Module system for version 0.731

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Curious thing those multiple rulers -- four per city, according to the scripts, swadians assigned to a, vaegirs to b. So, are we anticipating future city conquests/"flipping" cities? Appointments to office? :smile:
 
Janus 说:
Somebody wants a magical blade that has fire or smoke coming from it, or perhaps dripping ice crystals? Want that weapon to flare up when you swing it? A blade that screams/hums/etc. when you swing it? Should all be possible.

Have you tried this yet Janus?

Haven't had time to test it with the new tools yet, but a couple of days ago I hacked at the txt file and couldn't get particles to attach to anything that didnt fire... Though hopefully I was just missing a flag or something.

All these new operations though... they make life so much easier :smile:
 
Curious about the distinction between triggers & simple triggers. Seems like the latter contains information already in the former. What's the diff?

(On another note: store_current_site is now store_current_scene).
 
Okay, I've been trying and trying and trying to fix this show-stopping bug in Storymod, but it's just not working. And now I think I know why.

[EDIT] Cut this part out as it was utterly wrong and my own damned fault. Sorry! [/EDIT]

Miffedly,
Winter

[EDIT] Another unrelated bug is the CTD I keep getting in one particular dialogue, for no apparent reason -- the line contains no operations whatsoever, and none of its adjoining lines do either. And yet, every time I click it, the game crashes. Any ideas, anyone? [/EDIT]
 
Did I install this wrong or mess with someting, or do we now have textures.brf rather than texture_names.brf?

Also: small_round_tower_roof is gone. Might want to save that mesh from previous versions.
 
Thorgrim 说:
Haven't had time to test it with the new tools yet, but a couple of days ago I hacked at the txt file and couldn't get particles to attach to anything that didnt fire...

EDIT:

Well I managed to get a flame burning on my player's hand, but it's always there regardless of what weapon is being used at the moment.

Might be useful for helmets. I might make a flaming helmet... or one with chimney smoke pouring out of it...

EDIT: on_init_item doesn't fire for armor apparently. Damn.
 
Thanks a lot for all the positive feedback. I am quite pleased with the new stuff in the 0.730 module system myself. Can't wait to see what you guys will do with them. :grin:

Janus 说:
EDIT: by the way, a bug slipped through, the one that has some training fights set the opponent up as a friendly. It's the team set for lines 278/279 of module_mission_templates.py.

Ooops. There you go. That means there's a 1/6 chance that the training fight will be screwed up. :lol:

Also, sorry about the change to the terrain generator codes, but I sort of had to do it. I promise there won't be any more changes to the terrain codes, and if there, is I'll try to put up some kind of converter.
 
armagan 说:
Also, sorry about the change to the terrain generator codes, but I sort of had to do it. I promise there won't be any more changes to the terrain codes, and if there, is I'll try to put up some kind of converter.

It was definitely for the best; battle maps are much better now. Forest maps are still often too mountainous and there remains the odd canyon here and there, but otherwise it's pretty much perfect now.
 
this is kinda nitpicking, but its always bothered me to see errors in the documentation above the module files, these are the ones that really erk me

module_dialogs.py - Swap #4 and #3
module_factions.py - comment line directly above where the factions begin is outdated
module_particle_systems.py - emit box size should be where #20 is and bump #20 and #21 down to #21 and #22
module_parties.py - comment line directly above where the parties begin is outdated
module_scenes.py - #6 should be removed, #7 and the first #8 and #9 should be #5, #6, and #7
 
armagan, it seems that you cant trigger a menu from a party template anymore!! Is this correct or am i doing something wrong?
 
Yoshiboy 说:
armagan, it seems that you cant trigger a menu from a party template anymore!! Is this correct or am i doing something wrong?

That's correct. That stuff is now governed by the trigger in simple_triggers.py. Note that with the new method, you can catch and process any kind of encounter. :wink:

Raybur: Thanks a lot! I'm fixing those. I hate errors as well, but it's so difficult to see one's own erRurs. :razz:
 
armagan 说:
Yoshiboy 说:
armagan, it seems that you cant trigger a menu from a party template anymore!! Is this correct or am i doing something wrong?

That's correct. That stuff is now governed by the trigger in simple_triggers.py. Note that with the new method, you can catch and process any kind of encounter. :wink:

Raybur: Thanks a lot! I'm fixing those. I hate errors as well, but it's so difficult to see one's own erRurs. :razz:

i was panicing there, hopefully i can use this simple_triggers stuff to get what i need :smile:
 
Well, after much work, I've finally converted my mod to 0.731 format. Pretty tricky getting the towns right, but it seems to be working pretty relatively smoothly. *whew*. (except for the small round tower roof... :sad: )

A tip on passages: the menu entry number corresponds to the ordering in the game menu positions (4th = tavern, 5th = merchant, 6th = whatever, etc.), not the triggers list nor the scenes list.
 
Khalid ibn Walid 说:
it seems to be working pretty relatively smoothly. *whew*. (except for the small round tower roof...

Mine has a problem with the bo_tavern_sign object for some reason.
But this object is of course in all towns, so the game crashes whenever i enter a town...
 
>One of the most powerful new features intrroduced in the new version is the abillity to attach pieces of data to game objects.

wohoooooooo!! that kicks ass, thanks ^^
 
:idea: Something else I just now noticed, the number of registers available seems to have increased. Armagan has a "reg(41)" used in the .731 module system.
 
If you start a mission (via a mission template) and a game menu is active (e.g. if you started the mission from a game menu, or if you deliberately used a jump_to_menu just before change_screen_mission), once the mission is over, control automatically reverts to that game menu.

This allows you to catch retreats or tab-outs from any mission template.
 
Really? Damn, that's a nice change then. That will most certainly come in handy to keep track of the player and/or keep them from exiting to the world map on a whim.
 
fisheye 说:
If you start a mission (via a mission template) and a game menu is active (e.g. if you started the mission from a game menu, or if you deliberately used a jump_to_menu just before change_screen_mission), once the mission is over, control automatically reverts to that game menu.

This allows you to catch retreats or tab-outs from any mission template.
Damn, that explains a few things! I wish I'd known this before I spent four hours trying to fiddle with the dungeon crawl menus yesterday. Now I see great possibilities, plots within plots, oh yes...

Polytechnically,
Winter
 
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