Theoris
You don't have to assign it though, I believe.
You can simply do (agent_unequip_item, ":attacker", reg0), no?
You can simply do (agent_unequip_item, ":attacker", reg0), no?
You should be able to, yes.Theoris said:You don't have to assign it though, I believe.
You can simply do (agent_unequip_item, ":attacker", reg0), no?
reg(0) = reg0Billath said:I don't know I never tried it (I tried reg(0) untill I figured out it was supposed to be reg0 )
It works for me with any kind of ammo in the inventory as long as you have the correct ammo type in a weapon slot.Theoris said:(agent_set_ammo, ":agent", ":ammo_item", ":value"), doesn't seem to work when there are 2 different ammo items in inventory, is this happening for anybody else as well?
With WSE you can loop through the registers using (register_get, ":register_value", "i"),.Caba`drin said:But don't be fooled...the parentheses after reg do not mean you can iterate/loop through them with reg(":i") or even reg(reg60) though I tried hard enough
J12-19 said:I was wondering if there is a guide for making armor, thanks.
When I ran it I had 2 auto weapons, bolts(auto ammo placeholder), and a shield in weapon slots. Then in my inventory I had bolts, large bag of steel bolts, bent bolts, kerghit arrows, arrows, and javelins. Using these I can fire and the ammo counter decreases properly. If I replace the bolts with arrows I can't fire, and if I replace the weapon slot bolts with steel bolts I can fire infinitely. With my system ammo items are lost upon complete use.Theoris said:Try the command again with two different ammo items of the same type in the inventory.
common_disarm = (ti_on_agent_hit, 0, 0, [],
[
(store_trigger_param_1, ":agent"),
(store_trigger_param_2, ":attacker"),
(agent_get_attack_action, ":parried", ":attacker"),
(try_begin),
(eq, ":parried", 4),
(store_random_in_range, ":random_no", 1, 100),
(try_begin),
(gt, ":random_no", 10),
(agent_unequip_item, ":attacker", reg0),
(display_message, "@Disarmed"),
(try_end),
(try_end),
])
Don't get too overconfident.Theoris said:Then, try agent_set_ammo on weapon_slot_1 item. Absolutely nothing happens for me, but it might be my scripts (highly doubt that though).
There is, but it isn't easy. You need to add some Python code to get the item hitpoints and store it in an item slot.Billath said:Hey guys me again this time on a slightly different topic
Shields, is there anyway to get the current health of a shield on an agent?
If so how I been trying to figure it out and it doesn't seem obvious.
I was thinking of using it to fix the problem with the bodyguards script changing face codes.Caba`drin said:Does anyone know the possibilities for working with the following operation:
(troop_set_face_key_from_current_profile, <troop_id>),
For instance, is there a way to use it to change the appearance of an NPC Lord or Hero...say after they were "killed" and one codes a "new" Lord to be raised in their place by renaming the troop and changing its attributes?
Absolutely. You can change a party's map icon. See how it is done with the player, depending on whether the player is mounted or on foot, or if he/she is camping. See module_simple_triggers and look for lines with "$g_player_icon_state" or the various pis_* constants, such as pis_normal.iggorbb said:1.Is it possible when I upgrade my town (build something) that that changes are visible on strategic map (change town icon or add another icon, such as, for example, another tower or dock)