xPearse said:Could someone tell me how to make sure guns will be sold in shops.
MadVader said:Cheaters and tweakers, they never give up.
The problem is with the hardcoded items_end, which you can't change without the module system or if you really know what are you doing in menus.txt (hint: increase two identical numbers in mnu_cheat_find_item).
If you add items at the end of the items file, they won't be in the range of the find item cheat.
If you set the flags to itp_pistol or musket you will have to modify the following script:xPearse said:Could someone tell me how to make sure guns will be sold in shops.
MadVader said:@Andy
If you are that resourceful, you should get into real modding. Just saying.
Cozur said:Is it possible to have a trigger that fires after, say 10 days, and assigns a castle/town from kingdom 1 to kingdom 2 instead.
Say the Sarranid Lord Troy holds Castle Numero Uno.
A trigger fires.
Now the Vaegir Lord Abed holds Castle Numero Uno instead, with Lord Troy holding no castle.
Uh... What?AnddyiRaynor said:Tags. # How to add items to cheatmenu find item # cheatmenu finditem #Long live the occult.
My guess would be that he did it in order to help people that use the research function, which is an ever reducing part of the forum population. In case someone uses the same key words.Lumos said:Uh... What?AnddyiRaynor said:Tags. # How to add items to cheatmenu find item # cheatmenu finditem #Long live the occult.
Seek n Destroy said:If you set the flags to itp_pistol or musket you will have to modify the following script:xPearse said:Could someone tell me how to make sure guns will be sold in shops.
Initially bullets and pistols were not sold now I added them to the merchants list. You can do the same with muskets/firearms following the same logic. Note that it is the Warband script, the Classic M&B one should be similar though.# script_refresh_center_weaponsmiths
("refresh_center_weaponsmiths",
[
(reset_item_probabilities,100),
(set_merchandise_modifier_quality,150),
(try_for_range, ":cur_merchant", weapon_merchants_begin, weapon_merchants_end),
(store_sub, ":cur_town", ":cur_merchant", weapon_merchants_begin),
(val_add, ":cur_town", towns_begin),
(troop_clear_inventory, ":cur_merchant"),
(party_get_slot, ":cur_faction", ":cur_town", slot_center_original_faction),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_one_handed_wpn, 5),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_two_handed_wpn, 5),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_polearm, 5),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_shield, 6),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_bow, 4),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_crossbow, 3),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_thrown, 5),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_arrows, 2),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_bolts, 2),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_pistol, 2),
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_bullets, 2),
(troop_ensure_inventory_space, ":cur_merchant", merchant_inventory_space),
(troop_sort_inventory, ":cur_merchant"),
(store_troop_gold, reg6, ":cur_merchant"),
Seek n Destroy said:I was wrong, haven't touched the 1.011 module system in a while, the script you modified is the one of the villages. It's ok if you want to buy guns there but the one you are looking for is in module_triggers:
# Refresh Weapon sellers
(0.0, 0, 24.0, [], [
(reset_item_probabilities,100),
(set_merchandise_modifier_quality,150),
(try_for_range,reg(2),weapon_merchants_begin,weapon_merchants_end),
(troop_add_merchandise,reg(2),itp_type_one_handed_wpn,5),
(troop_add_merchandise,reg(2),itp_type_two_handed_wpn,5),
(troop_add_merchandise,reg(2),itp_type_polearm,5),
(troop_add_merchandise,reg(2),itp_type_shield,6),
(troop_add_merchandise,reg(2),itp_type_bow,4),
(troop_add_merchandise,reg(2),itp_type_crossbow,3),
(troop_add_merchandise,reg(2),itp_type_thrown,5),
(troop_add_merchandise,reg(2),itp_type_arrows,2),
(troop_add_merchandise,reg(2),itp_type_bolts,2),
(troop_add_merchandise,reg(2),itp_type_musket,2),
(troop_add_merchandise,reg(2),itp_type_pistol,2),
(troop_add_merchandise,reg(2),itp_type_bullets,2),
(troop_ensure_inventory_space,reg(2),merchant_inventory_space),
(troop_sort_inventory, reg(2)),
(store_troop_gold, reg(6),reg(2)),
(lt,reg(6),900),
(store_random_in_range,":new_gold",200,400),
(call_script, "script_troop_add_gold",reg(2),":new_gold"),
(end_try,0),
]),
(troop_set_slot, "trp_npc2", (party_add_members, "trp_player","trp_shido_school_girl",1),
(troop_set_slot, "trp_npc2", (party_add_members, "trp_player","trp_shido_school_boy",1),
(troop_set_slot, "trp_npc2", (party_add_members, "trp_player","trp_caravan_guard",1),
(troop_set_slot, "trp_npc2", (party_add_members, "trp_player","trp_mercenary_swordsman",1),
(troop_set_slot, "trp_npc2", (party_add_members, "trp_player","trp_police_officer",1),
MadVader said:Go through the coding tutorial ASAP, this is just awful.
1. Comment out or remove the troop_set_slots for companion love/hates.
2. Adding party members when NPCs join.
The NPCs join at a certain place in the dialogs that's easy to find. Add troops to the party there, like this:
(party_add_members, "p_main_party","trp_shido_school_girl",1),