Modding Q&A [For Quick Questions and Answers]

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Further to my problem with the commander troop problem I have inserted a debugging script from diplomacy and it has helped, also it wasn't the problem I thought it was.
DEBUG -- Doing political calculations for Princess Hallbera
Boyar Nelag commander of party #1638 which is not his troop leaded party 1640
  Commanded party #1638 is Reinforcements from Azgad, troop leaded party #1640 is Boyar Nelag's Party
Boyar Nelag commander of party #1637 which is not his troop leaded party 1640
  Commanded party #1637 is Reinforcements from Epeshe, troop leaded party #1640 is Boyar Nelag's Party
Boyar Nelag commander of party #1636 which is not his troop leaded party 1640
  Commanded party #1636 is Reinforcements from Iyindah, troop leaded party #1640 is Boyar Nelag's Party
Boyar Nelag commander of party #1635 which is not his troop leaded party 1640
  Commanded party #1635 is Reinforcements from Cazzeck, troop leaded party #1640 is Boyar Nelag's Party
Boyar Nelag commander of party #1634 which is not his troop leaded party 1640
  Commanded party #1634 is Reinforcements from Ler Via, troop leaded party #1640 is Boyar Nelag's Party
Boyar Nelag commander of party #1633 which is not his troop leaded party 1640
  Commanded party #1633 is Reinforcements from Chaeza, troop leaded party #1640 is Boyar Nelag's Party
Boyar Nelag commander of party #1632 which is not his troop leaded party 1640
  Commanded party #1632 is Reinforcements from Aldelen, troop leaded party #1640 is Boyar Nelag's Party
DEBUG -- Doing political calculations for Princess Brynhild
Which is weird as I entered it like was printed
module triggers
(assign, "$npc_to_rejoin_party", ":npc"),
(try_end),
            (try_end),
        (try_end),
    ]),

#NPC system changes end

#mark edits srart garrison reinforcements
(36, 0, 0.0, [], [  ## Set the reinforcements interval to 36 Game hours. Change as you feel like.
                    (try_for_range, ":center", walled_centers_begin, walled_centers_end),
(party_get_slot, ":besieged", ":center", slot_center_is_besieged_by),
                        (neg|ge, ":besieged", 0), #Town/castle is under siege jump out
                        (store_faction_of_party, ":faction", ":center"),
                        (party_get_num_companions, ":garrison", ":center"),
                        (faction_get_slot, ":party_template_a", ":faction", slot_faction_reinforcements_a),
                        (faction_get_slot, ":party_template_b", ":faction", slot_faction_reinforcements_b),
                        (faction_get_slot, ":party_template_c", ":faction", slot_faction_reinforcements_c),
                        (assign, ":party_template", 0),
                        (try_begin),
                            (party_slot_eq, ":center", slot_party_type, spt_town),
                            (lt, ":garrison", 600),            ## Under this number of troops will towns get reinforcements
                            (assign, ":party_template", "pt_reinforcements"),
                        (else_try),
                            (party_slot_eq, ":center", slot_party_type, spt_castle),
                            (lt, ":garrison", 400),            ## Under this number of troops will castles get reinforcements
                            (assign, ":party_template", "pt_reinforcements"),
                        (try_end),
                        (try_begin),
                            (gt, ":party_template", 0),
                            (try_for_range, ":village_reinforcements", villages_begin, villages_end),
                                (try_begin),
                                    (party_slot_eq, ":center", slot_party_type, spt_castle),  ## For Castles
                                    (party_slot_eq, ":village_reinforcements", slot_village_bound_center, ":center"),
                                    (party_slot_eq, ":village_reinforcements", slot_village_state, svs_normal), ## Not if the village is being raided or is looted
                                    (neg|party_slot_eq, ":center", slot_town_lord, "trp_player"),  ## Not a player owned center
                                    (spawn_around_party, ":village_reinforcements", ":party_template"),
                                    (assign, ":result", reg0),
                                    (store_random_in_range, ":rand", 0, 100),
                                    (try_begin),
                                        (is_between, ":rand", 0, 45),  ## Get weakest template
                                        (party_add_template, ":result", ":party_template_a"),
                                    (else_try),
                                        (is_between, ":rand", 45, 85), ## Get stronger template
                                        (party_add_template, ":result", ":party_template_b"),
                                    (else_try),
                                        (ge, ":rand", 85), ## Get strongest template
                                        (party_add_template, ":result", ":party_template_c"),
                                    (try_end),
                                    (party_set_faction, ":result", ":faction"),
                                    (party_set_slot, ":result", slot_party_type, spt_reinforcement_party),
                                    (party_set_slot, ":result", slot_party_ai_object, ":center"),
                                    (str_store_party_name, s14, ":village_reinforcements"),
                                    (party_set_name, ":result", "@Reinforcements from {s14}"),
                                    (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
                                    (party_set_ai_object,":result", ":center"),
                                    (party_set_flags, ":result", pf_default_behavior, 1),
                                (else_try),       
                                    (party_slot_eq, ":center", slot_party_type, spt_town), ## For Towns
                                    (party_slot_eq, ":village_reinforcements", slot_village_bound_center, ":center"),
                                    (party_slot_eq, ":village_reinforcements", slot_village_state, svs_normal), ## Not if the village is being raided or is looted
                                    # (neg|party_slot_eq, ":center", slot_town_lord, "trp_player"), ## Not a player owned center
                                    (spawn_around_party, ":village_reinforcements", ":party_template"),
                                    (assign, ":result", reg0),
                                    (store_random_in_range, ":rand", 0, 100),
                                    (try_begin),
                                        (is_between, ":rand", 0, 45),  ## Get weakest template
                                        (party_add_template, ":result", ":party_template_a"),
                                    (else_try),
                                        (is_between, ":rand", 40, 85), ## Get stronger template
                                        (party_add_template, ":result", ":party_template_b"),
                                    (else_try),
                                        (ge, ":rand", 85), ## Get strongest template
                                        (party_add_template, ":result", ":party_template_c"),
                                    (try_end),
                                    (party_set_faction, ":result", ":faction"),
                                    (party_set_slot, ":result", slot_party_type, spt_reinforcement_party),
                                    (party_set_slot, ":result", slot_party_ai_object, ":center"),
                                    (str_store_party_name, s14, ":village_reinforcements"),
                                    (party_set_name, ":result", "@Reinforcements from {s14}"),
                                    (party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
                                    (party_set_ai_object,":result", ":center"),
                                    (party_set_flags, ":result", pf_default_behavior, 1),
                                (try_end),
                            (try_end),
                        (try_end),
                    (try_end)]),
#mark edits end garrison reinforcements

#NPC system changes end

# Lady of the lake achievement
  (1, 0, 0,
  [
   
module simple triggers
         
          (party_set_slot, ":party_no", slot_party_ai_object, ":target_center"),
        (try_end),
      (try_end),
    ]),
#mark edits start reinforce garrison
(0.2,  #Every 0.2 game hours will the game check if there are any reinforcements in the centers.
  [
      (try_for_parties, ":party_no"),
        (party_slot_eq, ":party_no", slot_party_type, spt_reinforcement_party),  #Find parties of the type spt_reinforcement_party
        (party_is_in_any_town, ":party_no"),  # Is the party in any town?
        (party_get_cur_town, ":cur_center", ":party_no"), #What town are they in?
        (call_script, "script_party_add_party_companions", ":cur_center", ":party_no"), #Add the party to the center, which is infact a party :wink:
        (party_clear, ":party_no"), #Not sure if this cleaning up is necessary, but it's a precaution so we don't have a bundle of templates lying around.
      (try_end),
    ]),
#mark edits end reinforce garrison

  #Troop AI: Village farmers thinking
  (8,
  [
      (try_for_parties, ":party_no"),
       
The only thing i can think of is that i have more factions than native i have 10 instead of 6 but cannot see any reference for that.
Again as always any help would be great.

Edit: I wonder if it has something to do with the constants
#slot_party_type values
##spt_caravan            = 1
spt_castle            = 2
spt_town              = 3
spt_village            = 4
##spt_forager            = 5
##spt_war_party          = 6
##spt_patrol            = 7
##spt_messenger          = 8
##spt_raider            = 9
##spt_scout              = 10
spt_kingdom_caravan    = 11
##spt_prisoner_train    = 12
spt_kingdom_hero_party = 13
##spt_merchant_caravan  = 14
spt_reinforcement_party = 14 #edits start and end
spt_village_farmer    = 15
spt_ship              = 16
spt_cattle_herd        = 17
spt_bandit_lair      = 18
#spt_deserter          = 20

kingdom_party_types_begin = spt_kingdom_caravan
kingdom_party_types_end = spt_kingdom_hero_party + 1
("reinforcements","Reinforcements",icon_axeman|pf_show_faction,0,fac_commoners,soldier_personality,[]),
Yep was the position moved the reinforcement and all seems ok
 
Hey guys, what agent is the player? And is it constant or changing from one scene to another? Thanks!

EDIT: Nope, screw it, nevermind, I'm an idiot. For anyone having the same problem and can't get his mind to work, it's get_player_agent_no and then assign it.  :facepalm:
 
Antonis said:
Hey guys, what agent is the player? And is it constant or changing from one scene to another? Thanks!

you did not mention if its SP or MP tho... anyway for SP

Code:
get_player_agent_no                      = 1700  # (get_player_agent_no, <destination>),
                                                 # Retrieves the reference to the player-controlled agent. Singleplayer mode only.
 
Antonis said:
And is it constant or changing from one scene to another?
No, agents and prop instances are not constant, you check for them only within the mission you are currently in. If you finish it, they will not be saved for future, you will need to check for them again
 
Hi all,

Getting this error at random intervals:

Code:
 SCRIPT ERROR ON OPCODE 1620: Invalid Party ID: 11751; LINE NO: 12: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 501: Invalid Party ID: 11751; LINE NO: 13: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11751; LINE NO: 3: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11751; LINE NO: 4: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: 11751; LINE NO: 5: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1612: Invalid Party ID: 11751; LINE NO: 16: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 1669: Invalid Party ID: 11751; LINE NO: 18: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 501: Invalid Party ID: 11751; LINE NO: 19: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 1677: Invalid Party ID: 11751; LINE NO: 25: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 1660: Invalid Party ID: 11751; LINE NO: 25: 
 At Simple trigger trigger no: 56. At Simple trigger trigger no: 56. At Simple trigger trigger no: 56. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11751; LINE NO: 3: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11751; LINE NO: 4: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: 11751; LINE NO: 5: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1620: Invalid Party ID: 11752; LINE NO: 12: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 501: Invalid Party ID: 11752; LINE NO: 13: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11752; LINE NO: 3: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11752; LINE NO: 4: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: 11752; LINE NO: 5: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1612: Invalid Party ID: 11752; LINE NO: 16: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 1669: Invalid Party ID: 11752; LINE NO: 18: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 501: Invalid Party ID: 11752; LINE NO: 19: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 1677: Invalid Party ID: 11752; LINE NO: 25: 
 At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. At script: create_kingdom_hero_party. SCRIPT ERROR ON OPCODE 1660: Invalid Party ID: 11752; LINE NO: 25: 
 At Simple trigger trigger no: 56. At Simple trigger trigger no: 56. At Simple trigger trigger no: 56. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11752; LINE NO: 3: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 521: Invalid Party ID: 11752; LINE NO: 4: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1694: Invalid Party ID: 11752; LINE NO: 5: 
 At script: party_set_ai_state. At script: party_set_ai_state. SCRIPT ERROR ON OPCODE 1073742365: Invalid Party ID: 11752; LINE NO: 5: 
 At Simple trigger trigger no: 113. At Simple trigger trigger no: 113. SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 11752; LINE NO: 6: 
 At Simple trigger trigger no: 113. At Simple trigger trigger no: 113. At Simple trigger trigger no: 113. SCRIPT ERROR ON OPCODE 1073742365: Invalid Party ID: 11752; LINE NO: 18: 
 At Simple trigger trigger no: 113. At Simple trigger trigger no: 113. SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 11752; LINE NO: 19:

Bit unsure about how to proceed with figuring out what's causing it. How do I narrow it down, other than it being an error with an invalid party?
 
Maybe the opcodes can help you narrow it down:

Code:
OPCODE 501 = party_set_slot
OPCODE 521 = party_get_slot
OPCODE 1612 = party_add_leader

... and so on, so forth...

However, the party ID being called is 11751. Probably not a party actually.. Maybe there is a mistake somewhere where it is an agent or an item or something else being called?
 
The variable collected in the second argument of a script call 'create_kingdom_hero_party' does not correspond with a valid party ID.
It looks for all those calls to the script and checks the code through which the second argument is obtained, that of the parties.

EDIT: It is possible that I rushed with my answer, the desire to help sometimes betray me.
There are 2 parties involved: 11751 and 11752.
Find out who those 2 parties are and in what moment and conditions they were created and go pulling the thread... it sounds obvious but maybe you haven't done it.
 
Hello there. I have got this part of the code in game_menus Menu "town_tavern":
Code:
             (try_for_range, ":companion_candidate", companions_begin, companions_end),

###Van_added

        (this_or_next|eq, ":companion_candidate", "trp_npc2"),
        (this_or_next|eq, ":companion_candidate", "trp_npc3"),

        (this_or_next|eq, ":companion_candidate", "trp_npc5"),

        (this_or_next|eq, ":companion_candidate", "trp_npc7"),###Fulko de Lorche

        (this_or_next|eq, ":companion_candidate", "trp_npc12"),
        (this_or_next|eq, ":companion_candidate", "trp_npc13"),
        (this_or_next|eq, ":companion_candidate", "trp_npc14"),
        (this_or_next|eq, ":companion_candidate", "trp_npc15"),
        (eq, ":companion_candidate", "trp_npc16"),
###Van_end

               (troop_slot_eq, ":companion_candidate", slot_troop_occupation, 0),
               (troop_slot_eq, ":companion_candidate", slot_troop_cur_center, "$current_town"),
			   (neg|troop_slot_ge, ":companion_candidate", slot_troop_prisoner_of_party, centers_begin),
			   
               (set_visitor, ":cur_entry", ":companion_candidate"),

               (val_add, ":cur_entry", 2),
             (try_end),
What should I do to, for example, "trp_npc7" spawn only after finishing the Quest "qst_nowo_kovno"?
I did so:
        (try_begin),
(neg|check_quest_active,"qst_nowo_kovno"),
(check_quest_finished,"qst_nowo_kovno"),

        (this_or_next|eq, ":companion_candidate", "trp_npc7"),###Fulko de Lorche
        (try_end),
But it Doesn't work correctly.
What conditions should I put?
 
Vankod said:
Hello there. I have got this part of the code in game_menus Menu "town_tavern":
Code:
             (try_for_range, ":companion_candidate", companions_begin, companions_end),

###Van_added

        (this_or_next|eq, ":companion_candidate", "trp_npc2"),
        (this_or_next|eq, ":companion_candidate", "trp_npc3"),

        (this_or_next|eq, ":companion_candidate", "trp_npc5"),

        (this_or_next|eq, ":companion_candidate", "trp_npc7"),###Fulko de Lorche

        (this_or_next|eq, ":companion_candidate", "trp_npc12"),
        (this_or_next|eq, ":companion_candidate", "trp_npc13"),
        (this_or_next|eq, ":companion_candidate", "trp_npc14"),
        (this_or_next|eq, ":companion_candidate", "trp_npc15"),
        (eq, ":companion_candidate", "trp_npc16"),
###Van_end

               (troop_slot_eq, ":companion_candidate", slot_troop_occupation, 0),
               (troop_slot_eq, ":companion_candidate", slot_troop_cur_center, "$current_town"),
            (neg|troop_slot_ge, ":companion_candidate", slot_troop_prisoner_of_party, centers_begin),
            
               (set_visitor, ":cur_entry", ":companion_candidate"),

               (val_add, ":cur_entry", 2),
             (try_end),
What should I do to, for example, "trp_npc7" spawn only after finishing the Quest "qst_nowo_kovno"?
I did so:
        (try_begin),
(neg|check_quest_active,"qst_nowo_kovno"),
(check_quest_finished,"qst_nowo_kovno"),

        (this_or_next|eq, ":companion_candidate", "trp_npc7"),###Fulko de Lorche
        (try_end),
But it Doesn't work correctly.
What conditions should I put?
The try-block catches the this_or_next|eq (and this_or_next won't work in that context anyways since there is no next in the block). Try using something like this:
Code:
        (assign, ":npc7_spawnable", 0),
        (try_begin),
            (neg|check_quest_active,"qst_nowo_kovno"),
            (check_quest_finished,"qst_nowo_kovno"),

            (eq, ":companion_candidate", "trp_npc7"),###Fulko de Lorche
            
            (assign, ":npc7_spawnable", 1),
        (try_end),
        
        (this_or_next|eq, ":npc7_spawnable", 1),
 
Hello :smile:
How to modify the NW's cannons reload time?

Although i scutinized carefully the NW source, i could not find the value that modifies the reload time anywhere, not amid scripts nor triggers. Is it maybe a particular script, hidden or hardcoded in game's engine?

Thanks
 
Sir John Hawkwood said:
Hello :smile:
How to modify the NW's cannons reload time?

Although i scutinized carefully the NW source, i could not find the value that modifies the reload time anywhere, not amid scripts nor triggers. Is it maybe a particular script, hidden or hardcoded in game's engine?

Thanks
Without knowing NWs source code I'd guess it's the use timer on the scene prop?
 
The "use" timer? There are timers in scene props, mission templates and scripts, but nothing concerning the cannon reload time, as to scene props the cannons seem all to use these:
Code:
check_mm_use_cannon_prop_start_trigger,
check_mm_use_cannon_prop_end_trigger,
check_mm_use_cannon_prop_cancel_trigger,
that gave no results.

Besides in the scene prop triggers there is this
Code:
slot_agent_frizzle_times
which i think tied to sounds and led to nothing anyways.
The only thing i found in scripts is
Code:
slot_agent_cur_reload_speed_modifier
that is ineffective.

Yet time is often checked in milliseconds, so i measured reloading and it always counts as 6 round seconds, though i see no "6000" in any file...please if anyone could modify the NW cannon reload time, let me know.

Edit- Nice profile. I hope not to find that animal anywhere.  :lol:
 
Change text color / colour ?

Problem:  I miss the messages telling me when a lord in my prison escapes. 

Task:      How can I change the colour of the text on the screen messages to something other than white when the message for an escaped Lord presents?

My skill level:  Low.... changes to text code I can do. No python No other  tool application other than notepad++.

Any direct solution help gratefully accepted.
Please no trolls.
 
This:

tf_no_capture_alive

Doesn't seem to prevent a lord from capturing troops even if they have the qualifier. Does it only apply to the player?
 
from header_sounds import *
from compiler import *

# Alter the "shield_broken" line(s) in "module_sounds.py" to match this one (remember to save a backup):

add_block = [
### Dismemberment Mod Kit - modified line ###
("shield_broken",sf_priority_9, ["shield_broken.ogg","shield_broken1.ogg","shield_broken2.ogg"]),
#################

# Paste these lines near the bottom of the "module_sounds.py" -file:
### Dismemberment Mod Kit Sound Effects ###
("decapitation",sf_priority_9|sf_vol_11, ["decap1.ogg","decap2.ogg","decap3.ogg","decap4.ogg"]),
]
#################



# Used by modmerger framework version >= 200 to merge stuff
def modmerge(var_set):
    try:
        var_name_1 = "sounds"
        orig_sounds = var_set[var_name_1]
        modmerge_sounds(orig_sounds)
    except KeyError:
        errstring = "Variable set does not contain expected variable: "%s"." % var_name_1
        raise ValueError(errstring)
     
def modmerge_sounds(orig_sounds):
    try:
        add_sounds(orig_sounds, add_block, check_duplicates = True) # replace existing and add new 
    except:
        import sys
        print "Injecton 1 failed:", sys.exc_info()[1]
        raise
What i want to do: replace "shield_broken" and add "decapitation" to the bottom. Is the code correct?

Mars_Mullo said:
Change text color / colour ?

Problem:  I miss the messages telling me when a lord in my prison escapes. 

Task:      How can I change the colour of the text on the screen messages to something other than white when the message for an escaped Lord presents?

My skill level:  Low.... changes to text code I can do. No python No other  tool application other than notepad++.

Any direct solution help gratefully accepted.
Please no trolls.
(display_message, "@your message.", ":color_code"),
":color_code" is the code of the color you want the message to be. e.g. 16732240 is red.

EDIT: F***. I just read that again and noticed that you wanted the text changes.
Search for 1105 1 216172782113783967 in scripts.txt. Add "16732240" to it so that it becomes 1105 1 216172782113783967 16732240.

16732240 is the color code. You can change it to any color you want.

 
Cozur said:
This:

tf_no_capture_alive

Doesn't seem to prevent a lord from capturing troops even if they have the qualifier. Does it only apply to the player?

It doesn't work, but this TLD script does the job:
Khamukkfamu said:
In TLD, we modified a script:

Code:
#script_party_prisoners_add_party_companions:
# INPUT: param1: Party-id to add the second part, param2: Party-id which will be added to the first one.
# "$g_move_heroes" : controls if heroes will also be added.
("party_prisoners_add_party_companions",
    [ (store_script_param_1, ":target_party"), #Target Party_id
      (store_script_param_2, ":source_party"), #Source Party_id
      (party_get_num_companion_stacks, ":num_stacks",":source_party"),
      (try_for_range, ":stack_no", 0, ":num_stacks"),
        (party_stack_get_troop_id,     ":stack_troop",":source_party",":stack_no"),
        (this_or_next|neg|troop_is_hero, ":stack_troop"),
        (eq, "$g_move_heroes", 1),
        (troop_get_type,":race",":stack_troop"),
        (neq,":race",tf_orc),        ## TLD good guys finish all orcs, evil guys finish all elves, GA
        (neq,":race",tf_uruk),
        (neq,":race",tf_urukhai),
        (neq,":race",tf_troll),
        (neq,":race",tf_lorien),
        (neq,":race",tf_imladris),
        (neq,":race",tf_woodelf),
        (party_stack_get_size, ":stack_size",":source_party",":stack_no"),
        (party_add_prisoners, ":target_party", ":stack_troop", ":stack_size"),
      (try_end),
 
Hi guys !

I can't find any itp or itcf that would make a weapon unsheathable (I would like it to drop on the ground when you switch weapons) in header_items. is there a simple way to make it work?

Thanks in advance :smile:
 
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