Modding Q&A [For Quick Questions and Answers]

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BeefBacon 说:
syntax of another line 500 lines later?

you need to think about the entire thingy, not the small part you changed. You break a link in a chain and a machine stops turning, even tho it looks fine  :mrgreen:

插入代码块:
level(7)|str_20,wp(300),knows_power_draw_10|knows_power_throw_10|knows_riding_10,0,0],

  
]   # TROOPS ENDED HERE


["coop_faction_troop_templates_end","{!}multiplayer_end","{!}multiplayer_end",0,0,0,fac_kingdom_5,[],0,0,0,0,0],  # WHAT I AM DOING HERE ALONE?

Note how the troops list ends, then after that you try to add a new troop (in the wrong place), which the computer can't understand.
 
Ramaraunt 说:
I want to add diplomacy 4.3 with pbod to the overhaul module system, and its really hard

you need to start over, as any base you are using (like modmerge) won't work (if the overhaul changed too much).

study diplomacy changes. List the features from it. Decide which ones you want to use. And implement them on the overhaul. Test each implementation in the game to make sure it works. I guess that would take around 4 hours of hard work.

If you don't understand something, or what it does, or why is there, you probably don't need that feature either  :mrgreen:

TLDR: consider Diplomacy as a collection of OSP, pick the parts you want
 
kalarhan 说:
BeefBacon 说:
syntax of another line 500 lines later?

you need to think about the entire thingy, not the small part you changed. You break a link in a chain and a machine stops turning, even tho it looks fine  :mrgreen:

插入代码块:
level(7)|str_20,wp(300),knows_power_draw_10|knows_power_throw_10|knows_riding_10,0,0],

  
]   # TROOPS ENDED HERE


["coop_faction_troop_templates_end","{!}multiplayer_end","{!}multiplayer_end",0,0,0,fac_kingdom_5,[],0,0,0,0,0],  # WHAT I AM DOING HERE ALONE?

Note how the troops list ends, then after that you try to add a new troop (in the wrong place), which the computer can't understand.

Yeah I tried putting one there too and got the same error message as before, though reformatting the original line that I was told to split into separate lines, and then putting the bracket where it's supposed to be (I did one and not the other) fixed the problem.

插入代码块:
["sarranid_mamluke_multiplayer_coop_tier_4","SarranidMamluke","SarranidMamluke",tf_mounted|tf_guarantee_all,0,0,fac_kingdom_6,
[itm_arabian_sword_a,itm_lance,itm_tab_shield_small_round_c,itm_mamluke_mail,itm_sarranid_veiled_helmet,itm_scale_gauntlets,itm_sarranid_boots_d,itm_arabian_horse_a],
level(7)|str_20,wp(300),knows_power_draw_10|knows_power_throw_10|knows_riding_10,0,0],

["coop_faction_troop_templates_end","{!}multiplayer_end","{!}multiplayer_end",0,0,0,fac_kingdom_5,[],0,0,0,0,0],

]

upgrade(troops,"farmer","watchman")
upgrade(troops,"townsman","watchman")
upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
upgrade2(troops,"caravan_guard","mercenary_swordsman","mercenary_horseman")
upgrade(troops,"mercenary_swordsman","hired_blade")
upgrade(troops,"mercenary_horseman","mercenary_cavalry")

But it couldn't be that easy, could it? Woe betide he who wants to change a single damn line of code.

插入代码块:
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_coop_companion_equipment_sets_end
ERROR: Illegal Identifier:trp_coop_companion_equipment_sets_end
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_coop_companion_equipment_sets_end
ERROR: Illegal Identifier:trp_coop_companion_equipment_sets_end
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_coop_companion_equipment_ui_0
ERROR: Illegal Identifier:trp_coop_companion_equipment_ui_0
Error: Unable to find object:trp_coop_companion_equipment_ui_0
ERROR: Illegal Identifier:trp_coop_companion_equipment_ui_0
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_coop_companion_equipment_ui_1
ERROR: Illegal Identifier:trp_coop_companion_equipment_ui_1
Exporting mission_template data...
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_1
ERROR: Illegal Identifier:trp_npc1_1
Error: Unable to find object:trp_npc1_2
ERROR: Illegal Identifier:trp_npc1_2
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
Exporting postfx_params...

______________________________

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

So I'm at a loss.
 
BeefBacon 说:
So I'm at a loss.

did you read those tutorials? This error is about indexes, module_constants.py and ranges/references. It is trying to find a troop "trp_npc1_1", but can't locate it.
 
You seriously screwed something up with your module_troops, it's missing spaces. I recommend re-building from a new copy of the 1.171 module_troops and re-implement your changes one by one.
 
How would you say this:
"Only continue if the player is not a noble or a mercenary for a kingdom"
 
Ramaraunt 说:
"Only continue if the player is not a noble or a mercenary for a kingdom"

vassal => "$player_has_homage"
mercenary => belongs to a kingdom ("$players_kingdom"), but has no homage

remember you can also be the king or the queen consort
 
Hi guys!

At first I just wanna say thanks god I don't have wife and kids because for now they would be lying dead. You can imagine those articles in media "He killed his family because he tried to mod banners in Warband!". I feel I am getting crazy. (I tried adding new factions and new banners, but for now....)

First something easy (???) ->
why this structure (original Warband)
插入代码块:
(faction_set_slot, "fac_kingdom_1", slot_faction_banner, "mesh_banner_kingdom_f"),
      (faction_set_slot, "fac_kingdom_2", slot_faction_banner, "mesh_banner_kingdom_b"),
      (faction_set_slot, "fac_kingdom_3", slot_faction_banner, "mesh_banner_kingdom_c"),
      (faction_set_slot, "fac_kingdom_4", slot_faction_banner, "mesh_banner_kingdom_a"),
      (faction_set_slot, "fac_kingdom_5", slot_faction_banner, "mesh_banner_kingdom_d"),
      (faction_set_slot, "fac_kingdom_6", slot_faction_banner, "mesh_banner_kingdom_e"),

and not this one: (mod by me)
   
插入代码块:
 (faction_set_slot, "fac_kingdom_1", slot_faction_banner, "mesh_banner_kingdom_a"),
      (faction_set_slot, "fac_kingdom_2", slot_faction_banner, "mesh_banner_kingdom_b"),
      (faction_set_slot, "fac_kingdom_3", slot_faction_banner, "mesh_banner_kingdom_c"),
      (faction_set_slot, "fac_kingdom_4", slot_faction_banner, "mesh_banner_kingdom_f"),
      (faction_set_slot, "fac_kingdom_5", slot_faction_banner, "mesh_banner_kingdom_d"),
      (faction_set_slot, "fac_kingdom_6", slot_faction_banner, "mesh_banner_kingdom_e"),

I change my brf (banners.brf) with kingdom banners accordingly so "banner_kingdom_a" is faction_1 banner and so on.

Result in-game: [EDIT]

TOWN's BANNERS:
Faction 1 has banner of F2 (not ok)
Faction 2 has banner of F3 (not ok)
Faction 3 has banner of F4 (not ok)
Faction 4 has banner of (what I identified as
插入代码块:
("banner_f21", 0, "banner_a15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
(very not ok)
Faction 5 has banner of F5 (ok)
Faction 6 has banner of F6 (ok)

FACTION NOTES:
King's banners:
Faction 1 King: has faction 1 banner
Faction 2 King: has faction 2 banner
Faction 3 King: has faction 3 banner
Faction 4 King: has faction 6 banner
Faction 5 King: has faction 4 banner
Faction 6 King: has faction 5 banner


I need this to understand because I am adding three new factions with new kingdom banners and new banners for lords so I just need to know in which order I should work with it.*

And by the way, but it is also very important to me, do you know any module_system from other mod (which is OSP) with more than 6 factions (to download)?

I  wanted to learn from them* but I got The Reckoning (bad example for me, cause there is different system at all in adding factions), TLD (that also has re-worked whole system of adding factions).

Thanks in advance.

* I am aware of those tutorials https://forums.taleworlds.com/index.php/topic,334271.0.html and this https://forums.taleworlds.com/index.php/topic,6575.18405.html but still have problems.
 
MadGuarang 说:
I need this to understand because I am adding three new factions

use OpenBRF search function to locate the mesh (with texture), so you can see how which one looks. Then you can link them anyway you want with your module_meshes.py and slots, but of course it is easier to maintain logic names (kingdom 1 is mesh banner_A), but that is up to you. You decide how the visual links to the code.
 
kalarhan 说:
Ramaraunt 说:
"Only continue if the player is not a noble or a mercenary for a kingdom"

vassal => "$player_has_homage"
mercenary => belongs to a kingdom ("$players_kingdom"), but has no homage

remember you can also be the king or the queen consort

Thanks that did the trick!

I'm confused now, how would I edit entry points? I want to make a special scene for a "bounty hunter camp", but I can't seem to get the proper entry points set up right. How do I say that "X unit will spawn at entry point 2" for instance?
 
I usually do it using game menus, and the operations

插入代码块:
set_visitor                     = 1263		# (set_visitor,<entry_no>,<troop_id>,[<dna>]),
set_visitors                    = 1264		# (set_visitors,<entry_no>,<troop_id>,<number_of_troops>),

For example:
插入代码块:
              (set_jump_mission, "mt_tld_erebor_dungeon"),
              (modify_visitors_at_site,"scn_erebor_dungeon_01"),	      
              (reset_visitors),
              (set_visitor, 1,"trp_player"),
              (set_visitor, 2, "trp_goblin_gundabad"),
              (set_visitor, 3, "trp_fell_orc_warrior_gundabad"),
              (set_visitor, 4, "trp_orc_fighter_gundabad"),
              (jump_to_scene, "scn_erebor_dungeon_01"),
              (change_screen_mission),
 
Somebody 说:
You seriously screwed something up with your module_troops, it's missing spaces. I recommend re-building from a new copy of the 1.171 module_troops and re-implement your changes one by one.

I've done that several times. The sole change I have made is to remove items from the bonus chest on the basis that that should allow me to remove them from the game altogether because they'll no longer be referenced. That's it. Literally nothing else. I haven't added models, troops, items, anything - just removed items from a troop's inventory, and I've done that a hundred times before with absolutely no problems whatsoever.

But now when I do it, spaces disappear, brackets disappear, it starts trying to reference things that don't exist, or maybe it removes things that it used to reference. I must have done something wrong, but I cannot begin to fathom what that might be.
 
Yes, I can change it manually, but there is more to that. Let me show:
dUuDY.jpg
H2NvO.jpg
,
w-OHW.jpg

Theese are my 3 new factions.

1st picture - kingdom 7
2nd picture - kingdom 8
3rd picture - kingdom 9

now:
icons that are on the towns, that should be kingdom banners are
插入代码块:
("banner_196",0,"map_flag_15", banner_scale,0),
  ("bandit_lair",mcn_no_shadow,"map_bandit_lair", 0.45, 0),
  ("mirkwood_elf_x3",0,"mirkwood_elf_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),

this is how it looks from wider perspective:
插入代码块:
("map_flag_kingdom_a",0,"map_flag_kingdom_a", banner_scale,0),
  ("map_flag_kingdom_b",0,"map_flag_kingdom_b", banner_scale,0),
  ("map_flag_kingdom_c",0,"map_flag_kingdom_c", banner_scale,0),
  ("map_flag_kingdom_d",0,"map_flag_kingdom_d", banner_scale,0),
  ("map_flag_kingdom_e",0,"map_flag_kingdom_e", banner_scale,0),
  ("map_flag_kingdom_f",0,"map_flag_kingdom_f", banner_scale,0),
  ("map_flag_kingdom_7",0,"map_flag_kingdom_7", banner_scale,0),
  ("map_flag_kingdom_8",0,"map_flag_kingdom_8", banner_scale,0),
  ("map_flag_kingdom_9",0,"map_flag_kingdom_9", banner_scale,0),
   
  
  
  ("banner_196",0,"map_flag_15", banner_scale,0),
  ("bandit_lair",mcn_no_shadow,"map_bandit_lair", 0.45, 0),
  
  
  #
  ("mirkwood_elf_x3",0,"mirkwood_elf_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("generic_knight_x3",0,"generic_knight_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("lorien_elf_b_x3",0,"lorien_elf_b_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0), 


What is more:

Knights from kingdom 7 have banners from g1 to g10, but others do not carry banners from h1 to h20, i1 to i20, and j1 to j20.... as you see at sceerns they are transparent.

(Is it because in presentations banner when player can choose banner show also just up to g10)?

This is my files regarding banners:

modules:

constans:
插入代码块:
banner_map_icons_begin = "icon_banner_01"
banner_map_icons_end_minus_one = "icon_banner_196"     #change

banner_scene_props_begin = "spr_banner_a"
banner_scene_props_end_minus_one = "spr_banner_f21"    #change

khergit_banners_begin_offset = 63
khergit_banners_end_offset = 84

sarranid_banners_begin_offset = 105
sarranid_banners_end_offset = 125

kingdom_7_banners_begin_offset = 126
kingdom_7_banners_end_offset = 146

kingdom_8_banners_begin_offset = 147
kingdom_8_banners_end_offset = 167

kingdom_9_banners_begin_offset = 168
kingdom_9_banners_end_offset = 188

banners_end_offset = 196                           


EDIT: updated constanse
module_scripts:

# Assign banners and renown.
# We assume there are enough banners for all kingdom heroes.

      #faction banners
      (faction_set_slot, "fac_kingdom_1", slot_faction_banner, "mesh_banner_kingdom_a"),
      (faction_set_slot, "fac_kingdom_2", slot_faction_banner, "mesh_banner_kingdom_b"),
      (faction_set_slot, "fac_kingdom_3", slot_faction_banner, "mesh_banner_kingdom_c"),
      (faction_set_slot, "fac_kingdom_4", slot_faction_banner, "mesh_banner_kingdom_f"),
      (faction_set_slot, "fac_kingdom_5", slot_faction_banner, "mesh_banner_kingdom_d"),
      (faction_set_slot, "fac_kingdom_6", slot_faction_banner, "mesh_banner_kingdom_e"),
 
  (faction_set_slot, "fac_kingdom_7", slot_faction_banner, "mesh_banner_kingdom_7"), #####################!!!!!!!!
  (faction_set_slot, "fac_kingdom_8", slot_faction_banner, "mesh_banner_kingdom_8"),
  (faction_set_slot, "fac_kingdom_9", slot_faction_banner, "mesh_banner_kingdom_9"),
 

      (try_for_range, ":cur_faction", npc_kingdoms_begin, npc_kingdoms_end),
        (faction_get_slot, ":cur_faction_king", ":cur_faction", slot_faction_leader),
        (faction_get_slot, ":cur_faction_banner", ":cur_faction", slot_faction_banner),
        (val_sub, ":cur_faction_banner", banner_meshes_begin),
        (val_add, ":cur_faction_banner", banner_scene_props_begin),
        (troop_set_slot, ":cur_faction_king", slot_troop_banner_scene_prop, ":cur_faction_banner"),
      (try_end),
      (assign, ":num_khergit_lords_assigned", 0),
      (assign, ":num_sarranid_lords_assigned", 0),
 
  (assign, ":num_kingdom_7_lords_assigned", 0),
  (assign, ":num_kingdom_8_lords_assigned", 0),
  (assign, ":num_kingdom_9_lords_assigned", 0),
 
      (assign, ":num_other_lords_assigned", 0),
           
      (try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
        (this_or_next|troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_kingdom_hero),
        (troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_inactive_pretender),
       
        (store_troop_faction, ":kingdom_hero_faction", ":kingdom_hero"),
        (neg|faction_slot_eq, ":kingdom_hero_faction", slot_faction_leader, ":kingdom_hero"),
        (try_begin),
          (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Khergit Khanate
          (store_add, ":kingdom_3_banners_begin", banner_scene_props_begin, khergit_banners_begin_offset),
          (store_add, ":banner_id", ":kingdom_3_banners_begin", ":num_khergit_lords_assigned"),
          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
          (val_add, ":num_khergit_lords_assigned", 1),
        (else_try),
          (eq, ":kingdom_hero_faction", "fac_kingdom_6"), #Sarranid Sultanate
          (store_add, ":kingdom_6_banners_begin", banner_scene_props_begin, sarranid_banners_begin_offset),
          (store_add, ":banner_id", ":kingdom_6_banners_begin", ":num_sarranid_lords_assigned"),
          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
          (val_add, ":num_sarranid_lords_assigned", 1),
(else_try),
          (eq, ":kingdom_hero_faction", "fac_kingdom_7"), #digital legion
          (store_add, ":kingdom_7_banners_begin", banner_scene_props_begin, kingdom_7_banners_begin_offset),
          (store_add, ":banner_id", ":kingdom_7_banners_begin", ":num_kingdom_7_lords_assigned"),
          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
          (val_add, ":num_kingdom_7_lords_assigned", 1),
(else_try),
          (eq, ":kingdom_hero_faction", "fac_kingdom_8"), #amazon empire
          (store_add, ":kingdom_8_banners_begin", banner_scene_props_begin, kingdom_8_banners_begin_offset),
          (store_add, ":banner_id", ":kingdom_8_banners_begin", ":num_kingdom_8_lords_assigned"),
          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
          (val_add, ":num_kingdom_8_lords_assigned", 1),
(else_try),
          (eq, ":kingdom_hero_faction", "fac_kingdom_9"), #morgul thule
          (store_add, ":kingdom_9_banners_begin", banner_scene_props_begin, kingdom_9_banners_begin_offset),
          (store_add, ":banner_id", ":kingdom_9_banners_begin", ":num_kingdom_9_lords_assigned"),
          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
          (val_add, ":num_kingdom_9_lords_assigned", 1), 
        (else_try),

          (assign, ":hero_offset", ":num_other_lords_assigned"),
          (try_begin),
            (gt, ":hero_offset", khergit_banners_begin_offset),#Do not add khergit banners to other lords
            (val_add, ":hero_offset", khergit_banners_end_offset),
            (val_sub, ":hero_offset", khergit_banners_begin_offset),
          (try_end),
          (try_begin),
            (gt, ":hero_offset", sarranid_banners_begin_offset),#Do not add sarranid banners to other lords
            (val_add, ":hero_offset", sarranid_banners_end_offset),
            (val_sub, ":hero_offset", sarranid_banners_begin_offset),
          (try_end),
 
  #(try_begin),
          #(gt, ":hero_offset", kingdom_7_banners_begin_offset),#Do not add digital banners to other lords
          #  (val_add, ":hero_offset", kingdom_7_banners_end_offset),
          #  (val_sub, ":hero_offset", kingdom_7_banners_begin_offset),
          #(try_end),
  #(try_begin),
          #  (gt, ":hero_offset", kingdom_8_banners_begin_offset),#Do not add amazon banners to other lords
          #  (val_add, ":hero_offset", kingdom_8_banners_end_offset),
          #  (val_sub, ":hero_offset", kingdom_8_banners_begin_offset),
          #(try_end),
  #(try_begin),
          # (gt, ":hero_offset", kingdom_9_banners_begin_offset),#Do not add morgul banners to other lords
          # (val_add, ":hero_offset", kingdom_9_banners_end_offset),
          # (val_sub, ":hero_offset", kingdom_9_banners_begin_offset),
          #(try_end),
 
          (store_add, ":banner_id", banner_scene_props_begin, ":hero_offset"),
          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
          (val_add, ":num_other_lords_assigned", 1),
        (try_end),
        (try_begin),
          (this_or_next|lt, ":banner_id", banner_scene_props_begin),
          (gt, ":banner_id", banner_scene_props_end_minus_one),
          (display_message, "@{!}ERROR: Not enough banners for heroes!"),
        (try_end),

module_meshes:
插入代码块:
  ("banner_f20", 0, "banner_f20", 0, 0, 0, -90, 0, 0, 1, 1, 1),

  ("banner_g01", 0, "banner_g01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g02", 0, "banner_g02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g03", 0, "banner_g03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g04", 0, "banner_g04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g05", 0, "banner_g05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g06", 0, "banner_g06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g07", 0, "banner_g07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g08", 0, "banner_g08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g09", 0, "banner_g09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_g10", 0, "banner_g10", 0, 0, 0, -90, 0, 0, 1, 1, 1),

  ("banner_h01", 0, "banner_h01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h02", 0, "banner_h02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h03", 0, "banner_h03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h04", 0, "banner_h04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h05", 0, "banner_h05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h06", 0, "banner_h06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h07", 0, "banner_h07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h08", 0, "banner_h08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h09", 0, "banner_h09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h10", 0, "banner_h10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h10", 0, "banner_h10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h11", 0, "banner_h11", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h12", 0, "banner_h12", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h13", 0, "banner_h13", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h14", 0, "banner_h14", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h15", 0, "banner_h15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h16", 0, "banner_h16", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h17", 0, "banner_h17", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h18", 0, "banner_h18", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h19", 0, "banner_h19", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_h20", 0, "banner_h20", 0, 0, 0, -90, 0, 0, 1, 1, 1),  
  
  ("banner_i01", 0, "banner_i01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i02", 0, "banner_i02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i03", 0, "banner_i03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i04", 0, "banner_i04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i05", 0, "banner_i05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i06", 0, "banner_i06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i07", 0, "banner_i07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i08", 0, "banner_i08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i09", 0, "banner_i09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i10", 0, "banner_i10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i10", 0, "banner_i10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i11", 0, "banner_i11", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i12", 0, "banner_i12", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i13", 0, "banner_i13", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i14", 0, "banner_i14", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i15", 0, "banner_i15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i16", 0, "banner_i16", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i17", 0, "banner_i17", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i18", 0, "banner_i18", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i19", 0, "banner_i19", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_i20", 0, "banner_i20", 0, 0, 0, -90, 0, 0, 1, 1, 1), 
  
  ("banner_j01", 0, "banner_j01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j02", 0, "banner_j02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j03", 0, "banner_j03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j04", 0, "banner_j04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j05", 0, "banner_j05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j06", 0, "banner_j06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j07", 0, "banner_j07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j08", 0, "banner_j08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j09", 0, "banner_j09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j10", 0, "banner_j10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j10", 0, "banner_j10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j11", 0, "banner_j11", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j12", 0, "banner_j12", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j13", 0, "banner_j13", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j14", 0, "banner_j14", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j15", 0, "banner_j15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j16", 0, "banner_j16", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j17", 0, "banner_j17", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j18", 0, "banner_j18", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j19", 0, "banner_j19", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_j20", 0, "banner_j20", 0, 0, 0, -90, 0, 0, 1, 1, 1), 
  
  
  
  ("banner_kingdom_a", 0, "banner_kingdom_a", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_b", 0, "banner_kingdom_b", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_c", 0, "banner_kingdom_c", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_d", 0, "banner_kingdom_d", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_e", 0, "banner_kingdom_e", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_f", 0, "banner_kingdom_f", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  #new factions below 
  ("banner_kingdom_7", 0, "banner_kingdom_7", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_8", 0, "banner_kingdom_8", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_kingdom_9", 0, "banner_kingdom_9", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("banner_f21", 0, "banner_a15", 0, 0, 0, -90, 0, 0, 1, 1, 1),

and more:

插入代码块:
 ("arms_f20", 0, "banner_f20", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  

  ("arms_g01", 0, "banner_g01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g02", 0, "banner_g02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g03", 0, "banner_g03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g04", 0, "banner_g04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g05", 0, "banner_g05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g06", 0, "banner_g06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g07", 0, "banner_g07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g08", 0, "banner_g08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g09", 0, "banner_g09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_g10", 0, "banner_g10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  
  ("arms_h01", 0, "banner_h01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h02", 0, "banner_h02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h03", 0, "banner_h03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h04", 0, "banner_h04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h05", 0, "banner_h05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h06", 0, "banner_h06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h07", 0, "banner_h07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h08", 0, "banner_h08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h09", 0, "banner_h09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h10", 0, "banner_h10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h11", 0, "banner_h11", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h12", 0, "banner_h12", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h13", 0, "banner_h13", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h14", 0, "banner_h14", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h15", 0, "banner_h15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h16", 0, "banner_h16", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h17", 0, "banner_h17", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h18", 0, "banner_h18", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h19", 0, "banner_h19", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_h20", 0, "banner_h20", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  
  ("arms_i01", 0, "banner_i01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i02", 0, "banner_i02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i03", 0, "banner_i03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i04", 0, "banner_i04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i05", 0, "banner_i05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i06", 0, "banner_i06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i07", 0, "banner_i07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i08", 0, "banner_i08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i09", 0, "banner_i09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i10", 0, "banner_i10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i11", 0, "banner_i11", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i12", 0, "banner_i12", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i13", 0, "banner_i13", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i14", 0, "banner_i14", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i15", 0, "banner_i15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i16", 0, "banner_i16", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i17", 0, "banner_i17", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i18", 0, "banner_i18", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i19", 0, "banner_i19", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_i20", 0, "banner_i20", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  
  ("arms_j01", 0, "banner_j01", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j02", 0, "banner_j02", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j03", 0, "banner_j03", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j04", 0, "banner_j04", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j05", 0, "banner_j05", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j06", 0, "banner_j06", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j07", 0, "banner_j07", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j08", 0, "banner_j08", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j09", 0, "banner_j09", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j10", 0, "banner_j10", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j11", 0, "banner_j11", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j12", 0, "banner_j12", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j13", 0, "banner_j13", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j14", 0, "banner_j14", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j15", 0, "banner_j15", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j16", 0, "banner_j16", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j17", 0, "banner_j17", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j18", 0, "banner_j18", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j19", 0, "banner_j19", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_j20", 0, "banner_j20", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  
  
  ("arms_kingdom_a", 0, "banner_kingdom_a", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_kingdom_b", 0, "banner_kingdom_b", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_kingdom_c", 0, "banner_kingdom_c", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_kingdom_d", 0, "banner_kingdom_d", 0, 0, 0, -90, 0, 0, 1, 1, 1),
  ("arms_kingdom_e", 0, "banner_kingdom_e", 0, 0, 0, -90, 0, 0, 1, 1, 1),  
  ("arms_kingdom_f", 0, "banner_kingdom_f", 0, 0, 0, -90, 0, 0, 1, 1, 1),  
  ("arms_kingdom_7", 0, "banner_kingdom_7", 0, 0, 0, -90, 0, 0, 1, 1, 1),  
  ("arms_kingdom_8", 0, "banner_kingdom_7", 0, 0, 0, -90, 0, 0, 1, 1, 1),  
  ("arms_kingdom_9", 0, "banner_kingdom_7", 0, 0, 0, -90, 0, 0, 1, 1, 1),  
  
  
  
  ("arms_f21", 0, "banner_a15", 0, 0, 0, -90, 0, 0, 1, 1, 1),

modules_map_icon:

插入代码块:
 ("banner_125",0,"map_flag_f20", banner_scale,0),

  ("banner_126",0,"map_flag_g01", banner_scale,0),
  ("banner_127",0,"map_flag_g02", banner_scale,0),
  ("banner_128",0,"map_flag_g03", banner_scale,0),
  ("banner_129",0,"map_flag_g04", banner_scale,0),
  ("banner_130",0,"map_flag_g05", banner_scale,0),
  ("banner_131",0,"map_flag_g06", banner_scale,0),
  ("banner_132",0,"map_flag_g07", banner_scale,0),
  ("banner_133",0,"map_flag_g08", banner_scale,0),
  ("banner_134",0,"map_flag_g09", banner_scale,0),
  ("banner_135",0,"map_flag_g10", banner_scale,0),
  
  ("banner_136",0,"map_flag_h01", banner_scale,0),
  ("banner_137",0,"map_flag_h02", banner_scale,0),
  ("banner_138",0,"map_flag_h03", banner_scale,0),
  ("banner_139",0,"map_flag_h04", banner_scale,0),
  ("banner_140",0,"map_flag_h05", banner_scale,0),
  ("banner_141",0,"map_flag_h06", banner_scale,0),
  ("banner_142",0,"map_flag_h07", banner_scale,0),
  ("banner_143",0,"map_flag_h08", banner_scale,0),
  ("banner_144",0,"map_flag_h09", banner_scale,0),
  ("banner_145",0,"map_flag_h10", banner_scale,0),
  ("banner_146",0,"map_flag_h11", banner_scale,0),
  ("banner_147",0,"map_flag_h12", banner_scale,0),
  ("banner_148",0,"map_flag_h13", banner_scale,0),
  ("banner_149",0,"map_flag_h14", banner_scale,0),
  ("banner_150",0,"map_flag_h15", banner_scale,0),
  ("banner_151",0,"map_flag_h16", banner_scale,0),
  ("banner_152",0,"map_flag_h17", banner_scale,0),
  ("banner_153",0,"map_flag_h18", banner_scale,0),
  ("banner_154",0,"map_flag_h19", banner_scale,0),
  ("banner_155",0,"map_flag_h20", banner_scale,0),
  
  ("banner_156",0,"map_flag_i01", banner_scale,0),
  ("banner_157",0,"map_flag_i02", banner_scale,0),
  ("banner_158",0,"map_flag_i03", banner_scale,0),
  ("banner_159",0,"map_flag_i04", banner_scale,0),
  ("banner_160",0,"map_flag_i05", banner_scale,0),
  ("banner_161",0,"map_flag_i06", banner_scale,0),
  ("banner_162",0,"map_flag_i07", banner_scale,0),
  ("banner_163",0,"map_flag_i08", banner_scale,0),
  ("banner_164",0,"map_flag_i09", banner_scale,0),
  ("banner_165",0,"map_flag_i10", banner_scale,0),
  ("banner_166",0,"map_flag_i11", banner_scale,0),
  ("banner_167",0,"map_flag_i12", banner_scale,0),
  ("banner_168",0,"map_flag_i13", banner_scale,0),
  ("banner_169",0,"map_flag_i14", banner_scale,0),
  ("banner_170",0,"map_flag_i15", banner_scale,0),
  ("banner_171",0,"map_flag_i16", banner_scale,0),
  ("banner_172",0,"map_flag_i17", banner_scale,0),
  ("banner_173",0,"map_flag_i18", banner_scale,0),
  ("banner_174",0,"map_flag_i19", banner_scale,0),
  ("banner_175",0,"map_flag_i20", banner_scale,0),
  
  ("banner_176",0,"map_flag_j01", banner_scale,0),
  ("banner_177",0,"map_flag_j02", banner_scale,0),
  ("banner_178",0,"map_flag_j03", banner_scale,0),
  ("banner_179",0,"map_flag_j04", banner_scale,0),
  ("banner_180",0,"map_flag_j05", banner_scale,0),
  ("banner_181",0,"map_flag_j06", banner_scale,0),
  ("banner_182",0,"map_flag_j07", banner_scale,0),
  ("banner_183",0,"map_flag_j08", banner_scale,0),
  ("banner_184",0,"map_flag_j09", banner_scale,0),
  ("banner_185",0,"map_flag_j10", banner_scale,0),
  ("banner_186",0,"map_flag_j11", banner_scale,0),
  ("banner_187",0,"map_flag_j12", banner_scale,0),
  ("banner_188",0,"map_flag_j13", banner_scale,0),
  ("banner_189",0,"map_flag_j14", banner_scale,0),
  ("banner_190",0,"map_flag_j15", banner_scale,0),
  ("banner_191",0,"map_flag_j16", banner_scale,0),
  ("banner_192",0,"map_flag_j17", banner_scale,0),
  ("banner_193",0,"map_flag_j18", banner_scale,0),
  ("banner_194",0,"map_flag_j19", banner_scale,0),
  ("banner_195",0,"map_flag_j20", banner_scale,0),
  
  ("map_flag_kingdom_a",0,"map_flag_kingdom_a", banner_scale,0),
  ("map_flag_kingdom_b",0,"map_flag_kingdom_b", banner_scale,0),
  ("map_flag_kingdom_c",0,"map_flag_kingdom_c", banner_scale,0),
  ("map_flag_kingdom_d",0,"map_flag_kingdom_d", banner_scale,0),
  ("map_flag_kingdom_e",0,"map_flag_kingdom_e", banner_scale,0),
  ("map_flag_kingdom_f",0,"map_flag_kingdom_f", banner_scale,0),
  ("map_flag_kingdom_7",0,"map_flag_kingdom_7", banner_scale,0),
  ("map_flag_kingdom_8",0,"map_flag_kingdom_8", banner_scale,0),
  ("map_flag_kingdom_9",0,"map_flag_kingdom_9", banner_scale,0),
   
  
  
  ("banner_196",0,"map_flag_15", banner_scale,0),
  ("bandit_lair",mcn_no_shadow,"map_bandit_lair", 0.45, 0),
  
  
  #
  ("mirkwood_elf_x3",0,"mirkwood_elf_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("generic_knight_x3",0,"generic_knight_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("lorien_elf_b_x3",0,"lorien_elf_b_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),   
  ("orc_tribal_x4",0,"orc_tribal_x4", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("cataphract_x3",0,"cataphract_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("wargrider_walk_x4",0,"wargrider_walk_x4", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("theoden_x3",0,"theoden_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),
  ("knight_rohan_x3",0,"knight_rohan_x3", avatar_scale, snd_gallop, 0.15, 0.173, 0),


modules_scene_props:

插入代码块:
  ("banner_f20", 0, "banner_f20", "0", []),
 
 
  ("banner_g01", 0, "banner_g01", "0", []),
  ("banner_g02", 0, "banner_g02", "0", []),
  ("banner_g03", 0, "banner_g03", "0", []),
  ("banner_g04", 0, "banner_g04", "0", []),
  ("banner_g05", 0, "banner_g05", "0", []),
  ("banner_g06", 0, "banner_g06", "0", []),
  ("banner_g07", 0, "banner_g07", "0", []),
  ("banner_g08", 0, "banner_g08", "0", []),
  ("banner_g09", 0, "banner_g09", "0", []),
  ("banner_g10", 0, "banner_g10", "0", []),
  
  ("banner_h01", 0, "banner_h01", "0", []),
  ("banner_h02", 0, "banner_h02", "0", []),
  ("banner_h03", 0, "banner_h03", "0", []),
  ("banner_h04", 0, "banner_h04", "0", []),
  ("banner_h05", 0, "banner_h05", "0", []),
  ("banner_h06", 0, "banner_h06", "0", []),
  ("banner_h07", 0, "banner_h07", "0", []),
  ("banner_h08", 0, "banner_h08", "0", []),
  ("banner_h09", 0, "banner_h09", "0", []),
  ("banner_h10", 0, "banner_h10", "0", []),
  ("banner_h11", 0, "banner_h11", "0", []),
  ("banner_h12", 0, "banner_h12", "0", []),
  ("banner_h13", 0, "banner_h13", "0", []),
  ("banner_h14", 0, "banner_h14", "0", []),
  ("banner_h15", 0, "banner_h15", "0", []),
  ("banner_h16", 0, "banner_h16", "0", []),
  ("banner_h17", 0, "banner_h17", "0", []),
  ("banner_h18", 0, "banner_h18", "0", []),
  ("banner_h19", 0, "banner_h19", "0", []),
  ("banner_h20", 0, "banner_h20", "0", []),
  
  ("banner_i01", 0, "banner_i01", "0", []),
  ("banner_i02", 0, "banner_i02", "0", []),
  ("banner_i03", 0, "banner_i03", "0", []),
  ("banner_i04", 0, "banner_i04", "0", []),
  ("banner_i05", 0, "banner_i05", "0", []),
  ("banner_i06", 0, "banner_i06", "0", []),
  ("banner_i07", 0, "banner_i07", "0", []),
  ("banner_i08", 0, "banner_i08", "0", []),
  ("banner_i09", 0, "banner_i09", "0", []),
  ("banner_i10", 0, "banner_i10", "0", []),
  ("banner_i11", 0, "banner_i11", "0", []),
  ("banner_i12", 0, "banner_i12", "0", []),
  ("banner_i13", 0, "banner_i13", "0", []),
  ("banner_i14", 0, "banner_i14", "0", []),
  ("banner_i15", 0, "banner_i15", "0", []),
  ("banner_i16", 0, "banner_i16", "0", []),
  ("banner_i17", 0, "banner_i17", "0", []),
  ("banner_i18", 0, "banner_i18", "0", []),
  ("banner_i19", 0, "banner_i19", "0", []),
  ("banner_i20", 0, "banner_i20", "0", []),
  
  ("banner_j01", 0, "banner_j01", "0", []),
  ("banner_j02", 0, "banner_j02", "0", []),
  ("banner_j03", 0, "banner_j03", "0", []),
  ("banner_j04", 0, "banner_j04", "0", []),
  ("banner_j05", 0, "banner_j05", "0", []),
  ("banner_j06", 0, "banner_j06", "0", []),
  ("banner_j07", 0, "banner_j07", "0", []),
  ("banner_j08", 0, "banner_j08", "0", []),
  ("banner_j09", 0, "banner_j09", "0", []),
  ("banner_j10", 0, "banner_j10", "0", []),
  ("banner_j11", 0, "banner_j11", "0", []),
  ("banner_j12", 0, "banner_j12", "0", []),
  ("banner_j13", 0, "banner_j13", "0", []),
  ("banner_j14", 0, "banner_j14", "0", []),
  ("banner_j15", 0, "banner_j15", "0", []),
  ("banner_j16", 0, "banner_j16", "0", []),
  ("banner_j17", 0, "banner_j17", "0", []),
  ("banner_j18", 0, "banner_j18", "0", []),
  ("banner_j19", 0, "banner_j19", "0", []),
  ("banner_j20", 0, "banner_j20", "0", []),

  ("banner_kingdom_a", 0, "banner_kingdom_a", "0", []),
  ("banner_kingdom_b", 0, "banner_kingdom_b", "0", []),
  ("banner_kingdom_c", 0, "banner_kingdom_c", "0", []),
  ("banner_kingdom_d", 0, "banner_kingdom_d", "0", []),
  ("banner_kingdom_e", 0, "banner_kingdom_e", "0", []),
  ("banner_kingdom_f", 0, "banner_kingdom_f", "0", []),
  ("banner_kingdom_7", 0, "banner_kingdom_7", "0", []),
  ("banner_kingdom_8", 0, "banner_kingdom_8", "0", []),
  ("banner_kingdom_9", 0, "banner_kingdom_9", "0", []),
   
  
  ("banner_f21", 0, "banner_a15", "0", []),

Please if somene could even point me to any problem it is caused, I am working on it from monday, I have REDONE everything from scratch 2 TIMES (this is 3rd) and I am not any closer to solution....
 
Okay. Instead of removing the items in the bonus chest, I simply replaced them - not using Morgh's but using notepad++. I replaced the two items in one of the chests with two other items that I copied and pasted from earlier in the list. Haven't run into problems yet. As a side note, I had a look at ACOK and noticed that all of the troops are the original M&B units (Khergits, Swadians, etc) that were simply renamed. Presumably actually removing troops is extremely difficult, and it's acceptable to simply rename existing troops. That's good to know. I know that adding troops and items is a lot easier than removing them.

Speaking of items, I'm still not sure how to remove items. I can remove some items but not others, so I'm wondering if some items are somehow hard-coded - a bit like how the number of items (but not the items themselves) seem to be hard coded into the bonus chests for some reason. Or maybe it's just the bonus chests? I'll experiment.

Why bits of code seemed to disappear is beyond me, however. I have to assume it has something to do with Morgh's tool. Removing items manually hasn't been a problem so far. Maybe there's a compatibility issue? Is there a new version of Morgh's designed to work with he latest version of Warband? If so that'd make sense.

EDIT

Right, the problem seems to be with Morgh's tool. I made a minor change - giving a crossbowman a spear - and it broke, same as before. So I suppose I should clear out all the items I don't want manually, and then add what I want using Morgh's text editor, rather than the python editor? That is assuming the text editor still works properly. Let's find out.
 
I can't seem to get the troops to spawn in my bounty hunter camp scene. I used the same format as the Salt Mine, in the overhaul mod. The salt mine works fine, did I miss something?
 
BeefBacon 说:
had a look at ACOK and noticed that all of the troops are the original M&B units (Khergits, Swadians, etc) that were simply renamed. Presumably actually removing troops is extremely difficult

Speaking of items, I'm still not sure how to remove items

mods like ACOK are made over time, maybe the dev didn't know how to remove troops when he began. You can remove anything that is not hardcoded, just keep in mind a lot of stuff is connected and you will need to review the triggers, scripts, etc as you go.

hardcoded items, troops, etc are indicated on their own files by comments from the TW devs.

you could remove most of the items, as only ~15 are hardcoded. And even those can be turned off in the game (don't use them for troops or merchants).

same thingy for troops, props, scripts, triggers (all of them), mission templates, game menus (only first few are hardcoded), presentations, ... but again, you can only remove stuff if you are willing to learn how they work and what they impact

on the Morgh's editor: I personally do all my modding by hand (or use to, when I was still using MBscript for them). Tools are great for easy stuff, but they get in the way once you start going off the rails.
You should also use Sublime Text with the Warband API (see the tools section for download), it will make your life easier



Ramaraunt 说:
I can't seem to get the troops to spawn in my bounty hunter camp scene

post your code (mission template and the snippet used to spawn troops). As always: use debug messages to test your features, you don't need to guess what is working when the engine can tell you in a .txt file instead



MadGuarang 说:
Please if somene could even point me to any problem it is caused, I am working on it from monday, I have REDONE everything from scratch 2 TIMES (this is 3rd) and I am not any closer to solution....

are you following the newest guide on how to add new factions? https://forums.taleworlds.com/index.php/topic,334271.0.html
 
post your code (mission template and the snippet used to spawn troops). As always: use debug messages to test your features, you don't need to guess what is working when the engine can tell you in a .txt file instead

Module Parties
插入代码块:
("bounty_hunter_academy","Bounty Hunter Camp",icon_training_ground|pf_location, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-97.49,23.72),[],0),

Module Scripts
插入代码块:
  #Ramaraunt Bounty Hunter Camp Add
  #script_cf_center_recruit_volunteers_cond
  # INPUT: none
  # OUTPUT: none
  ("cf_center_bounty_hunter_cond",
    [
		(ge,"$player_honor",0),
		(store_troop_gold,":gold","trp_player"),
		(ge,":gold",50),
		(party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
		(ge,":free_capacity",1),
		(eq,"$players_kingdom",0),
     ]),

game_start
插入代码块:
	# Bounty hunter camp RAMARAUNT ADD
	(party_set_slot,"p_bounty_hunter_academy", slot_town_mayor, "trp_timothy_hires"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_lord, "trp_timothy_hires"),
	(party_set_slot,"p_bounty_hunter_academy", slot_town_merchant, "trp_bastion_gray"),
	#RAMARAUNT END

Encounters
插入代码块:
		 #RAMARAUNT ADD BOUNTY HUNTER CAMP
           (eq, "$g_encountered_party", "p_bounty_hunter_academy"),
           (jump_to_menu, "mnu_bounty_camp"),
		 (else_try),
		 #RAMARAUNT END

Module Game Menus
插入代码块:
  #RAMARAUNT ADD BOUNTY CAMP
    (
    "bounty_camp",mnf_enable_hot_keys|mnf_scale_picture,
    "Down a narrow cobblestone road from the town of Praven, you find more signs of civilization. The Bounty Hunting Guild, an organization that is almost as old as the Calradian Empire,\
	has set up a camp here made up of wooden structures. Individuals from around Calradia and beyond come here to train and prepare to work in the field as a bounty hunter, and will not\
	fight in a kingdom's army. {s1}",
    "none",
    [(set_background_mesh, "mesh_pic_camp"),
	(try_begin),
	(eq,"$players_kingdom",0),
	(str_store_string,s1,"str_you_may_be_able"),
	(else_try),
	(gt,"$players_kingdom",0),
	(str_store_string,s1,"str_you_cannot_bounty"),
	(try_end),
	],
    [
	  ("walk",[],"Take a walk around the camp.",[(assign, "$talk_context", 0),(set_jump_mission,"mt_town_default"),(jump_to_scene,"scn_bounty_camp"),(change_screen_mission)]),
	  ("recruit_bounty_hunters",
      [
        (call_script, "script_cf_center_bounty_hunter_cond"),
       ]
       ,"Recruit bounty hunters.",
       [
		   (assign,"$g_next_menu","mnu_bounty_camp"),
           (jump_to_menu, "mnu_recruit_hunters"),
		 ]),
      ("leave",[],"Leave.",[(leave_encounter),(change_screen_return)]),
    ]
  ),
  
  (
    "recruit_hunters",mnf_enable_hot_keys|mnf_scale_picture,
    "You can recruit as many bounty hunters as you want, at a cost of 50 gold per man.",
    "none",
    [(set_background_mesh, "mesh_pic_camp")],
    [
	  ("recruit_hunter",
      [
        (call_script, "script_cf_center_bounty_hunter_cond"),
       ]
       ,"Recruit one.",
       [
		   (party_add_members, "p_main_party", "trp_manhunter", 1),
           (troop_remove_gold, "trp_player", 50),
		   (jump_to_menu,"mnu_recruit_hunters"),
		 ]),
      ("go_back",[],"Go back.",[(jump_to_menu,"$g_next_menu")]),
    ]
  ),

  #RAMARAUNT END

Module Scenes
插入代码块:
  ("bounty_camp",sf_generate,"none", "none", (0,0),(120,120),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
    ["exit"],[], "outer_terrain_plain"),

Module Mission Templates (this is the default town_default template, but with minor changes for the tavern animation OSP)
插入代码块:
  (
    "town_default",0,-1,
    "Default town visit",
    [(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (8,mtef_scene_source,af_override_horse,0,1,[]),
     (9,mtef_scene_source,af_override_horse,0,1,[]),
     (10,mtef_scene_source,af_override_horse,0,1,[]),
     (11,mtef_scene_source,af_override_horse,0,1,[]),
     (12,mtef_scene_source,af_override_horse,0,1,[]),
     (13,mtef_scene_source,0,0,1,[]),
     (14,mtef_scene_source,0,0,1,[]),
     (15,mtef_scene_source,0,0,1,[]),
     (16,mtef_visitor_source,af_override_horse,0,1,[]),
     (17,mtef_visitor_source,af_override_horse,0,1,[]),
     (18,mtef_visitor_source,af_override_horse,0,1,[]),
     (19,mtef_visitor_source,af_override_horse,0,1,[]),
     (20,mtef_visitor_source,af_override_horse,0,1,[]),
     (21,mtef_visitor_source,af_override_horse,0,1,[]),
     (22,mtef_visitor_source,af_override_horse,0,1,[]),
     (23,mtef_visitor_source,af_override_horse,0,1,[]),
     (24,mtef_visitor_source,af_override_horse,0,1,[]),
     (25,mtef_visitor_source,af_override_horse,0,1,[]),
     (26,mtef_visitor_source,af_override_horse,0,1,[]),
     (27,mtef_visitor_source,af_override_horse,0,1,[]),
     (28,mtef_visitor_source,af_override_horse,0,1,[]),
     (29,mtef_visitor_source,af_override_horse,0,1,[]),
     (30,mtef_visitor_source,af_override_horse,0,1,[]),
     (31,mtef_visitor_source,af_override_horse,0,1,[]),
    #TAVERN OSP BEGIN
		(1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
		(2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
		(3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
		(4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
		(5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
		(6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
		(7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
		(8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
		(10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
	
	 ],
	#TAVERN OSP END  
     [
      (1, 0, ti_once, [], 
      [
        (store_current_scene, ":cur_scene"),
        (scene_set_slot, ":cur_scene", slot_scene_visited, 1),
        (try_begin),
          (eq, "$sneaked_into_town", 1),
          (call_script, "script_music_set_situation_with_culture", mtf_sit_town_infiltrate),
        (else_try),
          (eq, "$talk_context", tc_tavern_talk),
          (call_script, "script_music_set_situation_with_culture", mtf_sit_tavern),
        (else_try),
          (call_script, "script_music_set_situation_with_culture", mtf_sit_town),
        (try_end),
      ]),
	  dedal_tavern_animations, #TAVERN OSP ADD        
      (ti_before_mission_start, 0, 0, [], 
      [
        (call_script, "script_change_banners_and_chest"),
        (call_script, "script_initialize_tavern_variables"),
	  ]),

      (ti_inventory_key_pressed, 0, 0, 
      [
        (set_trigger_result,1)
      ], []),
      
      #tavern - belligerent drunk leaving/fading out
      (1, 0, 0, 
      [
        (gt, "$g_belligerent_drunk_leaving", 0),
        (entry_point_get_position, pos0, 0),
        (agent_get_position, pos1, "$g_belligerent_drunk_leaving"),
        (get_distance_between_positions, ":dist", pos0, pos1),
        (le, ":dist", 150),
      ],
      [
        (agent_fade_out, "$g_belligerent_drunk_leaving"),
        (assign, "$g_belligerent_drunk_leaving", 0),
      ]),
      
      (ti_tab_pressed, 0, 0, 
      [
        (try_begin),
          (eq, "$g_main_attacker_agent", 0),
          (set_trigger_result, 1),
        (try_end),  
      ], []),

	  #tavern brawl triggers - drunk
      (2, 0, 0, 
      [
	    (neg|conversation_screen_is_active),

		(eq, "$talk_context", tc_tavern_talk),
		
		(neg|troop_slot_eq, "trp_hired_assassin", slot_troop_cur_center, "$g_encountered_party"),		
		(troop_slot_eq, "trp_belligerent_drunk", slot_troop_cur_center, "$g_encountered_party"),		
		(eq, "$drunks_dont_pick_fights", 0),		
	  ], 
	  [	  
	    (try_begin),
	      (eq, "$g_start_belligerent_drunk_fight", 0),
	      (assign, "$g_start_belligerent_drunk_fight", 1),
	      
	      (try_for_agents, ":cur_agent"),
	        (agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
	        (eq, ":cur_agent_troop", "trp_belligerent_drunk"),
	        (assign, "$g_belligerent_drunk", ":cur_agent"),
	      (try_end),
	    (else_try),
	      (eq, "$g_start_belligerent_drunk_fight", 1),	 
	           
	      (agent_is_active, "$g_belligerent_drunk"),
	      (agent_is_alive, "$g_belligerent_drunk"),
	      (get_player_agent_no, ":player_agent"),
	      (agent_get_position, pos0, ":player_agent"),
	      (agent_get_position, pos1, "$g_belligerent_drunk"),
	      (get_distance_between_positions, ":dist", pos0, pos1),
	      (position_get_z, ":pos0_z", pos0),
	      (position_get_z, ":pos1_z", pos1),
	      (store_sub, ":z_difference", ":pos1_z", ":pos0_z"),
	      (try_begin),
	        (le, ":z_difference", 0),
	        (val_mul, ":z_difference", -1),
	      (try_end),
	      (store_mul, ":z_difference_mul_3", ":z_difference", 3),
	      (val_add, ":dist", ":z_difference_mul_3"),
	      (store_random_in_range, ":random_value", 0, 200),
	      (store_add, ":400_plus_random_200", 400, ":random_value"),
	      (le, ":dist", ":400_plus_random_200"),
	      
 		  (call_script, "script_activate_tavern_attackers"),
  		  (start_mission_conversation, "trp_belligerent_drunk"),
  		  (assign, "$g_start_belligerent_drunk_fight", 2),
	    (try_end),  
	  ]),
	  	  
	  #tavern brawl triggers - assassin
      (2, 0, 0, [
	    (neg|conversation_screen_is_active),
		(eq, "$talk_context", tc_tavern_talk),
		(troop_slot_eq, "trp_hired_assassin", slot_troop_cur_center, "$g_encountered_party"),		
	  ], 
	  [
	    (try_begin),
	      (eq, "$g_start_hired_assassin_fight", 0),
	      (assign, "$g_start_hired_assassin_fight", 1),
	      
	      (try_for_agents, ":cur_agent"),
	        (agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
	        (eq, ":cur_agent_troop", "trp_hired_assassin"),
	        (assign, "$g_hired_assassin", ":cur_agent"),
	      (try_end),	      
	    (else_try),  
	      (eq, "$g_start_hired_assassin_fight", 1),

	      (agent_is_active, "$g_hired_assassin"),
	      (agent_is_alive, "$g_hired_assassin"),
	      (get_player_agent_no, ":player_agent"),
	      (agent_get_position, pos0, ":player_agent"),
	      (agent_get_position, pos1, "$g_hired_assassin"),
	      (get_distance_between_positions, ":dist", pos0, pos1),
	      (position_get_z, ":pos0_z", pos0),
	      (position_get_z, ":pos1_z", pos1),
	      (store_sub, ":z_difference", ":pos1_z", ":pos0_z"),
	      (try_begin),
	        (le, ":z_difference", 0),
	        (val_mul, ":z_difference", -1),
	      (try_end),
	      (store_mul, ":z_difference_mul_3", ":z_difference", 3),
	      (val_add, ":dist", ":z_difference_mul_3"),
	      (store_random_in_range, ":random_value", 0, 200),
	      (store_add, ":400_plus_random_200", 400, ":random_value"),
	      (le, ":dist", ":400_plus_random_200"),

		  (call_script, "script_activate_tavern_attackers"),
		  (assign, "$g_start_hired_assassin_fight", 2),
		(try_end),  
	  ]),
	  	  
	  #Aftermath talks
      (3, 0, ti_once, 
      [
	    (neg|conversation_screen_is_active),
		(eq, "$talk_context", tc_tavern_talk),
		(gt, "$g_main_attacker_agent", 0),
				
		(this_or_next|neg|agent_is_alive, "$g_main_attacker_agent"),
		(agent_is_wounded, "$g_main_attacker_agent"),
      ],
      [
        (mission_enable_talk),
      
		(try_for_agents, ":agent"),
		  (agent_is_alive, ":agent"),
		  (agent_get_position, pos4, ":agent"),
		  (agent_set_scripted_destination, ":agent", pos4),
		(try_end),
		
		(party_get_slot, ":tavernkeeper", "$g_encountered_party", slot_town_tavernkeeper),
		(start_mission_conversation, ":tavernkeeper"),	 
	  ]),

	  
	  #Aftermath talks
      (3, 0, ti_once, 
      [
	    (neg|conversation_screen_is_active),
		(eq, "$talk_context", tc_tavern_talk),
		(gt, "$g_main_attacker_agent", 0),
		(main_hero_fallen),		
      ],
      [
	  (jump_to_menu, "mnu_lost_tavern_duel"),
	  (finish_mission,0)
	  
	  ]),	  
	  
	  
	  #No shooting in the tavern
      (1, 0, 0, 
      [
	    (neg|conversation_screen_is_active),
		(eq, "$talk_context", tc_tavern_talk),
		(gt, "$g_main_attacker_agent", 0),
		(is_between, "$g_encountered_party", towns_begin, towns_end), # In less lawful places, they don't care.
		
		(get_player_agent_no, ":player_agent"),
		(agent_is_alive, ":player_agent"),
		
		(agent_get_wielded_item, ":wielded_item", ":player_agent", 0),
		(is_between, ":wielded_item", "itm_darts", "itm_torch"),
		(neq, ":wielded_item", "itm_javelin_melee"),
		(neq, ":wielded_item", "itm_throwing_spear_melee"),
		(neq, ":wielded_item", "itm_jarid_melee"),
		(neq, ":wielded_item", "itm_light_throwing_axes_melee"),
		(neq, ":wielded_item", "itm_throwing_axes_melee"),
		(neq, ":wielded_item", "itm_heavy_throwing_axes_melee"),
      ], 
      [
		(party_get_slot, ":tavernkeeper", "$g_encountered_party", slot_town_tavernkeeper),
		(start_mission_conversation, ":tavernkeeper"),	 
	  ]),
	  	  	  
	  #Check for weapon in hand of attacker, also, everyone gets out of the way
      (1, 0, 0, 
      [
		(gt, "$g_main_attacker_agent", 0),	
      ],
      [
        (agent_get_wielded_item, ":wielded_item", "$g_main_attacker_agent", 0),
        (val_max, "$g_attacker_drawn_weapon", ":wielded_item"),               
        
        (call_script, "script_neutral_behavior_in_fight"),
      ]),	

	  #Debriefing after fight
      (0, 0, ti_once, 
      [
	    (neq, "$fistfight_result",0),
      ],
      [
		(start_mission_conversation, "trp_fight_promoter"),	 
      ]),	
	  
    ],
	
  ),

Module Troops
插入代码块:
# Bounty Hunter Camp
############
["timothy_hires","Guildsmaster Timothy Hires","Hires",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,0,0,fac_manhunters,
   [itm_mace_3,itm_mace_4,itm_nasal_helmet,itm_padded_cloth,itm_aketon_green,itm_aketon_green,itm_wooden_shield,itm_nomad_boots,itm_wrapping_boots,itm_sumpter_horse],
   def_attrib|level(10),wp(50),knows_common,0x0000000fcc00210a46d45746cb2d47a9000000000009c8ab0000000000000000, bandit_face2],
   
 ["bastion_gray","Quartermaster Bastion Gray","Gray",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,0,0,fac_manhunters,
   [itm_mace_3,itm_mace_4,itm_nasal_helmet,itm_padded_cloth,itm_aketon_green,itm_aketon_green,itm_wooden_shield,itm_nomad_boots,itm_wrapping_boots,itm_sumpter_horse],
   def_attrib|level(10),wp(50),knows_common,0x00000004bf086143259d061a9046e23500000000001db52c0000000000000000, bandit_face2],

Module Dialogues (This is not done yet, just filled out for debugging purposes.)
插入代码块:
  #Ramaraunt ADD BOUNTY CAMP
  [trp_timothy_hires, "start", [(troop_slot_eq, "$g_talk_troop", slot_troop_met_previously, 0)], "Hello there! Welcome to the bounty hunter camp! I am Timothy Hires of the Bounty Hunting Guild. Who might you be?", "bounty_lord_introduce",[]],
  [trp_timothy_hires, "start", [], "Hello, {playername}! Good to see you again, how can I help you?", "bounty_lord_talk",[]],
  
   [anyone|plyr, "bounty_lord_introduce",
   [],
   "Goodbye!", "close_window",[]],
   
  [trp_bastion_gray, "start", [], "I sell bounty hunting equipmet. Want anything to help you in your travels?", "bounty_merchant_talk",[]],
  
   [anyone|plyr, "bounty_merchant_talk",
   [],
   "Goodbye!", "close_window",[]],
  #Ramaraunt END BOUNTY CAMP

In the scene, bastion gray uses entry point 9, and timothy uses entry point 10.

EDIT: screens! Other stuff in here as well.  The Bounty Hunter Camp is empty, despite it having entry points. However, the salt mine has people in it with custom dialogues and everything, despite the fact that it uses the same exact code.

http://imgur.com/a/Tk4TU
 
Ramaraunt 说:
The Bounty Hunter Camp is empty

how are you trying to add visitors to your scene?

Khamukkamu 说:
I usually do it using game menus, and the operations

插入代码块:
set_visitor                     = 1263		# (set_visitor,<entry_no>,<troop_id>,[<dna>]),
set_visitors                    = 1264		# (set_visitors,<entry_no>,<troop_id>,<number_of_troops>),

For example:
插入代码块:
              (set_jump_mission, "mt_tld_erebor_dungeon"),
              (modify_visitors_at_site,"scn_erebor_dungeon_01"),	      
              (reset_visitors),
              (set_visitor, 1,"trp_player"),
              (set_visitor, 2, "trp_goblin_gundabad"),
              (set_visitor, 3, "trp_fell_orc_warrior_gundabad"),
              (set_visitor, 4, "trp_orc_fighter_gundabad"),
              (jump_to_scene, "scn_erebor_dungeon_01"),
              (change_screen_mission),
 
Hi guys! Could you look few posts up and tell me what I am doing wrong? I did the same tutorial 3 times from scratch from monday and I don't have any idea what I did wrong....

Or maybe you know any module system to download with more than 6 native faction I could check?
 
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