Specialist
Master Knight
I'm just using it for personal reasons as-is. I feel like implementing it in MB native and chopping all the heads off.
(try_begin),
# handle executing the King!
(faction_slot_eq, "$g_talk_troop_faction", slot_faction_leader, "$g_talk_troop"),
# find best candidate to become king
(assign, ":best_troop", -1),
(assign, ":best_renown", -1),
(try_for_range, ":troop", 0, num_troops),#all troops
(store_troop_faction, ":faction", ":troop"),
(eq, ":faction", "$g_talk_troop_faction"),
(troop_slot_eq, ":troop", slot_troop_occupation, slto_kingdom_hero), #only other heros of this faction may become the king
(troop_get_slot, ":renown", ":troop", slot_troop_renown),
(gt, ":renown", ":best_renown"),
(assign, ":best_troop", ":troop"),
(assign, ":best_renown", ":renown"),
(try_end),
(try_begin),
# check if a candidate was found
(neq, ":best_troop", -1),
# make them king
(faction_set_slot, "$g_talk_troop_faction", slot_faction_leader, ":best_troop"),
# announce it!
#TODO: generate a presentation for this! (start_presentation, "prsnt_enemy_succession"),
(str_store_faction_name, s2, "$g_talk_troop_faction"),
(try_begin),
(neq,":best_troop", "$g_talk_troop"),
(str_store_troop_name, s3, ":best_troop"),
(display_message, "@{s1} is too young to take {s0}'s place as king of the {s2} and now {s3} is the new King of the {s2}!!!", 0xFFFF2222),
(else_try),
(display_message, "@{s1} has taken over his father's place, and is now the new king of the {s2}!!!", 0xFFFF2222),
(try_end),
(try_begin),#if it is not at war, or feasting, make a feast.
(neg|faction_slot_ge, "$g_talk_troop_faction", slot_faction_state, sfai_attacking_center),
(faction_set_slot, "$g_talk_troop_faction", slot_faction_state, sfai_feast),
(try_end),
#TODO: update the game log for this event
(else_try),
# all of the lords have been eliminated - so eliminate the faction by making their last fief neutral (q.v. trigger: # Check if a faction is defeated every day)
(assign, ":fief_faction", "fac_no_faction"),
(try_end),
(try_end),
# free up the deceased's fief
(try_for_range, ":fief", centers_begin, centers_end),
(party_get_slot, ":lord", ":fief", slot_town_lord),
(eq, ":lord", "$g_talk_troop"),
(call_script, "script_give_center_to_faction", ":fief", ":fief_faction"),
(try_end),
Ikaguia said:this code is in FIMP, I think it is from script exchanger or sth like that, from the improved prisioner talk.
(code)
Download the mod kit and extract everything into your Native folder (remember to make a backup) and you can try decaps out in Custom Battles. We haven't included it into the full SP campaign yet, due to the before-mentioned problems.Devil Keyz said:anyone got a decapitation mod i can use in my native?.. it would make killing so much more fun.
would be also awesome if when u swing ur sword, it hits everything that it touches lol ( assuming it doesn't get blocced (
Indeed it does. I did that. :pAl_Mansur said:Good job.
I don't know if it has already been posted here, but it seems that in the new version of Vikingr, the severed head keeps it helmet:
http://www.youtube.com/watch?v=-86YE_EbA4Y&feature=related
That's the plan for the finished version.Cez Ser Ykoe said:I like this, and I want it in Retrospect
Would it be possible to make the troop drop his shield/sword if his shield/sword hand is cut off?