Another question-
How can I make a quest that rewards a player with an item? And how can I make that quest a one time thing?
How can I make a quest that rewards a player with an item? And how can I make that quest a one time thing?
You could use Morgh's tools to edit the module_troops file and my own MiB (Modular Item Builder) to quickly add new troops/upgrade trees.widde said:its just a problem since tweaking txt files can be done so easily and quickly, especially troops thanks to the troop editor.
I believe that means you're missing a bracket or comma somewhere. Or there are too many.Adviser said:How do I fix "Unexpected End of File while reading [insert textfile here]. I know that there is a tut for this somewhere, but for some reason I can't find it.
(
"durandal",mtf_battle_mode,charge,
"You find the Guardian waiting to test you....",
[(1,mtef_team_0|mtef_use_exact_number,af_override_horse,aif_start_alarmed,1,[]),
(2,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
],
[
common_inventory_not_available,
common_battle_init_banner,
(ti_tab_pressed, 0, 0, [(display_message,"str_cannot_leave_now")], []),
(ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),
(0, 0, ti_once, [],
[
(call_script, "script_music_set_situation_with_culture", mtf_sit_fight),
]),
(1, 4, ti_once, [(this_or_next|main_hero_fallen),(num_active_teams_le,1)],
[
(try_begin),
(main_hero_fallen),
(fail_quest,"qst_durandal"),
(else_try),
(succeed_quest,"qst_durandal"),
(troop_add_item,"trp_player","itm_durandal",[]),
(try_end),
(jump_to_scene,"scn_castle_13",1),(finish_mission),
]),
],
),
Oh wow I can't believe how thick I am Totally passed that over. Thanks man.Somebody said:(troop_add_item,"trp_player","itm_durandal",[]),
A number is required, not a list. In this case the numbers are defined in header_item_modifiers.py, or leave it 0 for plain.
you can attach fog script to an empty (or non-empty) prop, like e.g.Havoc said:Make fog a scene prop, like you can with snow and rain but with fog, possible?
("permanent_night",sokf_invisible,"empty","0", [(ti_on_init_scene_prop, [ (set_fog_distance,100,0x010101) ]), ]),
It's still the bow. You can probably do some gimmicky stuff by switching the bow item depending on what type of ammo is equipped before battle - but it probably won't work with two different quivers being used since you can't switch items during battle.MadocComadrin said:Just a quick question. I know how it was in the original, but does the arrow determine the damage type in Warband or does the bow?
The number of kingdoms is 6. The number of khergit factions is 3.Sir_Michal said:Hi!
I have one small question- what's is the number of kingdoms? Exactly Khergits but I prefer all. Thx
No idea what you're talking about. The only factions that are in multiplayer are the 6 kingdoms, between kingdom_1 and kingdoms_end. If this is for a mod, then ask in the module's board.("player_faction","Player Faction",0, 0.9, [], []),
("player_supporters_faction","Player's Supporters",0, 0.9, [("player_faction",1.00),("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xFF4433), #changed name so that can tell difference if shows up on map
("kingdom_1", "Kingdom of Swadia", 0, 0.9, default_kingdom_relations, [], 0xEE7744),
("kingdom_2", "Kingdom of Vaegirs", 0, 0.9, default_kingdom_relations, [], 0xCCBB99),
("kingdom_3", "Khergit Khanate", 0, 0.9, default_kingdom_relations, [], 0xCC99FF),
("kingdom_4", "Kingdom of Nords", 0, 0.9, default_kingdom_relations, [], 0x33DDDD),
("kingdom_5", "Kingdom of Rhodoks", 0, 0.9, default_kingdom_relations, [], 0x33DD33),
("kingdom_6", "Sarranid Sultanate", 0, 0.9, default_kingdom_relations, [], 0xDDDD33),
("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),
("robber_knights", "{!}robber_knights", 0, 0.1, [], []),
("khergits","{!}Khergits", 0, 0.5,[("player_faction",0.0)], []),
("black_khergits","{!}Black Khergits", 0, 0.5,[("player_faction",-0.3),("kingdom_1",-0.02),("kingdom_2",-0.02)], []),
This is Warband I presume? I cant remember the exact reason, but the module is screwed up. In the latest update, all Swadian towns were redone I believe, and old modules get screwed over. Im not sure though, there should be threads about this in the Warband section.SPQR said:I am having a problem with the Swadian Towns. Every swadian town I go in has no walls, items hanging in mid air surrounded by purple question marks. Obviously something is wrong with the scene but none of the other factions' towns are messed up. Any help would be appreciated. Thanks.