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Wenn ich mich nicht irre, müßtest du auch ohne Kämmerer zumindest eine Anzeige haben. Vermutlich mit einem komischen Wert oder einfach nur 0.

Auf jeden Fall sollte der Text angezeigt werden. Ist das so?
 
Japp.

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In der modifzierten Diplomacy als "Gold in chest 0" und im InNovATIVE als "Goldsäckel, alt 0".
Warum die Bezeichnung im InNo anders ist weiss ich allerdings nicht...
Eine Übersetzung konnte ich in der Language dazu nicht finden... b.z.w. hab ich nicht gemacht.

EDIT:

Scheinbar verursacht das ganze einen Bug...
Ich bin jetzt seit 4 tagen unterwegs und auf einmal werden mir die Wachtrupps von Sargoth, Suno und Shariz im Budget mit angezeigt und abgerechnet...
Ich teste immer noch unter Diplomacy... und eigentlich sollte diese Änderung doch keine Wachtrupps unter meinen geldbeutel stellen der?
 
Solange du nicht der Verwalter dieser Städte bist nicht, nein. Ansonsten schon, aber der Code ist da nicht für verantwortlich. Vielleicht bringt der aber irgendeine Ordnung durcheinander.

Mach doch mal einen Screenshot. Kann mir das alles irgendwie schlecht vorstellen.
 
Verwalter der Städte bin ich defintiv nicht.
Ich hab ein neues Spiel gestartet, ritt von Jelkala nach Praven und von dort nach Sargoth.
Guck auf meinen Budgetbildschim und seh da plötzlich 3 Wachtrupps auf meiner Liste...
Hab den Zahltag abgewartet um zu sehen ob sie einfach nur so da stehen oder wirklich abgerechnet werden...
und naja.. sie wurden dann abgerechnet. oô

Den Screen muss ich noch hochladen...
irgendwie wird mir bei upload und bilderhochladen sowie imagehack dauernd die leitung unterbrochen oô
 
Mit der Beschreibung brauch ich dann wohl auch keinen Screenshot mehr.
Wieso die Truppen jetzt allerdings auf den Budgetplan kommen ist mir ein Rätsel oder besser Rätzel, wie man hier so schön sagt/schreibt.

Wäre vielleicht einen Versuch wert, den Code in einem anderen Spiel zu testen. Also ein Spiel mit dem Diplomacy Code. Wenn da dergleiche Murks passiert kann man wenigstens weiter suchen. Wenn das nur bei Innovative passiert können man wohl nichts machen, schätze ich.

 
In der veränderten Diplomacy ist mir das bisher nicht unter gekommen...
vielleicht wirft ja die Methode die ich zum einfügen in InNovATIVE benutzt habe alles durcheinander...
 
Kann natürlich sein, daß du nicht die korrekte Stelle erwischt hast, aber da es keine Fehlermeldungen und es anfänglich ja auch funktioniert glaub ich da nicht wirklich dran. Gleichzeitig sieht es aber auch ganz danach aus, daß dieses zu überprüfen mehr oder weniger die einzige Möglichkeit ist, die noch bleibt.

Alles was mir so an Ideen kommt wird schon eine Sekunde später wieder von mir verworfen. Es macht für mich nicht wirklich Sinn, daß selbst, wenn in Innovative die Troop household_possessions anders verwendet wird, plötzlich irgendwelche Truppen aufgelistet werden sollten, wenn wir doch nur nach dem Gold fragen....

:neutral:
 
Ich habs grade nochmal ganz sauber mit einem frischen Diplomacy erstellt...
im Diplomacy selber hab ich wiedermal keine probleme...
Aber sobald ich die veränderten abschnitte ins InNovATIVE übertrage bezahl ich alle Wachtrupps der Welt... -.-

Der Fehler muss also eher in der Übertragungsart liegen...
Übers MS ist es ja immerhin ohne Fehler.
ich glaub ohne das ich die Files vom Ino MS hab werd ich das niemals gescheit übertragen können..: :/

Wenigstens gehts aber ja unter der Diplomacyfassung... auf der kann ich ja dann zur Not noch weiter aufbauen...
Diverse Sourcecoudes hab ich mir ja zum pantschen schon besorgt...  :lol:
 
Naja, ein Versuch war es wert und was gelernt dürftest du auch haben, insofern ist die Bilanz am Ende eher positiv, was mich dann auch zufrieden stellt.  :roll:
 
Es funtioniert ja.

Nur eben nicht wenn ich einfach nur aus der fertigen Mod den entsprechenden Abschnitt kopiere und im Zielmod ersetze.
Da würfelt es dann die Bilanz aller Wachtrupps und mir durcheinander.
Ich werd heute abend noch ein wenig probieren und schauen obs doch durch einfaches copy&past der veränderten Abschnitte in der presentation.txt möglich ist.

Weisst du zufällig wo die Wachtrupps erstellt werden?
Vielleicht kann man ja dort dann die Zuordnung verändern...
 
Weiter oben in module_presentations, aber immer noch innerhalb der Präsentation 'Budget' werden die Kosten für die Garnisonen zusammengestellt und angezeigt.

Kann schon sein, daß du einfach nur die falsche Stelle in der txt Datei erwischt hast. Wenn, dann hast es aber sauber hingekriegt...so ganz ohne Fehlermeldungen. :razz:


 
Na...

Im MS ist es schon an der richtigen Stelle.
Ich hab ja danach einfach auf der presentation.txt die stelle vom weekly_budget kopiert und das anstelle der weekly_budget im InNo gesetzt.
Da wird wohl einfach der Fehler liegen.

Im neuen Modul funktioniert es aber ja bisher einwandfrei.
Darum denk ich das dein Code keinen Fehler verursacht sondern meine kopieraktion... :smile:
Sagte ich aber ja schon.
Ich nehm InNovATIVE jetzt einfach als Vorbild und versuch den funktierenden Mod halt immer weiter anzupassen.

Allerdings scheitert es grade an ner anderen stelle...
Kannst du da vielleicht mal nach schauen?
 
Darum denk ich das dein Code keinen Fehler verursacht sondern meine kopieraktion... :smile:

Das war schon klar. Ich wußte jetzt nicht, daß du den ganzen Budget-Abschnitt aus der Text Datei kopiert hast. Ich dachte nur den neuen. Aber ich hab auch nicht hingeschaut als du das gepostet hast. Ich arbeite nur mit dem MS und gebe mir erst gar nicht Mühe einen Blick in txt Dateien zu werfen.


Kannst du da vielleicht mal nach schauen?

1.Wo denn?
2.Kommt drauf an, wieviel Ablenkung ich von meinen Skripten gerade vertragen kann.  :cool:
 
Ritter Dummbatz 说:
Darum denk ich das dein Code keinen Fehler verursacht sondern meine kopieraktion... :smile:

Das war schon klar. Ich wußte jetzt nicht, daß du den ganzen Budget-Abschnitt aus der Text Datei kopiert hast. Ich dachte nur den neuen.

Ne ich war ja Faul und hab nur die ersten zeilen verglichen...
Als mir kein Unterschied Sichtbar wurde hab ich den ja dann ganz kopiert. ^_^

Kannst du da vielleicht mal nach schauen?

1.Wo denn?
2.Kommt drauf an, wieviel Ablenkung ich von meinen Skripten gerade vertragen kann.  :cool:

Ich hab die  "Prebattle Orders & Deployment" getestet und würd die gern mit im Mod haben...
Irgendwo beim kopieren mach ich nur dauernd 'nen Fehler der mir nicht auffallen will.
Ich habs schon 4x neu versucht...
Den oder die Fehler mach ich wohl dauernd beim erweitern der "module_mission_templates" oder dem "module_game_menus".
Beim _mission_templates hatte ich schon einen kopierfehler ausgebessert... aber den oder die Fehler im _game_menus find ich einfach nicht...

Im Grunde ist das ganze ja nur ein simples copy&past... aber irgendwie komm ich bei der erklärung und dem "wo da" noch nicht ganz hinter...
Könntest du da vielleicht mal drüber schauen? ;D

Items einfügen kann ich mit dem MS immerhin schon alleine...  :lol:
 
Gib mir mal die Links zur Installationsanleitung oder poste die hier. Ich find die jetzt nicht im pre battle Thread.
 
Das wären die beiden Stellen wo ich den Fehler habe:
# Pre-battle Deployment by Caba'drin
# v0.6 beta
# 15 Oct 2010

# Installation: the most complex of all of the parts.
# Open module_game_menus.py
# FIRST:
# In module_game_menus.py find the menu "camp_action", it begins like:
  # ("camp_action",0,
  #  "Choose an action:",
  #    [
  #    ],
  #  [ ***HERE***
# Paste the "action_prebattle_record_battle_size" group below, surrounded by Prebattle Deployment Begin/End, after the second [
# and before ("camp_recruit_prisoners",
 
# SECOND:
# Use the code after "SECOND PART"
# In module_game_menus.py find the menu "simple_encounter"
# Scroll to the end of the operations block and paste the first group (A) of Prebattle Deployment Begin/End right before the ],
  #  (else_try),
  #    (eq, ":leader_troop_faction", fac_kingdom_6),
  #    (set_background_mesh, "mesh_pic_sarranid_encounter"),
  #  (try_end),
  # (try_end),
  # *** (A) HERE *** ],
  #[ *** (B) HERE ***
# Paste the second group (B) immediately after the [ on the line below where you pasted (A)
# Then, for each menu option that follows, beginning with "encounter_
# add
#  (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
# to the conditions block, the first [stuff] after the ("encounter_", label.
# "encounter_attack" is included as an example
# So, add the above line to "encounter_: _attack", _order_attack", _leave", _retreat", _surrender"
#
# Next, find the menu "join_battle"
# Scroll to the end of the operations block and paste the first group (A) of Prebattle Deployment Begin/End right before the ],
  #    (this_or_next|eq, ":battle_lost",1),
  #    (eq,"$g_player_surrenders",1),
  #    (leave_encounter),
  #    (change_screen_return),
  # (try_end),
  # *** (A) HERE *** ],
  #[ *** (C) HERE ***
# Next, paste the third group (C) after the [ on the line below where you pasted (A) the second time
# Then, as above, for each menu option that follows, beginning with "join_
# add:
#  (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
# to the conditions block, the first [stuff] after the ("join_", label.
# "join_attack" is included as an example
# So, add the above line to "join_: _attack", _order_attack", _leave",

#FIRST PART, CAMP ACTION:

## PreBattle Deployment Begin
("action_prebattle_record_battle_size",[],
"Record Battle Size.",
      [(start_presentation, "prsnt_prebattle_record_battle_size")]
    ),
## PreBattle Deployment End


#SECOND PART, SIMPLE ENCOUNTER AND JOIN BATTLE:

# (A)
## PreBattle Deployment Begin
(try_begin),
    (eq, "$g_presentation_credits_obj_1", 1),
(start_presentation, "prsnt_prebattle_record_battle_size"),
(else_try),
    (eq, "$g_presentation_credits_obj_1", 2),
(start_presentation, "prsnt_prebattle_custom_deployment"),
(try_end),
## PreBattle Deployment End

# (B)
## PreBattle Deployment Begin
  ("encounter_attack_deployment",
      [
        (eq, "$encountered_party_friendly", 0),
        (neg|troop_is_wounded, "trp_player"),
(party_get_skill_level, ":tactics", "p_main_party", skl_tactics),
(ge, ":tactics", 2),

(call_script, "script_prebattle_calculate_battle_advantage_and_size"),
(assign, ":friend_count", reg1),
(assign, ":enemy_count", reg2),
(store_add, ":total_combatants", ":friend_count", ":enemy_count"),
(party_get_slot, ":battle_size", "p_main_party", slot_party_prebattle_battle_size),
(gt, ":total_combatants", ":battle_size"),
      ],
      "Plan who will join you in battle.",
      [
  (assign, "$g_next_menu", "mnu_simple_encounter"),
(start_presentation, "prsnt_prebattle_custom_deployment"),
      ]),
 
  ("encounter_attack_do_plan",
      [
        (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 1),
      ],
      "Enough planning. To battle!",
      [
(assign, "$g_battle_result", 0),
        (assign, "$g_engaged_enemy", 1),
       
        (party_get_template_id, ":encountered_party_template", "$g_encountered_party"),
        (try_begin),
  (eq, ":encountered_party_template", "pt_village_farmers"),
  (unlock_achievement, ACHIEVEMENT_HELP_HELP_IM_BEING_REPRESSED),
(try_end),         
       
        (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),
          (set_jump_mission,"mt_lead_charge"),
          (call_script, "script_setup_random_scene"),
        (try_end),
        (assign, "$g_next_menu", "mnu_simple_encounter"),
        (jump_to_menu, "mnu_battle_debrief"),
        (change_screen_mission),
      ]),
 
  ("encounter_attack_clear_deployment",
      [
        (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 1),
      ],
      "Re-assess the situation.",
      [
(party_set_slot, "p_main_party", slot_party_prebattle_customized_deployment, 0),

        (jump_to_menu, "mnu_simple_encounter"),
      ]),
## PreBattle Deployment End


  #Example:   
  ("encounter_attack",
      [
        (eq, "$encountered_party_friendly", 0),
        (neg|troop_is_wounded, "trp_player"),
## PreBattle Deployment Begin
(party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
## PreBattle Deployment End
      ],
      "Charge the enemy.",
      [

 

 
# (C)  
## PreBattle Deployment Begin
  ("join_attack_deployment",
      [
        (neg|troop_is_wounded, "trp_player"),
(party_get_skill_level, ":tactics", "p_main_party", skl_tactics),
(ge, ":tactics", 2),

(call_script, "script_prebattle_calculate_battle_advantage_and_size"),
(assign, ":friend_count", reg1),
(assign, ":enemy_count", reg2),
(store_add, ":total_combatants", ":friend_count", ":enemy_count"),
(party_get_slot, ":battle_size", "p_main_party", slot_party_prebattle_battle_size),
(gt, ":total_combatants", ":battle_size"),
      ],
  "Plan who will join you in battle.",
      [
  (assign, "$g_next_menu", "mnu_join_battle"),
(start_presentation, "prsnt_prebattle_custom_deployment"),
      ]),
 
  ("join_attack_do_deployment",
      [
        (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 1),
      ],
      "Enough planning. To battle!",
      [
        (assign, "$g_joined_battle_to_help", 1),
        (party_set_next_battle_simulation_time, "$g_encountered_party", -1),
        (assign, "$g_battle_result", 0),
        (call_script, "script_calculate_renown_value"),
        (call_script, "script_calculate_battle_advantage"),
        (set_battle_advantage, reg0),
        (set_party_battle_mode),
        (set_jump_mission,"mt_lead_charge"),
        (call_script, "script_setup_random_scene"),
        (assign, "$g_next_menu", "mnu_join_battle"),
        (jump_to_menu, "mnu_battle_debrief"),
        (change_screen_mission),
      ]),
 
  ("join_attack_clear_deployment",
      [
        (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 1),
      ],
      "Re-assess the situation.",
      [
(party_set_slot, "p_main_party", slot_party_prebattle_customized_deployment, 0),

        (jump_to_menu, "mnu_simple_encounter"),
      ]),    
## PreBattle Deployment End
 
  #Example:
  ("join_attack",
      [
        (neg|troop_is_wounded, "trp_player"),
## PreBattle Deployment Begin
(party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
## PreBattle Deployment End
      ],
      "Charge the enemy.",
  [
# Pre-battle Deployment by Caba'drin
# v0.75 beta
# 21 Nov 2010

# Installation: In module_mission_templates, place the Prebattle Begin/End wrapped code
# somewhere near the top of the file, so long as it is below:
  #  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
# and it doesn't interrupt any of the other code there.
# Next, find the template "lead_charge", which begins as follows:
  # (
  #  "lead_charge",mtf_battle_mode,charge,
  #  "You lead your men to battle.",
# Scroll down a number of lines, to the end of lead_charge, which looks similar to this:
  #            (call_script, "script_battle_tactic_apply"),
  #          ], []), #applying battle tactic
  #    common_battle_order_panel,
  #    common_battle_order_panel_tick,
  #
  #    ],
  #  ),
  #
  # (
  #    "village_attack_bandits",mtf_battle_mode,charge,
# At the ], you will be adding "+ prebattle_deployment_triggers" as is done in the next line 
  # 
  #    ] + prebattle_deployment_triggers,
  #  ),
 
## Prebattle Delployment Begin
prebattle_deployment_triggers  = [
(ti_before_mission_start, 0, ti_once, [(party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 1)], [
#Find the number of soldiers in each troop-stack that are ready to upgrade by upgrading the party and finding
#the changes in troops after the upgrade, then storing the number upgraded in a troop slot.
(call_script, "script_party_copy", "p_temp_party", "p_main_party"),
(party_upgrade_with_xp, "p_main_party", 1, 1),

(party_get_num_companion_stacks, ":previous_num_of_stacks", "p_temp_party"),
(try_for_range, ":i", 0, ":previous_num_of_stacks"),
(party_stack_get_troop_id, ":troop_id", "p_temp_party", ":i"),
(neg|troop_is_hero, ":troop_id"),
        (troop_set_slot, ":troop_id", slot_troop_prebattle_preupgrade_check, 0),
(troop_set_slot, ":troop_id",  slot_troop_prebattle_num_upgrade, 0),
(try_end),

(try_for_range, ":i", 0, ":previous_num_of_stacks"),
(party_stack_get_troop_id, ":troop_id", "p_temp_party", ":i"),
(neg|troop_is_hero, ":troop_id"),
(troop_slot_eq, ":troop_id", slot_troop_prebattle_preupgrade_check, 0),

(try_for_range, ":down_upgrade_array", slot_party_prebattle_customized_deployment, slot_party_prebattle_customized_deployment + 7),
    (party_set_slot, "p_main_party_backup", ":down_upgrade_array", 0), #Create an Array of 6 variables to hold current troop's down/upgrade path
(try_end),
(assign, ":troop", ":troop_id"),
(assign, ":end", 7),
    (try_for_range, ":unused", 0, ":end"),
(assign, ":stacks", ":previous_num_of_stacks"),
    (try_for_range, ":n", 0, ":stacks"), #Find another troop that upgrades to the current troop in the party
    (party_stack_get_troop_id, ":troop_to_upgrade", "p_temp_party", ":n"),
        (neg|troop_is_hero, ":troop_to_upgrade"),
(neq, ":troop_to_upgrade", ":troop"),
    (troop_get_upgrade_troop, ":upgrade_troop", ":troop_to_upgrade", 0),
    (eq, ":upgrade_troop", ":troop"),
    (assign, ":stacks", 0),
    (try_end),
    (try_begin),
        (neq, ":upgrade_troop", ":troop"), #nothing in the party upgrades to this troop
(assign, ":end", 0), #Break 'Find Downgrades' Loop
(troop_slot_eq, ":troop", slot_troop_prebattle_preupgrade_check, 0),
(party_count_members_of_type, ":pre_upgrade", "p_temp_party", ":troop"),
        (party_count_members_of_type, ":post_upgrade", "p_main_party", ":troop"),
    (store_sub, ":difference", ":pre_upgrade", ":post_upgrade"),
                (val_max, ":difference", 0), #don't let it be negative
    (troop_set_slot, ":troop", slot_troop_prebattle_num_upgrade, ":difference"),
(troop_set_slot, ":troop", slot_troop_prebattle_preupgrade_check, 1),
    (else_try),
    #something upgrades to this troop in the party; record that upgrade_troop, then loop again to check if anything upgrades to THAT troop
    (assign, ":array_begin", slot_party_prebattle_customized_deployment),
(try_for_range_backwards, ":downgrade_array", ":array_begin", slot_party_prebattle_customized_deployment + 7),
    (party_slot_eq, "p_main_party_backup", ":downgrade_array", 0),
(party_set_slot, "p_main_party_backup", ":downgrade_array", ":troop_to_upgrade"),
(assign, ":array_begin", slot_party_prebattle_customized_deployment + 7),
(try_end),
(assign, ":troop", ":troop_to_upgrade"),
(try_end), #Does anything upgrade to this troop? If-Then-Else
(try_end), #Downgrade Do...Loop

(troop_slot_eq, ":troop_id", slot_troop_prebattle_preupgrade_check, 0),
#If this troop was finished above (nothing upgrades to it, so it isn't mid/end of a continuous tree) no need to continue

(assign, ":troop", ":troop_id"),
(assign, ":end", 7),
    (try_for_range, ":unused", 0, ":end"),
(troop_get_upgrade_troop, ":upgrade_troop", ":troop", 0),
(party_count_members_of_type, ":num_upgrade", "p_main_party", ":upgrade_troop"),
(try_begin),
    (gt, ":num_upgrade", 0),
    (assign, ":array_end", slot_party_prebattle_customized_deployment + 7),
    (try_for_range, ":upgrade_array", slot_party_prebattle_customized_deployment, ":array_end"),
    (party_slot_eq, "p_main_party_backup", ":upgrade_array", 0),
    (party_set_slot, "p_main_party_backup", ":upgrade_array", ":upgrade_troop"),
        (assign, ":array_end", slot_party_prebattle_customized_deployment),
            (try_end),
    (assign, ":troop", ":upgrade_troop"),
(else_try),
    (assign, ":end", 0),
(try_end),
(try_end), #Upgrade Do...Loop

#Use Upgrade and 'Downgrade' paths to calculate upgrade numbers for a continuous troop tree.
(assign, ":end", slot_party_prebattle_customized_deployment + 7),
(try_for_range, ":down_upgrade_array", slot_party_prebattle_customized_deployment, ":end"),
    (party_get_slot, ":troop", "p_main_party_backup", ":down_upgrade_array"),
(gt, ":troop", 0),
(troop_slot_eq, ":troop", slot_troop_prebattle_preupgrade_check, 1), #Find "Beginning" of Upgrade Path

(assign, ":begin_upgrade_tree", ":down_upgrade_array"),
(assign, ":previous_num_upgraded", 0),
(try_for_range_backwards, ":upgrade_array", slot_party_prebattle_customized_deployment, ":begin_upgrade_tree"),
    (party_get_slot, ":top_troop", "p_main_party_backup", ":upgrade_array"),
(gt, ":top_troop", 0),
(party_count_members_of_type, ":pre_upgrade", "p_temp_party", ":top_troop"),
        (party_count_members_of_type, ":post_upgrade", "p_main_party", ":top_troop"),
    (store_sub, ":difference", ":post_upgrade", ":pre_upgrade"),
(val_add, ":difference", ":previous_num_upgraded"),
                (val_max, ":difference", 0), #don't let it be negative
(assign, ":previous_num_upgraded", ":difference"),

(store_sub, ":prior_troop_slot", ":upgrade_array", 1),
(try_begin),
        (ge, ":prior_troop_slot", slot_party_prebattle_customized_deployment),
(party_get_slot, ":prior_troop", "p_main_party_backup", ":prior_troop_slot"),
(else_try),
    (eq, ":prior_troop_slot", slot_party_prebattle_customized_deployment - 1),
(assign, ":prior_troop", ":troop_id"),
                (try_end),
(gt, ":prior_troop", 0),
(troop_slot_eq, ":prior_troop", slot_troop_prebattle_preupgrade_check, 0),
    (troop_set_slot, ":prior_troop", slot_troop_prebattle_num_upgrade, ":difference"),
(troop_set_slot, ":top_troop", slot_troop_prebattle_preupgrade_check, 1),
(try_end), #Upgrade Backwards Loop

(troop_set_slot, ":troop_id", slot_troop_prebattle_preupgrade_check, 1),

(assign, ":previous_num_upgraded", 0),
(try_for_range, ":downgrade_array", ":begin_upgrade_tree", ":end"),
(party_get_slot, ":bottom_troop", "p_main_party_backup", ":downgrade_array"),
(gt, ":bottom_troop", 0),

(try_begin),
    (troop_slot_eq, ":bottom_troop", slot_troop_prebattle_preupgrade_check, 1),
(troop_get_slot, ":previous_num_upgraded", ":bottom_troop", slot_troop_prebattle_num_upgrade),
(else_try),
    (troop_slot_eq, ":bottom_troop", slot_troop_prebattle_preupgrade_check, 0),
(party_count_members_of_type, ":pre_upgrade", "p_temp_party", ":bottom_troop"),
            (party_count_members_of_type, ":post_upgrade", "p_main_party", ":bottom_troop"),
        (store_sub, ":difference", ":post_upgrade", ":pre_upgrade"),
    (val_add, ":difference", ":previous_num_upgraded"),
                    (val_max, ":difference", 0), #don't let it be negative
        (assign, ":previous_num_upgraded", ":difference"),
        (troop_set_slot, ":bottom_troop", slot_troop_prebattle_num_upgrade, ":difference"),
    (troop_set_slot, ":bottom_troop", slot_troop_prebattle_preupgrade_check, 1),
                (try_end),
(try_end), #Downgrade Loop
(assign, ":end", slot_party_prebattle_customized_deployment), #Break Loop
(try_end), #Locate "Beginning"/End of Upgrade Path 'Loop'
(try_end), #Party Stack Loop

    (call_script, "script_party_copy", "p_main_party", "p_temp_party"), #Return party to pre-upgrade state

    #REMOVE 'EXTRA' SOLDIERS FROM THE PARTY, TO ENSURE CORRECT SPAWN
(party_get_num_companion_stacks, ":num_of_stacks", "p_main_party"),
(try_for_range_backwards, ":i", 0, ":num_of_stacks"),
(party_stack_get_troop_id, ":troop_id", "p_main_party", ":i"),
(neq, ":troop_id", "trp_player"),
(troop_get_slot, ":num_of_agents", ":troop_id", slot_troop_prebattle_first_round),
(party_stack_get_size, ":stack_size", "p_main_party", ":i"),
(store_sub, ":difference", ":stack_size", ":num_of_agents"),
(gt, ":difference", 0),
(party_remove_members_wounded_first, "p_main_party", ":troop_id", ":difference"),
(try_end),
    ]),

(ti_after_mission_start, 0, ti_once, [(party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 1)], [
    #Add people back to the party
(party_get_num_companion_stacks, ":target_num_of_stacks", "p_temp_party"),
(try_for_range, ":i", 0, ":target_num_of_stacks"),
(party_stack_get_troop_id, ":target_stack_troop", "p_temp_party", ":i"),
(neq, ":target_stack_troop", "trp_player"),
(party_stack_get_size, ":target_stack_size", "p_temp_party", ":i"),

(party_get_num_companion_stacks, ":num_of_stacks", "p_main_party"),
(assign, ":cur_stack_size", 0),
(assign, ":cur_num_wounded", 0),
(try_for_range, ":n", 0, ":num_of_stacks"),
(party_stack_get_troop_id, ":stack_troop", "p_main_party", ":n"),
(eq, ":stack_troop", ":target_stack_troop"),
(party_stack_get_size, ":cur_stack_size", "p_main_party", ":n"),
(party_stack_get_num_wounded, ":cur_num_wounded", "p_main_party", ":n"),
(assign, ":num_of_stacks", 0),
(try_end),

        (store_sub, ":difference", ":target_stack_size", ":cur_stack_size"),

(try_begin),
    (gt, ":difference", 0),
            (party_add_members, "p_main_party", ":target_stack_troop", ":difference"),
            (party_stack_get_num_wounded, ":target_num_wounded", "p_temp_party", ":i"),
    (val_sub, ":target_num_wounded", ":cur_num_wounded"),
    (gt, ":target_num_wounded", 0),
            (party_wound_members, "p_main_party", ":stack_troop", ":target_num_wounded"),
(try_end),

#Re-apply XP so troops that were ready to upgrade are still ready to upgrade
(neg|troop_is_hero, ":target_stack_troop"),
(troop_get_slot, ":num_to_upgrade", ":target_stack_troop", slot_troop_prebattle_num_upgrade),
(gt, ":num_to_upgrade", 0),
(call_script, "script_game_get_upgrade_xp", ":target_stack_troop"),
(store_mul, ":mad:p_to_add", ":num_to_upgrade", reg0),
(party_get_num_companion_stacks, ":num_of_stacks", "p_main_party"),
(try_for_range, ":n", 0, ":num_of_stacks"),
(party_stack_get_troop_id, ":stack_troop", "p_main_party", ":n"),
(eq, ":stack_troop", ":target_stack_troop"),
            (party_add_xp_to_stack, "p_main_party", ":n", ":mad:p_to_add"),
(assign, ":num_of_stacks", 0),
(try_end),
(try_end), #Backup party stack loop
(party_set_slot, "p_main_party", slot_party_prebattle_customized_deployment, 0),
    ]),
]
## Prebattle Deployment End




Meine Fehler vernute ich überwiegend in diesem Bereich:
# Paste the second group (B) immediately after the [ on the line below where you pasted (A)
# Then, for each menu option that follows, beginning with "encounter_
# add
#  (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
# to the conditions block, the first [stuff] after the ("encounter_", label.
# "encounter_attack" is included as an example
# So, add the above line to "encounter_: _attack", _order_attack", _leave", _retreat", _surrender"


# Next, paste the third group (C) after the [ on the line below where you pasted (A) the second time
# Then, as above, for each menu option that follows, beginning with "join_
# add:
#  (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
# to the conditions block, the first [stuff] after the ("join_", label.
# "join_attack" is included as an example
# So, add the above line to "join_: _attack", _order_attack", _leave",



So hab ich das z.b. beim encounter_surrender im module_game_menus eingesetzt:
插入代码块:
   ("encounter_surrender",[
         (eq,"$cant_leave_encounter", 1),
		 (party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
          ],"Surrender.",[(assign,"$g_player_surrenders",1)]),
		  
    ]
  ),

Also wie im Beispiel angezeigt...
Trotzdem bekomm ich halt beim kompilieren nur Fehler über Gobale Variablen und Listen die nocht gesetzt sind.

http://www.mbrepository.com/file.php?id=2340

Da hab ich mir jeweils Orders & Deployment seperat geladen...
Mit dem Merge-kit kam ich absolut nicht klar... :eek:
 
In der Anleitung steht 'Paste the second group (B) immediately after the [ on the line below where you pasted (A)'

also sofort nach der Klammer [

bist du dir sicher, daß es so sein soll?

(eq,"$cant_leave_encounter", 1),
(party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),

Oder ist mit sofort nach der Klammer nicht eher das gemeint?

(party_slot_eq, "p_main_party", slot_party_prebattle_customized_deployment, 0),
(eq,"$cant_leave_encounter", 1),




Die Warnungen über Globale Variablen kannst du ignorieren, sofern du alles richtig gemacht hast.
Die Reihenfolge in der der Code abläuft setzt die dann noch rechtzeitig. Sie sind dem Compiler jetzt nur noch nicht bekannt, stattdessen findet er aber Skripte, die diese benutzen.

Keine Ahnung was du mit Listen in den Fehlermeldungen meinst.


Also, Caba hat sich anscheinend ja alle Mühe gegeben es einfach und kompliziert zugleich auszudrücken. :mrgreen:

Wenn dir an der einen oder anderen Stelle etwas nicht ganz klar ist, wie das gemeint ist, dann macht eine Frage sicherlich Sinn, aber ansonsten einfach der Reihe nach die Schritte abarbeiten und, wenn es nicht geht, nochmal.

Ist jetzt gerade ein wenig müßig für mich dieses Puzzle verstehen zu wollen.
Das mag durchaus daran liegen, daß mich mein eigenes Skript gerade ein wenig ärgert.



 
Ich bin einfach mal so frei und poste den Fehlerausstoss beim umwandeln...
Ich bin der festen überzeugung es genau so gemacht zu haben wie es in der Anleitung steht...
Da sind ein paar Fehler mit dem Diplomacy...
kann es sein das sich das beisst und garnet zusammen passt?

Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_global_variables.py", line 8, in <module>
    from module_presentations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_presentations.
py", line 13385, in <module>
    ("prebattle_orders",0, mesh_note_window_bottom,[
NameError: name 'mesh_note_window_bottom' 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\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
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\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
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\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_game_menus.py"
, line 15975

      ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_game_menus.py"
, line 15975

      ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\process_operations.py
", line 21, in <module>
    from module_mission_templates import *
  File "C:\Users\Terminal\Desktop\Modding\another Calradia\module_mission_templa
tes.py", line 3069, in <module>
    + dplmc_battle_mode_triggers,
TypeError: bad operand type for unary +: 'list'
Exporting postfx_params...

______________________________

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

Das nehm ich jetzt einfach als Referenz um zu schauen wo ich meinen Fehler hab...
Kann ja nicht sein das ich das nicht hinbekomme....

      .oO( Wie konnt ich den Thread übersehn... )
:roll:

Danke für den wink...  :???:
 
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