_name_plural, s0, ":troop_no"),
            (troop_get_type, ":gender", ":troop_no"),
            (store_sub, ":title_index", ":faction_no", kingdoms_begin),
            (try_begin),
              (eq, ":gender", 0), #male
              (val_add, ":title_index", kingdom_titles_male_begin),
            (else_try),
              (val_add, ":title_index", kingdom_titles_female_begin),
            (try_end),
            (str_store_string, s1, ":title_index"),
        (try_end),
        (troop_set_name, ":troop_no", s1),
        (troop_get_slot, ":troop_party", ":troop_no", slot_troop_leaded_party),
        (gt, ":troop_party", 0),
        (str_store_troop_name, s5, ":troop_no"),
        (party_set_name, ":troop_party", "str_s5_s_party"),
      (try_end),
      ]),

module_dialogs'da şu kodu aratın.

Code:
		(else_try),
			(eq, ":is_female", 1),
			(str_store_string, s14, "str_lady_s12"),
		(else_try),	
			(str_store_string, s14, "str_lord_s12"),

bu kodun tam altına ve aynı hizada şu kodu ekleyin.

Code:
     (else_try),	
         (str_store_string, s14, "str_lord_s12"),
     (try_end),
     (troop_set_name, "$g_talk_troop", s14),
     (call_script, "script_troop_set_title_according_to_faction", "$g_talk_troop", "fac_player_supporters_faction"), #INSERT THIS LINE
     (unlock_achievement, ACHIEVEMENT_I_DUB_THEE),

İş bitmiştir.Artık lordlarınızın veya leydilerinizin ünvanını değiştireceksiniz.
 
Bu kod oyuna düşmanların size tekme atmasını sağlıyor.Cihat ve Haçlılar'da olduğu gibi.

Kodun sahibi : Zarthas

kodu kullanmanız için sahibine teşekkür etmelisiniz.

module_mission_templates'de aratın.

Code:
pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian

altına ise şunu ekleyin.

Code:
AI_kick =  (
         2, 0, 0,
       [], [
	(get_player_agent_no,":player"),
	(try_for_agents, ":agent"),
		(neq, ":agent", ":player"),
		(agent_is_alive, ":agent"),
		(agent_is_human, ":agent"),#Only humans can kick....FOR NOW
		(agent_is_active, ":agent"),
		(agent_slot_eq, ":agent", slot_agent_is_running_away, 0),#Isn't fleeing the battle.
		##He's an eligible human.  Now see if he's in a position to kick.
		(agent_get_attack_action, ":attack_action", ":agent"), #returned values: free = 0, readying_attack = 1, releasing_attack = 2, completing_attack_after_hit = 3, attack_parried = 4, reloading = 5, after_release = 6, cancelling_attack = 7
		(agent_get_defend_action, ":defend_action", ":agent"),#
		(this_or_next|eq,":attack_action",4),#Just got parried
		(this_or_next|eq,":defend_action",1),#Parrying an enemy
		##So he'll only try to kick if he just parried an enemy attack, or his own attack just got parried.
		(agent_get_team, ":team", ":agent"),
		(assign, ":maximum_distance", 100),
		#Target Acquisition
		(agent_ai_get_look_target,":suspect",":agent"),
		(gt,":suspect",0),#Make sure there is someone.
		(agent_is_alive, ":suspect"),
		(agent_is_human, ":suspect"),#Only kick humans
		(agent_is_active, ":suspect"),
		(agent_get_team, ":suspect_team", ":suspect"),
		(neq, ":suspect_team", ":team"),#Friends don't let friends kick friends.
		(agent_get_position, pos1, ":agent"),#Distance check
		(agent_get_position, pos2, ":suspect"),
		(neg|position_is_behind_position, pos2, pos1), #Suspect can't be behind kicker.
		(get_distance_between_positions, ":distance", pos1, pos2),
		(le, ":distance", ":maximum_distance"),
		#Check chance
		(store_random_in_range,":kickchance", 1, 10),
		(try_begin),
			(eq,":kickchance",1), #10% chance per check
				(display_message, "@Agent kicks."),
				(agent_set_animation, ":agent", "anim_prepare_kick_0"),
				(agent_deliver_damage_to_agent, ":agent", ":suspect", 3),
				(agent_set_animation, ":suspect", "anim_strike3_abdomen_front"),#Get Kicked
			(try_end),
	   (try_end),])
a
Bitmiştir.

Not : Kodun çalışması için herhangi bir saldırı misyonuna AI_kick eklemelisiniz.
 
Bu kod benim moddada var ama TR forumda kullananı göremedim o yüzden çevireyim dedim.Bu kod haritada köprü ikonunun üstünde savaşa tutulursa köprüyle savaş yaparsınız.

Kodun sahibi : Arch3r

Sahnenin sahibi : taken

Kodu kullanmak için bu 2'sine teşekkür etmelisiniz.

Başlayalım.

module_game_menus'te şu kodu arayın.

Code:
("encounter_attack",[

Şöyle bir kod bölümü çıkacak o bölümün arasına siyah yazıları ekleyin gördüğünüz gibi.
  "Charge the enemy.",[
                                (assign, "$g_battle_result", 0),
                                (assign, "$g_engaged_enemy", 1),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (try_begin),
                                  (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (eq, "$g_encounter_type", enctype_catched_during_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try), #Arch3r#
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_1"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_1"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_2"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_2"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_3"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_3"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_4"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_4"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_5"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_5"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_6"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_6"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_7"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_7"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_8"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_8"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_9"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_9"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_10"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_10"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_11"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_11"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_12"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_12"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_13"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_13"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_14"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_14"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
#                                (else_try),
#                                  (party_get_position,pos1,"p_main_party"),
#                                    (party_get_position,pos2,"p_bridge_15"),
#                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
#                                    (lt,":cur_distance",100),
#                                    (assign, ":scene_to_use", "scn_bridge_15"),
#                                  (set_jump_mission,"mt_lead_charge"),
#                                  (jump_to_scene, ":scene_to_use"),

                                (else_try),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (call_script, "script_setup_random_scene"),
                                (try_end),

Ardından module_scenes'te en alta yani '']''dan önce şunu yapıştırın.

Code:
  ("bridge_1",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_2",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_3",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_4",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_5",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_6",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_7",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_8",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_9",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_10",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_11",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_12",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_13",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_14",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
#  ("bridge_15",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
#    [],[], "outer_terrain_plain"),

Sonra module_parties'de en aşağıya yani '']''dan önce şunu ekleyin.

Code:
#  bridge_a
  ("bridge_1","Zendar Memorial Highway",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(11.56, 59.89),[], 90),
  ("bridge_2","Kelredan Kantilever",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(2.14, 34.13),[], 64),
  ("bridge_3","Curin Channel",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-66.92, 72.98),[], 10),
  ("bridge_4","Buillin Bridge",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-76.94, 67.25),[], 90),
  ("bridge_5","Oxenstierna Overpass",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(82.16, 79.18),[], 135),

#  ("bridge_6","6",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(85.60, 64.32),[], 120),
#  ("bridge_7","7",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(82.47, 43.28),[], 75),
#  ("bridge_8","8",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(79.46, 21.19),[], 55),

  ("bridge_9","Dramug Drivethrough",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(62.13, 48.21),[], 60),
  ("bridge_10","Slezkh Span",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(71.05, 54.55),[], 35),
  ("bridge_11","Ilvia Intersection",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-54.85, -41.40),[], 90),
  ("bridge_12","Fearichen Ford",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(12.17, 79.57),[], 135),
  ("bridge_13","Kulum Krossing",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(17.16, 81.16),[], 90),
  ("bridge_14","Udiniad Underpass",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(21.88, 78.80),[], 75),
  ("bridge_15","Pagundur Passageway",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-68.01, -29.60),[], 15),
####################
#NEW
####################
  ("bridge_16","Verden Viaduct",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-100.063,48.4162),[], 10),
  ("bridge_17","Aldelen Arch",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-94.6534,81.2015),[], 64),
#  ("bridge_18","18",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(106.375,80.02),[], 90),

Ardından şu linkteki dosyayı indirin.

scn_'yle başlayan dosyaları modunuzun sceneobj klasörüne atın artık bir köprü ikonunun üstündeyken savaşırsanız köprü üstünde savaşırsınız.

 
Çoğu modda olan bir özellik eklemek hancıyla leydiyi bul oynuyorsunuz.

Kodun sahini : AndyYa

Kodu kullanmak için ona teşekkür etmelisiniz.

Öncelikle şu linkteki dosyayı indirin : https://www.nexusmods.com/mbwarband/mods/6012/?

Sonra textures kısmındaki dosyaları modunuzun textures klasörüne.Resource kısmındaki dosyaları modunuzun resource bölümüne ekleyin.

Ardından modunuzun klasöründeki module adlı dosyayı açın.

load_resource =

Bu tür yazılar olacaktır.Bu load_resource = 'un en son yazdığı yere gelin ve oraya

Code:
load_mod_resource = mmc_3cards

bunu ekleyin.Sonra

module_presantations'da en alta yani '']''dan önce şu kodu ekleyin.

Code:
### Three Cards ### Find the Lady ###
# prsnt_three_card
  ("three_card", 0, 0,#find the lady
   [
     (ti_on_presentation_load,
      [
        (set_fixed_point_multiplier, 1000),
        (presentation_set_duration, 999999),
		
#Little Pos Helper by Kuba begin
		(create_text_overlay, "$g_little_pos_helper", "@00,00"),
		(overlay_set_color, "$g_little_pos_helper", 0xFFFFFFFF),
		(position_set_x, pos1, 10),
		(position_set_y, pos1, 700),
		(overlay_set_position, "$g_little_pos_helper", pos1),
#Little Pos Helper by Kuba end 
	  		
		(assign,"$g_presentation_obj_card1",-1),
		(assign,"$g_presentation_obj_card2",-1),
        (assign,"$g_presentation_obj_card3",-1),
        (assign,"$g_presentation_obj_1",-1), # mesh king of spades
        (assign,"$g_presentation_obj_2",-1), # mesh queen of heart      
        (assign,"$g_presentation_obj_3",-1), # mesh king of clubs       
        (assign,"$g_presentation_obj_4",-1), # text "@Bet: {reg51}Denar"
        (assign,"$g_presentation_obj_5",-1), # text "@Money: {reg1}Denar"
        (assign,"$g_presentation_obj_6",-1), # "mesh_text_bar"
        (assign,"$g_presentation_obj_7",-1), # slider
        (assign,"$g_presentation_obj_8",-1), # text "@Bet: {reg51}Denar" above slider
        (assign,"$g_presentation_obj_9",-1), # win or lose window	
        (assign,"$g_presentation_obj_10",-1), #done button 
        (assign,"$g_presentation_obj_11",-1), #find the lady
        (assign,"$g_presentation_obj_12",-1),#yes
        (assign,"$g_presentation_obj_13",-1),#no
        (assign,"$g_presentation_obj_14",-1),#start game button	
        (assign,"$g_presentation_obj_15",-1),
        (assign,"$g_presentation_obj_16",-1),
        (assign,"$g_presentation_obj_17",-1),		
		(assign, reg1,0),
		(assign, reg2,0),
		(assign, reg3,0),
        (assign, reg50, 0),		
        (assign, reg51, 1),
        (assign, reg52, 0),		
        (assign, reg55, 1),
        (assign, reg58, 0),		
		(str_clear,s1),
        (create_mesh_overlay, reg1, "mesh_3card_table"),#mesh_wood_table
        (position_set_x, pos1, 0),
        (position_set_y, pos1, 0),
        (overlay_set_position, reg1, pos1),
	
        (str_store_troop_name, s1, "$g_talk_troop"),# NPC
        (create_text_overlay, reg1, "@{s1}", tf_center_justify),
        (position_set_x, pos1, 120),#820
        (position_set_y, pos1, 470),#470
        (overlay_set_position, reg1, pos1),#
        (overlay_set_color, reg1, 0xffffff),
        (str_store_troop_name, s1, "trp_player"),#
        (create_text_overlay, reg1, "@{s1}", tf_center_justify),
        (position_set_x, pos1, 815),#120
        (position_set_y, pos1, 8),#8
        (overlay_set_position, reg1, pos1),#
        (overlay_set_color, reg1, 0xffffff),
         # "mesh_jack_black_portrait"
        (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_note_mesh", "$g_talk_troop"),#-1
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 7),#700
        (position_set_y, pos1, 500),#500
        (overlay_set_position, reg1, pos1),
         #"mesh_trp_player_portrait"
        (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_note_mesh", "trp_player"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 740),#7
        (position_set_y, pos1, 45),#20
        (overlay_set_position, reg1, pos1),

# info window right
        (create_mesh_overlay, reg1, "mesh_3card_window"),#3card_textbar#text_bar
        (position_set_x, pos1, 780),#700
        (position_set_y, pos1, 310),#270
        (overlay_set_position, reg1, pos1),
        (position_set_x, pos1, 250),#
        (position_set_y, pos1, 200),#
        (overlay_set_size, reg1, pos1),		

        (str_store_string, s1, "@Bet: {reg51}Denar"),#
        (create_text_overlay, "$g_presentation_obj_4", s1),#
        (position_set_x, pos1, 790),#755
        (position_set_y, pos1, 355),#355
        (overlay_set_position, "$g_presentation_obj_4", pos1),
        (overlay_set_color, "$g_presentation_obj_4",),#0xfffccc
        (store_troop_gold,reg1,"trp_player"),#
        (create_text_overlay, "$g_presentation_obj_5", "@Money: {reg1}Denar"),
        (position_set_x, pos1, 790),#755
        (position_set_y, pos1, 325),#325
        (overlay_set_position, "$g_presentation_obj_5", pos1),
        (overlay_set_color, "$g_presentation_obj_5"),#0xfffccc
        ]),
		
      (ti_on_presentation_run,#
       [
#Little Pos Helper by Kuba begin
		(mouse_get_position, pos1),
		(position_get_x, reg1, pos1),
		(position_get_y, reg2, pos1),
		(overlay_set_text, "$g_little_pos_helper", "@{reg1},{reg2}"),
#Little Pos Helper by Kuba end  
	    (store_trigger_param_1, ":cur_time"),
        (set_fixed_point_multiplier, 1000),
        (ge, ":cur_time",500),
        (try_begin),
		  (eq, reg50, 0),
          (assign, reg50, 1),#3 
          (create_mesh_overlay, "$g_presentation_obj_6", "mesh_3card_window"), #"mesh_text_bar"
          (position_set_x, pos6, 335),#685 #345
          (position_set_y, pos6, 265),#482 #217
          (position_set_x, pos1, 500),#
          (position_set_y, pos1, 500),#
          (overlay_set_size, "$g_presentation_obj_6", pos1),		  
		  (store_troop_gold,":plr_gold","trp_player"),#
		    (try_begin),
			    (ge,":plr_gold",50),
                (assign,":bet50",50), 
 			(else_try),
			    (assign,":bet50",":plr_gold"),          
		    (try_end),
          (create_slider_overlay, "$g_presentation_obj_7", 1, ":bet50"),#
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (position_set_x, pos7, 510),
          (position_set_y, pos7, 360),
          (create_text_overlay, "$g_presentation_obj_8", "@Bet: {reg51}Denar"),#
          (position_set_x, pos8, 450),#420
          (position_set_y, pos8, 400),
          (create_game_button_overlay, "$g_presentation_obj_10", "@Done", tf_center_justify),#
          (position_set_x, pos10, 500),
          (position_set_y, pos10, 284),
          (overlay_set_position, "$g_presentation_obj_6", pos6),
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (overlay_set_position, "$g_presentation_obj_7", pos7),
          (overlay_set_position, "$g_presentation_obj_8", pos8),
          (overlay_set_position, "$g_presentation_obj_10", pos10),
        (try_end),#
		
        (try_begin),
		    (eq, reg50, 2),
            (assign, reg50, 3),#5
            (position_set_x, pos14, 375),#
            (position_set_y, pos14, 550),					
	# King of Spades			
            (create_mesh_overlay, "$g_presentation_obj_1", "mesh_3card_kos"),#
            (position_set_x, pos1, 275),
            (position_set_y, pos1, 300),
			(overlay_set_position, "$g_presentation_obj_1", pos1),
			(overlay_set_size, "$g_presentation_obj_1", pos14),#
	# Queen of Heart
            (create_mesh_overlay, "$g_presentation_obj_2", "mesh_3card_qoh"),#
            (position_set_x, pos1, 425),
            (position_set_y, pos1, 300),
			(overlay_set_position, "$g_presentation_obj_2", pos1),
			(overlay_set_size, "$g_presentation_obj_2", pos14),#
	# King of Clubs
            (create_mesh_overlay, "$g_presentation_obj_3", "mesh_3card_koc"),#
            (position_set_x, pos1, 575),
            (position_set_y, pos1, 300),
			(overlay_set_position, "$g_presentation_obj_3", pos1),
			(overlay_set_size, "$g_presentation_obj_3", pos14),#
	#start game button
            (create_game_button_overlay, "$g_presentation_obj_14", "@Start Game", tf_center_justify),#
            (position_set_x, pos1, 475),
            (position_set_y, pos1, 600),
            (overlay_set_position, "$g_presentation_obj_14", pos1),
	    (try_end),

         (try_begin),
		     (eq, reg50, 4),
			 (assign,reg50, 5),
             (overlay_set_display, "$g_presentation_obj_14", 0),#start game button				 
             (assign,reg58,":cur_time"),			 
             (overlay_set_display, "$g_presentation_obj_1", 0),
             (overlay_set_display, "$g_presentation_obj_2", 0),
             (overlay_set_display, "$g_presentation_obj_3", 0),				
			
            (try_begin),
                (create_mesh_overlay, "$g_presentation_obj_16", "mesh_3card_back", "mesh_3card_back"),#
                (position_set_x, pos15, 275),
                (position_set_y, pos15, 300),
		    	(overlay_set_position, "$g_presentation_obj_16", pos15),
		     	(overlay_set_size, "$g_presentation_obj_16", pos14),
			
                (create_mesh_overlay, "$g_presentation_obj_17", "mesh_3card_back", "mesh_3card_back"),#
                (position_set_x, pos16, 425),
                (position_set_y, pos16, 300),
			    (overlay_set_position, "$g_presentation_obj_17", pos16),
			    (overlay_set_size, "$g_presentation_obj_17", pos14),#

                (create_mesh_overlay, "$g_presentation_obj_15", "mesh_3card_back", "mesh_3card_back"),#
                (position_set_x, pos17, 575),
                (position_set_y, pos17, 300),
			    (overlay_set_position, "$g_presentation_obj_15", pos17),
			    (overlay_set_size, "$g_presentation_obj_15", pos14),#

			    (overlay_animate_to_position, "$g_presentation_obj_15",500, pos15),
			    (overlay_animate_to_position, "$g_presentation_obj_16",500, pos16), 
                (overlay_animate_to_position, "$g_presentation_obj_17",500, pos17),

			(try_end),
			(assign,reg50, 6),	 
    	 (try_end),		

         (store_add, reg52, 550, reg58),		
         (ge, ":cur_time",reg52),
		 
        (try_begin),
		    (eq, reg50, 6),
            (assign, reg50, 7),
            (overlay_set_display, "$g_presentation_obj_15", 0),
			(overlay_set_display, "$g_presentation_obj_16", 0),
            (overlay_set_display, "$g_presentation_obj_17", 0),				
            (position_set_x, pos14, 375),#
            (position_set_y, pos14, 550),	

                (create_image_button_overlay, "$g_presentation_obj_card1", "mesh_3card_back", "mesh_3card_back"),
                (position_set_x, pos1, 275),
                (position_set_y, pos1, 300),
		    	(overlay_set_position, "$g_presentation_obj_card1", pos1),
		     	(overlay_set_size, "$g_presentation_obj_card1", pos14),
			
                (create_image_button_overlay, "$g_presentation_obj_card2", "mesh_3card_back", "mesh_3card_back"),
                (position_set_x, pos1, 425),
                (position_set_y, pos1, 300),
			    (overlay_set_position, "$g_presentation_obj_card2", pos1),
			    (overlay_set_size, "$g_presentation_obj_card2", pos14),#

                (create_image_button_overlay, "$g_presentation_obj_card3", "mesh_3card_back", "mesh_3card_back"),
                (position_set_x, pos1, 575),
                (position_set_y, pos1, 300),
			    (overlay_set_position, "$g_presentation_obj_card3", pos1),
			    (overlay_set_size, "$g_presentation_obj_card3", pos14),#			

			(assign, reg55, 2),
            (create_mesh_overlay, "$g_presentation_obj_9", "mesh_3card_window"), #"mesh_text_bar"
            (position_set_x, pos1, 375),#
            (position_set_y, pos1, 595),#
            (overlay_set_position, "$g_presentation_obj_9", pos1),			
            (position_set_x, pos1, 300),#
            (position_set_y, pos1, 125),#
            (overlay_set_size, "$g_presentation_obj_9", pos1),				
						
            (str_store_string, s1, "@Find the Lady"),
            (create_text_overlay, "$g_presentation_obj_11", "@{s1}", tf_center_justify),
            (position_set_x, pos1, 475),
            (position_set_y, pos1, 600),
            (overlay_set_position, "$g_presentation_obj_11", pos1),#Find the Lady
            (position_set_x, pos1, 2000),
            (position_set_y, pos1, 2000),
            (overlay_set_size, "$g_presentation_obj_11", pos1),
#            (overlay_set_color, "$g_presentation_obj_11", 0xffffff),#
        (try_end),

        (try_begin),
		    (eq, reg50, 8),	
            (assign, reg50, 9),
            (overlay_set_display, "$g_presentation_obj_card1", 0),
			(overlay_set_display, "$g_presentation_obj_card2", 0),
            (overlay_set_display, "$g_presentation_obj_card3", 0),			
		    (store_random_in_range,":lady",1,4),
			(store_random_in_range,":king",1,3),
			(store_random_in_range,":queen",1,3),
			    (try_begin),
                    (eq,":king",1), 
                    (assign,":king1","mesh_3card_kos"),
                    (assign,":king2","mesh_3card_koc"),
		        (else_try),
                    (assign,":king1","mesh_3card_koc"),
                    (assign,":king2","mesh_3card_kos"),				
				(try_end),

			    (try_begin),
                    (eq,":queen",1), 
                    (assign,":queen1","mesh_3card_qoh"),
                    (assign,":queen2",":king2"),
		        (else_try),
                    (assign,":queen1",":king2"),
                    (assign,":queen2","mesh_3card_qoh"),				
				(try_end),
				
                (try_begin),
				    (eq,reg55, 3),#1card
					    (try_begin),
						    (eq,":lady",1), #win
							(assign,reg55,7),#win
							(assign,":card1","mesh_3card_qoh"),
                            (assign,":card2",":king1"),
                            (assign,":card3",":king2"),
						(else_try),
      					    (assign,reg55,8),#loose 
							(assign,":card1",":king1"),
                            (assign,":card2",":queen1"),
                            (assign,":card3",":queen2"),
						(try_end),
				(else_try),
				    (eq,reg55, 4),#2card  
					    (try_begin),
						    (eq,":lady",1), #win
							(assign,reg55,7),#win
							(assign,":card1",":king1"),
                            (assign,":card2","mesh_3card_qoh"),
                            (assign,":card3",":king2"),
						(else_try),
						    (assign,reg55,8),#loose 
                            (assign,":card1", ":queen1"),#
                            (assign,":card2", ":king1"),#
                            (assign,":card3", ":queen2"),#
						(try_end),	
                (else_try),
                    (eq,reg55, 5),#3card  
					    (try_begin),
						    (eq,":lady",1), #win
							(assign,reg55,7),#win
							(assign,":card1",":king1"),
                            (assign,":card2",":king2"),
                            (assign,":card3","mesh_3card_qoh"),							
						(else_try),
						    (assign,reg55,8),#loose
                            (assign,":card1", ":queen1"),#
                            (assign,":card2", ":queen2"),#
                            (assign,":card3", ":king1"),#							
						(try_end),						
				(try_end),
				
                (try_begin),#open cards
				    (position_set_x, pos14, 375),#
                    (position_set_y, pos14, 550),		
				
                    (create_mesh_overlay, reg1, ":card1"),#
                    (position_set_x, pos1, 275),
                    (position_set_y, pos1, 300),
                 	(overlay_set_position, reg1, pos1),
					(overlay_set_size, reg1, pos14),# 

                    (create_mesh_overlay, reg2, ":card2"),#
                    (position_set_x, pos1, 425),
                    (position_set_y, pos1, 300),
		            (overlay_set_position, reg2, pos1),
                    (overlay_set_size, reg2, pos14),#

                    (create_mesh_overlay, reg3, ":card3"),#
                    (position_set_x, pos1, 575),
                    (position_set_y, pos1, 300),
	                (overlay_set_position, reg3, pos1),
	                (overlay_set_size, reg3, pos14),#						                       
				(try_end),
				
                (str_clear,s1),				
			    (try_begin),
                    (eq,reg55,7),#
                    (val_mul,reg51,2),					
					(call_script, "script_troop_add_gold", "trp_player", reg51),
                    (str_store_string, s1, "@You win! Try again?"),					
                (else_try),
                    (str_store_string, s1, "@You lose. Try again?"),
                (try_end),
                (create_text_overlay, reg1, "@{s1}", tf_center_justify),
                (position_set_x, pos1, 480),
                (position_set_y, pos1, 650),
                (overlay_set_position, reg1, pos1),#
                (position_set_x, pos1, 2000),
                (position_set_y, pos1, 2000),
                (overlay_set_size, reg1, pos1),#
#                (overlay_set_color, reg1, 0xffffff),#0xffffff #white

                (create_mesh_overlay, reg1, "mesh_3card_window"),#3card_textbar#text_bar
                (position_set_x, pos1, 306),#700
                (position_set_y, pos1, 580),#270
                (overlay_set_position, reg1, pos1),
                (position_set_x, pos1, 500),#
                (position_set_y, pos1, 300),#
                (overlay_set_size, reg1, pos1),		
				
                (create_game_button_overlay, "$g_presentation_obj_12", "@Yes", tf_center_justify),				
                (position_set_x, pos1, 400),#450
                (position_set_y, pos1, 600),
                (overlay_set_position, "$g_presentation_obj_12", pos1),

                (create_game_button_overlay, "$g_presentation_obj_13", "@No", tf_center_justify),
                (position_set_x, pos1, 560),#500
                (position_set_y, pos1, 600),
                (overlay_set_position, "$g_presentation_obj_13", pos1),
        (try_end),			
        ]),

      (ti_on_presentation_event_state_change,#
       [(store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        (position_set_x, pos13, 1400),
        (position_set_y, pos13, 1400),		
        (try_begin),
          (eq, ":object", "$g_presentation_obj_7"),#
          (try_begin),
            (neq, reg51, ":value"),
            (assign, reg51, ":value"),
          (try_end),
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (str_store_string, s1, "@Bet: {reg51}Denar"),
          (overlay_set_text, "$g_presentation_obj_8", s1),
        (else_try),
          (eq, ":object", "$g_presentation_obj_10"),#
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,reg51),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (troop_remove_gold, "trp_player", reg51),#
            (play_sound, "snd_money_paid"),

            (overlay_set_display, "$g_presentation_obj_6", 0),
			(overlay_set_display, "$g_presentation_obj_7", 0),
            (overlay_set_display, "$g_presentation_obj_8", 0),
            (overlay_set_display, "$g_presentation_obj_10", 0),

            (store_troop_gold,reg1,"trp_player"),#
            (str_store_string, s1, "@Bet: {reg51}Denar"),#
            (overlay_set_text, "$g_presentation_obj_4", s1),
            (str_store_string, s1, "@Money: {reg1}Denar"),#
            (overlay_set_text, "$g_presentation_obj_5", s1),
            (assign, reg50, 2),#4
          (try_end),
		(try_end),  
        (try_begin),
            (eq, ":object", "$g_presentation_obj_14"),#start game button	
		    (assign, reg50, 4),#6
		(try_end),

        (try_begin),
	    	(eq, reg50, 7), 
		    (eq, reg55, 2),          
		        (try_begin),         
                    (eq, ":object", "$g_presentation_obj_card1"),
					(assign, reg55, 3),
				(else_try),	
	                (eq, ":object", "$g_presentation_obj_card2"),
                    (assign, reg55, 4), 
				(else_try),	
			        (eq, ":object", "$g_presentation_obj_card3"),
					(assign, reg55, 5),
				(try_end),
            (overlay_set_display, "$g_presentation_obj_11", 0),	#Find the Lady	
			(overlay_set_display, "$g_presentation_obj_9", 0),
		    (assign, reg50, 8),
		(try_end),

        (try_begin),
          (eq, ":object", "$g_presentation_obj_12"),#yes
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,1),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (presentation_set_duration, 0),
            (assign, reg50,0),
            (start_presentation, "prsnt_three_card"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_13"),#no
          (assign,reg1,0),#
          (assign, reg51, 1),
          (assign, reg55, 0),#
          (presentation_set_duration, 0),
        (try_end),		
        ]),
     ]),  
### Three Cards ### Find the Lady ### END ###

sonra module_meshes'de en sona yani '']''dan önce şunu ekleyin.

Code:
  ("3card_back", 0, "mmc_3c_back", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_qoh", 0, "mmc_3c_qh", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_kos", 0, "mmc_3c_ks", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_koc", 0, "mmc_3c_kc", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_table", 0, "mmc_3c_table", 0, 0, 0, 0, 0, 0, 1, 1, 1),  
#  ("3card_textbar", 0, "mmc_3c_textbar", 0, 0, 0, 0, 0, 0, 1, 1, 1), 
  ("3card_window", 0, "mmc_3c_window", 0, 0, 0, 0, 0, 0, 1, 1, 1), 

Ardından module_dialogs'da 2 dialogun arasına siyah yeri ekleyin gördüğünüz gibi.

  [anyone,"tavernkeeper_job_result_2", [], "I'll keep my ears open for other opportunities. You may want to ask again from time to time.", "close_window",[]],

### Three Cards ### Find the Lady ###
  [anyone|plyr,"tavernkeeper_talk",
  [],
  "Find the Lady.", "tavern_tk_3cards",[]],
 
  [anyone,"tavern_tk_3cards",
  [
    (store_troop_gold,reg1,"trp_player"),#
    (ge,reg1,1),#
      ],
  "Ok. The rules is simple as that. Find the Lady - you win , if not - you lose.", "close_window",
  [(assign, reg50, 0),
    (start_presentation, "prsnt_three_card"),]],

  [anyone,"tavern_tk_3cards",[],
  "You don't have enough money.", "close_window",[]],

### Three Cards ### Find the Lady ### END ###


  [anyone|plyr,"tavernkeeper_talk", [], "I guess I should leave now.", "close_window",[]],

Artık hancıyla leydiyi bul oyununu oynayabileceksiniz.
 
Sahibi : leandrojas_

Kullanmak için ona teşekkür etmelisiniz.

Öncelikle şu linkteki dosyayı indirin : https://www.mbrepository.com/file.php?id=2694

ve o 2 klasördeki dosyaları modunuzun sceneobj bölümüne atın artık kuşatmalarda 2 merdiven veya daha fazla merdiven olacaktır.
 
Kod çalışıyor.Çalışmassa Türkçe karakter kullanmadan yap.Ardından Türkçe karakterli yaparsın.Lordun olduktan sonra yaparsan iyi olur.
 
HemŞehri(huseyinotlu12) said:
Kod çalışıyor.Çalışmassa Türkçe karakter kullanmadan yap.Ardından Türkçe karakterli yaparsın.Lordun olduktan sonra yaparsan iyi olur.
Buildde sıkıntı yok, oyunda yoldaşları lord yapınca yine lord leydi ünvanları oluyor, baştan değiştirsende sonradan değiştirsende etki etmiyor.Seninki oyunda çalıştı değil mi?
 
frozenpainter said:
Buildde sıkıntı yok, oyunda yoldaşları lord yapınca yine lord leydi ünvanları oluyor, baştan değiştirsende sonradan değiştirsende etki etmiyor.Seninki oyunda çalıştı değil mi?
Bende yoldaşı lord yaptım oldu.Lord yap sonra küçük harflerle Türkçe karakter kullanmadan dene.

RoadWarriror said:
Yoldaşlarda denemedim ama lordlari krallığıma kattığımda casilti
Çalışıyor Roadında dediği gibi.
 
Bu kod oyununaza hancıyla beraber zar oyunu oynama ekler.

Kodun sahibi : AndyYa
Kullanmak istiyorsanız ona teşekkür etmelisiniz.

Başlayalım!

Öncelikle şu linkteki dosyayı indirin : https://www.nexusmods.com/mbwarband/mods/6082/?

Texturesdekileri modunuzun textures kısmına.Resourcedekileri modunuzun resource kısmına.Soundsdakileri modunuzun sounds kısmına atın.

Ardından modunuzun klasöründeki module adlı dosyayı açın.

load_resource =

Bu tür yazılar olacaktır.Bu load_resource = 'un en son yazdığı yere gelin ve oraya

Code:
load_mod_resource = mmc_3cards

bunu ekleyin.Sonra

module_sounds'da en alta yani '']''dan önce şunu ekleyin.

Code:
 ("dice_roll",sf_priority_10|sf_vol_10, ["dice_roll.wav"]),

Ardından module_scripts'de en alta yani '']''dan önce şunu ekleyin.

Code:
### MMC gambler ###
### Three Cards ### Dice game ###
# "script_mmc_gamblers_header"
# Description: create presentation header for mmc gamblers
# Input1: 
# Output: none
 ("mmc_gamblers_header",
   [	(assign,"$g_presentation_obj_1",-1), # mesh king of spades
        (assign,"$g_presentation_obj_2",-1), # mesh queen of heart      
        (assign,"$g_presentation_obj_3",-1), # mesh king of clubs       
        (assign,"$g_presentation_obj_4",-1), # text "@Bet: {reg51}Denar"
        (assign,"$g_presentation_obj_5",-1), # text "@Money: {reg1}Denar"
        (assign,"$g_presentation_obj_6",-1), # "mesh_text_bar"
        (assign,"$g_presentation_obj_7",-1), # slider
        (assign,"$g_presentation_obj_8",-1), # text "@Bet: {reg51}Denar" above slider
        (assign,"$g_presentation_obj_9",-1), # win or lose window	
        (assign,"$g_presentation_obj_10",-1),#done button 
        (assign,"$g_presentation_obj_11",-1),#find the lady
        (assign,"$g_presentation_obj_12",-1),#yes
        (assign,"$g_presentation_obj_13",-1),#no
        (assign,"$g_presentation_obj_14",-1),#start game button	
        (assign,"$g_presentation_obj_15",-1),
        (assign,"$g_presentation_obj_16",-1),
        (assign,"$g_presentation_obj_17",-1),		
		(assign, reg1,0),
		(assign, reg2,0),
		(assign, reg3,0),
		(assign, reg4,0),
		(assign, reg5,0),		
        (assign, reg50, 0),		
        (assign, reg51, 1),
        (assign, reg52, 0),
        (assign, reg53, 0),#		
        (assign, reg55, 1),
        (assign, reg58, 0),		        
		(str_clear,s1),
        (create_mesh_overlay, reg1, "mesh_3card_table"),#mesh_wood_table
        (position_set_x, pos1, 0),
        (position_set_y, pos1, 0),
        (overlay_set_position, reg1, pos1),
	
        (str_store_troop_name, s1, "$g_talk_troop"),# NPC
        (create_text_overlay, reg1, "@{s1}", tf_center_justify),
        (position_set_x, pos1, 120),#820
        (position_set_y, pos1, 470),#470
        (overlay_set_position, reg1, pos1),#
        (overlay_set_color, reg1, 0xffffff),
        (str_store_troop_name, s1, "trp_player"),#
        (create_text_overlay, reg1, "@{s1}", tf_center_justify),
        (position_set_x, pos1, 815),#120
        (position_set_y, pos1, 8),#8
        (overlay_set_position, reg1, pos1),#
        (overlay_set_color, reg1, 0xffffff),
#"mesh_jack_black_portrait"
        (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_note_mesh", "$g_talk_troop"),#-1
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 7),#700
        (position_set_y, pos1, 500),#500
        (overlay_set_position, reg1, pos1),
#"mesh_trp_player_portrait"
        (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_note_mesh", "trp_player"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 740),#7
        (position_set_y, pos1, 45),#20
        (overlay_set_position, reg1, pos1),
#info window right
        (create_mesh_overlay, reg1, "mesh_3card_window"),#3card_textbar#text_bar
        (position_set_x, pos1, 780),#700
        (position_set_y, pos1, 310),#270
        (overlay_set_position, reg1, pos1),
        (position_set_x, pos1, 250),#
        (position_set_y, pos1, 200),#
        (overlay_set_size, reg1, pos1),		

        (str_store_string, s1, "@Bet: {reg51}Denar"),#
        (create_text_overlay, "$g_presentation_obj_4", s1),#
        (position_set_x, pos1, 790),#755
        (position_set_y, pos1, 355),#355
        (overlay_set_position, "$g_presentation_obj_4", pos1),
        (overlay_set_color, "$g_presentation_obj_4",),#0xfffccc
        (store_troop_gold,reg1,"trp_player"),#
        (create_text_overlay, "$g_presentation_obj_5", "@Money: {reg1}Denar"),
        (position_set_x, pos1, 790),#755
        (position_set_y, pos1, 325),#325
        (overlay_set_position, "$g_presentation_obj_5", pos1),
        (overlay_set_color, "$g_presentation_obj_5"),#0xfffccc
    ]         
  ),  
  
  # script_d6_roll # "script_d6_roll" 
  # Input: arg1 = none
  # Output: reg0 = mesh
  # Output: reg1 = pip  
  ("d6_roll",
   [(store_script_param, ":d6", 1),
    (try_begin), 
        (try_begin), 
		    (eq,":d6", 0),
		    (store_random_in_range,":d6",1,7),
		(try_end),	
		(try_begin),   
		    (eq,":d6",1),
		    (assign,reg0,"mesh_mmc_dice_1"),
        (else_try), 
		    (eq,":d6",2),
		    (assign,reg0,"mesh_mmc_dice_2"),
        (else_try),
		    (eq,":d6",3),
		    (assign,reg0,"mesh_mmc_dice_3"),
		(else_try),
		    (eq,":d6",4),
		    (assign,reg0,"mesh_mmc_dice_4"),
    	(else_try), 	
		    (eq,":d6",5),
		    (assign,reg0,"mesh_mmc_dice_5"),
    	(else_try), 
		    (eq,":d6",6),
		    (assign,reg0,"mesh_mmc_dice_6"),
    	(try_end),
	  (assign,reg1,":d6"),		
	(try_end),				
   ]), 

# "script_draw_d6_side"
# Description: for prsnt_dices_game 
# Input: 
# Output: none
 ("draw_d6_side",
   [(store_script_param, ":line", 1),
    (store_script_param, ":column", 2),
    (store_script_param, ":side", 3),#1-6  
    #(store_script_param, ":present_obj", 4),
    (assign,":dice_x",220),
    (try_begin),
	    (store_mul,":offset_x",":column",55), 
	    (val_add,":dice_x",":offset_x"),
        (assign,":dice_y",380),
        (assign,":offset_y",70),           		
    (try_end),
    (try_begin),
        (gt,":side",6),
        (val_sub,":side",6),
    (try_end), 		
	(try_begin),
        (eq, ":line", 1),
            (try_begin),
                (gt,"$g_presentation_obj_1", 0),   		    
			    (overlay_set_display, "$g_presentation_obj_1", 0),
			(try_end), 		 
    (else_try),
        (eq, ":line", 2),
            (try_begin),
                (gt,"$g_presentation_obj_2", 0),   		    
			    (overlay_set_display, "$g_presentation_obj_2", 0),
			(try_end), 	
		(val_add,":dice_x",25),
        (val_sub, ":dice_y", ":offset_y"),
    (else_try),
        (eq, ":line", 3),
            (try_begin),
                (gt,"$g_presentation_obj_3", 0),   		    
			    (overlay_set_display, "$g_presentation_obj_3", 0),
			(try_end), 	
		(val_sub,":dice_x",25),
		(val_mul,":offset_y",2),
        (val_sub, ":dice_y", ":offset_y"),		
 	(try_end),
	(try_begin),
        (call_script, "script_d6_roll",":side"),
			(try_begin),
                (eq, ":line", 1),
                (create_mesh_overlay, "$g_presentation_obj_1", reg0),         				
				(assign, ":present_obj", "$g_presentation_obj_1"),	
			(else_try),
                (eq, ":line", 2),
				(create_mesh_overlay, "$g_presentation_obj_2", reg0), 
				(assign, ":present_obj", "$g_presentation_obj_2"),
			(else_try),
                (eq, ":line", 3),
				(create_mesh_overlay, "$g_presentation_obj_3", reg0), 
				(assign, ":present_obj", "$g_presentation_obj_3"),						
			(try_end),
        (position_set_x, pos1, ":dice_x"),
        (position_set_y, pos1, ":dice_y"),#380
		(overlay_set_position, ":present_obj", pos1),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 633),		
        (overlay_set_size, ":present_obj", pos1),
    (try_end),		
 ]),
 
### MMC gambler end ###
### Dice game ### Three Cards ### END ### 
  
# script_pos_helper
# Description: Little Pos Helper by Kuba
# Input1: ti_on_presentation_***
# Output: none
("pos_helper",
 [  (store_script_param, ":ti_on", 1),
    (try_begin),
        (eq, ":ti_on", 1),# ti_on_presentation_load
		(create_text_overlay, "$g_little_pos_helper", "@00,00"),
		(overlay_set_color, "$g_little_pos_helper", 0xFFFFFFFF),
		(position_set_x, pos1, 10),
		(position_set_y, pos1, 700),
		(overlay_set_position, "$g_little_pos_helper", pos1),
    (try_end),
    (try_begin),
        (eq, ":ti_on", 2),# ti_on_presentation_run
		(mouse_get_position, pos1),
		(position_get_x, reg1, pos1),
		(position_get_y, reg2, pos1),
		(overlay_set_text, "$g_little_pos_helper", "@{reg1},{reg2}"),
    (try_end),
 ]),

Ardından module_presantations'da en aşağıya yani '']''dan önce şunu ekleyin.

Code:
a### Dice game ### Dice game ###

# prsnt_dices_game
  ("dices_game", 0, 0,#dices game reg0
   [
    (ti_on_presentation_load,
       [
        (set_fixed_point_multiplier, 1000),
        (presentation_set_duration, 999999),		
        #(call_script, "script_pos_helper",1),
        (call_script, "script_mmc_gamblers_header"),
        ]),

    (ti_on_presentation_run,#
       [#(call_script, "script_pos_helper",2),
	    (store_trigger_param_1, ":cur_time"),
        (set_fixed_point_multiplier, 1000),
		(ge, ":cur_time",500),
		    (try_begin),
		        (eq, reg50, 0),
                (assign, reg50, 1),
                (create_mesh_overlay, "$g_presentation_obj_6", "mesh_3card_window"), 
                (position_set_x, pos6, 335),
                (position_set_y, pos6, 265),
                (position_set_x, pos1, 500),#
                (position_set_y, pos1, 500),#
                (overlay_set_size, "$g_presentation_obj_6", pos1),		  
		        (store_troop_gold,":plr_gold","trp_player"),#
		            (try_begin),
			            (ge,":plr_gold",50),
                        (assign,":bet50",50), 
 			        (else_try),
			            (assign,":bet50",":plr_gold"),          
		            (try_end),
			
			        (try_begin),
		                (eq,"$g_gamble",1),
     			        (assign,reg51,"$temp"),			     
			        (else_try), 
                        (create_slider_overlay, "$g_presentation_obj_7", 1, ":bet50"),#
                        (overlay_set_val, "$g_presentation_obj_7", reg51),
                        (position_set_x, pos7, 510),
                        (position_set_y, pos7, 360),
			        (try_end),	
                (create_text_overlay, "$g_presentation_obj_8", "@Bet: {reg51}Denar"),#
                (position_set_x, pos8, 450),
                (position_set_y, pos8, 400),
                (create_game_button_overlay, "$g_presentation_obj_10", "@Done", tf_center_justify),#
                (position_set_x, pos10, 500),
                (position_set_y, pos10, 284),
                (overlay_set_position, "$g_presentation_obj_6", pos6),
		            (try_begin), 
			            (eq,"$g_gamble",0),
                        (overlay_set_val, "$g_presentation_obj_7", reg51),
                        (overlay_set_position, "$g_presentation_obj_7", pos7),
		            (try_end),          
                (overlay_set_position, "$g_presentation_obj_8", pos8),
                (overlay_set_position, "$g_presentation_obj_10", pos10),
            (try_end),
	
            (try_begin),
		        (eq, reg50, 2),
                (assign, reg50, 3),
                (create_game_button_overlay, "$g_presentation_obj_14", "@Roll Dice", tf_center_justify),#
                (position_set_x, pos1, 475),
                (position_set_y, pos1, 515),
                (overlay_set_position, "$g_presentation_obj_14", pos1),
	        (try_end),

		    (try_begin),        
		        (eq, reg50, 4),
                (assign, reg50, 5),
                (call_script, "script_d6_roll",0),# d6_1
                (assign, reg10, reg1),
                (call_script, "script_d6_roll",0),# d6_2
		        (assign, reg20, reg1),
                # (call_script, "script_d6_roll",0),# d6_3
		        # (assign, reg30, reg1),				
		    	(store_add, reg3, reg10, reg20),
				# (val_add,reg3,reg30),
			        (try_begin),    
                        (store_random_in_range,reg11,1,7),# dice1 start side
                        (store_random_in_range,reg21,1,7),# dice2 start side
						# (store_random_in_range,reg31,1,7),# dice3 start side
                            (try_begin),
                                (gt, reg11, reg10),
                                (val_add, reg10, 6),
			                (try_end),
			        	    (try_begin),
                                (gt,reg21,reg20),
                                (val_add,reg20,6),
					        (try_end),
			        	    # (try_begin),# dice3
                                # (gt,reg31,reg30),# dice3
                                # (val_add,reg30,6),# dice3
					        # (try_end),# dice3							
				    (try_end),
				(assign, reg5, 0),
				(assign, reg6, 0),
                (assign, reg58,":cur_time"),				
		    (try_end),
               
		    (try_begin),			
		        (eq, reg50, 5),
                (eq, reg6, 0),        				
		        (lt, reg5, 6),
				(store_sub, ":time_pass",":cur_time",reg58),
                (ge, ":time_pass",200),
                (assign, reg58,":cur_time"),				
                (val_add, reg5,1),				
				    (try_begin),
    	    	        (le, reg11, reg10),
	                    (call_script, "script_draw_d6_side",1,reg5,reg11),
						(val_add, reg11, 1),
					(try_end),
					(try_begin),
				        (le,reg21,reg20),
	                    (call_script, "script_draw_d6_side",2,reg5,reg21),
						(val_add,reg21,1),
					(try_end),
					# (try_begin),# dice3
				        # (le,reg31,reg30),# dice3
	                    # (call_script, "script_draw_d6_side",3,reg5,reg31),# dice3
						# (val_add,reg31,1),# dice3
					# (try_end),
			(else_try),
                (eq, reg50, 5),			
                (eq, reg5, 6),
			    (assign, reg6, 1),
                (assign, reg50, 6),   
                (assign, reg58,":cur_time"),			
		    (try_end),			
		(ge, reg6, 1),
		    (try_begin),
                (eq, reg6, 1),				
                (eq, reg50, 6),
                (assign, reg50, 7),			
                (eq, reg5, 6),				
                (str_store_string, s1, "@{reg3}"),
                (create_text_overlay, "$g_presentation_obj_15", "@{s1}", tf_center_justify),
                (position_set_x, pos1, 850),
                (position_set_y, pos1, 470),
                (overlay_set_position, "$g_presentation_obj_15", pos1),#sum
                (position_set_x, pos1, 5000),
                (position_set_y, pos1, 5000),
                (overlay_set_size, "$g_presentation_obj_15", pos1),
                (assign, reg50, 8),	
		    (try_end),
	
		    (try_begin),
		        (eq, reg50, 8),
                (assign, reg50, 9),
		    	(overlay_set_display, "$g_presentation_obj_14", 0),
	            (str_store_troop_name, s1, "$g_talk_troop"), 
                (create_game_button_overlay, "$g_presentation_obj_14", "@{s1} Rolls", tf_center_justify),#
                (position_set_x, pos1, 475),
                (position_set_y, pos1, 515),
                (overlay_set_position, "$g_presentation_obj_14", pos1),
	        (try_end),

			(try_begin),        
		        (eq, reg50, 10),#80
                (assign, reg50, 11),				
		    	(overlay_set_display, "$g_presentation_obj_1", 0),
		    	(overlay_set_display, "$g_presentation_obj_2", 0),
				#(overlay_set_display, "$g_presentation_obj_3", 0),# dice3
                (call_script, "script_d6_roll",0),# d6_1
                (assign, reg10, reg1),
                (call_script, "script_d6_roll",0),# d6_2
		        (assign, reg20, reg1),
				(store_add, reg4, reg10, reg20),
                # (call_script, "script_d6_roll",0),# d6_3
		        # (assign, reg30, reg1),				
				# (val_add,reg4,reg30),
			        (try_begin),    
                        (store_random_in_range,reg11,1,7),# dice1 start side
                        (store_random_in_range,reg21,1,7),# dice2 start side
						# (store_random_in_range,reg31,1,7),# dice3 start side
                            (try_begin),
                                (gt, reg11, reg10),
                                (val_add, reg10, 6),
			                (try_end),
			        	    (try_begin),
                                (gt,reg21,reg20),
                                (val_add,reg20,6),
					        (try_end),
			        	    # (try_begin),# dice3
                                # (gt,reg31,reg30),# dice3
                                # (val_add,reg30,6),# dice3
					        # (try_end),# dice3							
				    (try_end),
				(assign, reg5, 0),
				(assign, reg6, 2),
                (assign, reg58,":cur_time"),				
		    (try_end),

		    (try_begin),			
		        (eq, reg50, 11),                          
                (eq, reg6, 2),        				
		        (lt, reg5, 6),
				(store_sub, ":time_pass",":cur_time",reg58),
                (ge, ":time_pass",200),
                (assign, reg58,":cur_time"),				
                (val_add, reg5,1),				
				    (try_begin),
    	    	        (le, reg11, reg10),
	                    (call_script, "script_draw_d6_side",1,reg5,reg11),
						(val_add, reg11, 1),
					(try_end),
					(try_begin),
				        (le,reg21,reg20),
	                    (call_script, "script_draw_d6_side",2,reg5,reg21),
						(val_add,reg21,1),
					(try_end),
					# (try_begin),# dice3
				        # (le,reg31,reg30),# dice3
	                    # (call_script, "script_draw_d6_side",3,reg5,reg31),# dice3
						# (val_add,reg31,1),# dice3
					# (try_end),
			(else_try),
		        (eq, reg50, 11),
                (eq, reg5, 6),
			    (assign, reg6, 3),
                (assign, reg50, 12), 
		    (try_end),						
	(gt, reg6, 2),					
		(try_begin),
		    (eq, reg50, 12),
            (eq, reg6, 3),    			
            (str_store_string, s1, "@{reg4}"),
            (create_text_overlay, "$g_presentation_obj_15", "@{s1}", tf_center_justify),
            (position_set_x, pos1, 130),
            (position_set_y, pos1, 180),
            (overlay_set_position, "$g_presentation_obj_15", pos1),#sum
            (position_set_x, pos1, 5000),
            (position_set_y, pos1, 5000),
            (overlay_set_size, "$g_presentation_obj_15", pos1),
            (assign, reg50, 13),

		(try_begin),
		    (str_clear,s1),  
		    (eq, reg50, 13),
			(overlay_set_display, "$g_presentation_obj_14", 0),
			(assign, reg50, 14),
                (try_begin),
                    (eq,reg3,reg4),
					(str_clear,s1), 
                    (str_store_string, s1, "@Draw! Bet Twice?"),# Bet Twice?
					(assign, reg50, 15),
				(else_try),
	                (gt, reg3, reg4),
                    (val_mul,reg51,2),					
					(call_script, "script_troop_add_gold", "trp_player", reg51),
                    (str_store_string, s1, "@You win! Try again?"),					
				(else_try),
                    (gt, reg4, reg3),
                    (str_store_string, s1, "@You lose. Try again?"),					
                (try_end),
                (create_text_overlay, reg1, "@{s1}", tf_center_justify),
                (position_set_x, pos1, 480),
                (position_set_y, pos1, 650),
                (overlay_set_position, reg1, pos1),#
                (position_set_x, pos1, 2000),
                (position_set_y, pos1, 2000),
                (overlay_set_size, reg1, pos1),#
                (create_mesh_overlay, reg1, "mesh_3card_window"),
                (position_set_x, pos1, 306),#
                (position_set_y, pos1, 580),#
                (overlay_set_position, reg1, pos1),
                (position_set_x, pos1, 500),#
                (position_set_y, pos1, 300),#
                (overlay_set_size, reg1, pos1),		
				
                (create_game_button_overlay, "$g_presentation_obj_12", "@Yes", tf_center_justify),				
                (position_set_x, pos1, 400),
                (position_set_y, pos1, 600),
                (overlay_set_position, "$g_presentation_obj_12", pos1),

                (create_game_button_overlay, "$g_presentation_obj_13", "@No", tf_center_justify),
                (position_set_x, pos1, 560),
                (position_set_y, pos1, 600),
                (overlay_set_position, "$g_presentation_obj_13", pos1),				
		(try_end),	
       ]),
	   
      (ti_on_presentation_event_state_change,
       [(store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        (try_begin),
		  (eq,"$g_gamble",0),
          (eq, ":object", "$g_presentation_obj_7"),#
          (try_begin),
            (neq, reg51, ":value"),
            (assign, reg51, ":value"),
          (try_end),
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (str_store_string, s1, "@Bet: {reg51}Denar"),
          (overlay_set_text, "$g_presentation_obj_8", s1),
        (else_try),
          (eq, ":object", "$g_presentation_obj_10"),#
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,reg51),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (troop_remove_gold, "trp_player", reg51),#
            (play_sound, "snd_money_paid"),
            (overlay_set_display, "$g_presentation_obj_6", 0),
		      (try_begin), 
			    (eq,"$g_gamble",0),			
			    (overlay_set_display, "$g_presentation_obj_7", 0),
			  (try_end),	
            (overlay_set_display, "$g_presentation_obj_8", 0),
            (overlay_set_display, "$g_presentation_obj_10", 0),
            (store_troop_gold,reg1,"trp_player"),#
            (str_store_string, s1, "@Bet: {reg51}Denar"),#
            (overlay_set_text, "$g_presentation_obj_4", s1),
            (str_store_string, s1, "@Money: {reg1}Denar"),#
            (overlay_set_text, "$g_presentation_obj_5", s1),
            (assign, reg50, 2),
          (try_end),
		(try_end),  
        (try_begin),
		    (eq, reg50, 3),        
            (eq, ":object", "$g_presentation_obj_14"),#Roll Dice button
            (play_sound, "snd_dice_roll"),	         			
		    (assign, reg50, 4),
		(try_end),
        (try_begin),
		    (eq, reg50, 9),   
            (eq, ":object", "$g_presentation_obj_14"),#Oppo Roll Dice button
            (play_sound, "snd_dice_roll"),	         			
		    (assign, reg50, 10),
		(try_end),

        (try_begin),#DRAW
	      (eq, reg50, 15),# 
		  (eq,reg3,reg4),#
		  (assign,"$g_gamble",0),
          (eq, ":object", "$g_presentation_obj_12"),#yes
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,reg51),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (presentation_set_duration, 0),
		    (assign,"$g_gamble",1),
			(val_mul,reg51,2),
			(assign,"$temp",reg51),
            (call_script, "script_troop_add_gold", "trp_player", reg51),			
            (assign, reg50,0),
            (start_presentation, "prsnt_dices_game"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_13"),#no
		  (call_script, "script_troop_add_gold", "trp_player", reg51),
          (assign,reg1,0),#
          (assign, reg51, 1),
          (presentation_set_duration, 0),
        (try_end),				
		
        (try_begin),
	      (eq, reg50, 14),#12 		
          (eq, ":object", "$g_presentation_obj_12"),#yes
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,1),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (presentation_set_duration, 0),
            (assign, reg50,0),
			(assign,"$g_gamble",0),
            (start_presentation, "prsnt_dices_game"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_13"),#no
		  (assign,"$g_gamble",0),
          (presentation_set_duration, 0),
        (try_end),		
        ]),
     ]),
# prsnt_dices game end END	
### Dice game ### Dice game ### END ###

Sonra module_meshes'de en alta yani '']''dan önce şunu ekleyin.

Code:
### Dice game ### Dice game ###
# 3 cards  
  ("3card_back", 0, "mmc_3c_back", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_qoh", 0, "mmc_3c_qh", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_kos", 0, "mmc_3c_ks", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_koc", 0, "mmc_3c_kc", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_table", 0, "mmc_3c_table", 0, 0, 0, 0, 0, 0, 1, 1, 1),  
#  ("3card_textbar", 0, "mmc_3c_textbar", 0, 0, 0, 0, 0, 0, 1, 1, 1), 
  ("3card_window", 0, "mmc_3c_window", 0, 0, 0, 0, 0, 0, 1, 1, 1),  
# 3 cards end  
# dices game 
  ("mmc_dice_1", 0, "mmc_dice_1", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("mmc_dice_2", 0, "mmc_dice_2", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("mmc_dice_3", 0, "mmc_dice_3", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("mmc_dice_4", 0, "mmc_dice_4", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("mmc_dice_5", 0, "mmc_dice_5", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("mmc_dice_6", 0, "mmc_dice_6", 0, 0, 0, 0, 0, 0, 1, 1, 1),
# dices game end 
### Dice game ### Dice game ### END ###

Sonra module_dialogsda şu 2 diyalog arasına siyah yazıyı ekleyin.

Not : Eğer leydiyi bul oyununu eklediyseniz.Onun altına ekleyiniz.

  [anyone,"tavernkeeper_job_result_2", [], "I'll keep my ears open for other opportunities. You may want to ask again from time to time.", "close_window",[]],

### Dice game ### Dice game ###
  [anyone|plyr,"tavernkeeper_talk",
  [],
  "Dice game.", "tavern_tk_dgame",[]],
 
  [anyone,"tavern_tk_dgame",
  [
    (store_troop_gold,reg1,"trp_player"),#
    (ge,reg1,1),#
      ],
  "Ok.", "close_window",
  [(assign, reg50, 0),
    (assign,"$g_gamble",0),
    (start_presentation, "prsnt_dices_game"),]],

  [anyone,"tavern_tk_3cards",[],
  "You don't have enough money.", "close_window",[]], 
### Dice game ### Dice game ### END ###


  [anyone|plyr,"tavernkeeper_talk", [], "I guess I should leave now.", "close_window",[]],
 
HemŞehri(huseyinotlu12) said:
Bu kod oyuna düşmanların size tekme atmasını sağlıyor.Cihat ve Haçlılar'da olduğu gibi.

Kodun sahibi : Zarthas

kodu kullanmanız için sahibine teşekkür etmelisiniz.

module_mission_templates'de aratın.

Code:
pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian

altına ise şunu ekleyin.

Code:
AI_kick =  (
         2, 0, 0,
       [], [
	(get_player_agent_no,":player"),
	(try_for_agents, ":agent"),
		(neq, ":agent", ":player"),
		(agent_is_alive, ":agent"),
		(agent_is_human, ":agent"),#Only humans can kick....FOR NOW
		(agent_is_active, ":agent"),
		(agent_slot_eq, ":agent", slot_agent_is_running_away, 0),#Isn't fleeing the battle.
		##He's an eligible human.  Now see if he's in a position to kick.
		(agent_get_attack_action, ":attack_action", ":agent"), #returned values: free = 0, readying_attack = 1, releasing_attack = 2, completing_attack_after_hit = 3, attack_parried = 4, reloading = 5, after_release = 6, cancelling_attack = 7
		(agent_get_defend_action, ":defend_action", ":agent"),#
		(this_or_next|eq,":attack_action",4),#Just got parried
		(this_or_next|eq,":defend_action",1),#Parrying an enemy
		##So he'll only try to kick if he just parried an enemy attack, or his own attack just got parried.
		(agent_get_team, ":team", ":agent"),
		(assign, ":maximum_distance", 100),
		#Target Acquisition
		(agent_ai_get_look_target,":suspect",":agent"),
		(gt,":suspect",0),#Make sure there is someone.
		(agent_is_alive, ":suspect"),
		(agent_is_human, ":suspect"),#Only kick humans
		(agent_is_active, ":suspect"),
		(agent_get_team, ":suspect_team", ":suspect"),
		(neq, ":suspect_team", ":team"),#Friends don't let friends kick friends.
		(agent_get_position, pos1, ":agent"),#Distance check
		(agent_get_position, pos2, ":suspect"),
		(neg|position_is_behind_position, pos2, pos1), #Suspect can't be behind kicker.
		(get_distance_between_positions, ":distance", pos1, pos2),
		(le, ":distance", ":maximum_distance"),
		#Check chance
		(store_random_in_range,":kickchance", 1, 10),
		(try_begin),
			(eq,":kickchance",1), #10% chance per check
				(display_message, "@Agent kicks."),
				(agent_set_animation, ":agent", "anim_prepare_kick_0"),
				(agent_deliver_damage_to_agent, ":agent", ":suspect", 3),
				(agent_set_animation, ":suspect", "anim_strike3_abdomen_front"),#Get Kicked
			(try_end),
	   (try_end),])
a
Bitmiştir.

Not : Kodun çalışması için herhangi bir saldırı misyonuna AI_kick eklemelisiniz.

Bot tekmesi konusunda en son yeri anlamadım bir savaş misyonun altına ekleyin diye ben yeniyimdeBen Yusuf ÖZER
 
yusuf00ozer said:
HemŞehri(huseyinotlu12) said:
Bu kod oyuna düşmanların size tekme atmasını sağlıyor.Cihat ve Haçlılar'da olduğu gibi.

Kodun sahibi : Zarthas

kodu kullanmanız için sahibine teşekkür etmelisiniz.

module_mission_templates'de aratın.

Code:
pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian

altına ise şunu ekleyin.

Code:
AI_kick =  (
         2, 0, 0,
       [], [
	(get_player_agent_no,":player"),
	(try_for_agents, ":agent"),
		(neq, ":agent", ":player"),
		(agent_is_alive, ":agent"),
		(agent_is_human, ":agent"),#Only humans can kick....FOR NOW
		(agent_is_active, ":agent"),
		(agent_slot_eq, ":agent", slot_agent_is_running_away, 0),#Isn't fleeing the battle.
		##He's an eligible human.  Now see if he's in a position to kick.
		(agent_get_attack_action, ":attack_action", ":agent"), #returned values: free = 0, readying_attack = 1, releasing_attack = 2, completing_attack_after_hit = 3, attack_parried = 4, reloading = 5, after_release = 6, cancelling_attack = 7
		(agent_get_defend_action, ":defend_action", ":agent"),#
		(this_or_next|eq,":attack_action",4),#Just got parried
		(this_or_next|eq,":defend_action",1),#Parrying an enemy
		##So he'll only try to kick if he just parried an enemy attack, or his own attack just got parried.
		(agent_get_team, ":team", ":agent"),
		(assign, ":maximum_distance", 100),
		#Target Acquisition
		(agent_ai_get_look_target,":suspect",":agent"),
		(gt,":suspect",0),#Make sure there is someone.
		(agent_is_alive, ":suspect"),
		(agent_is_human, ":suspect"),#Only kick humans
		(agent_is_active, ":suspect"),
		(agent_get_team, ":suspect_team", ":suspect"),
		(neq, ":suspect_team", ":team"),#Friends don't let friends kick friends.
		(agent_get_position, pos1, ":agent"),#Distance check
		(agent_get_position, pos2, ":suspect"),
		(neg|position_is_behind_position, pos2, pos1), #Suspect can't be behind kicker.
		(get_distance_between_positions, ":distance", pos1, pos2),
		(le, ":distance", ":maximum_distance"),
		#Check chance
		(store_random_in_range,":kickchance", 1, 10),
		(try_begin),
			(eq,":kickchance",1), #10% chance per check
				(display_message, "@Agent kicks."),
				(agent_set_animation, ":agent", "anim_prepare_kick_0"),
				(agent_deliver_damage_to_agent, ":agent", ":suspect", 3),
				(agent_set_animation, ":suspect", "anim_strike3_abdomen_front"),#Get Kicked
			(try_end),
	   (try_end),])
a
Bitmiştir.

Not : Kodun çalışması için herhangi bir saldırı misyonuna AI_kick eklemelisiniz.


Bot tekmesi konusunda en son yeri anlamadım bir savaş misyonun altına ekleyin diye ben yeniyimdeBen Yusuf ÖZER
İstediğin herhangi bir savaş misyonu işte ama eğer mission templatede acemisen SPG gamingin derslerine bak orda anlarsın
 
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