OSP Code QoL Dynamic Kingdom Troop Tree Presentation

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Presentation to display Troop Tree like Rubik made for Custom Commander 's proved very useful for players.
The problem is for mods that have different factions or different troop trees from Native, we must make the troop trees for them one by one and to adjust the diagram positions is a boring and time consuming activity.
The solution is a generic presentation that read the troop upgrade from 1st tier of every faction and draw the diagram automatically.
Here's my trial to make it.
Code:
# Presentations Constants
title_pos_x   = 500
title_pos_y   = 650
title_size    = 2000
title_black   = 0x000000
title_red     = 0xFF0000
title_yellow  = 0xFFFF00
working_pos_y = 550
large_size    = 1500
medium_size   = 1200
normal_size   = 1000
small_size    = 800
smaller_size  = 600
tinny_size    = 450
troop_tree_size_x  = 375
troop_tree_size_y  = 500
troop_tree_space_x = 170
troop_tree_space_y = 140#170
troop_tree_left    = 60
Code:
("faction_troop_tree", "Faction's Troop Tree"),
Code:
("faction_troop_tree", 0, mesh_load_window,
 [(ti_on_presentation_load,
  [(presentation_set_duration, 999999),
   (set_fixed_point_multiplier, 1000),
   # Title
   (position_set_y, pos1, title_pos_y), (position_set_x, pos1, title_pos_x),  # Title Position
   (position_set_x, pos3, title_size),  (position_set_y, pos3, title_size),   # Title Size
   (create_text_overlay, reg0, "str_faction_troop_tree", tf_center_justify), (overlay_set_color, reg0, title_black),
   (overlay_set_position, reg0, pos1), (overlay_set_size, reg0, pos3),
   (position_set_y, pos1, title_pos_y-1),  (position_set_x, pos1, title_pos_x-1),  # Title Position
   (create_text_overlay, reg0, "str_faction_troop_tree", tf_center_justify), (overlay_set_color, reg0, title_red),
   (overlay_set_position, reg0, pos1), (overlay_set_size, reg0, pos3),      
   # Create Objects
   (create_combo_label_overlay, "$g_presentation_obj_1"), #type
   (position_set_x, pos1, title_pos_x), (position_set_y, pos1, title_pos_y-50), (overlay_set_position, "$g_presentation_obj_1",  pos1),
   # Objects
   (assign, ":hi_faction", "fac_kingdoms_end"),
   (try_begin),
      (faction_slot_eq, "fac_player_supporters_faction", slot_faction_state, sfs_inactive),
      (assign, ":lo_faction", "fac_kingdom_1"),
   (else_try),
      (assign, ":lo_faction", "fac_player_supporters_faction"),
   (try_end),
   (try_for_range, ":faction", ":lo_faction", ":hi_faction"),
      (str_store_faction_name, s1, ":faction"),
      (overlay_add_item,  "$g_presentation_obj_1", s1),
   (try_end),
   (store_sub, reg12, ":hi_faction", ":lo_faction"),
   (val_clamp, reg11, 0, reg12),
   (overlay_set_val,  "$g_presentation_obj_1", reg11),
   (store_add, "$faction_display", ":lo_faction", reg11),
   (faction_get_slot, ":culture", "$faction_display", slot_faction_culture),
   (call_script, "script_prsnt_culture_troop_tree", ":culture"), ]),
 (ti_on_presentation_event_state_change, 
  [(store_trigger_param_1, ":object"),
   (store_trigger_param_2, ":value"),
   (set_fixed_point_multiplier, 1000),
   (try_begin), 
     (eq, ":object", "$g_presentation_obj_1"),
     (assign, reg11, ":value"),     
     (start_presentation, "prsnt_faction_troop_tree"),
   (else_try),
     (troop_get_slot, ":limit", "trp_temp_array_c", 100),
     (val_add, ":limit", 1), (assign, ":troop_no", 0),
     (try_for_range, ":slot", 101, ":limit"),
        (le, ":troop_no", 0),
        (troop_slot_eq, "trp_temp_array_c", ":slot", ":object"),
        (troop_get_slot, ":troop_no", "trp_temp_array_b", ":slot"),
     (try_end),      
     (gt, ":troop_no", 0),
     (assign, "$temp", ":troop_no"), 
     (assign, "$g_presentation_next_presentation", "prsnt_faction_troop_tree"),
     (start_presentation, "prsnt_troop_note"),
   (try_end), ]), 
   ## Event to process when running the presentation
  (ti_on_presentation_run,
   [(try_begin),
      (this_or_next|key_clicked, key_escape),
      (key_clicked, key_right_mouse_button),
      (presentation_set_duration, 0),
      (assign, "$faction_display", 0),
      (jump_to_menu, "mnu_reports"), # I asume it's called from report menu, you can modify it to any menus or using $next_menu declarated by menu that call this presentation
    (try_end), ]), ]),  

# rubik CC's Presentation      
  ("troop_note", 0, mesh_load_window, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),

        ## init troop items
        (call_script, "script_copy_inventory", "$temp", "trp_temp_array_a"),
        (try_for_range, ":i_slot", 0, 10),
          (troop_get_inventory_slot, ":item", "trp_temp_array_a", ":i_slot"),
          (gt, ":item", -1),
          (troop_add_item,"trp_temp_array_a",":item"),
          (troop_set_inventory_slot, "trp_temp_array_a", ":i_slot", -1),
        (try_end),

        ## back
        (create_game_button_overlay, "$g_presentation_obj_1", "@Done"),
        (position_set_x, pos1, 900),
        (position_set_y, pos1, 25),
        (overlay_set_position, "$g_presentation_obj_1", pos1),

        ################
        (store_mul, ":cur_troop", "$temp", 2), #with weapons
        (create_mesh_overlay_with_tableau_material, reg0, -1, "tableau_game_party_window", ":cur_troop"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 1000),
        (overlay_set_size, reg0, pos1),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 350),
        (overlay_set_position, reg0, pos1),

        (str_store_troop_name, s1, "$temp"),
        (store_character_level, ":troop_level", "$temp"),
        (assign, reg1, ":troop_level"),
        (str_store_string, s1, "@Name: {s1}^Level: {reg1}"),
        (call_script, "script_get_troop_max_hp", "$temp"),
        (str_store_string, s1, "@{s1}^HP: {reg0}"),

        (create_text_overlay, reg0, "@{s1}", tf_double_space),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 500),
        (overlay_set_position, reg0, pos1),

        (str_store_string, s3, "@Attributes:"),
        (store_attribute_level, reg1, "$temp", ca_strength),
        (store_attribute_level, reg2, "$temp", ca_intelligence),
        (str_store_string, s3, "@{s3}^STR: {reg1}^INT: {reg2}^^Skills:"),
        (store_skill_level, reg1, skl_power_strike, "$temp"),
        (store_skill_level, reg2, skl_power_draw, "$temp"),
        (store_skill_level, reg3, skl_power_throw, "$temp"),
        (store_skill_level, reg4, skl_horse_archery, "$temp"),
        (str_store_string, s3, "@{s3}^Power Strike: {reg1}^Power Draw: {reg2}^Power Throw: {reg3}^Horse Archery: {reg4}^^Weapon Proficiencies:"),
        (store_proficiency_level, reg1, "$temp", wpt_one_handed_weapon),
        (store_proficiency_level, reg2, "$temp", wpt_two_handed_weapon),
        (store_proficiency_level, reg3, "$temp", wpt_polearm),
        (str_store_string, s3, "@{s3}^1 Hand Wpns: {reg1}^2 Hand Wpns: {reg2}^Polearms: {reg3}"),
        (create_text_overlay, reg0, "@{s3}", tf_double_space),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 100),
        (overlay_set_position, reg0, pos1),

        (str_store_string, s4, "str_empty_string"),
        (store_attribute_level, reg1, "$temp", ca_agility),
        (store_attribute_level, reg2, "$temp", ca_charisma),
        (str_store_string, s4, "@{s4}^AGI: {reg1}^CHA: {reg2}^^"),
        (store_skill_level, reg1, skl_ironflesh, "$temp"),
        (store_skill_level, reg2, skl_athletics, "$temp"),
        (store_skill_level, reg3, skl_shield, "$temp"),
        (store_skill_level, reg4, skl_riding, "$temp"),
        (str_store_string, s4, "@{s4}^Ironflesh: {reg1}^Athletics: {reg2}^Shield: {reg3}^Riding: {reg4}^^"),
        (store_proficiency_level, reg1, "$temp", wpt_archery),
        (store_proficiency_level, reg2, "$temp", wpt_crossbow),
        (store_proficiency_level, reg3, "$temp", wpt_throwing),
        (str_store_string, s4, "@{s4}^Archery: {reg1}^Crossbows: {reg2}^Throwing: {reg3}"),
        (create_text_overlay, reg0, "@{s4}", tf_double_space),
        (position_set_x, pos1, 710),
        (position_set_y, pos1, 100),
        (overlay_set_position, reg0, pos1),
        ################

        (str_clear, s0),
        (create_text_overlay, "$g_presentation_obj_2", s0, tf_scrollable),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 50),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (position_set_x, pos1, 350),
        (position_set_y, pos1, 560),
        (overlay_set_area_size, "$g_presentation_obj_2", pos1),
        (set_container_overlay, "$g_presentation_obj_2"),

        (assign, ":pos_x", 0),
        (assign, ":pos_y", 1840),
        (assign, ":slot_no", 10),
        (try_for_range, ":unused_height", 0, 24),
          (try_for_range, ":unused_width", 0, 4),
            (create_mesh_overlay, reg1, "mesh_inv_slot"),
            (position_set_x, pos1, 800),
            (position_set_y, pos1, 800),
            (overlay_set_size, reg1, pos1),
            (position_set_x, pos1, ":pos_x"),
            (position_set_y, pos1, ":pos_y"),
            (overlay_set_position, reg1, pos1),
            (create_mesh_overlay, reg1, "mesh_mp_inventory_choose"),
            (position_set_x, pos1, 640),
            (position_set_y, pos1, 640),
            (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),
            (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
            (try_begin),
              (gt, ":item_no", -1),
              (create_mesh_overlay_with_item_id, reg1, ":item_no"),
              (position_set_x, pos1, 800),
              (position_set_y, pos1, 800),
              (overlay_set_size, reg1, pos1),
              (store_add, ":item_x", ":pos_x", 40),
              (store_add, ":item_y", ":pos_y", 40),
              (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),
            (try_end),
            (val_add, ":pos_x", 80),
            (val_add, ":slot_no", 1),
          (try_end),
          (assign, ":pos_x", 0),
          (val_sub, ":pos_y", 80),
        (try_end),

        (set_container_overlay, -1),

        (create_text_overlay, reg1, "@Equipments: ", tf_vertical_align_center),
        (position_set_x, pos1, 60),
        (position_set_y, pos1, 635),
        (overlay_set_position, reg1, pos1),
        ## items

#        ####### mouse fix pos system #######
#        (call_script, "script_mouse_fix_pos_ready"),
#        ####### mouse fix pos system #######
      ]),

#    (ti_on_presentation_run,
#      [
#        ####### mouse fix pos system #######
#        (call_script, "script_mouse_fix_pos_run"),
#        ####### mouse fix pos system #######
#    ]),

    (ti_on_presentation_mouse_enter_leave,
      [
      (store_trigger_param_1, ":object"),
      (store_trigger_param_2, ":enter_leave"),

      (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"),
          (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, ":item_no", 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),
    ]),

    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":object"),

        (try_begin),
          (eq, ":object", "$g_presentation_obj_1"),
          (try_begin),
            (eq, "$g_presentation_next_presentation", "prsnt_faction_troop_tree"),
            (assign, "$g_presentation_next_presentation", -1),
            (try_begin),
              (faction_slot_eq, "fac_player_supporters_faction", slot_faction_state, sfs_inactive),
              (store_sub, reg11, "$faction_display", "fac_kingdom_1"),
            (else_try),
              (store_sub, reg11, "$faction_display", "fac_player_supporters_faction"),
            (try_end),
            (start_presentation, "prsnt_faction_troop_tree"),
          (else_try),
            (presentation_set_duration, 0),
          (try_end),
        (try_end),
    ]),
  ]),    
# rubik CC's Presentation 
Code:
from header_presentations import * # add this at the beggining of module_scripts.py

("prsnt_culture_troop_tree",
 [(store_script_param_1, ":culture"),
  (store_sub, ":num", ":culture", fac_culture_1), (val_mod, ":num", 6),
  (store_add, ":slot",  ":num","mesh_pic_arms_swadian"),
  (create_mesh_overlay, reg0, ":slot"),
  (store_add, ":slot", ":num", "mesh_pic_swad"),
  (create_mesh_overlay, reg1, ":slot"),
  (position_set_x, pos1, 180),(position_set_y, pos1, 560),
  (position_set_x, pos2, 500),(position_set_y, pos2, 25),      
  (position_set_x, pos3, 500),(position_set_y, pos3, 500),
  (overlay_set_position, reg0, pos1), (overlay_set_size, reg0, pos3),      
  (overlay_set_position, reg1, pos2), (overlay_set_size, reg1, pos3),       
  (try_for_range, ":slot", 0, 61),
     (troop_set_slot, "trp_temp_array_a", ":slot", 0),
     (troop_set_slot, "trp_temp_array_b", ":slot", 0),
     (troop_set_slot, "trp_temp_array_c", ":slot", 0),
     (store_add, ":num", 100),
     (troop_set_slot, "trp_temp_array_b", ":num", -1),
     (troop_set_slot, "trp_temp_array_c", ":num", -1),
  (try_end),
  (faction_get_slot, ":troop_no", ":culture", slot_faction_tier_1_troop),
  # lowest troop tiers initialization BEGIN 
  (troop_set_slot, "trp_temp_array_a", 0, 1),           # Number of Lowest Tier Troop
  (troop_set_slot, "trp_temp_array_a", 1, 1),           # 1 for 1st troop
  (troop_set_slot, "trp_temp_array_b", 1, ":troop_no"), # 1st troop id
  # lowest troop tiers initialization END 
  (assign, ":max_tier", 0), (assign, ":no_tier", 0),
  (try_for_range, ":tier", 1, 10),                      # Asuming that you wont make troop tree more than 10 tiers
     (eq, ":no_tier", 0),
     (assign, ":no_tier", 1),
     (store_sub, ":prev_tier", ":tier", 1),
     (store_mul, ":slot_for_prev_num", ":prev_tier", 10),
     (store_mul, ":slot_for_num", ":tier", 10),
     (assign, ":num", 0),
     (troop_get_slot, ":prev_num", "trp_temp_array_a", ":slot_for_prev_num"),
     (gt, ":prev_num", 0),
     (val_add, ":prev_num", 1),
     (try_for_range, ":tree_no",  1,  ":prev_num"),     
        (store_add, ":prev_slot", ":tree_no", ":slot_for_prev_num"),
        (troop_get_slot, ":troop_no", "trp_temp_array_b", ":prev_slot"),
        (gt, ":troop_no", 0),
        (troop_get_upgrade_troop, ":next_troop", ":troop_no", 0),
        (gt, ":next_troop", 0),
        (assign, ":no_tier", 0), 
        (val_add, ":num", 1),
        (troop_set_slot, "trp_temp_array_a", ":slot_for_num", ":num"),
        (store_add, ":slot", ":slot_for_num", ":num"),
        (troop_set_slot, "trp_temp_array_a", ":slot", ":tree_no"),
        (troop_set_slot, "trp_temp_array_b", ":slot", ":next_troop"),
        (troop_get_upgrade_troop, ":next_troop", ":troop_no", 1),
        (gt, ":next_troop", 0),
        (val_add, ":num", 1),
        (troop_set_slot, "trp_temp_array_a", ":slot_for_num", ":num"),
        (store_add, ":slot", ":slot_for_num", ":num"),
        (troop_set_slot, "trp_temp_array_a", ":slot", ":tree_no"),
        (troop_set_slot, "trp_temp_array_b", ":slot", ":next_troop"),
     (try_end),
     (eq, ":no_tier", 0),
     (val_add, ":max_tier", 1),
  (try_end),
  (store_mul, ":max_num_tier", ":max_tier", 10), (val_add, ":max_tier", 1),
  (troop_get_slot, ":num", "trp_temp_array_a", ":max_num_tier"),
  (val_add, ":num", 1),
  (try_for_range, ":tree_no", 1, ":num"),
     (store_add, ":slot", ":max_num_tier", ":tree_no"),
     (store_mul, ":subs", ":tree_no", troop_tree_space_y),
     (store_sub, ":pos", working_pos_y + 35, ":subs"),
     (troop_set_slot, "trp_temp_array_c", ":slot", ":pos"),
  (try_end),
  (try_for_range_backwards, ":tier", 1, ":max_tier"),
     (store_mul, ":slot_for_num", ":tier", 10),
     (store_sub, ":prev_tier", ":tier", 1),
     (store_mul, ":slot_for_prev_num", ":prev_tier", 10),
     (troop_get_slot, ":prev_num", "trp_temp_array_a", ":slot_for_prev_num"),
     (gt, ":prev_num", 0),
     (val_add, ":prev_num", 1),
     (try_for_range, ":tree_no", 1, ":prev_num"),
        (store_add, ":prev_slot", ":tree_no", ":slot_for_prev_num"),
        (assign, ":prev_pos", 0), (assign, ":num", 0),
        (try_for_range, ":subs", 1, 10),
           (store_add, ":slot", ":subs", ":slot_for_num"),
           (troop_slot_eq, "trp_temp_array_a", ":slot", ":tree_no"),
           (troop_get_slot, ":pos", "trp_temp_array_c", ":slot"),           
           (val_add, ":prev_pos", ":pos"),
           (val_add, ":num", 1),
        (try_end),
        (gt, ":num", 0),
        (val_div, ":prev_pos", ":num"),
        (troop_set_slot, "trp_temp_array_c", ":prev_slot", ":prev_pos"),
     (try_end),
     (assign, ":pos", 999),
     (try_for_range, ":tree_no", 1, ":prev_num"), 
        (store_add, ":prev_slot", ":tree_no", ":slot_for_prev_num"),
        (troop_get_slot, ":prev_pos", "trp_temp_array_c", ":prev_slot"),           
        (gt, ":prev_pos", 0),
        (lt, ":prev_pos", ":pos"),
        (assign, ":pos", ":prev_pos"),
     (try_end),        
     (try_for_range, ":tree_no", 1, ":prev_num"), 
        (store_add, ":prev_slot", ":tree_no", ":slot_for_prev_num"),
        (troop_get_slot, ":prev_pos", "trp_temp_array_c", ":prev_slot"),           
        (eq, ":prev_pos", 0),
        (store_sub, ":prev_pos", ":pos", troop_tree_space_y),
        (assign, ":pos", ":prev_pos"),
        (troop_set_slot, "trp_temp_array_c", ":prev_slot", ":prev_pos"),     
     (try_end),
  (try_end),
  (val_add, ":max_num_tier", 11), (troop_set_slot, "trp_temp_array_c", 100, 0), (assign, ":num",100),
  (try_for_range, ":slot", 0,  ":max_num_tier"),
     (troop_get_slot, ":troop_no", "trp_temp_array_b", ":slot"),
     (gt, ":troop_no", 0),
     (store_div, ":posx", ":slot", 10),
     (val_mul, ":posx", troop_tree_space_x),
     (val_add, ":posx", troop_tree_left),
     (troop_get_slot, ":posy", "trp_temp_array_c", ":slot"),
     (val_add, ":num", 1),
     (call_script, "script_prsnt_upgrade_tree_troop_and_name", ":troop_no", ":posx", ":posy"),
     (troop_set_slot, "trp_temp_array_c", ":num", reg1),
     (troop_set_slot, "trp_temp_array_b", ":num", ":troop_no"),
     (store_mod, ":cur_slot",  ":slot", 10),
     (gt, ":cur_slot", 0),
     (store_sub, ":cur_slot1", ":slot", ":cur_slot"),
     (val_add,   ":cur_slot1", 10),     
     (store_add, ":cur_slot2", ":cur_slot1", 10),
     (try_for_range, ":slot2", ":cur_slot1", ":cur_slot2"), 
        (troop_slot_ge, "trp_temp_array_b", ":slot2", 1), 
        (troop_slot_eq, "trp_temp_array_a", ":slot2", ":cur_slot"),
        (store_add, ":posx2", ":posx", troop_tree_space_x),
        (store_add, ":posx1", ":posx", troop_tree_space_x/2),
        (troop_get_slot, ":posy2", "trp_temp_array_c", ":slot2"),
        (store_add, ":posy1", ":posy", troop_tree_space_y/2),
        (val_add, ":posy2", troop_tree_space_y/2),
        (call_script, "script_prsnt_lines_to", ":posx", ":posy1", ":posx2", ":posy2", title_black),
        (val_sub, ":posy2", 3),
        (call_script, "script_prsnt_upgrade_tree_troop_cost", ":troop_no", ":posx1", ":posy2"),
     (try_end),     
  (try_end),
  (troop_set_slot, "trp_temp_array_c", 100, ":num"),  ]),
 
("prsnt_lines_to", # Drawing lines from (x1,y1) to (x2,y2), the line will be horizontal til half way, vertical and then horizontal again
 [(store_script_param, ":pos_x1", 1),
  (store_script_param, ":pos_y1", 2),
  (store_script_param, ":pos_x2", 3),
  (store_script_param, ":pos_y2", 4),
  (store_script_param, ":color", 5),
  (try_begin),
     (eq, ":pos_x1", ":pos_x2"),
     (store_sub, ":size", ":pos_y1", ":pos_y2"),
     (val_abs, ":size"),
     (val_min, ":pos_y1", ":pos_y2"),
     (call_script, "script_prsnt_lines", 4, ":size", ":pos_x1", ":pos_y1", ":color"),
  (else_try),
     (eq, ":pos_y1", ":pos_y2"),
     (store_sub, ":size", ":pos_x1", ":pos_x2"),
     (val_abs, ":size"),
     (val_min, ":pos_x1", ":pos_x2"),
     (call_script, "script_prsnt_lines", ":size", 5, ":pos_x1", ":pos_y1", ":color"),
  (else_try),
     (store_add, ":pos_x", ":pos_x1", ":pos_x2"), (val_div, ":pos_x", 2), (val_sub, ":pos_x", 6),
     (call_script, "script_prsnt_lines_to", ":pos_x1", ":pos_y1", ":pos_x",  ":pos_y1", ":color"),
     (call_script, "script_prsnt_lines_to", ":pos_x",  ":pos_y1", ":pos_x",  ":pos_y2", ":color"),
     (call_script, "script_prsnt_lines_to", ":pos_x",  ":pos_y2", ":pos_x2", ":pos_y2", ":color"),
  (try_end), ]),
  
# rubik's CC scripts BEGIN  
("prsnt_upgrade_tree_troop_and_name",
 [(store_script_param, ":troop_no", 1),
  (store_script_param, ":pos_x", 2),
  (store_script_param, ":pos_y", 3),
  (str_store_troop_name, s1, ":troop_no"),
  (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_center),
  (position_set_x, pos1, smaller_size),
  (position_set_y, pos1, smaller_size),
  (overlay_set_size, reg1, pos1),
  (position_set_x, pos1, ":pos_x"),
  (position_set_y, pos1, ":pos_y"),
  (overlay_set_position, reg1, pos1),
  (val_sub, ":pos_x", 52), # adjusted from 65
  #(val_add, ":pos_y", 5), # adjusted from 10
  (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, troop_tree_size_x),
  (position_set_y, pos1, troop_tree_size_y),
  (overlay_set_size, reg1, pos1),
  (position_set_x, pos1, ":pos_x"),
  (position_set_y, pos1, ":pos_y"),
  (overlay_set_position, reg1, pos1), ]),
  
("prsnt_upgrade_tree_troop_cost",
 [(store_script_param, ":troop_no", 1),
  (store_script_param, ":pos_x", 2),
  (store_script_param, ":pos_y", 3),
  (call_script, "script_game_get_upgrade_cost", ":troop_no"),
  (create_text_overlay, reg1, "@{reg0}", tf_left_align|tf_vertical_align_center),
  (position_set_x, pos1, ":pos_x"),
  (position_set_y, pos1, ":pos_y"),
  (overlay_set_position, reg1, pos1),
  (position_set_x, pos1, smaller_size),
  (position_set_y, pos1, smaller_size),
  (overlay_set_size, reg1, pos1), ]),
  
("prsnt_lines",
 [(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"), ]),

("get_troop_max_hp",
 [(store_script_param_1, ":troop"),
  (store_skill_level, ":skill", skl_ironflesh, ":troop"),
  (store_attribute_level, ":attrib", ":troop", ca_strength),
  (val_mul, ":skill", 2),
  (val_add, ":skill", ":attrib"),
  (val_add, ":skill", 35),
  (assign, reg0, ":skill"), ]),

("copy_inventory", 
 [(store_script_param_1, ":source"),
  (store_script_param_2, ":target"),
  (troop_clear_inventory, ":target"),
  (troop_get_inventory_capacity, ":inv_cap", ":source"),
  (try_for_range, ":i_slot", 0, ":inv_cap"),
    (troop_get_inventory_slot, ":item", ":source", ":i_slot"),
    (troop_set_inventory_slot, ":target", ":i_slot", ":item"),
    (troop_get_inventory_slot_modifier, ":imod", ":source", ":i_slot"),
    (troop_set_inventory_slot_modifier, ":target", ":i_slot", ":imod"),
    (troop_inventory_slot_get_item_amount, ":amount", ":source", ":i_slot"),
    (gt, ":amount", 0),
    (troop_inventory_slot_set_item_amount, ":target", ":i_slot", ":amount"),
  (try_end), ]),
# rubik's CC scripts END   
Code:
  ("pic_arms_swadian", 0, "pic_arms_swadian", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_arms_vaegir", 0, "pic_arms_vaegir", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_arms_khergit", 0, "pic_arms_khergit", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_arms_nord", 0, "pic_arms_nord", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_arms_rhodok", 0, "pic_arms_rhodok", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_sarranid_arms", 0, "pic_sarranid_arms", 0, 0, 0, 0, 0, 0, 1, 1, 1),
# Dunde's BEGIN  
  ("pic_swad", 0, "pic_swad", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_vaegir", 0, "pic_vaegir", 0, 0, 0, 0, 0, 0, 1, 1, 1),  
  ("pic_khergit", 0, "pic_khergit", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_nord", 0, "pic_nord", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_rhodock", 0, "pic_rhodock", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_sarranid_encounter", 0, "pic_sarranid_encounter", 0, 0, 0, 0, 0, 0, 1, 1, 1),
# Dunde's END
Code:
      ("faction_troop_tree",[],"View Factions' Troop Tree.",
       [(start_presentation, "prsnt_faction_troop_tree"), ]),

Issues :
- The code has not been optimized, even I am not interested in doing it because of this presentation will be called from the report menu where performance is not an issue.
- It has no support yet for troops that can be upgraded from more than 1 troop. (Caba's improved version on page 2 has support for this case).
- Limited Support to max 6 tiers and max 4 branches (visually)
- Limited Support to max 10 tiers and max 10 branches (data structure)


Credits :
- rubik, for the original idea and the script execute the drawing.

Windyplains' modmerger kit (with Caba's modification included) :
http://mountandblade.nexusmods.com/mods/3682

EDIT :
- Adding missing get_troop_max_hp and copy_inventory script and import declaration. Thanks to Dawg of War and Lav for pointing those.
- Diplomacy  has CC included, so  scripts from CC 's already on the it's Module System, but some of them have dplmc_ prefix.
 

dunde

Count
WB
Best answers
0
NewBie-BR said:
I don't know where to add this:Code: (rearrage mesh, so we can iterate them by faction)
Edit module_meshes.py. You must rearrange these meshes :
  ("pic_swad", 0, "pic_swad", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_vaegir", 0, "pic_vaegir", 0, 0, 0, 0, 0, 0, 1, 1, 1), 
  ("pic_khergit", 0, "pic_khergit", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_nord", 0, "pic_nord", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_rhodock", 0, "pic_rhodock", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_sarranid_encounter", 0, "pic_sarranid_encounter", 0, 0, 0, 0, 0, 0, 1, 1, 1),

At native Module System, they are not ordered properly. I don't like long try_else checks so I decided to rearrange the meshes.
 

Lav

Sergeant Knight at Arms
M&BWB
Best answers
0
That's a great work!

A pity it doesn't support trees with merging upgrade lines, but when I think about this, it seems there's no way to automate the layout of such a troop tree (and it can even be impossible in some cases).

Either way, a great contribution!
 

NewBie-BR

Veteran
Best answers
0
dunde said:
NewBie-BR said:
I don't know where to add this:Code: (rearrage mesh, so we can iterate them by faction)
Edit module_meshes.py. You must rearrange these meshes :
  ("pic_swad", 0, "pic_swad", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_vaegir", 0, "pic_vaegir", 0, 0, 0, 0, 0, 0, 1, 1, 1), 
  ("pic_khergit", 0, "pic_khergit", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_nord", 0, "pic_nord", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_rhodock", 0, "pic_rhodock", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_sarranid_encounter", 0, "pic_sarranid_encounter", 0, 0, 0, 0, 0, 0, 1, 1, 1),

At native Module System, they are not ordered properly. I don't like long try_else checks so I decided to rearrange the meshes.
Thanks, and hope it work  :grin:
 

NewBie-BR

Veteran
Best answers
0
NewBie-BR said:
dunde said:
NewBie-BR said:
I don't know where to add this:Code: (rearrage mesh, so we can iterate them by faction)
Edit module_meshes.py. You must rearrange these meshes :
  ("pic_swad", 0, "pic_swad", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_vaegir", 0, "pic_vaegir", 0, 0, 0, 0, 0, 0, 1, 1, 1), 
  ("pic_khergit", 0, "pic_khergit", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_nord", 0, "pic_nord", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_rhodock", 0, "pic_rhodock", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("pic_sarranid_encounter", 0, "pic_sarranid_encounter", 0, 0, 0, 0, 0, 0, 1, 1, 1),

At native Module System, they are not ordered properly. I don't like long try_else checks so I decided to rearrange the meshes.
Thanks, and hope it work  :grin:
Some problem:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_global_variables.py", line 8, in <module>
    from module_presentations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_presentations.py", line 11994, in <module>
    (store_skill_level, reg1, skl_power_strike, "$temp"),
NameError: name 'skl_power_strike' is not defined
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_presentations.py", line 4, in <module>
    from module_presentations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_presentations.py", line 11994, in <module>
    (store_skill_level, reg1, skl_power_strike, "$temp"),
NameError: name 'skl_power_strike' is not defined
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\process_operations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\NguyenHung\Desktop\Mount&Blade Warband\Modules\12 Su Quan\Modul
e_system 1.143\module_scripts.py", line 47835, in <module>
    (create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_cen
ter),
NameError: name 'tf_center_justify' is not defined
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
 

Lav

Sergeant Knight at Arms
M&BWB
Best answers
0
Add the line
Code:
from header_presentations import *
At the beginning of the module_scripts.py file.
 

Slate024

Master Knight
M&BWBWF&S
Best answers
0
Plus if you happen to have Diplomacy implemented in your source you may need to change, (call_script, "script_get_troop_max_hp", "$temp"), to (call_script, "script_dplmc_get_troop_max_hp", "$temp"),

and..(call_script, "script_copy_inventory", "$temp", "trp_temp_array_a"), to (call_script, "script_dplmc_copy_inventory", "$temp", "trp_temp_array_a"),

In the module_presentations code he provided.
 

dunde

Count
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NewBie-BR said:
Still not work  :sad:
Put this at the top of module_constants.py :
Code:
from ID_troops import *
from ID_parties import *
from ID_animations import *
from header_skills import *
from header_troops import *
from header_triggers import *
 

dunde

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Great. I'm glad you made it.

("faction_troop_tree", "Faction's Troop Tree"),

Change the right string as you want. If you want to use another color,
change the constants :
title_red    = 0xFF0000 ## FF0000 is red

Wait. How can your troop tree has 3 braches from tier 3 to tier 4?

Would you like to send me your upgrading declaration from your module_troops.py please?
You might just found  a bug of this presentation.
 

NewBie-BR

Veteran
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dunde said:
Great. I'm glad you made it.

("faction_troop_tree", "Faction's Troop Tree"),

Change the right string as you want. If you want to use another color,
change the constants :
title_red    = 0xFF0000 ## FF0000 is red

Wait. How can your troop tree has 3 braches from tier 3 to tier 4?

Would you like to send me your upgrading declaration from your module_troops.py please?
You might just found  a bug of this presentation.
I use Morgh to edit my troop tree.
 

NewBie-BR

Veteran
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dunde said:
Great. I'm glad you made it.

("faction_troop_tree", "Faction's Troop Tree"),

Change the right string as you want. If you want to use another color,
change the constants :
title_red    = 0xFF0000 ## FF0000 is red

Wait. How can your troop tree has 3 braches from tier 3 to tier 4?

Would you like to send me your upgrading declaration from your module_troops.py please?
You might just found  a bug of this presentation.
oh yes. I understand my trouble now. But my upgrading declaration isn't in my  module_troops.py. I open build file. After i copy and overwrite file troop.txt . So what can i do?
 

Slate024

Master Knight
M&BWBWF&S
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NewBie-BR said:
dunde said:
Great. I'm glad you made it.

("faction_troop_tree", "Faction's Troop Tree"),

Change the right string as you want. If you want to use another color,
change the constants :
title_red    = 0xFF0000 ## FF0000 is red

Wait. How can your troop tree has 3 braches from tier 3 to tier 4?

Would you like to send me your upgrading declaration from your module_troops.py please?
You might just found  a bug of this presentation.
oh yes. I understand my trouble now. But my upgrading declaration isn't in my  module_troops.py. I open build file. After i copy and overwrite file troop.txt . So what can i do?


If your using the module system why are using morgh's?  I would recommend using the module system to build your troops and troop trees, much easier then having to copy over your troops.txt every time you build.  Plus dunde is asking for these at the very bottom of your troops.py

Example:

upgrade2(troops,"sarranid_footman","sarranid_veteran_footman","sarranid_skirmisher")
upgrade2(troops,"sarranid_veteran_footman","sarranid_horseman","sarranid_infantry")
upgrade(troops,"sarranid_infantry","sarranid_guard")
upgrade(troops,"sarranid_skirmisher","sarranid_archer")

But since your not editing module_troops.py I guess it don't matter.  :neutral:


 

Windyplains

Grandmaster Knight
WB
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dunde said:
...we must make the troop trees for them one by one and to adjust the diagram positions is a boring and time consuming activity...
There's an understatement.  Excellent work, Dunde.
 

Lav

Sergeant Knight at Arms
M&BWB
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13exa said:
I get skl_power_strike isn't defined when I compile  :sad:
Add

Code:
from header_skills import *
At the beginning of module_presentations file.