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Highlander 说:
You need to enable edit mode.

yes. i was already in edit mode.. (alt+enter, right?) and i can play in the windowed mode. but even the cheats don't work nor the other edit functions... do i need the full version for it to work? i don't have a credit card so i can't buy it online. but i would definitely love buying Mount & Blade in the off chance they start selling the cds in my country..

but right now. i'm starting my own mod and i need to be able to use the edit mode. :sad: i don't mind being unable to go past level six and 30 days for now.. but i suppose i'm gonna need those editing tools for my mod..

anyway, it would be nice if there was someone here with a non-trial version of the game to help me mod the stuff that needs to be done in editor mode..
 
icarus_solgazer 说:
Highlander 说:
You need to enable edit mode.

yes. i was already in edit mode.. (alt+enter, right?) and i can play in the windowed mode. but even the cheats don't work nor the other edit functions... do i need the full version for it to work? i don't have a credit card so i can't buy it online. but i would definitely love buying Mount & Blade in the off chance they start selling the cds in my country..

but right now. i'm starting my own mod and i need to be able to use the edit mode. :sad: i don't mind being unable to go past level six and 30 days for now.. but i suppose i'm gonna need those editing tools for my mod..

anyway, it would be nice if there was someone here with a non-trial version of the game to help me mod the stuff that needs to be done in editor mode..

You need to enable cheats in your config. There is a thread in the general disussion area.
 
The new dialogue I'm adding for my dhorak keep themed mod isn't working as planned.

[party_tpl|pt_peasant,"start", [[eq,"$player_relation_to_commoners",rel_enemy]], "Please do not harm us!.", "close_window",[(encounter_attack,0)]],
  [party_tpl|pt_peasant,"start", [], "Greetings traveller.", "peasant_talk_1",[(play_sound,"snd_encounter_farmers")]],

Even though my relation with them is positive, I still end up getting the first dialogue in the conversation. My new dialogue options for all the outlaws and bandits worked, but my new dialogue for refugees, peasants, manhunters and farmers aren't working. They all end up using the enemy relations dialogue option instead of the default one, even if I'm on the peasant's side.

Can anyone tell me what I did wrong?
 
shikamaru 1993 说:
The new dialogue I'm adding for my dhorak keep themed mod isn't working as planned.

[party_tpl|pt_peasant,"start", [[eq,"$player_relation_to_commoners",rel_enemy]], "Please do not harm us!.", "close_window",[(encounter_attack,0)]],
  [party_tpl|pt_peasant,"start", [], "Greetings traveller.", "peasant_talk_1",[(play_sound,"snd_encounter_farmers")]],

Even though my relation with them is positive, I still end up getting the first dialogue in the conversation. My new dialogue options for all the outlaws and bandits worked, but my new dialogue for refugees, peasants, manhunters and farmers aren't working. They all end up using the enemy relations dialogue option instead of the default one, even if I'm on the peasant's side.

Can anyone tell me what I did wrong?

You probably didn't flag the parties and factions relations. If you used store_relation between factions, the register you get is a integer, not a constant, like:

(store_relation,reg(0),"p_party_one","p_party_two"),

reg(0) will have an integer value, eg. -20, 3, 60 etc

For the rel_enemy you scripted to work you'd need to assign a constant to the original code, as in:

(store_relation,reg(0),"fac_player_faction","fac_commoners"),
(lt,reg(0),0),
(assign,"$player_relation_to_commoners",rel_enemy),

But another way to do it is scripting a condition block on the value itself:

[party_tpl|pt_peasant,"start",

[

(store_relation,reg(0),"fac_player_faction","fac_commoners"),
(lt,reg(0),0),

],

"Please do not harm us!.", "close_window",[(encounter_attack,0)]],

That condition will check if the value of the player's relation to commoners is below 0 (or whatever value you wish), and then head for the dialogue. If not, it will proceed until it finds a fitting dialogue. What is happening here is that you didn't previously assign the rel_enemy constant between the player faction and the commoners, so the module bypasses that condition block and takes it for a true statement.
 
Thanks. I'm having another problem, pretty minor, except I can't locate where it's faulting at.
I added a tavernkeeper to the four ways inn, and added the mercenary parties, and stuff, and added the refreshing triggers, it refreshes with vaegir troops as well as my new troops.

So when ever it refreshes, I see something like this.

Peasant (15)    [New Troops.]
Foot Soldier (6) [New Troops.]
Vaegir Peasant (:cool:
Vaegir Footman (3)

Module triggers

# Refresh Tavernkeepers
  (24.0, 0, 0.0, [], [
    # Refresh Zendar
                      (try_begin,0),
                      (assign,reg(2),"p_zendar_mercs"),
                      (store_party_size,reg(6),reg(2)),
                      (lt,reg(6),20),
                      (store_random,reg(7),4),
                      (val_add,reg(7),1),
                      (party_add_members,reg(2),"trp_townsman",reg(7)),
                      (store_random,reg(:cool:,2),
                      (party_add_members,reg(2),"trp_watchman",reg(:cool:),
                      (end_try,0),
    # Refresh Swadians
                      (try_for_range,reg(2),swadian_merc_parties_begin,swadian_merc_parties_end),
                      (store_party_size,reg(6),reg(2)),
                      (lt,reg(6),20),
                      (store_random,reg(7),4),
                      (val_add,reg(7),1),
                      (party_add_members,reg(2),"trp_swadian_peasant",reg(7)),
                      (store_random,reg(:cool:,2),
                      (party_add_members,reg(2),"trp_swadian_militia",reg(:cool:),
                      (end_try,0),
    # Refresh Vaegirs
                      (try_for_range,reg(2),vaegir_merc_parties_begin,vaegir_merc_parties_end),
                      (store_party_size,reg(6),reg(2)),
                      (lt,reg(6),20),
                      (store_random,reg(7),4),
                      (val_add,reg(7),1),
                      (party_add_members,reg(2),"trp_vaegir_peasant",reg(7)),
                      (store_random,reg(:cool:,2),
                      (party_add_members,reg(2),"trp_vaegir_footman",reg(:cool:),
                      (end_try,0),
    # Refresh Dhorak Keep
                      (try_begin,0),
                      (assign,reg(2),"p_dhorak_keep_mercs"),
                      (store_party_size,reg(6),reg(2)),
                      (lt,reg(6),20),
                      (store_random,reg(7),4),
                      (val_add,reg(7),1),
                      (party_add_members,reg(2),"trp_bandit",reg(7)),
                      (store_random,reg(:cool:,2),
                      (party_add_members,reg(2),"trp_brigand",reg(:cool:),
                      (end_try,0),
    # Refresh Four Ways Inn
                      (try_begin,0),
                      (assign,reg(2),"p_four_ways_mercs"),
                      (store_party_size,reg(6),reg(2)),
                      (lt,reg(6),20),
                      (store_random,reg(7),4),
                      (val_add,reg(7),1),
                      (party_add_members,reg(2),"trp_peasant",reg(7)),
                      (store_random,reg(:cool:,2),
                      (party_add_members,reg(2),"trp_foot_soldier",reg(:cool:),
                      (end_try,0),
  ]),

Module Dialogs

#Tavernkeepers
  [trp_zendar_tavernkeeper,"start", [], "Good day dear {sir/madam}. How can I help you?", "tavernkeeper_talk",[(assign,"$tavernkeeper_party","p_zendar_mercs")]],
  [trp_dhorak_keep_tavernkeeper,"start", [], "Good day dear {sir/madam}. How can I help you?", "tavernkeeper_talk",[(assign,"$tavernkeeper_party","p_dhorak_keep_mercs")]],
  [trp_four_ways_tavernkeeper,"start", [], "Good day dear {sir/madam}. How can I help you?", "tavernkeeper_talk",[(assign,"$tavernkeeper_party","p_four_ways_mercs")]],


Module troops

  ["zendar_tavernkeeper","Tavernkeeper","Tavernkeeper", tf_hero, scn_the_happy_boar|entry(1),0, fac_commoners,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c114501e36db6db6db6db],

  ["town_1_tavernkeeper","Turegor","Turegor",tf_hero,scn_town_1_tavern|entry(9),0, fac_swadians,[itm_leather_jacket,itm_wrapping_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c218701e351450caad563],
  ["town_2_tavernkeeper","Matheas","Matheas", tf_hero, scn_town_2_tavern|entry(9),0, fac_swadians,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000001031c101e35128e268d44b],
  ["town_3_tavernkeeper","Imbrea","Imbrea", tf_hero|tf_female, scn_town_3_tavern|entry(9),0,  fac_swadians,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000008000201ca45468bb4c4a2],
  ["town_4_tavernkeeper","Falsevor","Falsevor", tf_hero, scn_town_4_tavern|entry(9),0, fac_swadians,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000004420301e352496eb4d44b],
  ["town_5_tavernkeeper","Gharmall","Gharmall", tf_hero, scn_town_5_tavern|entry(9),0, fac_swadians,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000008520301ca492689265db6],
  ["town_6_tavernkeeper","Belinda","Belinda", tf_hero|tf_female, scn_town_6_tavern|entry(9),0, fac_swadians,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000008100401db6dc7214e26d4],
  ["town_7_tavernkeeper","Ruby","Ruby", tf_hero|tf_female, scn_town_7_tavern|entry(9),0, fac_swadians,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c200301db6dc692492492],

  ["town_8_tavernkeeper","Qaelmas","Qaelmas", tf_hero, scn_town_8_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c628601edb64b09249249],
  ["town_9_tavernkeeper","Rose","Rose", tf_hero|tf_female, scn_town_9_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000010500401db6dc692492492],
  ["town_10_tavernkeeper","Ralcha","Ralcha", tf_hero|tf_female, scn_town_10_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x000000000000000401cb6dc724912492],
  ["town_11_tavernkeeper","Naldera","Naldera", tf_hero|tf_female, scn_town_11_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c300701e36dc6db6db91a],
  ["town_12_tavernkeeper","Laruqen","Laruqen", tf_hero, scn_town_12_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c734901d924928b6c9249],
  ["town_13_tavernkeeper","Willow","Willow", tf_hero|tf_female, scn_town_13_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c100101e36924d5b5b91a],
  ["town_14_tavernkeeper","Reamald","Reamald", tf_hero, scn_town_14_tavern|entry(9),0, fac_vaegirs,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c800001da49192d6de75d],
  ["dhorak_keep_tavernkeeper","Bandit Tavernkeeper","Bandit Tavernkeeper", tf_hero, scn_dhorak_keep_tavern|entry(1),0, fac_outlaws,[itm_black_hood,itm_robe,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x0000000000110000000003395063803a],
  ["four_ways_tavernkeeper","Four Ways Tavernkeeper","Four Ways Tavernkeeper", tf_hero, scn_four_ways_inn|entry(16),0, fac_commoners,[itm_leather_apron,itm_hide_boots],def_attrib|level(2),wp(20),knows_common, 0x00000000000c114501e36db6db6db6db],

Module Parties

  ("zendar_mercs","zendar_mercs",pf_disabled, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0,0),[(trp_farmer,15,0)]),

  ("town_1_mercs","sargoth_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),
  ("town_2_mercs","tihr_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),
  ("town_3_mercs","veluca_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),
  ("town_4_mercs","suno_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),
  ("town_5_mercs","jelkala_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),
  ("town_6_mercs","praven_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),
  ("town_7_mercs","uxkhal_mercs",pf_disabled, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(0,0),[(trp_swadian_peasant,5,0)]),

  ("town_8_mercs","reyvadin_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("town_9_mercs","khudan_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("town_10_mercs","tulga_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("town_11_mercs","curaw_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("town_12_mercs","wercheg_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("town_13_mercs","rivacheg_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("town_14_mercs","halmar_mercs",pf_disabled, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(0,0),[(trp_vaegir_peasant,5,0)]),
  ("dhorak_keep_mercs","dhorak_keep_mercs",pf_disabled, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(0,0),[(trp_bandit,15,0)]),
  ("four_ways_mercs","four_ways_mercs",pf_disabled, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0,0),[(trp_peasant,15,0)]),


I can't find anything that would make my four ways inn tavernkeeper refresh with vaegir troops as well as the troops I assigned it to refresh with.
 
I'm guessing you moved the four ways inn up on module_parties. Make sure you cut and paste it right above the spawn points at the end of the file. The system is probably refreshing vaegir troops because the four ways inn is placed within vaegir_merc_parties_begin and vaegir_merc_parties_end range, so it's activated in the refresh vaegirs trigger as well. Check your module_constants.py to verify.
 
I have another problem. Dark Hunters, Refugees, and Farmers are treating my new mercenary parties as towns, and using their random town spawning trigger and ending up spawning inside a mountain. I don't see why they are being treated as towns. Does anyone know what I did wrong here?


插入代码块:
  ("zendar","Zendar",icon_town|pf_is_static|pf_always_visible|pf_hide_defenders, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(2,46),[(trp_swadian_knight,6,0)]),

  ("town_1","Sargoth",  icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-42,34),sample_party),
  ("town_2","Tihr",     icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-19,65),sample_party),
  ("town_3","Veluca",   icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-27,-50),sample_party),
  ("town_4","Suno",     icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-24,-11),sample_party),
  ("town_5","Jelkala",  icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-54,-22),sample_party),
  ("town_6","Praven",   icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-17,20),sample_party),
  ("town_7","Uxkhal",   icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_swadians,0,ai_bhvr_hold,0,(-2,-8),sample_party),

  ("town_8","Reyvadin", icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(25,-17),[(trp_vaegir_knight,6,0)]),
  ("town_9","Khudan",   icon_town_snow|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(48,37),[(trp_vaegir_knight,6,0)]),
  ("town_10","Tulga",   icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(56,-34),[(trp_vaegir_knight,6,0)]),
  ("town_11","Curaw",   icon_town_snow|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(45,-6),[(trp_vaegir_knight,6,0)]),
  ("town_12","Wercheg", icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(27,68),[(trp_vaegir_knight,6,0)]),
  ("town_13","Rivacheg",icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(13,21),[(trp_vaegir_knight,6,0)]),
  ("town_14","Halmar",  icon_town|pf_town|pf_hide_defenders, no_menu, pt_none, fac_vaegirs,0,ai_bhvr_hold,0,(-4,-37),[(trp_vaegir_knight,6,0)]),

  ("castle_1","Culmarr_Castle",icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-47,-51),[(trp_swadian_knight,5,0),(trp_swadian_crossbowman,25,0)]),
  ("castle_2","Radoghir_Castle",icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(37,-31),[(trp_vaegir_knight,5,0),(trp_vaegir_archer,26,0)]),
  ("castle_3","castle_3",pf_disabled|icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(17,11),[]),
  ("castle_4","castle_4",pf_disabled|icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-24,16),[]),
  ("castle_5","castle_5",pf_disabled|icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-5,36),[]),
  ("castle_6","castle_6",pf_disabled|icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(5,26),[]),
  ("castle_7","castle_7",pf_disabled|icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(46,-6),[]),
  ("castle_8","castle_8",pf_disabled|icon_castle_a|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(32,-17),[]),

  ("salt_mine","Salt_Mine",icon_village_a|pf_is_static|pf_always_visible|pf_hide_defenders, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(14.2, -31),[(trp_swadian_knight,6,0)]),
  ("four_ways_inn","Four_Ways_Inn",icon_village_a|pf_is_static|pf_always_visible|pf_hide_defenders, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(4.8, -19.6),[(trp_swadian_knight,6,0)]),
  ("dhorak_keep","Dhorak_Keep",icon_town|pf_is_static|pf_always_visible, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-50,-58),[(trp_brigand,50,0),(trp_bandit,200,0)]),
  ("training_ground","Training Ground",  icon_village_a|pf_hide_defenders|pf_is_static|pf_always_visible, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(10,47),[]),
[b]  ("dhorak_keep_mercs","dhorak_keep_mercs",pf_disabled, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(0,0),[(trp_bandit,15,0)]),
  ("four_ways_mercs","four_ways_mercs",pf_disabled, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0,0),[(trp_peasant,15,0)]),
  ("mysterious_village","Mysterious_Village",icon_village_a|pf_is_static|pf_hide_defenders, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-2, -46),[(trp_vaegir_knight,6,0)]),[/b]

  ("river_pirate_spawn_point"   ,"river_pirate_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(6, 54.3),[(trp_river_pirate,15,0)]),
  ("steppe_bandit_spawn_point"  ,"steppe_bandit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-33, -39.3),[(trp_river_pirate,15,0)]),
  ("black_khergit_spawn_point"  ,"black_khergit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(47.1, -43.3),[(trp_river_pirate,15,0)]),
  ("forest_bandit_spawn_point"  ,"forest_bandit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-24.1, 11),[(trp_river_pirate,15,0)]),
  ("mountain_bandit_spawn_point","mountain_bandit_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(24.1, 11),[(trp_river_pirate,15,0)]),
  ("sea_raider_spawn_point_1"   ,"sea_raider_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-32.6, 63),[(trp_river_pirate,15,0)]),
  ("sea_raider_spawn_point_2"   ,"sea_raider_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(39.6, 66),[(trp_river_pirate,15,0)]),
 # add extra towns before this point 
  ("spawn_points_end"                  ,"last_spawn_point",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_river_pirate,15,0)]),
]
 
Tuckles 说:
Is horse health moddable?
Somewhat. Not directly.
I'm using a trigger firing once in the beginning of a mission, to set custom HP for all the nonhuman agents.
Is there a command for not being able to use weapons on horseback? on foot?
There's none, I'm afraid.
 
Once again, I have made myself screw up. I've been trying to make a scene where undead surround and attack you, but it's not cooperating with me. Instead of undead, it just throws any random troop at me. Also, none of the troops are killable, they all get knocked unconscious instead no matter what weapon.

(Mission Templates)

插入代码块:
  (
    "ambushed_by_undead",mtf_arena_fight,-1,
    "You are ambushed by undead!",
    [
      (0,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (1,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (2,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (3,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (4,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (5,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (6,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (7,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (8,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
	  (9,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (10,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (11,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
      (12,mtef_visitor_source|mtef_team_2,0,aif_start_alarmed,1,[]),
	  

#      (9,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
    ],
	[
      (ti_tab_pressed, 0, 0, [],
       [(question_box,"str_do_you_wish_to_surrender")]),
      (ti_question_answered, 0, 0, [],
       [(store_trigger_param_1,":answer"),(eq,":answer",0),(jump_to_menu,"mnu_captivity_start_castle_defeat"),(finish_mission,0),]),
      
      (0, 3, 0,
       [
           (main_hero_fallen,0),
        ],
       [(jump_to_menu,"mnu_captivity_start_castle_defeat"),(finish_mission,0)]),
      (ti_on_leave_area, 0, ti_once, [],
       [(assign,"$auto_menu",-1),(jump_to_menu,"mnu_sneak_into_town_caught_ran_away"),(finish_mission,0)]),

      (ti_inventory_key_pressed, 0, 0, [(display_message,"str_use_baggage_for_inventory")], []),
      
    ],
  ),

(Game Menus)
插入代码块:
  ("ambush_fight",[],"Try to fight your way out!",
       [
           (assign,"$all_doors_locked",1),
           (modify_visitors_at_site,"scn_mysterious_village"),(reset_visitors),
           (set_visitor,0,"trp_player"),
           (assign,reg(0),"trp_undead_villager"),

		   (assign,reg(4),-1),
           (shuffle_range,0,6),
           (set_visitor,1,reg(0)),
           (set_visitor,2,reg(0)),
           (set_visitor,3,reg(0)),
           (set_visitor,4,reg(0)),
           (set_visitor,5,reg(0)),
		   (set_visitor,6,reg(0)),
           (set_visitor,7,reg(0)),
           (set_visitor,8,reg(0)),
           (set_visitor,9,reg(0)),
		   (set_visitor,10,reg(0)),
           (set_visitor,11,reg(0)),
           (set_visitor,12,reg(0)),
           (set_jump_mission,"mt_ambushed_by_undead"),
 #          (jump_to_menu,"mnu_captivity_start_castle_defeat"),
           (set_passage_menu,"mnu_town"),
           (jump_to_scene,"scn_mysterious_village"),
           (change_screen_mission),
        ]),

      ("ambush_surrender",[],"Surrender.",
       [
           (jump_to_menu,"mnu_captivity_start_castle_surrender"),
        ]),
	]	
	),

Also, does anyone know the answer to the problem I posted right before this one?
 
This is the ERROR

exporting triggers...
Error: Unable to find object:p_zendar_mercs
ERROR: Illegal Identifier:p_zendar_mercs
exporting dialogs...
Error: Unable to find object:p_zendar_mercs
ERROR: Illegal Identifier:p_zendar_mercs

What is wrong ?

got this error when I started a new game and went to ask the tavernkeeper to hire some people.

thnx for the help

 
It's simple.
Check module_triggers.py, and find the area where it says, refresh zendar.
It is refreshing the mercenary party, zendar_mercs.
Go to dialogue, find where the zendar tavernkeeper talks, and you'll see that he gets assigned to zendar mercs.
You must have deleted, or renamed the zendar mercenary party, which is essential to hiring troops from zendar. You have to re-add zendar mercs into module_parties.py. Or, you can edit the area where it says refresh zendar, and make it not refresh zendar mercs. Then go to dialogue, and reassign the zendar tavernkeeper to another mercenary party. Or, you can remove the section.

P.S Nobody knows the answer to my problem? Or no one cares enough to answer?
 
smax 说:
This is the ERROR

exporting triggers...
Error: Unable to find object:p_zendar_mercs
ERROR: Illegal Identifier:p_zendar_mercs
exporting dialogs...
Error: Unable to find object:p_zendar_mercs
ERROR: Illegal Identifier:p_zendar_mercs

What is wrong ?

got this error when I started a new game and went to ask the tavernkeeper to hire some people.


You will have to make the mercs yourself since you blanked the triggers.

Look in the original native source.
 
Shika,

spawn_points_begin = "p_zendar"
spawn_points_end = "p_spawn_points_end"


So, obiously they will be seen as spawn points if theya re before spawn points end.  Put them somewhere else....
 
Manitas 说:
Tuckles 说:
Is horse health moddable?
Somewhat. Not directly.
I'm using a trigger firing once in the beginning of a mission, to set custom HP for all the nonhuman agents.
Is there a command for not being able to use weapons on horseback? on foot?
There's none, I'm afraid.

there are no commands for not using something on foot (its been the bane of the BaB team for ages) but there is an "itcf_cant_be_used_from_horseback" just check out the glaive.
 
Hi

Got this problem that the troops/gladiators are not moving in the arena , I can move and hit them and win but they just stand there.
So its maybe something I have removed ?

Can anyone point me in the right direction to arena movement ? then I can just copy paste it from NATIVE.

Thnx
 
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