Modding Q&A [For Quick Questions and Answers]

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Ritter Dummbatz said:
Does anyone have a clue what the itemflag itp_offset_lance does?
[Quote author=Arch3r]
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
[/quote]
Got it from here: http://tbfcforum.open-board.com/t32-module_items-new-flags-in-warband
 
Specialist said:
Ritter Dummbatz said:
Does anyone have a clue what the itemflag itp_offset_lance does?
[Quote author=Arch3r]
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
Got it from here: http://tbfcforum.open-board.com/t32-module_items-new-flags-in-warband
[/quote]

In the link that you gave, it says:
"itp_can_penetrate_shield, is for ammo, not crossbows/guns themselves it seems."
So itp_extra_penetration also for ammo?
 
Has anyone used the barrier_sphere before? I'm trying to barricade around a lake, but the green side is out, and no matter the rotational forces I use on it, i'm just not getting it to go red side out...
 
Gergin Adam said:
Specialist said:
Ritter Dummbatz said:
Does anyone have a clue what the itemflag itp_offset_lance does?
[Quote author=Arch3r]
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
Got it from here: http://tbfcforum.open-board.com/t32-module_items-new-flags-in-warband

In the link that you gave, it says:
"itp_can_penetrate_shield, is for ammo, not crossbows/guns themselves it seems."
So itp_extra_penetration also for ammo?
[/quote]
Not certain. The way I'm doing it for WW3 is just not setting it up with shield piercing abilities (so that riot shields will work), but setting it up with itp_extra_penetration for the occasional Riot shield mixup.
I've used extra_penetration on hammers and axes though, so I believe it works for everything.
 
Ritter Dummbatz said:
And what is it about this itp_extra_penetration - flag? Does it do extra damage for shields only or generally?
You know the soak factors in module.ini?
I think this controls that. It determines how much more damage is given by penetrating the armor more. I've tested it, and that's what I came up with. :razz:
 
Alright, too bad though. :razz:

I could use more ways to control damage done to shields. With itp_bonus_against_shield it is a good start but a second flag would have been nice.
Anyway, thank you very much!
 
Even it works on shields too, I need it on shields only.
I am still interested in the outcome of your testing. All the details about flags are interesting as I find them hardly documented.

May be someone knows a good link?
 
ilovemyhedgehog said:
Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
     [      
      (team_set_relation, 0, 1, -1),
      (team_set_relation, 1, 0, -1),
     ],
     [
      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),
Im not sure if this is right?
I Still need help with this. Hey at least im persistant.
 
Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
         (ti_before_mission_start, 0, 0, [],
        [
            (team_set_relation, 0, 1, -1),
            (team_set_relation, 1, 0, -1),           
        ]),
     [
      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),

I Still need help with this. Hey at least im persistant.

Hehe, yes you are. :razz:

You could have tried a search though to see how it is done in other templates. This is what I just did.
Don't know if this solves the problems but the teams are definetly enemies now.

Beware the day when the wolves actually attack you. You will be surprised and they will catch you unaware!  :mrgreen:
 
Ritter Dummbatz said:
Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
         (ti_before_mission_start, 0, 0, [],
        [
            (team_set_relation, 0, 1, -1),
            (team_set_relation, 1, 0, -1),           
        ]),
     [
      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),

I Still need help with this. Hey at least im persistant.

Hehe, yes you are. :razz:

You could have tried a search though to see how it is done in other templates. This is what I just did.
Don't know if this solves the problems but the teams are definetly enemies now.

Beware the day when the wolves actually attack you. You will be surprised and they will catch you unaware!  :mrgreen:
Now when i build module it says the whole code is an error and i get many unused varible errors.
 
ilovemyhedgehog said:
ilovemyhedgehog said:
Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
     [      
      (team_set_relation, 0, 1, -1),
      (team_set_relation, 1, 0, -1),
     ],
     [
      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),
Im not sure if this is right?
I Still need help with this. Hey at least im persistant.
Good trait. Just be careful you don't tick anyone off. :wink:
You're learning though, that MT is pretty good (minus the bugs) you got farther than I ever did.
 
Yeah, my bad. I put the new trigger out of the consequences block.

Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
   
     [

       [      
          (team_set_relation, 0, 1, -1),
          (team_set_relation, 1, 0, -1),
      ],
      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),

This should compile fine.
 
Ritter Dummbatz said:
Yeah, my bad. I put the new trigger out of the consequences block.

Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
   
     [

       [      
          (team_set_relation, 0, 1, -1),
          (team_set_relation, 1, 0, -1),
      ],
      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),

This should compile fine.

The error messages still come up even with the new code.
First part of error
22ytqw.jpg
Second part
20p7jvc.jpg

 
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