I am having a bit of trouble making a new party. Basically I am trying to create a party led by a Robin Hood type character that is not affiliated to any of the factions. He is a stand alone party that will encounter the player party at the start of the game and with commence with a short dialogue and then to the battlefield. Once the battle is over, the party is eliminated and will not show up again in the map. This, for all I know, may not even be possible. I started out by copying the peasants line and modifying the troops, spawn location and name of party. It actually showed up on the map, but when it had a party size of zero and when I engaged the party a number of errors occur ed. Is there a step by step on how I can obtain the above? Any help will be appreciated. Thanks.
The party templates:
## ("farmers","Farmers",icon_peasant,0,fac_innocents,merchant_personality,[(trp_farmer,11,22),(trp_peasant_woman,16,44)]),
("village_farmers","Village Farmers",icon_peasant,0,fac_innocents,merchant_personality,[(trp_farmer,5,10),(trp_peasant_woman,3,
]),
("village_destroyer","Village Destroyer",icon_axeman,0,fac_outlaws,soldier_personality,[(trp_npc17,1,1),(trp_hired_blade,5,10)]),## ("refugees","Refugees",icon_woman_b,0,fac_innocents,merchant_personality,[(trp_refugee,19,4
]),
## ("dark_hunters","Dark Hunters",icon_gray_knight,0,fac_dark_knights,soldier_personality,[(trp_dark_knight,4,42),(trp_dark_hunter,13,25)]),
module factions:
("neutral","Neutral",0, 0.1,[("player_faction",0.0)], [],0xFFFFFF),
("innocents","Innocents", ff_always_hide_label, 0.5,[("outlaws",-0.05)], []),
("village_destroyer","Village Destroyer", ff_always_hide_label, 0.5,[("player_faction",-0.15)], []),
("merchants","Merchants", ff_always_hide_label, 0.5,[("outlaws",-0.5),], []),
Module Troops:
["bandit","Bandit","Bandits",tf_guarantee_armor,0,0,fac_outlaws, [itm_arrows,itm_spiked_mace,itm_sword_viking_1,itm_short_bow,itm_falchion,itm_nordic_shield,itm_rawhide_coat,itm_leather_cap,itm_leather_jerkin,itm_nomad_armor,itm_nomad_boots,itm_wrapping_boots,itm_saddle_horse],
def_attrib|level(10),wp(60),knows_common|knows_power_draw_1,bandit_face1, bandit_face2],
["village_destroyer","village destroyer","village_destroyer",tf_guarantee_armor,0,0,fac_outlaws,
[itm_arrows,itm_spiked_mace,itm_sword_viking_1,itm_short_bow,itm_falchion,itm_nordic_shield,itm_rawhide_coat,itm_leather_cap,itm_leather_jerkin,itm_nomad_armor,itm_nomad_boots,itm_wrapping_boots,itm_saddle_horse],def_attrib|level(10),wp(60),knows_common|knows_power_draw_1,bandit_face1, bandit_face2],
Ok. Here is the npc17 from the troops line (Basically I just copied the line from the npc16):
["npc16","Klethi","Klethi",tf_female|tf_hero, 0, reserved, fac_commoners,[itm_peasant_dress,itm_nomad_boots, itm_dagger, itm_throwing_knives],
str_7|agi_11|int_8|cha_7|level(2),wp(80),knows_tracker_npc|
knows_power_throw_3|knows_athletics_2|knows_power_strike_1,
0x00000000000c100739ce9c805d2f381300000000001cc7ad0000000000000000],
["npc17","Robin Hood","robin_hood",tf_hero, 0, reserved, fac_commoners,[itm_peasant_dress,itm_nomad_boots, itm_dagger, itm_throwing_knives],
str_7|agi_11|int_8|cha_7|level(2),wp(80),knows_tracker_npc|
knows_power_throw_3|knows_athletics_2|knows_power_strike_1,
0x00000000000c100739ce9c805d2f381300000000001cc7ad0000000000000000],
The Error message reads:
Script Error on Opcode 2049: Invalid Troop ID:-1:Line No:9
At Script: Setup_Party_meeting
At Script: Setup_Party_meeting
At Script: Setup_Party_meeting
At Game Menu: menu_simple_encounter
At Game Menu: menu_simple_encounter
At Game Menu: menu_simple encounter
Here is what I added in mod_game_menus:
(try_begin),
(eq, "$g_encountered_party_template", "pt_looters"),
(set_background_mesh, "mesh_pic_bandits"),
(else_try),
(eq, "$g_encountered_party_template", "pt_mountain_bandits"),
(set_background_mesh, "mesh_pic_mountain_bandits"),
(else_try),
(eq, "$g_encountered_party_template", "pt_steppe_bandits"),
(set_background_mesh, "mesh_pic_steppe_bandits"),
(else_try),
(eq, "$g_encountered_party_template", "pt_sea_raiders"),
(set_background_mesh, "mesh_pic_sea_raiders"),
(else_try),
(eq, "$g_encountered_party_template", "pt_forest_bandits"),
(set_background_mesh, "mesh_pic_forest_bandits"),
(else_try),
(eq, "$g_encountered_party_template", "pt_village_destroyer"),
(set_background_mesh, "mesh_pic_sea_raiders"), (try_end),
],
The party on the map is static and has a party number of "0"
So from what I understand I need to fix something in mod scripts and mod game menus.. but I really don't know what or how to tweak.
What do you think?