Ghost Villagers?

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ragnarokk1966

Sergeant
Hello,

I am in need of some help.  I added a new faction to my game the other night.  Every thing seems to be working fine, the faction shows up, the parties spawn, and you can join the faction just like any other faction.  Since I have done that, I get Villager parties that run to my party on the map like they are going to attack me.  They then disappear once they hit my party.  They don't join or attack.  They just disappear. Its kind of annoying. Anyone have an idea what I over looked?
 
Do the ghost villagers faction have a town?  I actually managed to solve this by editting the script that spawns the little buggers.  But in my mod that faction technically should have no villages.  The problem was two disabled villages were spawning them.
("create_village_farmer_party",
  [(store_script_param, ":village_no", 1),
    (party_get_slot, ":town_no", ":village_no", slot_village_market_town),
   
    (store_faction_of_party, ":party_faction", ":town_no"),
    (try_begin),#############NEW#########
    (is_between,":party_faction","fac_kingdom_1","fac_kingdom_7"),#############NEW#########
    (set_spawn_radius, 0),
    (spawn_around_party, ":village_no", "pt_village_farmers"),
    (assign, ":new_party", reg0),
     
    (party_set_faction, ":new_party", ":party_faction"),
    (party_set_slot, ":new_party", slot_party_home_center, ":village_no"),
    (party_set_slot, ":new_party", slot_party_type, spt_village_farmer),
    (party_set_slot, ":new_party", slot_party_ai_state, spai_trading_with_town),
    (party_set_slot, ":new_party", slot_party_ai_object, ":town_no"),
    (party_set_ai_behavior, ":new_party", ai_bhvr_travel_to_party),
    (party_set_ai_object, ":new_party", ":town_no"),
    (party_set_flags, ":new_party", pf_default_behavior, 0),
    (store_sub, ":item_to_price_slot", slot_town_trade_good_prices_begin, trade_goods_begin),
    (try_for_range, ":cur_goods", trade_goods_begin, trade_goods_end),
      (store_add, ":cur_good_price_slot", ":cur_goods", ":item_to_price_slot"),
      (party_get_slot, ":cur_village_price", ":village_no", ":cur_good_price_slot"),
      (party_set_slot, ":new_party", ":cur_good_price_slot", ":cur_village_price"),
    (try_end),
    (assign, reg0, ":new_party"),
    (end_try),#####NEW#########
    ]),
This is the editted trigger if it helps.  I imagine you could set any limitation like if that faction has no towns don't spawn village.  I just restrained villagers spawning from the whole faction because they are monsters in my mod and shouldn't have villagers.
 
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