Problem is a script

正在查看此主题的用户

DuoGum

Recruit
Hi, I have a problem.
"Put" to the game two scripts:
-Whiste for a horse
-Strike shield

:

Strike shield :sad:to module scripts in the end)
插入代码块:
("cf_agent_shield_bash",
    [(store_script_param, ":agent",1),
     (agent_get_position,pos1,":agent"),
     (agent_set_animation, ":agent", "anim_release_bash"),
     (agent_play_sound,":agent","snd_man_grunt"),
     (assign,":victim",-1),
     (try_for_agents,":possible_victim"),
        (agent_is_alive,":possible_victim"),
        (agent_is_human,":possible_victim"),
        (neq,":possible_victim",":agent"),
        (agent_get_class ,":class", ":possible_victim"),
        (neq,":class",grc_cavalry),
        (agent_get_position,pos2,":possible_victim"),
        (get_distance_between_positions,":dist",pos1,pos2),
        (lt,":dist",150),
        (neg|position_is_behind_position,pos2,pos1),
        (assign,":victim",":possible_victim"),
     (end_try),
     (gt,":victim",-1),
     (store_random_in_range,":rand",0,2),
     (store_agent_hit_points,":hp",":victim",1),
     (val_sub,":hp",":rand"),
     (store_random_in_range,":hit_reaction",1,101),
     (store_skill_level,":a_shield",skl_shield,":victim"),
     (store_skill_level,":v_shield",skl_shield,":agent"),   
     (try_begin),
         (gt,":hp",0),
         (agent_set_hit_points,":victim",":hp",1),
         (agent_play_sound,":agent","snd_shield_hit_wood_wood"),
         (agent_play_sound,":victim","snd_blunt_hit"),
         (try_begin),       
           (gt,":a_shield", ":v_shield"),
              (try_begin),       
                (is_between,":hit_reaction",0,10),   
                (agent_set_animation, ":victim", "anim_bash_unsuccessful"),
              (else_try),       
                (is_between,":hit_reaction",11,20),   
                (agent_set_animation, ":victim", "anim_bash_crouch"),           
              (else_try),
                (is_between,":hit_reaction",21,30),   
                (agent_set_animation, ":victim", "anim_bash_mini_stun"),
              (else_try),
                (is_between,":hit_reaction",21,79),   
                (agent_set_animation, ":victim", "anim_bash_stun"),           
              (else_try),
                (is_between,":hit_reaction",80,100),   
                (agent_set_animation, ":victim", "anim_bash_knocked"),
              (end_try),           
         (else_try),
           (lt,":a_shield", ":v_shield"),
              (try_begin),       
                (is_between,":hit_reaction",0,20),   
                (agent_set_animation, ":victim", "anim_bash_unsuccessful"),
              (else_try),       
                (is_between,":hit_reaction",21,42),   
                (agent_set_animation, ":victim", "anim_bash_crouch"),           
              (else_try),
                (is_between,":hit_reaction",43,65),   
                (agent_set_animation, ":victim", "anim_bash_mini_stun"),
              (else_try),
                (is_between,":hit_reaction",66,92),   
                (agent_set_animation, ":victim", "anim_bash_stun"),           
              (else_try),
                (is_between,":hit_reaction",93,100),   
                (agent_set_animation, ":victim", "anim_bash_knocked"),
              (end_try),
         (else_try),
           (eq,":a_shield", ":v_shield"),
              (try_begin),       
                (is_between,":hit_reaction",0,16),   
                (agent_set_animation, ":victim", "anim_bash_unsuccessful"),
              (else_try),       
                (is_between,":hit_reaction",17,33),   
                (agent_set_animation, ":victim", "anim_bash_crouch"),           
              (else_try),
                (is_between,":hit_reaction",34,50),   
                (agent_set_animation, ":victim", "anim_bash_mini_stun"),
              (else_try),
                (is_between,":hit_reaction",51,89),   
                (agent_set_animation, ":victim", "anim_bash_stun"),           
              (else_try),
                (is_between,":hit_reaction",90,100),   
                (agent_set_animation, ":victim", "anim_bash_knocked"),
              (end_try),
         (end_try),       
     (else_try),
         (agent_play_sound,":agent","snd_shield_hit_wood_wood"),
         (agent_play_sound,":victim","snd_blunt_hit"),
         (agent_deliver_damage_to_agent,":agent",":victim"),
     (end_try),
   ]),
 

To mission_templates :

插入代码块:
       (assign, "$pin_player_fallen", 1),
              (str_store_string, s5, "str_retreat"),
              (call_script, "script_simulate_retreat", 10, 20),
              (assign, "$g_battle_result", -1),
              (set_mission_result,-1),
              (call_script, "script_count_mission_casualties_from_agents"),
              (finish_mission,0)]),

      common_battle_inventory,


      #AI Tiggers
	  (ti_before_mission_start, 0, 0, [], [(assign,"$bash_readiness",0)]),


      (0.1, 0, 0, [], [(val_add,"$bash_readiness",1),]),


      (0, 0, 0, [(game_key_is_down, gk_defend),(game_key_clicked, gk_attack),],
       [(assign,":continue",0),
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (try_for_range,":shield","itm_wooden_shield","itm_heraldic_mail_with_surcoat"),
            (agent_has_item_equipped,":player",":shield"),
            (assign,":continue",1),
        (end_try),
        (eq,":continue",1),
        (agent_get_horse,":horse",":player"),
        (neg|gt,":horse",0),
        (ge,"$bash_readiness",10),
        (assign,"$bash_readiness",0),
        (call_script,"script_cf_agent_shield_bash",":player"),
        ]),

      (1.0, 0, 0, [],
       [(get_player_agent_no,":player"),
        (try_for_agents,":agent"),
           (agent_is_alive,":agent"),
           (agent_is_human,":agent"),
           (neq,":agent",":player"),
           (agent_get_class ,":class", ":agent"),
           (neq,":class",grc_cavalry),
           (assign,":continue",0),
           (try_for_range,":shield","itm_wooden_shield","itm_heraldic_mail_with_surcoat"),
               (agent_has_item_equipped,":agent",":shield"),
               (assign,":continue",1),
           (end_try),
           (eq,":continue",1),
           (assign,":chances",0),
           (agent_get_team,":team",":agent"),
           (agent_get_position,pos1,":agent"),
           (try_for_agents,":other"),
                (agent_is_alive,":other"),
                (agent_is_human,":other"),
                (agent_get_class ,":class", ":other"),
                (neq,":class",grc_cavalry),
                (agent_get_team,":otherteam",":other"),
                (neq,":team",":otherteam"),
                (agent_get_position,pos2,":other"),
                (get_distance_between_positions,":dist",pos1,pos2),
                (neg|position_is_behind_position,pos2,pos1),
                (lt,":dist",200),
                (val_add,":chances",1),
           (end_try),
           (store_agent_hit_points,":health",":agent",0),
           (val_mul,":health",-1),
           (val_add,":health",100),
           (val_div,":health",10),
           (val_mul,":chances",":health"),
           (store_random_in_range,":rand",1,25),
           (lt,":rand",":chances"),
           (call_script,"script_cf_agent_shield_bash",":agent"),
        (end_try),]),

Change for module animations :
插入代码块:
 ### Unused human animations start from here.
# strike_fall_back_rise_after_bashed
 ["bash_knocked", acf_enforce_all|acf_align_with_ground,
   [2.0, "anim_human", blow+5400, blow+5453, arf_blend_in_2],
 ],
# strike_chest_front_stop
 ["bash_stun", acf_enforce_all,
   [1.5, "anim_human", blow+5000, blow+5010, arf_blend_in_3],
 ],
# strike_chest_front_stop
 ["bash_mini_stun", acf_enforce_all,
   [0.6, "anim_human", blow+5000, blow+5010, arf_blend_in_3],
 ],
 # anim jump end
 ["bash_crouch", acf_enforce_all|acf_enforce_lowerbody,
   [0.5, "anim_human", 280, 290, arf_blend_in_3],
 ], 
# strike_head_front_left
 ["bash_unsuccessful", acf_enforce_all,
   [0.55, "anim_human", blow+0, blow+10, arf_blend_in_3],
 ],

 ["release_bash", acf_enforce_all|acf_right_cut|acf_parallels_for_look_slope,
   [0.62, "anim_human", combat+5710, combat+5740, blend_in_release],
 ],
 ["unused_human_anim_7", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_8", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_9", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_10", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_11", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_12", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_13", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_14", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_15", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_16", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_17", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_18", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_19", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_20", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_21", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_22", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_23", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_24", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_25", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_26", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_27", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_28", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_29", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_30", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_31", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_32", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_33", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_34", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_35", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_36", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_37", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_38", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_39", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_40", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_41", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_42", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_43", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_44", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_45", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_46", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_47", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_48", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_49", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_50", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_51", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_52", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_53", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_54", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_55", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_56", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_57", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_58", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_59", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_60", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_61", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_62", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_63", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_64", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_65", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_66", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_67", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_68", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_69", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_70", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_71", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_72", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_73", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_74", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_75", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_76", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_77", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_78", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_79", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_80", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_81", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_82", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_83", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_84", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_85", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_86", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_87", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_88", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_89", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_90", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_91", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_92", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_93", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_94", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_95", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_96", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_97", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_98", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_99", 0, [1.0, "anim_human", 0, 1, 0]],
 ["unused_human_anim_100", 0, [1.0, "anim_human", 0, 1, 0]],

Whiste for a horse :sad:to mission templates, to mission lead_charge to AI Triggers)

插入代码块:
  #AI Tiggers
	  (ti_before_mission_start, 0, 0, [], [(assign,"$bash_readiness",0)]),


      (0.1, 0, 0, [], [(val_add,"$bash_readiness",1),]),


      (     (0, 0, 60, [(key_clicked, key_t),(store_attribute_level,"$attribute","trp_player",3),(ge,"$attribute",14),(neg|main_hero_fallen)], [
                               
      (get_player_agent_no, ":player_agent"),
      (agent_get_position, pos1, ":player_agent"),
   (store_sub,":ch_bonus","$attribute",14),
   (val_div,":ch_bonus",-2),
   (assign,":whistled",":ch_bonus"),
   (try_for_agents,":agent"),
   
         (agent_is_alive,":agent"),
         (neg|agent_is_human,":agent"),
      (neg|ge,":whistled",1),
      (agent_get_position, pos2, ":agent"),
      (get_distance_between_positions,":distance",pos2,pos1),
      (ge,":distance",250),

(agent_set_scripted_destination,":agent",pos1,1),
(val_add,":whistled",1),

   (try_end),   
   (display_message,"@You whistle for a horse!",0x6495ed),   
   (call_script, "script_sprint_exp_penalty"),   
         ]),
           (eq,":continue",1),
           (assign,":chances",0),
           (agent_get_team,":team",":agent"),
           (agent_get_position,pos1,":agent"),
           (try_for_agents,":other"),
                (agent_is_alive,":other"),
                (agent_is_human,":other"),
                (agent_get_class ,":class", ":other"),
                (neq,":class",grc_cavalry),
                (agent_get_team,":otherteam",":other"),
                (neq,":team",":otherteam"),
                (agent_get_position,pos2,":other"),
                (get_distance_between_positions,":dist",pos1,pos2),
                (neg|position_is_behind_position,pos2,pos1),
                (lt,":dist",200),
                (val_add,":chances",1),
           (end_try),
           (store_agent_hit_points,":health",":agent",0),
           (val_mul,":health",-1),
           (val_add,":health",100),
           (val_div,":health",10),
           (val_mul,":chances",":health"),
           (store_random_in_range,":rand",1,25),
           (lt,":rand",":chances"),

To module scripts in the end :
插入代码块:
              (is_between,":hit_reaction",17,33),   
                (agent_set_animation, ":victim", "anim_bash_crouch"),           
              (else_try),
                (is_between,":hit_reaction",34,50),   
                (agent_set_animation, ":victim", "anim_bash_mini_stun"),
              (else_try),
                (is_between,":hit_reaction",51,89),   
                (agent_set_animation, ":victim", "anim_bash_stun"),           
              (else_try),
                (is_between,":hit_reaction",90,100),   
                (agent_set_animation, ":victim", "anim_bash_knocked"),
              (end_try),
         (end_try),       
     (else_try),
         (agent_play_sound,":agent","snd_shield_hit_wood_wood"),
         (agent_play_sound,":victim","snd_blunt_hit"),
         (agent_deliver_damage_to_agent,":agent",":victim"),
     (end_try),
   ]),
    ("sprint_exp_penalty",
    [(store_character_level,":level","trp_player"),
     (val_mul,":level",-200),
     (add_xp_to_troop,":level","trp_player"),
     ]),

And problem : :
插入代码块:
              (is_between,":hit_reaction",17,33),   
                (agent_set_animation, ":victim", "anim_bash_crouch"),           
              (else_try),
                (is_between,":hit_reaction",34,50),   
                (agent_set_animation, ":victim", "anim_bash_mini_stun"),
              (else_try),
                (is_between,":hit_reaction",51,89),   
                (agent_set_animation, ":victim", "anim_bash_stun"),           
              (else_try),
                (is_between,":hit_reaction",90,100),   
                (agent_set_animation, ":victim", "anim_bash_knocked"),
              (end_try),
         (end_try),       
     (else_try),
         (agent_play_sound,":agent","snd_shield_hit_wood_wood"),
         (agent_play_sound,":victim","snd_blunt_hit"),
         (agent_deliver_damage_to_agent,":agent",":victim"),
     (end_try),
   ]),
    ("sprint_exp_penalty",
    [(store_character_level,":level","trp_player"),
     (val_mul,":level",-200),
     (add_xp_to_troop,":level","trp_player"),
     ]),

Where is a error ?.
P.S I know is my English is very veak - Sorry I'm Polish ;].
 
it would be helpful if you'd post your build report.

when you run build module right click, copy, then paste into your next post, this helps more than just the code.
 
后退
顶部 底部