Modding Q&A [For Quick Questions and Answers]

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Im having some trouble with this op:
Code:
item_has_property                   = 2723  # (item_has_property, <item_kind_no>, <property>),
																						# Version 1.161+. Check that the item has specified property flag set. See the list of itp_* flags in header_items.py.

it seems to be returning true for half the item types, probably because the flags are:
Code:
itp_type_horse           = 0x0000000000000001
itp_type_one_handed_wpn  = 0x0000000000000002
itp_type_two_handed_wpn  = 0x0000000000000003
itp_type_polearm         = 0x0000000000000004
itp_type_arrows          = 0x0000000000000005
itp_type_bolts           = 0x0000000000000006
itp_type_shield          = 0x0000000000000007
itp_type_bow             = 0x0000000000000008
itp_type_crossbow        = 0x0000000000000009
itp_type_thrown          = 0x000000000000000a
itp_type_goods           = 0x000000000000000b
itp_type_head_armor      = 0x000000000000000c
itp_type_body_armor      = 0x000000000000000d
itp_type_foot_armor      = 0x000000000000000e
itp_type_hand_armor      = 0x000000000000000f
itp_type_pistol          = 0x0000000000000010
itp_type_musket          = 0x0000000000000011
itp_type_bullets         = 0x0000000000000012
itp_type_animal          = 0x0000000000000013
itp_type_book            = 0x0000000000000014
and itp_type_two_handed_wpn  & itp_type_horse == 1 == itp_type_horse

my solution was just using a bunch of other item_has_property with neg| :
Code:
							(item_has_property, free_item, itp_type_horse),
							(neg|item_has_property, free_item, itp_type_one_handed_wpn),
							(neg|item_has_property, free_item, itp_type_two_handed_wpn),
							(neg|item_has_property, free_item, itp_type_polearm),
							(neg|item_has_property, free_item, itp_type_arrows),
							(neg|item_has_property, free_item, itp_type_bolts),
							(neg|item_has_property, free_item, itp_type_shield),
							(neg|item_has_property, free_item, itp_type_bow),
							(neg|item_has_property, free_item, itp_type_crossbow),
							(neg|item_has_property, free_item, itp_type_thrown),
							(neg|item_has_property, free_item, itp_type_goods),
							(neg|item_has_property, free_item, itp_type_head_armor),
							(neg|item_has_property, free_item, itp_type_body_armor),
							(neg|item_has_property, free_item, itp_type_foot_armor),
							(neg|item_has_property, free_item, itp_type_hand_armor),
							(neg|item_has_property, free_item, itp_type_pistol),
							(neg|item_has_property, free_item, itp_type_musket),
							(neg|item_has_property, free_item, itp_type_bullets),
							(neg|item_has_property, free_item, itp_type_animal),
							(neg|item_has_property, free_item, itp_type_book),

anyone got a better solution?
 
KnightV said:
Code:
raceback (most recent call last):
 File "process_animations.py", line 61, in <module>
   write_actions(animations,len(action_codes),action_codes,"actions.txt")
 File "process_animations.py", line 30, in write_actions
   file.write(" %s %d %d "%(action_codes[i_action_code],action[1], action[2]))
print flags
ypeError: %d format: a number is required, not list
xporting meshes...
xporting sounds...
What is wrong&






About first problem
Code:
 ],
  ["spearwall_hold", acf_thrust|acf_enforce_all|acf_align_with_ground,
   [4.0, "anim_human", 7310, 7310, arf_blend_in_6],
 ],






Code:
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Local variable never used: player_agent, at: 0
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
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. . .






Code:
spearwall_trigger_8 = (0.1, 0, 0, [(eq,"$spear_in_position",1)], [
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_slot,":speartimer",":player",slot_agent_spearwall),
        (ge,":speartimer",10),
        (assign,":victim",-1),
        (agent_get_position,pos1,":player"),
        (try_for_agents,":possible_victim"),
           (agent_is_alive,":possible_victim"),
           (neg|agent_is_human,":possible_victim"),
           (agent_get_rider,":rider",":possible_victim"),
           (ge,":rider",0),
           (neg|agent_is_ally,":rider"),
           (agent_get_position,pos2,":possible_victim"),
           (get_distance_between_positions,":dist",pos1,pos2),
           (assign, "$spear_dist", 0),
           (lt,":dist","$spear_dist"),
           (neg|position_is_behind_position,pos2,pos1),
           (agent_get_slot,":speed",":possible_victim",slot_agent_speed),
           (ge,":speed",120), # Remember to change this if the timing on speed checks changes
           (assign,":victim",":possible_victim"),
        (try_end),
        (gt,":victim",-1),
        (agent_play_sound,":victim","snd_metal_hit_high_armor_high_damage"),
        (store_agent_hit_points,":hp",":victim",0),
        (store_agent_hit_points,":oldhp",":victim",1),
        (val_div,":speed",2), # Remember to change this if the timing on speed checks changes
        (val_sub,":speed",15),
        (val_sub,":hp",":speed"),
        (val_max,":hp",0),
        (agent_set_hit_points,":victim",":hp",0),
        (agent_deliver_damage_to_agent,":victim",":victim"),
        (agent_set_slot,":player",slot_agent_spearwall,0),
        (store_agent_hit_points,":hp",":victim",1),
        (val_sub,":oldhp",":hp"),
        (assign,reg1,":oldhp"),
        (display_message,"@Spear-wall dealt {reg1} damage!"),
        ])
spearwall_trigger_9 = (0, 0, 2, [(key_clicked, key_b),(eq,"$setting_use_spearwall",1)],
       [(assign, "$setting_use_spearwall", 0),(assign,":continue",0),
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_wielded_item, ":handone", ":player", 0),
        (agent_get_wielded_item, ":handtwo", ":player", 1),
        (assign,"$spear_dist",145),
        (try_for_range,":spear","itm_tutorial_spear","itm_Annu_spear"),
            (this_or_next|eq,":handone",":spear"),
            (eq,":handtwo",":spear"),
            (assign,":continue",1),
              (try_begin),
                 (eq,":spear","itm_war_spear"),
                 (assign,"$spear_dist",160),
              (else_try),
                 (eq,":spear","itm_spear"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_light_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_heavy_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_pike"),
                 (assign,"$spear_dist",255),
              (else_try),
                 (eq,":spear","itm_ashwood_pike"),
                 (assign,"$spear_dist",255),
              (else_try),
                 (eq,":spear","itm_awlpike"),
                 (assign,"$spear_dist",170),
              (else_try),
                 (eq,":spear","itm_pitch_fork"),
                 (assign,"$spear_dist",164),
              (else_try),
                 (eq,":spear","itm_military_fork"),
                 (assign,"$spear_dist",145),
              (else_try),
                 (eq,":spear","itm_battle_fork"),
                 (assign,"$spear_dist",152),
              (else_try),
                 (eq,":spear","itm_boar_spear"),
                 (assign,"$spear_dist",167),
              (else_try),
                 (eq,":spear","itm_glaive"),
                 (assign,"$spear_dist",167),
              (else_try),
                 (eq,":spear","itm_poleaxe"),
                 (assign,"$spear_dist",190),
              (else_try),
                 (eq,":spear","itm_polehammer"),
                 (assign,"$spear_dist",140),
              (else_try),
                 (eq,":spear","itm_shortened_spear"),
                 (assign,"$spear_dist",130),
              (else_try),
                 (eq,":spear","itm_jousting_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_double_sided_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_quarter_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_iron_staff"),
                 (assign,":continue",0),
              (try_end),
        (try_end),
        (eq,":continue",1),
        (agent_get_horse,":horse",":player"),
        (neg|gt,":horse",0),
        (neq, "$spear_in_position", 1),
        (display_message,"@Bracing spear for charge.",0x6495ed),
        (agent_set_animation, ":player", "anim_spearwall_hold"),
        (assign, "$spear_in_position", 1),
        (store_agent_hit_points,"$spear_hp",":player",1),
        ])
Helpppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad:
Im gonna be honest with you. It seems like your trying to glue things together without knowing how they work. That error is exactly what it says you have a global variable and a local variable i guess and its conflicting. With your other error it means your using the variable without assigning it a value so your best bet would be to display the value to debug your code.Besides that not much help anyone else can give you.There are wonderful people here willing to help but theyre not gonna help you if you dont help yourself.
 
Ikaguia said:
Im having some trouble with this op:
Code:
item_has_property                   = 2723  # (item_has_property, <item_kind_no>, <property>),# Version 1.161+. Check that the item has specified property flag set. See the list of itp_* flags in header_items.py.
it seems to be returning true for half the item types, probably because the flags are:
Code:
itp_type_horse           = 0x0000000000000001
itp_type_one_handed_wpn  = 0x0000000000000002
itp_type_two_handed_wpn  = 0x0000000000000003
itp_type_polearm         = 0x0000000000000004
itp_type_arrows          = 0x0000000000000005
itp_type_bolts           = 0x0000000000000006
itp_type_shield          = 0x0000000000000007
itp_type_bow             = 0x0000000000000008
itp_type_crossbow        = 0x0000000000000009
itp_type_thrown          = 0x000000000000000a
itp_type_goods           = 0x000000000000000b
itp_type_head_armor      = 0x000000000000000c
itp_type_body_armor      = 0x000000000000000d
itp_type_foot_armor      = 0x000000000000000e
itp_type_hand_armor      = 0x000000000000000f
itp_type_pistol          = 0x0000000000000010
itp_type_musket          = 0x0000000000000011
itp_type_bullets         = 0x0000000000000012
itp_type_animal          = 0x0000000000000013
itp_type_book            = 0x0000000000000014
To check for the item types you can also use item_get_type.

Ikaguia said:
and itp_type_two_handed_wpn  & itp_type_horse == 1 == itp_type_horse

my solution was just using a bunch of other item_has_property with neg| :
Code:
							(item_has_property, free_item, itp_type_horse),
							(neg|item_has_property, free_item, itp_type_one_handed_wpn),
							(neg|item_has_property, free_item, itp_type_two_handed_wpn),
							(neg|item_has_property, free_item, itp_type_polearm),
							(neg|item_has_property, free_item, itp_type_arrows),
							(neg|item_has_property, free_item, itp_type_bolts),
							(neg|item_has_property, free_item, itp_type_shield),
							(neg|item_has_property, free_item, itp_type_bow),
							(neg|item_has_property, free_item, itp_type_crossbow),
							(neg|item_has_property, free_item, itp_type_thrown),
							(neg|item_has_property, free_item, itp_type_goods),
							(neg|item_has_property, free_item, itp_type_head_armor),
							(neg|item_has_property, free_item, itp_type_body_armor),
							(neg|item_has_property, free_item, itp_type_foot_armor),
							(neg|item_has_property, free_item, itp_type_hand_armor),
							(neg|item_has_property, free_item, itp_type_pistol),
							(neg|item_has_property, free_item, itp_type_musket),
							(neg|item_has_property, free_item, itp_type_bullets),
							(neg|item_has_property, free_item, itp_type_animal),
							(neg|item_has_property, free_item, itp_type_book),
anyone got a better solution?
An item is not intended to have more than 1 type, so your property check makes no sense at all.

However, combined properies use logical OR's not AND's, so your nonsense property check looks like this;

itp_type_two_handed_wpn | itp_type_horse ---> 3 ---> itp_type_two_handed_wpn
 
Arthur_Pendragon said:
KnightV said:
Code:
raceback (most recent call last):
 File "process_animations.py", line 61, in <module>
   write_actions(animations,len(action_codes),action_codes,"actions.txt")
 File "process_animations.py", line 30, in write_actions
   file.write(" %s %d %d "%(action_codes[i_action_code],action[1], action[2]))
print flags
ypeError: %d format: a number is required, not list
xporting meshes...
xporting sounds...
What is wrong&






About first problem
Code:
 ],
  ["spearwall_hold", acf_thrust|acf_enforce_all|acf_align_with_ground,
   [4.0, "anim_human", 7310, 7310, arf_blend_in_6],
 ],






Code:
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Local variable never used: player_agent, at: 0
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
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. . .






Code:
spearwall_trigger_8 = (0.1, 0, 0, [(eq,"$spear_in_position",1)], [
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_slot,":speartimer",":player",slot_agent_spearwall),
        (ge,":speartimer",10),
        (assign,":victim",-1),
        (agent_get_position,pos1,":player"),
        (try_for_agents,":possible_victim"),
           (agent_is_alive,":possible_victim"),
           (neg|agent_is_human,":possible_victim"),
           (agent_get_rider,":rider",":possible_victim"),
           (ge,":rider",0),
           (neg|agent_is_ally,":rider"),
           (agent_get_position,pos2,":possible_victim"),
           (get_distance_between_positions,":dist",pos1,pos2),
           (assign, "$spear_dist", 0),
           (lt,":dist","$spear_dist"),
           (neg|position_is_behind_position,pos2,pos1),
           (agent_get_slot,":speed",":possible_victim",slot_agent_speed),
           (ge,":speed",120), # Remember to change this if the timing on speed checks changes
           (assign,":victim",":possible_victim"),
        (try_end),
        (gt,":victim",-1),
        (agent_play_sound,":victim","snd_metal_hit_high_armor_high_damage"),
        (store_agent_hit_points,":hp",":victim",0),
        (store_agent_hit_points,":oldhp",":victim",1),
        (val_div,":speed",2), # Remember to change this if the timing on speed checks changes
        (val_sub,":speed",15),
        (val_sub,":hp",":speed"),
        (val_max,":hp",0),
        (agent_set_hit_points,":victim",":hp",0),
        (agent_deliver_damage_to_agent,":victim",":victim"),
        (agent_set_slot,":player",slot_agent_spearwall,0),
        (store_agent_hit_points,":hp",":victim",1),
        (val_sub,":oldhp",":hp"),
        (assign,reg1,":oldhp"),
        (display_message,"@Spear-wall dealt {reg1} damage!"),
        ])
spearwall_trigger_9 = (0, 0, 2, [(key_clicked, key_b),(eq,"$setting_use_spearwall",1)],
       [(assign, "$setting_use_spearwall", 0),(assign,":continue",0),
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_wielded_item, ":handone", ":player", 0),
        (agent_get_wielded_item, ":handtwo", ":player", 1),
        (assign,"$spear_dist",145),
        (try_for_range,":spear","itm_tutorial_spear","itm_Annu_spear"),
            (this_or_next|eq,":handone",":spear"),
            (eq,":handtwo",":spear"),
            (assign,":continue",1),
              (try_begin),
                 (eq,":spear","itm_war_spear"),
                 (assign,"$spear_dist",160),
              (else_try),
                 (eq,":spear","itm_spear"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_light_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_heavy_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_pike"),
                 (assign,"$spear_dist",255),
              (else_try),
                 (eq,":spear","itm_ashwood_pike"),
                 (assign,"$spear_dist",255),
              (else_try),
                 (eq,":spear","itm_awlpike"),
                 (assign,"$spear_dist",170),
              (else_try),
                 (eq,":spear","itm_pitch_fork"),
                 (assign,"$spear_dist",164),
              (else_try),
                 (eq,":spear","itm_military_fork"),
                 (assign,"$spear_dist",145),
              (else_try),
                 (eq,":spear","itm_battle_fork"),
                 (assign,"$spear_dist",152),
              (else_try),
                 (eq,":spear","itm_boar_spear"),
                 (assign,"$spear_dist",167),
              (else_try),
                 (eq,":spear","itm_glaive"),
                 (assign,"$spear_dist",167),
              (else_try),
                 (eq,":spear","itm_poleaxe"),
                 (assign,"$spear_dist",190),
              (else_try),
                 (eq,":spear","itm_polehammer"),
                 (assign,"$spear_dist",140),
              (else_try),
                 (eq,":spear","itm_shortened_spear"),
                 (assign,"$spear_dist",130),
              (else_try),
                 (eq,":spear","itm_jousting_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_double_sided_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_quarter_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_iron_staff"),
                 (assign,":continue",0),
              (try_end),
        (try_end),
        (eq,":continue",1),
        (agent_get_horse,":horse",":player"),
        (neg|gt,":horse",0),
        (neq, "$spear_in_position", 1),
        (display_message,"@Bracing spear for charge.",0x6495ed),
        (agent_set_animation, ":player", "anim_spearwall_hold"),
        (assign, "$spear_in_position", 1),
        (store_agent_hit_points,"$spear_hp",":player",1),
        ])
Helpppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad:
Im gonna be honest with you. It seems like your trying to glue things together without knowing how they work. That error is exactly what it says you have a global variable and a local variable i guess and its conflicting. With your other error it means your using the variable without assigning it a value so your best bet would be to display the value to debug your code.Besides that not much help anyone else can give you.There are wonderful people here willing to help but theyre not gonna help you if you dont help yourself.


How the are conflicting ?? I don't understand . Please, say how to fix that ...I am crazy now.....I know English and that is why can you help me showing simply steps , example : 1. You need go there..
2. Then do this ....
 
KnightV said:
Arthur_Pendragon said:
KnightV said:
Code:
raceback (most recent call last):
 File "process_animations.py", line 61, in <module>
   write_actions(animations,len(action_codes),action_codes,"actions.txt")
 File "process_animations.py", line 30, in write_actions
   file.write(" %s %d %d "%(action_codes[i_action_code],action[1], action[2]))
print flags
ypeError: %d format: a number is required, not list
xporting meshes...
xporting sounds...
What is wrong&






About first problem
Code:
 ],
  ["spearwall_hold", acf_thrust|acf_enforce_all|acf_align_with_ground,
   [4.0, "anim_human", 7310, 7310, arf_blend_in_6],
 ],






Code:
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Local variable never used: player_agent, at: 0
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
WARNING: Variable name used for both local and global contexts:spear_dist
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. . .






Code:
spearwall_trigger_8 = (0.1, 0, 0, [(eq,"$spear_in_position",1)], [
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_slot,":speartimer",":player",slot_agent_spearwall),
        (ge,":speartimer",10),
        (assign,":victim",-1),
        (agent_get_position,pos1,":player"),
        (try_for_agents,":possible_victim"),
           (agent_is_alive,":possible_victim"),
           (neg|agent_is_human,":possible_victim"),
           (agent_get_rider,":rider",":possible_victim"),
           (ge,":rider",0),
           (neg|agent_is_ally,":rider"),
           (agent_get_position,pos2,":possible_victim"),
           (get_distance_between_positions,":dist",pos1,pos2),
           (assign, "$spear_dist", 0),
           (lt,":dist","$spear_dist"),
           (neg|position_is_behind_position,pos2,pos1),
           (agent_get_slot,":speed",":possible_victim",slot_agent_speed),
           (ge,":speed",120), # Remember to change this if the timing on speed checks changes
           (assign,":victim",":possible_victim"),
        (try_end),
        (gt,":victim",-1),
        (agent_play_sound,":victim","snd_metal_hit_high_armor_high_damage"),
        (store_agent_hit_points,":hp",":victim",0),
        (store_agent_hit_points,":oldhp",":victim",1),
        (val_div,":speed",2), # Remember to change this if the timing on speed checks changes
        (val_sub,":speed",15),
        (val_sub,":hp",":speed"),
        (val_max,":hp",0),
        (agent_set_hit_points,":victim",":hp",0),
        (agent_deliver_damage_to_agent,":victim",":victim"),
        (agent_set_slot,":player",slot_agent_spearwall,0),
        (store_agent_hit_points,":hp",":victim",1),
        (val_sub,":oldhp",":hp"),
        (assign,reg1,":oldhp"),
        (display_message,"@Spear-wall dealt {reg1} damage!"),
        ])
spearwall_trigger_9 = (0, 0, 2, [(key_clicked, key_b),(eq,"$setting_use_spearwall",1)],
       [(assign, "$setting_use_spearwall", 0),(assign,":continue",0),
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_wielded_item, ":handone", ":player", 0),
        (agent_get_wielded_item, ":handtwo", ":player", 1),
        (assign,"$spear_dist",145),
        (try_for_range,":spear","itm_tutorial_spear","itm_Annu_spear"),
            (this_or_next|eq,":handone",":spear"),
            (eq,":handtwo",":spear"),
            (assign,":continue",1),
              (try_begin),
                 (eq,":spear","itm_war_spear"),
                 (assign,"$spear_dist",160),
              (else_try),
                 (eq,":spear","itm_spear"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_light_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_heavy_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_pike"),
                 (assign,"$spear_dist",255),
              (else_try),
                 (eq,":spear","itm_ashwood_pike"),
                 (assign,"$spear_dist",255),
              (else_try),
                 (eq,":spear","itm_awlpike"),
                 (assign,"$spear_dist",170),
              (else_try),
                 (eq,":spear","itm_pitch_fork"),
                 (assign,"$spear_dist",164),
              (else_try),
                 (eq,":spear","itm_military_fork"),
                 (assign,"$spear_dist",145),
              (else_try),
                 (eq,":spear","itm_battle_fork"),
                 (assign,"$spear_dist",152),
              (else_try),
                 (eq,":spear","itm_boar_spear"),
                 (assign,"$spear_dist",167),
              (else_try),
                 (eq,":spear","itm_glaive"),
                 (assign,"$spear_dist",167),
              (else_try),
                 (eq,":spear","itm_poleaxe"),
                 (assign,"$spear_dist",190),
              (else_try),
                 (eq,":spear","itm_polehammer"),
                 (assign,"$spear_dist",140),
              (else_try),
                 (eq,":spear","itm_shortened_spear"),
                 (assign,"$spear_dist",130),
              (else_try),
                 (eq,":spear","itm_jousting_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_double_sided_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_quarter_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_iron_staff"),
                 (assign,":continue",0),
              (try_end),
        (try_end),
        (eq,":continue",1),
        (agent_get_horse,":horse",":player"),
        (neg|gt,":horse",0),
        (neq, "$spear_in_position", 1),
        (display_message,"@Bracing spear for charge.",0x6495ed),
        (agent_set_animation, ":player", "anim_spearwall_hold"),
        (assign, "$spear_in_position", 1),
        (store_agent_hit_points,"$spear_hp",":player",1),
        ])
Helpppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad: :sad:
Im gonna be honest with you. It seems like your trying to glue things together without knowing how they work. That error is exactly what it says you have a global variable and a local variable i guess and its conflicting. With your other error it means your using the variable without assigning it a value so your best bet would be to display the value to debug your code.Besides that not much help anyone else can give you.There are wonderful people here willing to help but theyre not gonna help you if you dont help yourself.


How the are conflicting ?? I don't understand . Please, say how to fix that ...I am crazy now.....I know English and that is why can you help me showing simply steps , example : 1. You need go there..
2. Then do this ....

The compiler is giving you a warning. That doesn’t mean it is conflicting. I’ve not seen that warning before, but it is probably warning you that one of them might be a spelling mistake.

Try searching all the files in your module folder for :spear_dist (the local variable).

If you meant any instances to be the global variable $spear_dist change them to that.
If you meant any instances to be a separate local variable rename them :spear_dist2 to avoid any confusion & hopefully get rid of those compiler warnings.

PS if any instances of :spear_dist are not your code, you can still rename them :spear_dist2
Local variables are converted into numbers by the compiler, the labels are only for our convenience. Local variables only persist within the current code block.
 
imado552 said:
so lately i managed to lower the waiting time when lunching a new game with 30 factions (removed the others till i find another fix) and so it takes few minutes to lunch and that's okay from my side
but the weird thing i'm having is reinforcement aren't coming for some clans (kingdoms) i checked the relevant files but everything seems okay some clans get their troops (few for testing purpose) as for other clans they get nothing the lords will keep on staying in their castles/towns with 1 troop(themselves) and towns and castles have 0 garrisoned troops which other clans took the opportunity and started besieging 10s and 10s of castles expanding quickly so anyone might have passed on something similar can help me out !

and another problems is the meshes (the note window where you check the factions) where can i find them ? which file ? because i want to change them to the flag of the clan (meshes half of them don't get loaded by the game for some unknown reason) thanks!
Anyone ?
 
imado552 said:
imado552 said:
so lately i managed to lower the waiting time when lunching a new game with 30 factions (removed the others till i find another fix) and so it takes few minutes to lunch and that's okay from my side
but the weird thing i'm having is reinforcement aren't coming for some clans (kingdoms) i checked the relevant files but everything seems okay some clans get their troops (few for testing purpose) as for other clans they get nothing the lords will keep on staying in their castles/towns with 1 troop(themselves) and towns and castles have 0 garrisoned troops which other clans took the opportunity and started besieging 10s and 10s of castles expanding quickly so anyone might have passed on something similar can help me out !

and another problems is the meshes (the note window where you check the factions) where can i find them ? which file ? because i want to change them to the flag of the clan (meshes half of them don't get loaded by the game for some unknown reason) thanks!
Anyone ?
What do you expect to hear? We don't have your module system.
If something doesn't work, you have to play detective.
Find the script that gives reinforcements (cf_reinforce_party). Study it, every part of it.
The script requests data from reinforcement a/b/c/ slots? Make sure they're filled with respective data for respective kingdoms.
The script is supposed to give troops to spt_kingdom_hero_party? Make sure your kingdom parties actually count as spt_kingdom_hero_party.
The script requests lord's/town's original kingdom culture? Use the search function, find the place in the code where they're assigned, make sure your problematic kingdoms did not become an exception for one reason or another.
The script refers to some constant? Make sure it is correct.
Check scripts that call script_cf_reinforce_party (hire_men_to_kingdom_hero_party and one of simple triggers). Make sure they're OK too.

If you still can't find the error, backup your files and then fill all these scripts with checks / debug reports on every single step.
Such as
(store_faction_of_party, ":party_faction", ":party_no"),
(faction_get_slot, ":party_template_a", ":party_faction", slot_faction_reinforcements_a),

(str_store_faction_name, s7, ":party_faction"),
(assign, reg1, ":party_template_a"),
(display_message, "@{s7} uses party template_a #{reg1}"),
And if you see in the report that some slots that are supposed to store templates are in fact empty, you will know where you have to look.

As for meshes - interface meshes are stored in core_ui_meshes.brf.

_____________________________________________________________________

KnightV - do everyone a favor and learn to put large walls of text under spoiler.
Code:
[spoiler][/spoiler]
Besides, who's doing the coding? You or kalarhan? Are you going to report every single of your errors here? Most of them are self-explanatory.

And to everyone who replied to this wall - there is no need to multi-quote the entire history of the correspondence.
And you can use spoiler tags too or simply cut the text from the quote.
 
_Sebastian_ said:
Ikaguia said:
Im having some trouble with this op:
Code:
item_has_property                   = 2723  # (item_has_property, <item_kind_no>, <property>),# Version 1.161+. Check that the item has specified property flag set. See the list of itp_* flags in header_items.py.
it seems to be returning true for half the item types, probably because the flags are:
Code:
itp_type_horse           = 0x0000000000000001
itp_type_one_handed_wpn  = 0x0000000000000002
itp_type_two_handed_wpn  = 0x0000000000000003
itp_type_polearm         = 0x0000000000000004
itp_type_arrows          = 0x0000000000000005
itp_type_bolts           = 0x0000000000000006
itp_type_shield          = 0x0000000000000007
itp_type_bow             = 0x0000000000000008
itp_type_crossbow        = 0x0000000000000009
itp_type_thrown          = 0x000000000000000a
itp_type_goods           = 0x000000000000000b
itp_type_head_armor      = 0x000000000000000c
itp_type_body_armor      = 0x000000000000000d
itp_type_foot_armor      = 0x000000000000000e
itp_type_hand_armor      = 0x000000000000000f
itp_type_pistol          = 0x0000000000000010
itp_type_musket          = 0x0000000000000011
itp_type_bullets         = 0x0000000000000012
itp_type_animal          = 0x0000000000000013
itp_type_book            = 0x0000000000000014
To check for the item types you can also use item_get_type.

Ikaguia said:
and itp_type_two_handed_wpn  & itp_type_horse == 1 == itp_type_horse

my solution was just using a bunch of other item_has_property with neg| :
Code:
							(item_has_property, free_item, itp_type_horse),
							(neg|item_has_property, free_item, itp_type_one_handed_wpn),
							(neg|item_has_property, free_item, itp_type_two_handed_wpn),
							(neg|item_has_property, free_item, itp_type_polearm),
							(neg|item_has_property, free_item, itp_type_arrows),
							(neg|item_has_property, free_item, itp_type_bolts),
							(neg|item_has_property, free_item, itp_type_shield),
							(neg|item_has_property, free_item, itp_type_bow),
							(neg|item_has_property, free_item, itp_type_crossbow),
							(neg|item_has_property, free_item, itp_type_thrown),
							(neg|item_has_property, free_item, itp_type_goods),
							(neg|item_has_property, free_item, itp_type_head_armor),
							(neg|item_has_property, free_item, itp_type_body_armor),
							(neg|item_has_property, free_item, itp_type_foot_armor),
							(neg|item_has_property, free_item, itp_type_hand_armor),
							(neg|item_has_property, free_item, itp_type_pistol),
							(neg|item_has_property, free_item, itp_type_musket),
							(neg|item_has_property, free_item, itp_type_bullets),
							(neg|item_has_property, free_item, itp_type_animal),
							(neg|item_has_property, free_item, itp_type_book),
anyone got a better solution?
An item is not intended to have more than 1 type, so your property check makes no sense at all.

However, combined properies use logical OR's not AND's, so your nonsense property check looks like this;

itp_type_two_handed_wpn | itp_type_horse ---> 3 ---> itp_type_two_handed_wpn

oh my, I completely forgot about item_get_type, tx
 
https://drive.google.com/open?id=11obMfygXq3mzQYExkEC-LCcFRzw2zDZE

This is my file with errors

https://forums.taleworlds.com/index.php/topic,129691.0.html

gaide which i folowed

and the error of course

INFO Detected: module = "module_strings", component name = "strings"
INFO Detected: module = "module_strings", component name = "strings"
INFO Detected: module = "module_skills", component name = "skills"
INFO Detected: module = "module_meshes", component name = "meshes"
INFO Detected: module = "module_sounds", component name = "sounds"
INFO Detected: module = "module_items", component name = "items"
INFO Detected: module = "module_troops", component name = "troops"
INFO Detected: module = "module_quests", component name = "quests"
INFO Detected: module = "module_party_templates", component name = "party_templa
tes"
INFO Detected: module = "module_parties", component name = "parties"
INFO Detected: module = "module_scenes", component name = "scenes"
INFO Detected: module = "module_scenes", component name = "scenes"
INFO Detected: module = "module_scripts", component name = "scripts"
INFO Detected: module = "module_game_menus", component name = "game_menus"
INFO Detected: module = "module_particle_systems", component name = "particle_sy
stems"
INFO Detected: module = "module_scene_props", component name = "scene_props"
INFO Detected: module = "module_presentations", component name = "presentations"

INFO Detected: module = "module_map_icons", component name = "map_icons"
INFO Detected: module = "module_animations", component name = "animations"
INFO Detected: module = "module_animations", component name = "animations"
Initializing...
INFO Detected: module = "module_triggers", component name = "triggers"
INFO Detected: module = "module_dialogs", component name = "dialogs"
INFO Detected: module = "module_simple_triggers", component name = "simple_trigg
ers"
INFO Detected: module = "module_presentations", component name = "presentations"

INFO Detected: module = "module_strings", component name = "strings"
INFO Detected: module = "module_strings", component name = "strings"
INFO Detected: module = "module_skills", component name = "skills"
INFO Detected: module = "module_meshes", component name = "meshes"
INFO Detected: module = "module_sounds", component name = "sounds"
INFO Detected: module = "module_items", component name = "items"
INFO Detected: module = "module_troops", component name = "troops"
INFO Detected: module = "module_quests", component name = "quests"
INFO Detected: module = "module_party_templates", component name = "party_templa
tes"
INFO Detected: module = "module_parties", component name = "parties"
INFO Detected: module = "module_scenes", component name = "scenes"
INFO Detected: module = "module_scenes", component name = "scenes"
INFO Detected: module = "module_scripts", component name = "scripts"
INFO Detected: module = "module_game_menus", component name = "game_menus"
INFO Detected: module = "module_particle_systems", component name = "particle_sy
stems"
INFO Detected: module = "module_scene_props", component name = "scene_props"
INFO Detected: module = "module_map_icons", component name = "map_icons"
INFO Detected: module = "module_animations", component name = "animations"
INFO Detected: module = "module_animations", component name = "animations"
Compiling all global variables...
Error in script:
4
Error in script:
(30, ':lord_troop_id', 0)
Error in script:
(560, ':lord_troop_id', 30, 0)
Error in script:
3
INFO Detected: module = "module_strings", component name = "strings"
INFO Detected: module = "module_strings", component name = "strings"
Exporting strings...
INFO Detected: module = "module_skills", component name = "skills"
Exporting skills...
Exporting tracks...
INFO Detected: module = "module_animations", component name = "animations"
INFO Detected: module = "module_animations", component name = "animations"
Exporting animations...

all changes are marked with jrider


Help please....i am crying loud
 
if i have a warning about local variable and for some reasons i don't remember what i added last days how can i find it because there are many @native@ local variables like my added
 
Leonion said:
imado552 said:
imado552 said:
so lately i managed to lower the waiting time when lunching a new game with 30 factions (removed the others till i find another fix) and so it takes few minutes to lunch and that's okay from my side
but the weird thing i'm having is reinforcement aren't coming for some clans (kingdoms) i checked the relevant files but everything seems okay some clans get their troops (few for testing purpose) as for other clans they get nothing the lords will keep on staying in their castles/towns with 1 troop(themselves) and towns and castles have 0 garrisoned troops which other clans took the opportunity and started besieging 10s and 10s of castles expanding quickly so anyone might have passed on something similar can help me out !

and another problems is the meshes (the note window where you check the factions) where can i find them ? which file ? because i want to change them to the flag of the clan (meshes half of them don't get loaded by the game for some unknown reason) thanks!
Anyone ?
What do you expect to hear? We don't have your module system.
If something doesn't work, you have to play detective.
Find the script that gives reinforcements (cf_reinforce_party). Study it, every part of it.
The script requests data from reinforcement a/b/c/ slots? Make sure they're filled with respective data for respective kingdoms.
The script is supposed to give troops to spt_kingdom_hero_party? Make sure your kingdom parties actually count as spt_kingdom_hero_party.
The script requests lord's/town's original kingdom culture? Use the search function, find the place in the code where they're assigned, make sure your problematic kingdoms did not become an exception for one reason or another.
The script refers to some constant? Make sure it is correct.
Check scripts that call script_cf_reinforce_party (hire_men_to_kingdom_hero_party and one of simple triggers). Make sure they're OK too.

If you still can't find the error, backup your files and then fill all these scripts with checks / debug reports on every single step.
Such as
(store_faction_of_party, ":party_faction", ":party_no"),
(faction_get_slot, ":party_template_a", ":party_faction", slot_faction_reinforcements_a),

(str_store_faction_name, s7, ":party_faction"),
(assign, reg1, ":party_template_a"),
(display_message, "@{s7} uses party template_a #{reg1}"),
And if you see in the report that some slots that are supposed to store templates are in fact empty, you will know where you have to look.

As for meshes - interface meshes are stored in core_ui_meshes.brf.

thanks and this is what i was waiting to hear :smile: i'll check them all!
Edit: fixed the problem thanks for the info Leonion
another question is where are the faction called from (i mean like in scripts where they are called from "module_factions" like cultures and something similar)i wanna check why the game takes about 6-10 minutes to start a new game when having all of my factions (52) and it takes about 3-6 mins when there is about 30 factions why is this happening ? so i wanna fix it but i checked all the files i know of and found nothing  so any advice and the above ? thanks
 
Having a bit of trouble with this:

Code:
 Ser Flement Brax of the The Westerlands has been released from captivity.
 <trp=1476>Ramsay Bolton</> has switched from <fac=36>The North</> to <fac=36>The North</>.
 <trp=1420>Lord Jonos Bracken</> of <fac=45>The Westerlands</> was defeated in battle but managed to escape.
 SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1059; LINE NO: 1: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1059; LINE NO: 2: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1059; LINE NO: 1: 
 At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1059; LINE NO: 23: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1651: Invalid Party ID: 1059; LINE NO: 47: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1059; LINE NO: 1: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1067; LINE NO: 1: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1067; LINE NO: 2: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1067; LINE NO: 1: 
 At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1067; LINE NO: 23: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1651: Invalid Party ID: 1067; LINE NO: 47: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1067; LINE NO: 1: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1130; LINE NO: 1: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1130; LINE NO: 2: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1130; LINE NO: 1: 
 At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1130; LINE NO: 23: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1651: Invalid Party ID: 1130; LINE NO: 47: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1130; LINE NO: 1: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. Your party consumed 1 units of food (48 days left).
 Current force morale is 60.
 SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1059; LINE NO: 1: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1059; LINE NO: 2: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1059; LINE NO: 1: 
 At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1059; LINE NO: 23: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1651: Invalid Party ID: 1059; LINE NO: 47: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1059; LINE NO: 1: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1059; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1067; LINE NO: 1: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1067; LINE NO: 2: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1067; LINE NO: 1: 
 At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1067; LINE NO: 23: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1651: Invalid Party ID: 1067; LINE NO: 47: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1067; LINE NO: 1: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1067; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1130; LINE NO: 1: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 1130; LINE NO: 2: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1130; LINE NO: 1: 
 At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: combine_same_troops_from_prisoners. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1130; LINE NO: 23: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 25: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1651: Invalid Party ID: 1130; LINE NO: 47: 
 At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. At script: process_ransom_for_party. SCRIPT ERROR ON OPCODE 1650: Invalid Party ID: 1130; LINE NO: 1: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. SCRIPT ERROR ON OPCODE 1652: Invalid Party ID: 1130; LINE NO: 3: 
 At script: process_outlaws_for_party. At script: process_outlaws_for_party. <fac=48>Pentos</> and <fac=51>Lys</> have concluded a non aggression pact with each other.
 <fac=49>Tyrosh</> and <fac=51>Lys</> have concluded a non aggression pact with each other.
 <fac=50>Myr</> and <fac=41>Braavos</> have concluded a non aggression pact with each other.
 <fac=50>Myr</> and <fac=54>Lorath</> have concluded a non aggression pact with each other.
 <fac=52>Volantis</> and <fac=49>Tyrosh</> have concluded a non aggression pact with each other.
 <fac=52>Volantis</> and <fac=50>Myr</> have concluded a non aggression pact with each other.
 <fac=52>Volantis</> and <fac=51>Lys</> have concluded a non aggression pact with each other.
 <fac=53>Norvos</> and <fac=49>Tyrosh</> have concluded a non aggression pact with each other.
 <fac=53>Norvos</> and <fac=51>Lys</> have concluded a non aggression pact with each other.
 <fac=54>Lorath</> and <fac=51>Lys</> have concluded a non aggression pact with each other.
 Your party consumed 1 units of food (47 days left).
 
imado552 said:
why the game takes about 6-10 minutes to start a new game

script_game_start



Cozur said:
Having a bit of trouble with this:
check who is calling that script and make sure the party is valid before doing that (ID > 0, it exists, it is valid, and whatever else you need to check like template ID)
 
Not quite sure what you mean.

It appears to be caused by this?:

                        (try_begin),
                        (gt,"$g_robb_stark", 0),
                        (party_is_active, "$g_robb_stark"),
                        (remove_party,  "$g_robb_stark"),
                        (try_end),
 
Cozur said:
Not quite sure what you mean.

read the error message (s)
identify the script, line of code, and operation that is blowing up
see why you gave it a invalid parameter (party ID)
rinse and repeat as you have multiple errors (from the same root cause)

you will notice that there are several lines on your script, with different operations, trying to do stuff on a party that not longer exists
 
hello everyone, I'm modding on my battle field mod. I succesfully added more formations on game. but I got a problem here. I want to create a easy division system. But I have no idea. For example,

I want divide 200 soldiers into 4; (50 agents per division) and I want assign each as an orderable battle group.

How can I do this?
Any ideas?
 
-MaveRick- said:
I want divide 200 soldiers into 4; (50 agents per division) and I want assign each as an orderable battle group.

do a loop on agents (or use the spawn trigger event), add a counter or a simple MOD test, apply the division operation. If you need help with the operations check Lav's modsys header_operations.py

you can also bring code snippets if you need help with a particular part of the implementation
 
I didn't know where to write. this thread was locked.

https://forums.taleworlds.com/index.php/topic,324890.555.html



So I ask here:

When I upgrade my WSE to 4.5.6, I got an error:

It says that fmodex.dll is missing.

http://prntscr.com/hrif7l

Also when I rename the 1.170 exe from mb_warband to mb_warband_old, it says the dedicated exe is missing, when I put it in WSE folder, then It says that core_materials and bunch of thing is missing.  :neutral:

This is started to happen when I verified my warband files from steam.
 
I have an item that when equipped or in the players inventory it adds +1 to the inventory management attribute which in turn should add +6 inventory spaces. Although it correctly adds the +1 to the attribute the inventory spaces does not increase. Is this a hardcoded feature, meaning it cannot be altered in this way or am I missing something?


Thanks.
 
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