(str_clear, s68),
(try_begin),
(this_or_next|is_between, ":troop_no", lords_begin, lords_end),
(is_between, ":troop_no", companions_begin, companions_end),
(troop_get_slot, ":troop_reputation", ":troop_no", slot_lord_reputation_type),
(store_add, ":troop_reputation_string", ":troop_reputation", "str_personality_archetypes"),
(str_store_string, s68, ":troop_reputation_string"),
(else_try),
(str_store_string, s68, "str_none"),
(try_end),
("personality_archetypes", "liege"),
("martial", "martial"),
("quarrelsome", "bad-tempered"),
("selfrighteous", "pitiless"),
("cunning", "cunning"),
("debauched", "sadistic"),
("goodnatured", "good-natured"),
("upstanding", "upstanding"),
("roguish", "roguish"),
("benevolent", "benevolent"),
("mercantile", "mercantile"),
Algerian.Sultan said:The entire site have these horses as accounts? I checked my account changed my profile pic, but the same.
kalarhan said:Merry Christmas day
I somehow doubt it can be fixed without modifying either the icons or the campaign map.Algerian.Sultan said:I noticed that most of my map icons ave a problem with my campaign map terrain.
Is there a way of fixing it other than having to modify the icons or the campaign map?
What about moving the model up in openbrf? Or is that complete nonsense? (Never tried something like that with icons)[Bcw]Btm_Earendil said:I somehow doubt it can be fixed without modifying either the icons or the campaign map.Algerian.Sultan said:I noticed that most of my map icons ave a problem with my campaign map terrain.
Is there a way of fixing it other than having to modify the icons or the campaign map?
gokiller said:What about moving the model up in openbrf? Or is that complete nonsense? (Never tried something like that with icons)[Bcw]Btm_Earendil said:I somehow doubt it can be fixed without modifying either the icons or the campaign map.Algerian.Sultan said:I noticed that most of my map icons ave a problem with my campaign map terrain.
Is there a way of fixing it other than having to modify the icons or the campaign map?
KratosMKII said:The code above is supposed to show the lord's reputation in the notes, but all i get is "Sir" in the place of the personality string.Code:(str_clear, s68), (try_begin), (this_or_next|is_between, ":troop_no", lords_begin, lords_end), (is_between, ":troop_no", companions_begin, companions_end), (troop_get_slot, ":troop_reputation", ":troop_no", slot_lord_reputation_type), (store_add, ":troop_reputation_string", ":troop_reputation", "str_personality_archetypes"), (str_store_string, s68, ":troop_reputation_string"), (else_try), (str_store_string, s68, "str_none"), (try_end),
Here's the strings from the file:
Code:("personality_archetypes", "liege"), ("martial", "martial"), ("quarrelsome", "bad-tempered"), ("selfrighteous", "pitiless"), ("cunning", "cunning"), ("debauched", "sadistic"), ("goodnatured", "good-natured"), ("upstanding", "upstanding"), ("roguish", "roguish"), ("benevolent", "benevolent"), ("mercantile", "mercantile"),
(troop_get_slot, ":troop_reputation", ":troop_no", slot_lord_reputation_type),
(assign, ":personality", "str_personality_archetypes"),
(val_add, ":personality", ":troop_reputation"),
(str_store_string, s68, ":personality"),
SupaNinjaMan said:KratosMKII said:The code above is supposed to show the lord's reputation in the notes, but all i get is "Sir" in the place of the personality string.Code:(str_clear, s68), (try_begin), (this_or_next|is_between, ":troop_no", lords_begin, lords_end), (is_between, ":troop_no", companions_begin, companions_end), (troop_get_slot, ":troop_reputation", ":troop_no", slot_lord_reputation_type), (store_add, ":troop_reputation_string", ":troop_reputation", "str_personality_archetypes"), (str_store_string, s68, ":troop_reputation_string"), (else_try), (str_store_string, s68, "str_none"), (try_end),
Here's the strings from the file:
Code:("personality_archetypes", "liege"), ("martial", "martial"), ("quarrelsome", "bad-tempered"), ("selfrighteous", "pitiless"), ("cunning", "cunning"), ("debauched", "sadistic"), ("goodnatured", "good-natured"), ("upstanding", "upstanding"), ("roguish", "roguish"), ("benevolent", "benevolent"), ("mercantile", "mercantile"),
My guess is that the instead of doing say str_personality_archetypes+2 to get str_quarrelsome like you're expecting, it's doing like str_personality_archetypes + XXX (what ever the string's number is) to get you sir. Somehow.
Based on the way TW does it when they call it you might try
Even though, effectively, you're doing the exact same thing.Code:(troop_get_slot, ":troop_reputation", ":troop_no", slot_lord_reputation_type), (assign, ":personality", "str_personality_archetypes"), (val_add, ":personality", ":troop_reputation"), (str_store_string, s68, ":personality"),
I would do something likeMr_Fun_Times said:How would I go about making it so blunt weapons no longer knock people unconscious, and instead replace it with the 25% chance of being knocked unconscious that the player's troops have?
death_handling = (
ti_on_agent_killed_or_wounded, 0, 0, [], [
#ti_on_agent_killed_or_wounded is fired whenever an agent is knocked down and can be used to determine
#whether or not they are knocked out by using set_trigger_result
(store_random_in_range, ":1d4", 1, 5), #Roll a 4-sided die, because I wanted to be dumb
(try_begin),
(eq, ":1d4", 4), #Basically if they get a critical save
(set_trigger_result, 0), #Knock out instead of die
(else_try),
(set_trigger_result, 1), # Else, perish
(try_end),
]
BeefBacon said:Can I tell villages to be assigned to specific castles and towns, rather than the closest?
# fill_village_bound_centers
#pass 1: Give one village to each castle
#pass 2: Give other villages to closest town.
(try_for_range, ":cur_village", villages_begin, villages_end),
(neg|party_slot_ge, ":cur_village", slot_village_bound_center, 1), #skip villages which are already bound.
....
KratosMKII said:The code above is supposed to show the lord's reputation in the notes, but all i get is "Sir" in the place of the personality string.Code:(str_clear, s68), (try_begin), (this_or_next|is_between, ":troop_no", lords_begin, lords_end), (is_between, ":troop_no", companions_begin, companions_end), (troop_get_slot, ":troop_reputation", ":troop_no", slot_lord_reputation_type), (store_add, ":troop_reputation_string", ":troop_reputation", "str_personality_archetypes"), (str_store_string, s68, ":troop_reputation_string"), (else_try), (str_store_string, s68, "str_none"), (try_end),
Here's the strings from the file:
Code:("personality_archetypes", "liege"), ("martial", "martial"), ("quarrelsome", "bad-tempered"), ("selfrighteous", "pitiless"), ("cunning", "cunning"), ("debauched", "sadistic"), ("goodnatured", "good-natured"), ("upstanding", "upstanding"), ("roguish", "roguish"), ("benevolent", "benevolent"), ("mercantile", "mercantile"),
TheMageLord said:Darmoth said:Hi... we've been wondering about what we would have to do to give archers in the arena a back up weapon. Like a quarter staff, or shorts sword?
Thats stored in mission_templates.txt. Find mst_arena_melee_fight arena_melee_fight. There should be big block of numbers, the first three lines being:That first number (5 is just the number of lines to follow, so ignore that for the first line. The red number is how many items the unit has. The blue numbers right after that are the items, stored in numerical order. The way you figure out which items are which is open up item_kinds.txt in a program that shows you the line numbers on the side (like notepad2) and check the item by line number. The formula to translate the number to the line number is: (#+1) x 3, so the first item in our list here (12) is on line number 39 (12+1 = 13, x3 = 39). Then go into item_kinds and find number 39, which is a practice bow. I'll leave it up to you to figure out exactly which lines in that big long list of 58 are which, but 12 = bow so if you find all instances of that you should find all the archers.58 0 4112 447 16 1 5 12 18 17 42 28
1 4112 447 16 1 2 3 42
2 4112 447 16 1 4 3 17 42 28
So if you want to add something, just find the item you want, note the line it's on, translate it into the item number, add it to the list, and add 1 to the red number so it reads the new item.
Mr_Fun_Times said:How would I go about modifying what contestants spawn with in tournaments?
That code is correct.JuJu70 said:probably not a good idea to add strings and slots together