umm, when there is no such shader, it usually said "no technique", not object. earthenvmap uses some texture I recall, see if it's in place in WB
# Accumulate taxes
(24 * 7,
[
(try_for_range, ":center_no", centers_begin, centers_end),
(party_get_slot, ":accumulated_rents", ":center_no", slot_center_accumulated_rents),
(assign, ":cur_rents", 0),
(try_begin),
(party_slot_eq, ":center_no", slot_party_type, spt_village),
(try_begin),
(party_slot_eq, ":center_no", slot_village_state, svs_normal),
(assign, ":cur_rents", 500),
(try_end),
(else_try),
(party_slot_eq, ":center_no", slot_party_type, spt_castle),
(assign, ":cur_rents", 250),
(else_try),
(party_slot_eq, ":center_no", slot_party_type, spt_town),
(assign, ":cur_rents", 1000),
(try_end),
(try_begin),
(party_slot_eq, ":center_no", slot_center_has_market, 1),
(assign, ":cur_rents", 250),
(try_end),
(party_get_slot, ":prosperity", ":center_no", slot_town_prosperity),
(store_add, ":multiplier", 10, ":prosperity"),
(val_mul, ":cur_rents", ":multiplier"),
(val_div, ":cur_rents", 110),#Prosperity of 100 gives the default values
(val_add, ":accumulated_rents", ":cur_rents"),
(party_set_slot, ":center_no", slot_center_accumulated_rents, ":accumulated_rents"),
(try_end),
FrisianDude said:A market? That's a very good idea. Does it also have an effect on the town prosperity?
Native schools trigger
(30 * 24,
[(try_for_range, ":cur_village", villages_begin, villages_end),
(party_slot_eq, ":cur_village", slot_town_lord, "trp_player"),
(party_get_slot, ":cur_relation", ":cur_village", slot_center_player_relation),
(val_add, ":cur_relation", 1),
(val_min, ":cur_relation", 100),
(party_set_slot, ":cur_village", slot_center_player_relation, ":cur_relation"),
(try_end),
]),
(30 * 24,
[(try_for_range, ":cur_town", towns_begin, towns_end),
(party_slot_eq, ":cur_town", slot_town_lord, "trp_player"),
(party_slot_eq, ":town_no", slot_center_has_market, 1),
(call_script, "script_change_center_prosperity", ":center_no", 5),
(try_end),
]),
SupaNinjaMan said:How would I code a new weapon to use the no weapon boxing animations?
Also, Nameless, it looks right, have you tested it yet?
(try_for_range, ":cur_village", villages_begin, villages_end),
(party_slot_eq, ":cur_village", slot_town_lord, "trp_player"),
(party_slot_eq, ":cur_village", slot_center_has_school, 1),
(party_get_slot, ":cur_relation", ":cur_village", slot_center_player_relation),
(val_add, ":cur_relation", 1),
(val_min, ":cur_relation", 100),
(party_set_slot, ":cur_village", slot_center_player_relation, ":cur_relation"),
(try_end),
Somebody said:As for the school/market, the code is actually
Also, walled_centers_begin = towns_begin.Code:(try_for_range, ":cur_village", villages_begin, villages_end), (party_slot_eq, ":cur_village", slot_town_lord, "trp_player"), (party_slot_eq, ":cur_village", slot_center_has_school, 1), (party_get_slot, ":cur_relation", ":cur_village", slot_center_player_relation), (val_add, ":cur_relation", 1), (val_min, ":cur_relation", 100), (party_set_slot, ":cur_village", slot_center_player_relation, ":cur_relation"), (try_end),
(30 * 24,
[(try_for_range, ":cur_town", walled_centers_begin, walled_centers_end),
(party_slot_eq, ":cur_town", slot_town_lord, "trp_player"),
(party_slot_eq, ":cur_town", slot_center_has_market, 1),
(call_script, "script_change_center_prosperity", ":cur_town", 5),
(try_end),
]),