(item_set_slot, "itm_market_lemon_basket", slot_item_urban_demand, 12),
(item_set_slot, "itm_market_lemon_basket", slot_item_rural_demand, 1),
(item_set_slot, "itm_market_lemon_basket", slot_item_desert_demand, -1),
(item_set_slot, "itm_market_lemon_basket", slot_item_production_slot, slot_center_lemons),
(item_set_slot, "itm_market_lemon_basket", slot_item_production_string, "str_lemons"),
(party_set_slot, "p_town_19", slot_center_lemons, 50),
(else_try),
(eq, ":cur_good", "itm_market_lemon_basket"),
(party_get_slot, ":base_production", ":center_no", slot_center_lemons),
(val_div, ":base_production", 120),
slot_center_lemons = 234
[anyone, "dplmc_constable_upgrade_player_retainer",
[],
"Very well, here is their equipment, you can equip anything that your alchemist has crafted for you, I will take care of making all the equipment for them.", "dplmc_constable_equip_retainers_2",
[(set_player_troop,"trp_player_retainer"),(change_screen_loot, "trp_armory_player"),]],
[anyone, "dplmc_constable_equip_retainers_2",
[],
"Excellent, they will now use that equipment.", "dplmc_constable_pretalk",
[(set_player_troop,"trp_player"),]],
["player_retainer","Household Guardsman","Household Guardsmen",tf_unkillable|tf_unmoveable_in_party_window|tf_mounted|tf_guarantee_all,0,0,fac_kingdom_3,
[itm_spear,itm_wooden_shield,itm_leather_jerkin,itm_leather_boots,itm_saddle_horse],
def_attrib|level(21),wp_one_handed (100) | wp_two_handed (100) | wp_polearm (100) | wp_archery (100) | wp_crossbow (100) | wp_throwing (100),knows_riding_7|knows_power_draw_5|knows_ironflesh_3|knows_horse_archery_7|knows_power_throw_4|knows_power_strike_4|knows_shield_1,bandit_face1, bandit_face2],
["armory_player","Constable","Constable",tf_is_merchant,0,0,fac_kingdom_3,
[itm_spear,itm_wooden_shield,itm_leather_jerkin,itm_leather_boots,itm_saddle_horse],
def_attrib|level(21),wp_one_handed (100) | wp_two_handed (100) | wp_polearm (100) | wp_archery (100) | wp_crossbow (100) | wp_throwing (100),knows_riding_7|knows_power_draw_5|knows_ironflesh_3|knows_horse_archery_7|knows_power_throw_4|knows_power_strike_4|knows_shield_1,bandit_face1, bandit_face2],
[anyone|plyr,"regular_member_talk", [
(troop_slot_eq, "$g_talk_troop", slot_troop_upgrade_troop, -1),
], "Change your loadout", "customize_char_requested",[
(call_script, "script_copy_inventory", "$g_talk_troop", "trp_find_item_cheat"),
(troop_sort_inventory, "trp_find_item_cheat"),
(try_for_range, ":item_slot", slot_troop_ek_item_0, slot_troop_ek_item_0 + ek_food),
(store_sub, ":inventory_slot", ":item_slot", slot_troop_ek_item_0),
(try_begin), #backup old slot
(troop_get_inventory_slot, ":item", "trp_find_item_cheat", ":inventory_slot"),
(gt, ":item", 0),
(troop_get_inventory_slot_modifier, ":imod", "$g_talk_troop", ":inventory_slot"),
(troop_add_item, "$g_talk_troop", ":item", ":imod"),
(try_end),
(troop_get_slot, ":item", "$g_talk_troop", ":item_slot"),
(gt, ":item", 0),
(val_add, ":item_slot", 10),
(troop_get_inventory_slot_modifier, ":imod", "$g_talk_troop", ":item_slot"),
#(val_sub, ":item_slot", slot_troop_ek_item_0 + 10),
(assign, reg0, ":inventory_slot"),
(str_store_item_name, s0, ":item"),
(display_message, "@loading slot {reg0} with {s0}"),
(troop_remove_item, "$g_talk_troop", ":item"), #prevent duplicate within inventory?
(troop_set_inventory_slot, "$g_talk_troop", ":inventory_slot", ":item"),
(troop_set_inventory_slot_modifier, "$g_talk_troop", ":inventory_slot", ":imod"),
(else_try),
(troop_set_inventory_slot, "$g_talk_troop", ":inventory_slot", -1),
(try_end),
]],
[anyone,"customize_char_requested", [], "Aye captain. Let me show you my moves.", "do_custom_member_view_char",[
(set_player_troop, "$g_talk_troop"),
(troop_clear_inventory, "trp_temp_troop"),
#add placeholder items here
# set slot as -1 ; use default spawned item
# set slot as 0 ; forced unequip item in slot
(change_screen_loot, "trp_temp_troop"),
]],
#restore inventory - some might be left on the other screen
[anyone,"do_custom_member_view_char", [], "Is this to your satisfaction?", "custom_member_talk",[]],
[anyone|plyr,"custom_member_talk", [], "Carry on, soldier.", "close_window",[(set_player_troop, "trp_player"),
(try_for_range, ":item_slot", ek_item_0, ek_food),
(troop_get_inventory_slot, ":item", "$g_talk_troop", ":item_slot"),
(gt, ":item", 0),
(troop_remove_item, "trp_find_item_cheat", ":item"),
(troop_get_inventory_slot_modifier, ":imod", "$g_talk_troop", ":item_slot"),
(val_add, ":item_slot", slot_troop_ek_item_0),
(assign, reg0, ":item_slot"),
(str_store_item_name, s0, ":item"),
(display_message, "@setting slot {reg0} with {s0}"),
(troop_set_slot, "$g_talk_troop", ":item_slot", ":item"),
(val_add, ":item_slot", 10),
(troop_set_slot, "$g_talk_troop", ":item_slot", ":imod"),
(else_try),
(val_add, ":item_slot", slot_troop_ek_item_0),
(troop_set_slot, "$g_talk_troop", ":item_slot", -1),
(val_add, ":item_slot", 10),
(troop_set_slot, "$g_talk_troop", ":item_slot", -1),
(try_end),
#this should now be missing the items that were selected
(troop_sort_inventory, "trp_find_item_cheat"),
#disregard this, as players can discard items randomly
(troop_clear_inventory, "$g_talk_troop"),
(troop_get_inventory_capacity, ":inv_cap", "trp_find_item_cheat"),
(try_for_range, ":item_slot", 0, ":inv_cap"),
(troop_get_inventory_slot, ":item", "trp_find_item_cheat", ":item_slot"),
(gt, ":item", 0),
(troop_get_inventory_slot_modifier, ":imod", "trp_find_item_cheat", ":item_slot"),
(troop_add_item, "$g_talk_troop", ":item", ":imod"),
(try_end),
(call_script, "script_inventory_parity_check", "$g_talk_troop"),
(display_message, "@post-equip: {reg0}"),
]],
(
"tutorial_fishing",0,-1,
"fishing",
[
(0,mtef_visitor_source|mtef_leader_only,af_override_horse,0,1,[]),
(2,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
(10,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
],
[
(ti_before_mission_start, 0, 0, [], [(assign,"$wind_power",2),(set_fixed_point_multiplier, 1),
(set_shader_param_float, "@vWindAmount","$wind_power")]),
(ti_tab_pressed, 0, 0, [],
[(display_message, "str_cannot_leave_now"),
]),
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
(lt,":num_parties",1),
(store_random,":spawn_point",num_sea_raider_spawn_points),
(val_add,":spawn_point","p_sea_raider_spawn_point_1"),
(set_spawn_radius, 25),
(spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
(assign, ":warlordid", reg0),
(else_try),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
(ge,":num_parties",1),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
(lt,":num_parties",3),
(spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
(assign, ":warbandid", reg0),
(party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
(party_set_ai_object, ":warbandid", ":warlordid"),
(try_end),
(party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
(party_set_ai_object, ":warbandid", ":warlordid"),
(party_set_flags, ":warbandid", pf_default_behavior, 0),
jacobhinds_trigger_list_1 = [
trigger_1,
trigger_2,
trigger_3,
]
dplmc_trigger_list_1 = [
dplmc_trigger_1,
dplmc_trigger_2,
dplmc_trigger_3,
]
{consequences for mission template}
]
+ dplmc_trigger_list_1,
+ jacobhinds_trigger_list_1,
jacobhinds_trigger_list_1 = [
trigger_1,
trigger_2,
trigger_3,
]
dplmc_trigger_list_1 = [
dplmc_trigger_1,
dplmc_trigger_2,
dplmc_trigger_3,
jacobhinds_trigger_list_1,
]
Somebody said:Append the first list to the second list
Code:{consequences for mission template} ] + dplmc_trigger_list_1 + jacobhinds_trigger_list_1,
The_dragon said:Please post full error (I know it doesn't make much sense for many around here, but the error shows the exact line and operation).
(
"troll", 0,
"troll_body", "troll_feet", "troll_handL",
"troll_head_c", troll_face_keys,
[], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
[], #beard meshes ,"beard_q"
["hair_blonde"], #hair textures
["beard_blonde"], #beard_materials
[("troll",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19])], #man_face_textures,
[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
"skel_human", 2.0,
psys_game_blood,psys_game_blood_2,
[[1.7, comp_greater_than, (1.0,face_width), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
[0.3, comp_less_than, (1.0,face_width), (1.0,temple_width)],
[1.7, comp_greater_than, (1.0,face_width), (1.0,face_depth)],
[0.3, comp_less_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
[1.7, comp_greater_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
[-0.7, comp_less_than, (1.0,nose_size), (-1.0,nose_shape)],
[0.7, comp_greater_than, (1.0,nose_size), (-1.0,nose_shape)],
[2.7, comp_greater_than, (1.0,chin_size), (1.0,mouth_nose_distance), (1.0,nose_height), (-1.0,face_width)],
]
),
tf_male = 0
tf_female = 1
tf_undead = 2
tf_troll = 3
troll_face1 = 0x00000000000000000000000000000000
troll_face2 = 0xffffffffffffffffffffffffffffffff
["troll", "Wild Troll", "Wild Trolls", tf_troll, no_scene, reserved, fac_outlaws, [itm_trolls_club], def_attrib|level(24), wp(100), knows_common|knows_athletics_5|knows_power_strike_7|knows_ironflesh_10, troll_face1, troll_face2 ],
sozzys said:Code:troll_face1 = 0x00000000000000000000000000000000 troll_face2 = 0xffffffffffffffffffffffffffffffff
No idea how this work... Maybe the mistake is here
jacobhinds said:sozzys said:Code:troll_face1 = 0x00000000000000000000000000000000 troll_face2 = 0xffffffffffffffffffffffffffffffff
No idea how this work... Maybe the mistake is here
This might be the source of the errors. When you're starting a new race, add a new troop near the beginning of module_troops.py (but after the hardcoded ones). Then go to the "character" menu ingame and press "next" above the image of the player until you get to the new race troop. Clicking on the image and pressing ctrl-E will allow you to access the face code.