IMP CODE TO BIG SO FOLLOW LINK! https://drive.google.com/file/d/0BzZ86fXaO1yZWER2V0NpMUxZVnc/view?usp=sharing
Hello guys GIVE ME CREDIT AND SEND ME A PM BEFORE USAGE PLEASE!!!!!!
Hello guys
Today i proudly present to you my new code explained below.
My knew assassination scripts contains the following:
0 assassination skill
1 new assassin items from regular to legendary with as primary quality speed
2 (extra) stolen osp script that adds a skill to a item for giving assassins more speed (cant find stolen script anymore so sory for no credit)
3 troop called npc17, with name assassin master
4 game menu in camp with which you can (only once) hire npc 17
5 (Done but better version is wip really close to completion) menu in which you can start underneath explained dialog as a way to talk to a companion but with only one.
second part: enhance attack like this:
third module_game_menu:
.2
Hello guys GIVE ME CREDIT AND SEND ME A PM BEFORE USAGE PLEASE!!!!!!
Hello guys
Today i proudly present to you my new code explained below.
My knew assassination scripts contains the following:
0 assassination skill
Code:
##1 in module skills search for trade and replace reserved skill 1 so you have stuff beneath:
("trade","Trade",sf_base_att_cha|sf_effects_party,10,"Every level of this skill reduces your trade penalty by 5%%. (Party skill)"),
("leadership","Leadership",sf_base_att_cha,10,"Every point increases maximum number of troops you can command by 5, increases your party morale and reduces troop wages by 5%%. (Leader skill)"),
("prisoner_management", "Prisoner Management",sf_base_att_cha,10,"You need this skill level 5 to be able to hire assassins to kill people. (Leader skill)"),
("assassination","Assassination",sf_base_att_agi,5,"This is a reserved skill."), ## builders assassination scripts
("reserved_2","Reserved Skill 2",sf_base_att_cha|sf_inactive,10,"This is a reserved skill."),
##2 in header skills
skl_trade = 0
skl_leadership = 1
skl_prisoner_management = 2
skl_assassination = 3 ##builders assassination scripts
skl_reserved_2 = 4
##3 in header skills
knows_prisoner_management_1 = 256
knows_prisoner_management_2 = 512
knows_prisoner_management_3 = 768
knows_prisoner_management_4 = 1024
knows_prisoner_management_5 = 1280
knows_prisoner_management_6 = 1536
knows_prisoner_management_7 = 1792
knows_prisoner_management_8 = 2048
knows_prisoner_management_9 = 2304
knows_prisoner_management_10 = 2560
knows_assassination_1 = 4096 # builders assassins
knows_assassination_2 = 8192 # builders assassins
knows_assassination_3 = 12288 # builders assassins
knows_assassination_4 = 16384 # builders assassins
knows_assassination_5 = 20480 # builders assassins
knows_reserved_2_1 = 65536
knows_reserved_2_2 = 131072
knows_reserved_2_3 = 196608
knows_reserved_2_4 = 262144
knows_reserved_2_5 = 327680
knows_reserved_2_6 = 393216
knows_reserved_2_7 = 458752
knows_reserved_2_8 = 524288
knows_reserved_2_9 = 589824
knows_reserved_2_10 = 655360
Code:
#4 we need to implent assassin items now search for throwing_knives and beneath implent:
["throwing_knives", "Throwing Knives", [("throwing_knife",0)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_knife, 76 , weight(2.5)|difficulty(0)|spd_rtng(121) | shoot_speed(25) | thrust_damage(19 , cut)|max_ammo(14)|weapon_length(0),imodbits_thrown ],
["throwing_daggers", "Throwing Daggers", [("throwing_dagger",0)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_knife, 193 , weight(2.5)|difficulty(0)|spd_rtng(110) | shoot_speed(24) | thrust_damage(25 , cut)|max_ammo(13)|weapon_length(0),imodbits_thrown ],
# Builders Assassins
["aknives", "Assassin Knives", [("throwing_dagger",0)], itp_type_thrown |itp_merchandise|itp_secondary|itp_primary ,itcf_throw_knife, 250 , weight(1)|difficulty(0)|spd_rtng(125) | shoot_speed(32) | thrust_damage(31 , cut)|max_ammo(13)|weapon_length(0),imodbits_thrown ],
["adagger", "Assassin Dagger", [("dagger_b",0),("dagger_b_scabbard",ixmesh_carry),("dagger_b",imodbits_good),("dagger_b_scabbard",ixmesh_carry|imodbits_good)], itp_type_one_handed_wpn|itp_merchandise|itp_primary|itp_secondary|itp_no_parry, itc_dagger|itcf_carry_dagger_front_left|itcf_show_holster_when_drawn, 370 , weight(0.5)|difficulty(0)|spd_rtng(119) | weapon_length(52)|swing_damage(27 , cut) | thrust_damage(24 , pierce),imodbits_sword_high ],
["asknive", "Assassin Defend Knive", [("dagger_b",0)], itp_type_shield, itcf_carry_round_shield, 140 , weight(0.5)|hit_points(770)|body_armor(0)|spd_rtng(200)|shield_width(20),imodbits_shield ],
["ahood", "Killing Cap", [("hood_black",0)], itp_type_head_armor|itp_merchandise ,0, 250 , weight(0.5)|abundance(100)|head_armor(18)|body_armor(0)|leg_armor(0) ,imodbits_cloth ],
["acloth", "Assassin Vest", [("lamellar_vest_b",0)], itp_merchandise| itp_type_body_armor |itp_civilian |itp_covers_legs ,0, 1200 , weight(1)|abundance(75)|head_armor(0)|body_armor(40)|leg_armor(8)|difficulty(0) ,imodbits_cloth ],
["agauntlet","Slashdestroyer", [("gauntlets_L",0),("gauntlets_L",imodbit_reinforced)], itp_merchandise|itp_type_hand_armor,0, 1040, weight(1.0)|abundance(100)|body_armor(12)|difficulty(0),imodbits_armor],
["agreaves", "Assassin Greaves", [("leather_greaves_a",0)], itp_merchandise| itp_type_foot_armor | itp_attach_armature,0, 310 , weight(0.5)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(25)|difficulty(0) ,imodbits_armor ],
["lesword", "Legendary sword of Altair ibh Lahad", [("no_dachi",0),("no_dachi_scabbard",ixmesh_carry)], itp_type_one_handed_wpn|itp_unique|itp_primary|itp_can_penetrate_shield|itp_bonus_against_shield|itp_crush_through|itp_can_knock_down|itp_extra_penetration, itc_bastardsword|itcf_carry_sword_back|itcf_show_holster_when_drawn, 920000, weight(0.5)|difficulty(0)|spd_rtng(225)|weapon_length(125)|swing_damage(47,cut)|thrust_damage(0,pierce), imodbits_sword_high ],
["abow", "Assassin war bow", [("war_bow",0),("war_bow_carry",ixmesh_carry)],itp_type_bow|itp_merchandise|itp_primary|itp_two_handed ,itcf_shoot_bow|itcf_carry_bow_back,728 , weight(0.5)|difficulty(4)|spd_rtng(125) | shoot_speed(75) | thrust_damage(25 ,pierce),imodbits_bow ],
["labow", "Legendary Assassin war bow", [("war_bow",0),("war_bow_carry",ixmesh_carry)],itp_type_bow|itp_merchandise|itp_primary|itp_two_handed ,itcf_shoot_bow|itcf_carry_bow_back,6000 , weight(0.5)|difficulty(4)|spd_rtng(175) | shoot_speed(150) | thrust_damage(45 ,pierce),imodbits_bow ],
["aarrows", "Assassin Arrows", [("piercing_arrow",0),("flying_missile",ixmesh_flying_ammo),("quiver_c",ixmesh_carry)], itp_type_arrows|itp_can_penetrate_shield|itp_bonus_against_shield|itp_crush_through|itp_can_knock_down|itp_extra_penetration, itcf_carry_quiver_back_right, 350, weight(0.1)|abundance(50)|weapon_length(91)|thrust_damage(7,pierce)|max_ammo(72), imodbits_missile ],
# Builders assassins
2 (extra) stolen osp script that adds a skill to a item for giving assassins more speed (cant find stolen script anymore so sory for no credit)
Code:
#4.2 special for the assassins we need something else:
# search for (eq, ":skill_no", "skl_surgery"),
# then implent under like this
(eq, ":skill_no", "skl_surgery"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_surgery_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1), # normal end
(else_try), ## implent this to
(eq, ":skill_no", "skl_athletics"), ## from know on part of builders assassins
(troop_get_inventory_slot,":cur_item1",":troop_no",ek_item_0),#Here we are getting items from slots 0,1,2,3
(troop_get_inventory_slot,":cur_item2",":troop_no",ek_item_1),#Those slots are where weapons are placed.
(troop_get_inventory_slot,":cur_item3",":troop_no",ek_item_2),#We get them all to a different :local. Now all those :local variables are equal to one of the items in slots.
(troop_get_inventory_slot,":cur_item4",":troop_no",ek_item_3),#Then we check each item, if it is the one we want.
(this_or_next|eq, ":cur_item1", "itm_aknives"),#These are conditions similar to the conditions above.
(this_or_next|eq, ":cur_item2", "itm_asknive"),#But we check multiple variables, so we use this_or_next|
(this_or_next|eq, ":cur_item3", "itm_adagger"),#As the name suggests it is either this contion or the next.
(eq, ":cur_item4", "itm_ahood"),#Since this one is the last one we don't need this_or_next. When any of the items is the item we want the script succeds.
(val_add, ":modifier_value", 3),#And when succeded adds 3.
(else_try),
(eq, ":skill_no", "skl_athletics"),
(troop_get_inventory_slot,":cur_item1",":troop_no",ek_item_0),#Here we are getting items from slots 0,1,2,3
(troop_get_inventory_slot,":cur_item2",":troop_no",ek_item_1),#Those slots are where weapons are placed.
(troop_get_inventory_slot,":cur_item3",":troop_no",ek_item_2),#We get them all to a different :local. Now all those :local variables are equal to one of the items in slots.
(troop_get_inventory_slot,":cur_item4",":troop_no",ek_item_3),#Then we check each item, if it is the one we want.
(this_or_next|eq, ":cur_item1", "itm_acloth"),#These are conditions similar to the conditions above.
(this_or_next|eq, ":cur_item2", "itm_agauntlet"),#But we check multiple variables, so we use this_or_next|
(this_or_next|eq, ":cur_item3", "itm_agreaves"),#As the name suggests it is either this contion or the next.
(eq, ":cur_item4", "itm_aarrows"),#Since this one is the last one we don't need this_or_next. When any of the items is the item we want the script succeds.
(val_add, ":modifier_value", 3),#And when succeded adds 3. ## end of builder assassins
(try_end), #normal
(set_trigger_result, ":modifier_value"), #normal
]),
3 troop called npc17, with name assassin master
Code:
#5 we need to implent assassin troops now
# in module troops search for black_khergit horseman and implent assassins like this
["black_khergit_horseman","Black Khergit Horseman","Black Khergit Horsemen",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse,0,0,fac_black_khergits,
[itm_arrows,itm_sword_khergit_2,itm_scimitar,itm_scimitar,itm_winged_mace,itm_spear,itm_lance,itm_khergit_bow,itm_khergit_bow,itm_nomad_bow,itm_nomad_bow,itm_steppe_cap,itm_nomad_cap,itm_khergit_war_helmet,itm_khergit_war_helmet,itm_mail_hauberk,itm_lamellar_armor,itm_hide_boots,itm_plate_covered_round_shield,itm_plate_covered_round_shield,itm_saddle_horse,itm_steppe_horse],
def_attrib|level(21),wp(100),knows_riding_3|knows_ironflesh_3|knows_horse_archery_3|knows_power_draw_3,khergit_face_young_1, khergit_face_old_2],
## builders assassins
["assassin","Assassin","Assassins",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_guarantee_armor,0,0,fac_kingdom_7,
[itm_aknives,itm_adagger,itm_asknive,itm_ahood,itm_acloth,itm_agauntlet,itm_agreaves,],
def_attrib|agi_30|level(27),wp_one_handed (150) | wp_two_handed (130) | wp_polearm (130) | wp_archery (75) | wp_crossbow (75) | wp_throwing (110),knows_common|knows_shield_5|knows_ironflesh_5|knows_power_strike_5|knows_power_throw_4|knows_athletics_10,bandit_face1, bandit_face2],
["assassinr","Ranged Assassin","Ranged Assassins",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_guarantee_armor,0,0,fac_kingdom_7,
[itm_abow,itm_adagger,itm_asknive,itm_ahood,itm_acloth,itm_agauntlet,itm_agreaves,itm_aarrows,],
def_attrib|agi_30|level(27),wp_one_handed (150) | wp_two_handed (130) | wp_polearm (130) | wp_archery (125) | wp_crossbow (75) | wp_throwing (110),knows_common|knows_shield_5|knows_ironflesh_5|knows_power_strike_5|knows_power_throw_4|knows_athletics_10,bandit_face1, bandit_face2],
["tassassin","Experienced Assassin","Experienced Assassins",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_guarantee_armor,0,0,fac_kingdom_7,
[itm_aknives,itm_adagger,itm_asknive,itm_ahood,itm_acloth,itm_agauntlet,itm_agreaves,],
def_attrib|agi_30|level(29),wp_one_handed (175) | wp_two_handed (150) | wp_polearm (150) | wp_archery (100) | wp_crossbow (95) | wp_throwing (120),knows_common|knows_shield_6|knows_ironflesh_6|knows_power_strike_6|knows_power_throw_6|knows_athletics_10,bandit_face1, bandit_face2],
["eassassin","Elite Assassin","Elite Assassins",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_guarantee_armor,0,0,fac_kingdom_7,
[itm_aknives,itm_adagger,itm_asknive,itm_ahood,itm_acloth,itm_agauntlet,itm_agreaves,],
def_attrib|agi_30|level(32),wp_one_handed (200) | wp_two_handed (175) | wp_polearm (175) | wp_archery (125) | wp_crossbow (115) | wp_throwing (135),knows_common|knows_shield_7|knows_ironflesh_7|knows_power_strike_7|knows_power_throw_8|knows_athletics_10,bandit_face1, bandit_face2],
["massassin","Master Assassin","Master Assassins",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_guarantee_armor,0,0,fac_kingdom_7,
[itm_aknives,itm_adagger,itm_asknive,itm_ahood,itm_acloth,itm_agauntlet,itm_agreaves,],
def_attrib|agi_30|level(35),wp_one_handed (250) | wp_two_handed (225) | wp_polearm (225) | wp_archery (175) | wp_crossbow (165) | wp_throwing (185),knows_common|knows_shield_9|knows_ironflesh_9|knows_power_strike_9|knows_power_throw_10|knows_athletics_10,bandit_face1, bandit_face2],
["oassassin","Assassin Of The Orde","Assassins Of The Orde",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_guarantee_armor,0,0,fac_kingdom_7,
[itm_aarrows|itm_abow,itm_lesword,itm_asknive,itm_ahood,itm_acloth,itm_agauntlet,itm_agreaves,],
def_attrib|agi_30|level(47),wp_one_handed (350) | wp_two_handed (325) | wp_polearm (325) | wp_archery (375) | wp_crossbow (215) | wp_throwing (285),knows_common|knows_shield_10|knows_ironflesh_10|knows_power_strike_10|knows_power_draw_10|knows_athletics_10,bandit_face1, bandit_face2],
["murderer", "Justified Killer", "Justified Killer",tf_guarantee_all_wo_ranged,0,0,fac_commoners, [itm_short_tunic], def_attrib|level(5)|str_4|agi_4|int_4|cha_4, wp(60), knows_common, bandit_face1, bandit_face2 ],
["sniper","Sniper","Snipers",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_ranged|tf_guarantee_shield,0,0,fac_commoners,[itm_sword_medieval_b,itm_military_pick,itm_military_hammer,itm_tab_shield_pavise_c,itm_sniper_crossbow,itm_steel_bolts,itm_kettle_hat,itm_mail_coif,itm_mail_with_tunic_green,itm_leather_boots,itm_splinted_leather_greaves],str_14|agi_5|int_4|cha_4|level(25),wp_one_handed(110)|wp_two_handed(110)|wp_polearm(110)|wp_archery(100)|wp_crossbow(540)|wp_throwing(100),knows_common|knows_ironflesh_3|knows_shield_4|knows_power_strike_4|knows_athletics_6,rhodok_face_middle_1,rhodok_face_older_2],
## builders assassins
# oke second thing in module_troops.py is deleting all |unmovable in party windows at the npcs(delete including |)
4 game menu in camp with which you can (only once) hire npc 17
Code:
("camp_action_4",[],"{!}Back to camp menu.",
[(jump_to_menu, "mnu_camp"),
]
),
]
),
### assassins begin
("camp_search_npc17",0,
"What do you want me to do?:", # menu ask what action
"none", # slot not needed
[ # regular syntax **** begin
],
[ # regular syntax **** end
("search_yes",[(store_troop_gold,":total_money","trp_player"),(gt, ":total_money",20000),(neq, "$g_npc17_hired", 1)],"Search one Assassin Master and convince him to come with 1000 denars and 19000 denars start money",
[(troop_remove_gold, "trp_player", 20000),(party_add_members, "p_main_party", "trp_npc17", 1),(assign, "$g_npc17_hired", 1),
]
),
("camp_action_4",[],"Back to camp menu.",
[(jump_to_menu, "mnu_camp"),
]
),
]
),
### assassins end
("camp_action",0,
"Choose an action:",
"none",
[
],
[
Code:
[anyone|plyr,"member_talk", [], "What can you tell me about your skills?", "view_member_char_requested",[]],
[anyone,"view_member_char_requested", [], "All right, let me tell you...", "do_member_view_char",[(change_screen_view_character)]],
# assassin npc start troop_slot_eq, "$g_npc17", slot_
[anyone|plyr,"member_talk", [(troop_slot_eq, "$g_npc17", slot_troop_met_previously, 0),], "Can you get the assassin master for me?", "npc17_introduce_1",[]],
[anyone|plyr,"member_talk", [(troop_slot_eq, "$g_npc17", slot_troop_met_previously, 1),], "Can you get the assassin master for me?", "npc17_talk",[]],
[anyone|plyr,"member_talk", [(troop_slot_eq, "$g_npc17", slot_troop_met_previously, 2),], "Can you get the assassin master for me?", "npc17_tell_pick_capture",[]],
[anyone|plyr,"member_talk", [(troop_slot_eq, "$g_npc17", slot_troop_met_previously, 3),], "Can you get the assassin master for me?", "npc17_check_quest_2",[]],
# assassin npc end
[anyone|plyr,"member_talk", [], "We need to separate for a while.", "member_separate",[
(call_script, "script_npc_morale", "$g_talk_troop"),
(assign, "$npc_quit_morale", reg0),
]],
Code:
("encounter_attack",
[
(neg|troop_is_wounded, "trp_player"),
],
"Charge the enemy.",
[
(assign, "$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),
(eq, "$g_ffight", 1),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, "scn_assassination"),
(else_try),
(set_jump_mission,"mt_lead_charge"),
(call_script, "script_setup_random_scene"),
(try_end),
(assign, "$g_next_menu", "mnu_simple_encounter"),
(assign, "$g_ffight", 0),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
third module_game_menu:
.2
Code:
## builders assassins
("assassinate",[(ge, "$g_flord",1)],
"you go tho the castle and go to your spy who hold an eye on the castle.",
[
(change_screen_return,0),
(set_spawn_radius,1),
(spawn_around_party,"$g_encountered_party","pt_flord"),
(party_add_members, "pt_flord", "$g_assassin_target"),
(modify_visitors_at_site,"scn_conversation_scene"),(reset_visitors),
(set_visitor,0,"trp_player"),
(assign, ":trp_amaster", "trp_aspy"),
(set_visitor,11,":trp_amaster"),
(set_jump_mission,"mt_conversation_encounter"),
(jump_to_scene,"scn_conversation_scene"),
(assign, "$talk_context", tc_town_talk),
(change_screen_map_conversation, ":trp_amaster"),
]),
## builders assassins
("request_meeting_commander",[],
"Request a meeting with someone.",
[
(jump_to_menu, "mnu_castle_meeting"),
]),
("guard_leave",[],
"Leave.",
[(change_screen_return,0)]),
Code:
(get_achievement_stat, ":number_of_victories_aganist_mountain_bandits", ACHIEVEMENT_MOUNTAIN_BLADE, 0),
(val_add, ":number_of_victories_aganist_mountain_bandits", 1),
(set_achievement_stat, ACHIEVEMENT_MOUNTAIN_BLADE, 0, ":number_of_victories_aganist_mountain_bandits"),
(try_begin),
(eq, ":number_of_victories_aganist_mountain_bandits", 10),
(unlock_achievement, ACHIEVEMENT_MOUNTAIN_BLADE),
(try_end),
(try_end),
# assassins builder
(try_begin),
(eq, "$g_battle_result", 1),
(eq, "$g_enemy_fit_for_battle", 0),
(eq, "$g_flord", 1),
(party_add_prisoners, "p_main_party", "$g_assassin_target", 1),
(assign, "$g_flord", 0),
(try_end),
# assassins builder
(try_begin),
(is_between, "$g_ally_party", walled_centers_begin, walled_centers_end),
(unlock_achievement, ACHIEVEMENT_NONE_SHALL_PASS),
(try_end),
(try_begin),
(eq, "$g_joined_battle_to_help", 1),
(unlock_achievement, ACHIEVEMENT_GOOD_SAMARITAN),
(try_end),
(try_end),