Siloer said:
Computica said:
You remind me of myself when I first started modding... Ah, good times... well,
Good Luck!
Alright Honestly You'll have to teach yourself. I started out using programs to edit items. TweakMB came in handy too. After messing with tools, much time here trolling on the forums, slowly learning the effects that tools had on the .txt files, and then learning how the .txt files reflect the module system. It all became 2nd Nature for me. I understood how the game worked. My previous experience with making mods/scripts for Populous 3 really helped me out (If, Else, And, Try, Or, etc).
That and the fact that I like math (not love). I ended up really teaching myself how the game works.
SN:
I just noticed I've been promoted to a Knight! Lucky me!
Great story mate
Yes i tried alot myself but i have this idea what can't pop out because i dont have the experience for it and i keep trying and searching its soo frustrating. Well i keep continue trying then
I like math but i suck at it, Will it by wise to even learn scripting if i cant do math
The math isn't necessary but a good calculator would come in handy. You'll have to be able to read scripts... like this one:
I'm going to explain to you what this script does using "#--". If you can read them then modding will be much easier for you.
# script_npc_get_troop_wage #--This is a script. Scripts are called upon by the game engine or by other scripts
# This script is called from module system to calculate troop wages for npc parties. #--Someone left a note explaining what it does. Note the "#" symbol he used it can be a life saver.
# Input: #-- There is no input value in this script
# param1: troop_id #--You will only need an troop_id for this script to work.
# Output: reg0: weekly wage #-- It will store a number value into "reg0". These are used to store values temporarily for use in another section of code after the script was called
("npc_get_troop_wage", #--Name of script so you can call it. ex: (call_script, "script_npc_get_troop_wage", ":stack_troop", ":party_no"),
[
(store_script_param_1, ":troop_id"), #--storing the troop into ":troop_id" so we can use that value.
(assign,":wage", 0), #--We made a new value called ":wage" and made its value 0
(try_begin), #--Right here were going to make an attempt to do something. If the conditions are not met then it will move on to the next block of code
(troop_is_hero, ":troop_id"), #--If the troop is a hero then it will continue coding after the "try_end"
(else_try), #-- If the troop is not a hero it will try something else
(store_character_level, ":wage", ":troop_id"), #Now were storing the level of the troop. Ex:Troop is level 18 which "wage" is now 18
(val_mul, ":wage", ":wage"), #--18 * 18 = 324 | Here we multiplied and made the value of "wage" 324 now
(val_add, ":wage", 50), #-- 324 + 50 = 374 | The variable or number to the left is replaced with the mathematical outcome when "val_" is used
(val_div, ":wage", 30), #-- 374 / 30 = 12 | I dropped the decimal stuff in the example so you can understand this easier
(troop_is_mounted, ":troop_id"), #-- If the troop is mounted then continue, if not got to the next block after "try_end"
(val_mul, ":wage", 5), #-- 12 * 5 = 60
(val_div, ":wage", 4), #-- 60 / 4 = 15
(try_end), #--This is where the "try_begin" ends at. You can have multiplte try_begins (and try_ends) in each other. They work more like layers of a cake.
(assign, reg0, ":wage"), #--We assign what the wage is for you use after the script is called. 12 denars for an unmounted troop, 15 for a mounted one.
]), #--This closes the script so you know it has ended. Remember these work like layers on a cake too. though somewhat limited.
That's all I've got for you.