Ritter Dummbatz
Grandmaster Knight
Does anyone have a clue what the itemflag itp_offset_lance does?
[Quote author=Arch3r]Ritter Dummbatz said:Does anyone have a clue what the itemflag itp_offset_lance does?
Got it from here: http://tbfcforum.open-board.com/t32-module_items-new-flags-in-warbandSpecialist said:[Quote author=Arch3r]Ritter Dummbatz said:Does anyone have a clue what the itemflag itp_offset_lance does?
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
Gergin Adam said:Got it from here: http://tbfcforum.open-board.com/t32-module_items-new-flags-in-warbandSpecialist said:[Quote author=Arch3r]Ritter Dummbatz said:Does anyone have a clue what the itemflag itp_offset_lance does?
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
You know the soak factors in module.ini?Ritter Dummbatz said:And what is it about this itp_extra_penetration - flag? Does it do extra damage for shields only or generally?
I Still need help with this. Hey at least im persistant.ilovemyhedgehog said:Im not sure if this is right?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", "$bandits_spawned_extra"), (try_end), (modify_visitors_at_site, "scn_lair_steppe_bandits"), (try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"), (store_random_in_range, ":random_entry_point", 2, 11), (add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1), (try_end), (try_end), ]), (0, 0, ti_once, [], [ (call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed), (set_party_battle_mode), ]), common_battle_order_panel, common_battle_order_panel_tick, (1, 4, ti_once, [ (assign, ":continue", 0), (store_mission_timer_a,":cur_time"), (ge, ":cur_time", 5), (this_or_next|main_hero_fallen), (num_active_teams_le, 1), (assign, ":continue", 1), (eq, ":continue", 1), ], [ (try_begin), (main_hero_fallen), (finish_mission), (else_try), (str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"), (question_box, "@{s10}"), (try_end), ]), (ti_question_answered, 0, 0, [], [ (store_trigger_param_1,":answer"), (try_begin), (eq,":answer",0), (party_add_members, "p_main_party", "trp_wolf_pup", 2), (finish_mission), (else_try), (finish_mission), (try_end), ]), ]),
### the mission template
(
"wolf_den",mtf_battle_mode,charge,
"Approaching a wolf den",
[
(0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
(1, mtef_visitor_source|mtef_team_0, 0, aif_start_alarmed,20,[]),
(2, mtef_visitor_source|mtef_team_1, 0, aif_start_alarmed,20,[]),
],
(ti_before_mission_start, 0, 0, [],
[
(team_set_relation, 0, 1, -1),
(team_set_relation, 1, 0, -1),
]),
[
common_battle_init_banner,
common_inventory_not_available,
(ti_tab_pressed, 0, 0,
[
(display_message, "str_cannot_leave_now"),
], []),
(1, 0, ti_once, [],
[
(assign, "$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.
Now when i build module it says the whole code is an error and i get many unused varible errors.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.
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!
Good trait. Just be careful you don't tick anyone off.ilovemyhedgehog said:I Still need help with this. Hey at least im persistant.ilovemyhedgehog said:Im not sure if this is right?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), ]), ]),
Now when i build module it says the whole code is an error and i get many unused varible errors.
### 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", "$bandits_spawned_extra"),
(try_end),
(modify_visitors_at_site, "scn_lair_steppe_bandits"),
(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),
(store_random_in_range, ":random_entry_point", 2, 11),
(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
(try_end),
(try_end),
]),
(0, 0, ti_once, [],
[
(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
(set_party_battle_mode),
]),
common_battle_order_panel,
common_battle_order_panel_tick,
(1, 4, ti_once,
[
(assign, ":continue", 0),
(store_mission_timer_a,":cur_time"),
(ge, ":cur_time", 5),
(this_or_next|main_hero_fallen),
(num_active_teams_le, 1),
(assign, ":continue", 1),
(eq, ":continue", 1),
],
[
(try_begin),
(main_hero_fallen),
(finish_mission),
(else_try),
(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
(question_box, "@{s10}"),
(try_end),
]),
(ti_question_answered, 0, 0, [],
[
(store_trigger_param_1,":answer"),
(try_begin),
(eq,":answer",0),
(party_add_members, "p_main_party", "trp_wolf_pup", 2),
(finish_mission),
(else_try),
(finish_mission),
(try_end),
]),
]),
Ritter Dummbatz said:Yeah, my bad. I put the new trigger out of the consequences block.
Code:### the mission template ( "wolf_den",mtf_battle_mode,charge, "Approaching a wolf den", [ (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]), (1, mtef_visitor_source|mtef_team_0, 0, aif_start_alarmed,20,[]), (2, mtef_visitor_source|mtef_team_1, 0, aif_start_alarmed,20,[]), ], [ [ (team_set_relation, 0, 1, -1), (team_set_relation, 1, 0, -1), ], common_battle_init_banner, common_inventory_not_available, (ti_tab_pressed, 0, 0, [ (display_message, "str_cannot_leave_now"), ], []), (1, 0, ti_once, [], [ (assign, "$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.