Dusk Voyager said:fladin said:the question remains : how to make a castle that would never be "assiegeable" by anyone ?(0.01, 0, 0.01, [], [
(try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
(troop_get_slot, ":party_no", ":kingdom_hero", slot_troop_leaded_party),
(gt, ":party", 1),
(get_party_ai_behavior, ":behavior", ":party_no"),
(get_party_ai_object, "bject", ":party_no"),
(eq, ":behavior", ai_bhvr_attack_party),
(eq, "bject", [walled center]),
(party_set_slot, [walled center], slot_center_is_besieged_by, -1),
(party_set_ai_behavior, ":party_no", ai_bhvr_avoid_party),
(party_set_ai_object, ":party_no", [walled center]),
(party_set_slot, ":party_no", slot_party_ai_state, spai_undefined),
(try_begin),
(party_slot_eq, [walled center], slot_village_state, svs_under_siege),
(party_set_slot, [walled center], slot_village_state, svs_normal),
(party_set_extra_text, [walled center], "str_empty_string"),
(try_end),
(try_end),
]),
it still doesn't work, but it progresses :
Now, the npc starts the siege , abandons it after a few hours,
changes his mind and returns to besiege the castle again ... in an endless cycle !
therefore, we must prevent the decision of attacking the castle
anyway, thank you again for your efforts