Immortal Wombat
Recruit

effemb said:So morgh's no longer works for versions 1.17+ ????
Getting errors when loading any item.
Is there any tool to edit items in 1.17+ ???
I also would like to know this
effemb said:So morgh's no longer works for versions 1.17+ ????
Getting errors when loading any item.
Is there any tool to edit items in 1.17+ ???
Lord Engineer said:Does anyone know how to fix this error?, I only get this error when I try to open the troops.py and items.py from the Diplomacy 1.173 mod and it's rather annoying. There is no other information from my computer besides the included screenshot which is quite frustrating and I have found very little relevant information online about this.
While it's still quite tedious to edit files with the tool it's far more without so I would quite like to be able to use it.
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Dionaea said:Lord Engineer said:Does anyone know how to fix this error?, I only get this error when I try to open the troops.py and items.py from the Diplomacy 1.173 mod and it's rather annoying. There is no other information from my computer besides the included screenshot which is quite frustrating and I have found very little relevant information online about this.
While it's still quite tedious to edit files with the tool it's far more without so I would quite like to be able to use it.
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I too would like to know to fix this issue
def heraldic(item_tableau):
return (ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_banner", item_tableau, ":agent_no", ":troop_no")])
def add_mesh(item_meshes):
cur_meshes = [(store_trigger_param_1, ":agent_no"),(ge, ":agent_no", 0)]
for mesh in item_meshes if not isinstance(item_meshes, basestring) else [item_meshes]:
cur_meshes.append((str_store_string, s1, mesh))
cur_meshes.append((cur_item_add_mesh, s1))
return (ti_on_init_item, cur_meshes)
def reskin(item_material):
return (ti_on_init_item, [(str_store_string, s1, item_material),(cur_item_set_material, s1, 0),])
smagnet said:Just downloaded this - looks great! Thank you for all the effort over the years.
Had a question about the Item Editor. If I want to change the Ammo count on something, can I do it so that it only affects MY items or will it affect the items of all the other soldiers / units as well?
If it does affect all, would I need to create a clone of the item I want to change and then somehow make it available only to me? To do so, do I set the Faction to 13 - fac_player_faction?
Thanks in advance!
Scuba Steve said:Is there a way to edit the values of multiple items at the same time? I'm assuming not after looking around, but I'm uncertain if there's something I'm missing.
# Some constants for ease of use.
imodbits_none = 0
imodbits_horse_basic = imodbit_swaybacked|imodbit_lame|imodbit_spirited|imodbit_heavy|imodbit_stubborn
imodbits_cloth = imodbit_tattered | imodbit_ragged | imodbit_sturdy | imodbit_thick | imodbit_hardened
imodbits_armor = imodbit_rusty | imodbit_battered | imodbit_crude | imodbit_thick | imodbit_reinforced |imodbit_lordly
imodbits_plate = imodbit_cracked | imodbit_rusty | imodbit_battered | imodbit_crude | imodbit_thick | imodbit_reinforced |imodbit_lordly
imodbits_polearm = imodbit_cracked | imodbit_bent | imodbit_balanced
imodbits_shield = imodbit_cracked | imodbit_battered |imodbit_thick | imodbit_reinforced
imodbits_sword = imodbit_rusty | imodbit_chipped | imodbit_balanced |imodbit_tempered
imodbits_sword_high = imodbit_rusty | imodbit_chipped | imodbit_balanced |imodbit_tempered|imodbit_masterwork
imodbits_axe = imodbit_rusty | imodbit_chipped | imodbit_heavy
imodbits_mace = imodbit_rusty | imodbit_chipped | imodbit_heavy
imodbits_pick = imodbit_rusty | imodbit_chipped | imodbit_balanced | imodbit_heavy
imodbits_bow = imodbit_cracked | imodbit_bent | imodbit_strong |imodbit_masterwork
imodbits_crossbow = imodbit_cracked | imodbit_bent | imodbit_masterwork
imodbits_missile = imodbit_bent | imodbit_large_bag
imodbits_thrown = imodbit_bent | imodbit_heavy| imodbit_balanced| imodbit_large_bag
imodbits_thrown_minus_heavy = imodbit_bent | imodbit_balanced| imodbit_large_bag
imodbits_horse_good = imodbit_spirited|imodbit_heavy
imodbits_good = imodbit_sturdy | imodbit_thick | imodbit_hardened | imodbit_reinforced
imodbits_bad = imodbit_rusty | imodbit_chipped | imodbit_tattered | imodbit_ragged | imodbit_cracked | imodbit_bent
I answered a similar question there, probably the same reason. Here is my answer there.Seear said:This error happens when clicking 630 and 631 in the perisno mod.
RecursiveHarmony said:I checked the problematic troops and the errors are caused by item modifiers of inventory items. Normally you can't add item modifiers to the inventory items, but some modders figured it out long time ago. Check this link.For some reason I get errors while looking up some of the characters in Morgh's Editor
RecursiveHarmony said:I checked Diplomacy 1.174 source code and same error. It is caused by function definitions.
If you place these definitions after the items array, it opens, but it still causes errors at some items. These're caused by parsing errors. Editor can't handle function calls in triggers.Code:def heraldic(item_tableau): return (ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_banner", item_tableau, ":agent_no", ":troop_no")]) def add_mesh(item_meshes): cur_meshes = [(store_trigger_param_1, ":agent_no"),(ge, ":agent_no", 0)] for mesh in item_meshes if not isinstance(item_meshes, basestring) else [item_meshes]: cur_meshes.append((str_store_string, s1, mesh)) cur_meshes.append((cur_item_add_mesh, s1)) return (ti_on_init_item, cur_meshes) def reskin(item_material): return (ti_on_init_item, [(str_store_string, s1, item_material),(cur_item_set_material, s1, 0),])
Modding tools for Bannerlord will be released with the Full Version afaik.Is something like this possible for Bannerlord in the future?
Modding tools for Bannerlord will be released with the Full Version afaik.