is there any way (or trick) to force a party to have a constant speed on the map? (even if the party will get more troops, or more items, or it is night, the speed remain constat)
Somebody said:You're supposed to have another one linking to the conversation state sandor_master_talk for other values of $g_talk_troop_met. If you want another fallback dialog, do something like this
Code:anyone, "start", [ (troop_is_hero, "$g_talk_troop"), (eq, "$talk_context", tc_tavern_talk), ], "u wot m8?", "close_window", [(agent_play_sound, "$g_talk_agent", "snd_encounter_nobleman")]],
MadVader said:See script_enter_court for castle hall entry points use.
Cozur said:Also, is there any way to have those NPC's be removed once the town/castle they're in is conquered? To simulate them being executed.
Cozur said:Does anyone know which entry points works for castle interiors? Other than the ones assigned to lords and ladies?
So far I've found that 1, 2, 3, 4, 10 and 11 allows you to assign new npc's, but can't get any others to work.
dunde said:Cozur said:Does anyone know which entry points works for castle interiors? Other than the ones assigned to lords and ladies?
So far I've found that 1, 2, 3, 4, 10 and 11 allows you to assign new npc's, but can't get any others to work.
Try to differentiate between mtef_scene_source and mtef_visitor_source.
(try_for_range, ":items", all_items_begin, all_items_end),
(item_slot_eq, ":items", slot_item_multiplayer_item_class, 0),
(item_get_type, ":itp", ":items"),
(assign, ":class", 0),
(try_begin), #easiest example
(eq, ":itp", itp_type_horse),
(item_set_slot, ":items", slot_item_multiplayer_item_class, multi_item_class_type_horse),
(else_try),
(is_betwen, ":itp", itp_type_one_handed_wpn, itp_type_arrows),
(item_get_slot, ":flag", ":items", slot_item_flag),
(item_get_slot, ":swing_damage", ":items", slot_item_swing_damage),
(item_get_slot, ":stab_damage", ":items", slot_item_thrust_damage),
(try_begin),
(eq, ":itp", itp_type_polearm),
(store_and, ":has_flag", ":flag", itp_couchable),
(try_begin),
(gt, ":has_flag", 0),
(assign, ":class", multi_item_class_type_lance),
(else_try),
(assign, ":class", multi_item_class_type_spear),
(try_end),
(else_try), #blunt
(ge, ":swing_damage", 512),
(assign, ":class", multi_item_class_type_blunt),
(else_try), #pierce
(is_between, ":swing_damage", 255, 512),
(assign, ":class", multi_item_class_type_war_picks),
(else_try), #cutting, ignore cleavers
(is_between, ":swing_damage", 0, 256),
(store_and, ":has_flag", ":flag", itp_bonus_against_shield),
(try_begin),
(eq, ":has_flag", 0),
(assign, ":class", multi_item_class_type_sword),
(else_try),
(assign, ":class", multi_item_class_type_axe),
(try_end),
(try_begin), #offset
(eq, ":itp", itp_type_two_handed_wpn),
(val_add, ":class", 5),
(try_end),
(try_end),
..
(item_set_slot, ":items', slot_item_multiplayer_item_class, ":class"),
(try_end),
(try_end),
["sandor", "Sandor Clegane", "Sandor Clegane", tf_hero|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield, scn_town_16_castle|entry(1), reserved, fac_kingdom_9, [itm_sandors_plate_armor,itm_sandors_boots,itm_sandors_sword], def_attrib|level(5), wp(20), knows_common, 0x000000018000c01236db6db6db6db6db00000000001db6f80000000000000000 ],
scn_*|entry(x)
Lumos said:First, theconfiguration is deprecated.Code:scn_*|entry(x)
Lumos said:And I believe that last time you were directed to script_enter_court which is everything you need.
They're both possible. However, it's 00:19 at the time of writing right now, which means that I'm (very soon) going to start losing my mind for the night. I won't be talking you through everything thouroughly, but basically, dialogues are read from start to finish every time one must be used, and the first acceptable is chosen. Therefore, if you want to have specific dialogue options only replacing Native's under certain conditions, you should place them above the dialogue line you want to replace, and put their conditions there.cwr said:How can you make it so if you have a positive relation with the outlaws faction (yes I took out max player relation -30) you can have a different dialog with them?
And how can I make it so if you are a lord of kingdom_8 you will have a different dialog with bandits than you would normally have?
[party_tpl|pt_village_farmers,"start", [(eq,"$talk_context",tc_party_encounter),
(agent_play_sound, "$g_talk_agent", "snd_encounter_farmers"),
],
" My {lord/lady}, we're only poor farmers from the village of {s11}. {reg1?We are taking our products to the market at {s12}.:We are returning from the market at {s12} back to our village.}", "village_farmer_talk",
[(party_get_slot, ":target_center", "$g_encountered_party", slot_party_ai_object),
(party_get_slot, ":home_center", "$g_encountered_party", slot_party_home_center),
(party_get_slot, ":market_town", ":home_center", slot_village_market_town),
(str_store_party_name, s11, ":home_center"),
(str_store_party_name, s12, ":market_town"),
(assign, reg1, 1),
(try_begin),
(party_slot_eq, ":target_center", slot_party_type, spt_village),
(assign, reg1, 0),
(try_end),
]],
#-## NEW CODE
[party_tpl|pt_village_farmers,"start", [
(eq,"$talk_context",tc_party_encounter),
(store_current_hours, ":hours"),
(call_script, "script_game_get_date_text", 0, ":hours"),
(is_between, s1, "str_july_reg1_reg2", "str_november_reg1_reg2"),
], "It's almost...", "village_farmer_talk_new", []],
[anyone|plyr,"village_farmer_talk_new", [], "Harvesting season?", "village_farmer_talk_new_2", []],
[anyone ,"village_farmer_talk_new_2", [], "How did you know what I was going to say?", "village_farmer_talk_new_3", []],
[anyone|plyr,"village_farmer_talk_new_3", [], "Oh, it was naught but a lucky guess.", "close_window", []],
#-## NEW CODE end
[party_tpl|pt_village_farmers,"start", [(eq,"$talk_context",tc_party_encounter),
(agent_play_sound, "$g_talk_agent", "snd_encounter_farmers"),
],
" My {lord/lady}, we're only poor farmers from the village of {s11}. {reg1?We are taking our products to the market at {s12}.:We are returning from the market at {s12} back to our village.}", "village_farmer_talk",
[(party_get_slot, ":target_center", "$g_encountered_party", slot_party_ai_object),
(party_get_slot, ":home_center", "$g_encountered_party", slot_party_home_center),
(party_get_slot, ":market_town", ":home_center", slot_village_market_town),
(str_store_party_name, s11, ":home_center"),
(str_store_party_name, s12, ":market_town"),
(assign, reg1, 1),
(try_begin),
(party_slot_eq, ":target_center", slot_party_type, spt_village),
(assign, reg1, 0),
(try_end),
]],
I'm not sure I understand you as well. Just don't use it.Cozur said:Not sure I understand that.
Exactly. And isn't that what you want? Here's an example from my own mod. I've got a certain NPC, a general that is very close to the ruler of one of my factions. I want him to appear in the court scene, doing things, at least for the beginning of the game, so I've got this in my script_enter_court:Cozur said:I thought that was for setting which entry points would allow which NPC to be placed.
... # beginning of the script here
(set_visitor, 6, ":guard_troop"),
(set_visitor, 7, ":guard_troop"),
#-## TBS - General Radoslavov
(try_begin),
# mission conditions, none in the beta
(eq, ":center_no", "p_town_8"), # If we are in Thornstadt
(set_visitor, 15, "trp_gen_radoslavov"),
(try_end),
#-## TBS end
(assign,"$variable",1)
(eq,"$variable",1)
(ti_after_mission_start, 0, 0, [],
[
(store_current_scene, ":cur_scene"),
(modify_visitors_at_site, ":cur_scene"),
(set_visitor, 1, "trp_cc_evernett"),
(set_visitor, 2, "trp_cc_cuil"),
(set_visitor, 3, "trp_cc_berrick"),
]),
(0, 0, ti_once,
[
(entry_point_get_position, pos1, 14),
(get_player_agent_no, ":player_agent"),
(agent_get_position, pos2, ":player_agent"),
(get_distance_between_positions_in_meters, ":dist", pos1, pos2),
(le, ":dist", 10),
],
[
(store_current_scene, ":cur_scene"),
(modify_visitors_at_site, ":cur_scene"),
(set_visitor, 10, "trp_cc_rimmer"),
(set_visitor, 11, "trp_cc_rat_bandit_1"),
(set_visitor, 12, "trp_cc_rat_bandit_2"),
(set_visitor, 13, "trp_cc_rat_bandit_3"),
(display_message, "@Distance close enough."),
(assign, "$pr_c_01", 9),
(assign, "$next_box", 1),
(start_presentation, "prsnt_rw_character_mice"),
]),
(
"rw_cc_intro_01",0,-1,
"MT character creation.",
[
(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
(1,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
(2,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
(3,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
(5,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
(10,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
(11,mtef_visitor_source|mtef_team_1,af_override_horse,0,1,[]),
(12,mtef_visitor_source|mtef_team_1,af_override_horse,0,1,[]),
(13,mtef_visitor_source|mtef_team_1,af_override_horse,0,1,[]),
],