Türkçe OSP Çevirileri[Black Dead'in Kod Çevirisi]

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Evet arkadaşlar yeni konu ve derslerle karşınızdayım, yaz geldiği için daha sık dersler gelecek. Keyifli oyunlar!
Kodun Asıl Sahibi= timedanze
Evet arkadaşlar öncelikle module_game_menus'u açıp en alta "]" işaretinin öncesine alttaki kodu yapıştırıyoruz. :grin:
Code:
  ("deer_herd",mnf_scale_picture,
   "You encounter a herd of deers.",
   "none",
   [
   (try_begin),
      (gt, "$num_deers_killed",0),
      (troop_clear_inventory, "trp_temp_troop"),
      (troop_add_items, "trp_temp_troop", "itm_deer_meat", "$num_deers_killed"),

      (party_get_num_companions, ":num_deers", "$g_encountered_party"),
      (try_begin),
        (ge, "$num_deers_killed", ":num_deers"),
        (remove_party, "$g_encountered_party"),
      (else_try),
        (party_remove_members, "$g_encountered_party", "trp_deer", "$num_deers_killed"),
      (try_end),
      (assign,"$num_deers_killed",0),
          (troop_sort_inventory, "trp_temp_troop"),
     (change_screen_loot,"trp_temp_troop"),
    (try_end),
    (set_background_mesh, "mesh_pic_cattle"),
   ],
    [
      ("deer_kill",
      [
      (party_get_num_companions, ":num_deers", "$g_encountered_party"),
      (try_begin),
        (le,":num_deers",0),
   (disable_menu_option),
      (try_end),
      ]
      ,"Hunt some of the animals.",
       [
       (set_jump_mission,"mt_deer_hunting"),
       (jump_to_scene,"scn_random_scene_plain_forest"),
       (change_screen_mission),
        ]
       ),
      ("leave",[],"Leave.",
       [(change_screen_return),
        ]
       ),
      ]
  ),
  ("deer_herd_kill_end",0,
   "You shouldn't be reading this.",
   "none",
   [(change_screen_return)],
    [
      ]
  ),
  ("boar_herd",mnf_scale_picture,
   "You encounter a herd of boars.",
   "none",
   [
   (try_begin),
      (gt, "$num_boars_killed",0),
      (troop_clear_inventory, "trp_temp_troop"),
      (troop_add_items, "trp_temp_troop", "itm_boar_meat", "$num_boars_killed"),

      (party_get_num_companions, ":num_deers", "$g_encountered_party"),
      (try_begin),
        (ge, "$num_boars_killed", ":num_deers"),
        (remove_party, "$g_encountered_party"),
      (else_try),
        (party_remove_members, "$g_encountered_party", "trp_boar", "$num_boars_killed"),
      (try_end),
      (assign,"$num_boars_killed",0),
          (troop_sort_inventory, "trp_temp_troop"),
     (change_screen_loot,"trp_temp_troop"),
    (try_end),
    (set_background_mesh, "mesh_pic_cattle"),
   ],
    [
      ("boar_kill",[
      (party_get_num_companions, ":num_deers", "$g_encountered_party"),
      (try_begin),
        (le,":num_deers",0),
   (disable_menu_option),
      (try_end),      
      ],"Hunt some of the animals.",
       [
       (set_jump_mission,"mt_boar_hunting"),
       (jump_to_scene,"scn_random_scene_plain_forest"),
       (change_screen_mission),
        ]
       ),
      ("leave",[],"Leave.",
       [(change_screen_return),
        ]
       ),
      ]
  ),
  ("boar_herd_kill_end",0,
   "You shouldn't be reading this.",
   "none",
   [(change_screen_return)],
    [
      ]
  ),

Şimdi kaydedip çıkalım. Bu sefer module_items'i açalım ve yine en alta ve yine "]" işaretinin önüne alttaki kodları yapıştıralım.
Code:
 ["deer_meat","Deer Meat", [("raw_meat",0)], itp_merchandise|itp_type_goods|itp_consumable|itp_food, 0, 10,weight(30)|abundance(100)|food_quality(40)|max_ammo(30),imodbits_none],
 ["boar_meat","Boar Meat", [("raw_meat",0)], itp_merchandise|itp_type_goods|itp_consumable|itp_food, 0, 20,weight(30)|abundance(100)|food_quality(80)|max_ammo(50),imodbits_none],
###############
 ["deer","Deer", [("deer",0)], itp_unique|itp_type_horse, 0, 1411,abundance(40)|hit_points(40)|body_armor(0)|difficulty(11)|horse_speed(40)|horse_maneuver(32)|horse_charge(20),imodbits_horse_basic],
 ["boar","Boar", [("boar",0)], itp_unique|itp_type_horse, 0, 1411,abundance(40)|hit_points(100)|body_armor(0)|difficulty(11)|horse_speed(40)|horse_maneuver(20)|horse_charge(100),imodbits_horse_basic],
Şimdi ise gelgelelim module_mission_templates'e, yine en alta "]" işaretinin önüne;
Code:
  (
    "deer_hunting",mtf_battle_mode,-1,
    "You lead your deers to battle.",
    [
     (1,mtef_team_0|mtef_leader_only,0,aif_start_alarmed,12,[]),
     (4,mtef_visitor_source,0,aif_start_alarmed,0,[]),
     ],
    [
      (ti_tab_pressed, 0, 0, [
          (change_screen_map)
        ], []), #leaving area
      
      (0, 0, ti_once, [ #spawing deers
		     (party_count_members_of_type,":num_deers","$g_encountered_party","trp_deer"),
		     (val_sub,":num_deers",1),
		     (ge,":num_deers",0),
                     (assign,"$num_deers_killed",0),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (set_spawn_position, pos1),
                     (spawn_horse, "itm_deer"),
		     (assign,"$leading_deer",reg0),
		     (try_for_range,":unused",0,":num_deers"),
                       (init_position, pos1),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos1,":x_pos_add"),
		       (position_set_y,pos1,":y_pos_add"),
		       (position_set_z,pos1,10000),
		       (position_set_z_to_ground_level,pos1),
		       (set_spawn_position, pos1),
                       (spawn_horse, "itm_deer"),
		     (try_end),
                 ], []),
      (1,0,0,[], #wounded deers move slower
      [(try_for_agents,reg(1)),
       (agent_get_item_id,reg(2),reg(1)),
       (eq,reg(2),"itm_deer"),
       (store_agent_hit_points,reg(2),reg(1)),
       (store_mul,reg(3),20,reg(2)),
       (val_div,reg(3),40),
       (agent_set_speed_limit,reg(1),reg(3)),
       (try_end),
      ]),
      (5,0,0,
      [
      (neg|agent_is_alive,"$leading_deer"),
      ],
      [
      (try_for_agents,reg(1)),
      	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_deer"),
	(assign,"$leading_deer",reg(1)),
      (try_end),
      ]),
      (1,0,0,[],
      [
              (assign,":num_kills",0),
	      (try_for_agents,reg(1)),
	        (agent_get_item_id,reg(2),reg(1)),
	        (eq,reg(2),"itm_deer"),
                (store_agent_hit_points,reg(2),reg(1)),
		(eq,reg(2),0),
		(val_add,":num_kills",1),
	      (try_end),    
	      (gt,":num_kills","$num_deers_killed"),	      
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_deer",pos1),
	             (assign,"$num_deers_killed",":num_kills"),
      ]),
      (5,0,0,[],
      [
      (agent_get_position,pos1,"$leading_deer"),
      (position_get_x,":x_pos",pos1),
      (position_get_y,":y_pos",pos1),
      (this_or_next|le,":x_pos",5000),
      (this_or_next|le,":y_pos",5000),
      (this_or_next|ge,":x_pos",38000),
      (ge,":y_pos",38000),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_deer",pos1),
      ]),
      (1,0,0,[],
      [
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_deer"),
	(store_agent_hit_points,":health",reg(1)),
	(store_sub,":damage",100,":health"),
	(agent_get_slot,":prev_damage",reg(1),1),
	(neq,":prev_damage",":damage"),
	(agent_set_slot,reg(1),1,":damage"),
        (agent_get_position,pos1,reg(1)),
        (position_get_x,":x_pos",pos1),
	(position_get_y,":y_pos",pos1),
        (store_random_in_range,":x_pos_add",0,1000),
        (store_random_in_range,":y_pos_add",0,1000),
	(val_add,":x_pos",":x_pos_add"),
	(val_add,":y_pos",":y_pos_add"),
	(position_set_x,pos1,":x_pos"),
	(position_set_y,pos1,":y_pos"),
        (agent_set_scripted_destination,reg(1),pos1),
      (try_end),
      ]),
      (0.5,0,0, #deer travelling
      [],
      [
      (get_player_agent_no,reg(1)),
      (agent_get_position,pos1,reg(1)),
      (agent_get_position,pos4,"$leading_deer"),
      (position_get_x,":x_pos",pos4),
      (position_get_y,":y_pos",pos4),
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_deer"),
        (agent_get_position,pos2,reg(1)),
	(get_distance_between_positions,reg(3),pos1,pos2),
	(try_begin),
	        (position_get_x,":pos_x",pos2),
	        (position_get_x,":pos_y",pos2),
		     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		(this_or_next|gt,":pos_x",":scene_max_x"),
		(this_or_next|lt,":pos_x",":scene_min_x"),
		(this_or_next|gt,":pos_y",":scene_max_y"),
		(lt,":pos_y",":scene_min_y"),
		(store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		(store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                (init_position, pos1),
		(position_set_x,pos1,":x_pos"),
		(position_set_y,pos1,":y_pos"),
		(position_set_z,pos1,10000),
		(position_set_z_to_ground_level,pos1),
                (agent_set_scripted_destination,reg(1),pos1),
	(else_try),
		(le,reg(3),2500),
		(position_get_x,reg(4),pos1),
		(position_get_x,reg(5),pos2),
		(store_sub,":x_dist",reg(5),reg(4)),
		(val_mul,":x_dist",10),
		(position_get_y,reg(6),pos1),
		(position_get_y,reg(7),pos2),
		(store_sub,":y_dist",reg(7),reg(6)),
		(val_mul,":y_dist",10),
		(init_position,pos3),
		(val_add,":x_dist",reg(5)),
		(val_add,":y_dist",reg(7)),
		(position_set_x,pos3,":x_dist"),
		(position_set_y,pos3,":y_dist"),
	        (position_set_z,pos3,10000),
	        (position_set_z_to_ground_level,pos3),
		(agent_set_scripted_destination,reg(1),pos3),
	(else_try),
		(get_distance_between_positions,reg(3),pos4,pos2),
		(ge,reg(3),2000),
                       (init_position, pos6),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos6,":x_pos_add"),
		       (position_set_y,pos6,":y_pos_add"),
		       (position_set_z,pos6,10000),
		       (position_set_z_to_ground_level,pos6),
		       (agent_set_scripted_destination,reg(1),pos6),
	(try_end),
      (try_end),
      ]),
    ]),

    
  (
    "boar_hunting",mtf_battle_mode,-1,
    "You lead your boars to battle.",
    [
     (1,mtef_team_0|mtef_leader_only,0,aif_start_alarmed,12,[]),
     (4,mtef_visitor_source,0,aif_start_alarmed,0,[]),
     ],
    [
      (ti_tab_pressed, 0, 0, [
          (change_screen_map)
          #(set_trigger_result,1)
        ], []), #leaving area
      (0, 0, ti_once, [ #spawing boars
		     (party_count_members_of_type,":num_boars","$g_encountered_party","trp_boar"),
		     (val_sub,":num_boars",1),
		     (ge,":num_boars",0),
                     (assign,"$num_boars_killed",0),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (set_spawn_position, pos1),
                     (spawn_horse, "itm_boar"),
		     (assign,"$leading_boar",reg0),
		     (try_for_range,":unused",0,":num_boars"),
                       (init_position, pos1),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos1,":x_pos_add"),
		       (position_set_y,pos1,":y_pos_add"),
		       (position_set_z,pos1,10000),
		       (position_set_z_to_ground_level,pos1),
		       (set_spawn_position, pos1),
                       (spawn_horse, "itm_boar"),
		     (try_end),
                 ], []),
      (1,0,0,[], #wounded boars move slower
      [(try_for_agents,reg(1)),
       (agent_get_item_id,reg(2),reg(1)),
       (eq,reg(2),"itm_boar"),
       (store_agent_hit_points,reg(2),reg(1)),
       (store_mul,reg(3),20,reg(2)),
       (val_div,reg(3),100),
       (agent_set_speed_limit,reg(1),reg(3)),
       (try_end),
      ]),
      (5,0,0,
      [
      (neg|agent_is_alive,"$leading_boar"),
      ],
      [
      (try_for_agents,reg(1)),
      	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_boar"),
	(assign,"$leading_boar",reg(1)),
      (try_end),
      ]),
      (1,0,0,[],
      [
              (assign,":num_kills",0),
	      (try_for_agents,reg(1)),
	        (agent_get_item_id,reg(2),reg(1)),
	        (eq,reg(2),"itm_boar"),
                (store_agent_hit_points,reg(2),reg(1)),
		(eq,reg(2),0),
		(val_add,":num_kills",1),
	      (try_end),    
	      (gt,":num_kills","$num_boars_killed"),	      
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_boar",pos1),
	             (assign,"$num_boars_killed",":num_kills"),
      ]),
      (5,0,0,[],
      [
      (agent_get_position,pos1,"$leading_boar"),
      (position_get_x,":x_pos",pos1),
      (position_get_y,":y_pos",pos1),
      (this_or_next|le,":x_pos",5000),
      (this_or_next|le,":y_pos",5000),
      (this_or_next|ge,":x_pos",38000),
      (ge,":y_pos",38000),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_boar",pos1),
      ]),
      (1,0,0,[],
      [
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_boar"),
	(store_agent_hit_points,":health",reg(1)),
	(store_sub,":damage",100,":health"),
	(agent_get_slot,":prev_damage",reg(1),1),
	(neq,":prev_damage",":damage"),
	(agent_set_slot,reg(1),1,":damage"),
        (agent_get_position,pos1,reg(1)),
        (position_get_x,":x_pos",pos1),
	(position_get_y,":y_pos",pos1),
        (store_random_in_range,":x_pos_add",0,1000),
        (store_random_in_range,":y_pos_add",0,1000),
	(val_add,":x_pos",":x_pos_add"),
	(val_add,":y_pos",":y_pos_add"),
	(position_set_x,pos1,":x_pos"),
	(position_set_y,pos1,":y_pos"),
        (agent_set_scripted_destination,reg(1),pos1),
      (try_end),
      ]),
      (0.5,0,0, #boar travelling
      [],
      [
      (get_player_agent_no,reg(1)),
      (agent_get_position,pos1,reg(1)),
      (agent_get_position,pos4,"$leading_boar"),
      (position_get_x,":x_pos",pos4),
      (position_get_y,":y_pos",pos4),
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_boar"),
        (agent_get_position,pos2,reg(1)),
	(get_distance_between_positions,reg(3),pos1,pos2),
	(try_begin),
	        (position_get_x,":pos_x",pos2),
	        (position_get_x,":pos_y",pos2),
		     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		(this_or_next|gt,":pos_x",":scene_max_x"),
		(this_or_next|lt,":pos_x",":scene_min_x"),
		(this_or_next|gt,":pos_y",":scene_max_y"),
		(lt,":pos_y",":scene_min_y"),
		(store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		(store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                (init_position, pos1),
		(position_set_x,pos1,":x_pos"),
		(position_set_y,pos1,":y_pos"),
		(position_set_z,pos1,10000),
		(position_set_z_to_ground_level,pos1),
                (agent_set_scripted_destination,reg(1),pos1),
	(else_try),
		(le,reg(3),2500),
		(position_get_x,reg(4),pos1),
		(position_get_x,reg(5),pos2),
		(store_sub,":x_dist",reg(5),reg(4)),
		(val_mul,":x_dist",10),
		(position_get_y,reg(6),pos1),
		(position_get_y,reg(7),pos2),
		(store_sub,":y_dist",reg(7),reg(6)),
		(val_mul,":y_dist",10),
		(init_position,pos3),
		(val_add,":x_dist",reg(5)),
		(val_add,":y_dist",reg(7)),
		(position_set_x,pos3,":x_dist"),
		(position_set_y,pos3,":y_dist"),
	        (position_set_z,pos3,10000),
	        (position_set_z_to_ground_level,pos3),
		(agent_set_scripted_destination,reg(1),pos3),
	(else_try),
		(get_distance_between_positions,reg(3),pos4,pos2),
		(ge,reg(3),2000),
                       (init_position, pos6),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos6,":x_pos_add"),
		       (position_set_y,pos6,":y_pos_add"),
		       (position_set_z,pos6,10000),
		       (position_set_z_to_ground_level,pos6),
		       (agent_set_scripted_destination,reg(1),pos6),
	(try_end),
      (try_end),
      ]),
    ]),
Yapıştıralım ve kaydederek çıkalım. :grin: Ne bitmez işmiş arkadaş. :grin:

Şimdi sıra geldi module_party_templates'e, yine en alta alttaki kodları yapıştıralım.
Code:
("deer_herd","Deer Herd",icon_cattle|carries_goods(10),0,fac_wild_animals,merchant_personality,[(trp_deer,8,15)]),
  ("boar_herd","Boar Herd",icon_cattle|carries_goods(10),0,fac_wild_animals,merchant_personality,[(trp_boar,2,4)]),
Bu seferde açalım module_factions'u, tekrar en alta;
Code:
  ("wild_animals","Wild Animals",0, 0.1,[("player_faction",-0.15)], [],0xFFFFFF),
kodunu yapıştıralım.
Bu sefer module_scripts'te alttaki kodun altına(en azından ben oraya yerleştirdim, siz başka yere de koyabilirsiniz.:grin: );
Code:
(item_set_slot, "itm_pork", slot_item_food_bonus, 6),
Alttaki kodu yapıştıralım.
Code:
      (item_set_slot, "itm_deer_meat", slot_item_food_bonus, 2),
      (item_set_slot, "itm_deer_meat", slot_item_food_bonus, 5),
module_scirpts'i kapatmayın, şimdi alttaki kodu aratalım.
Code:
 (spawn_around_party,":spawn_point","pt_forest_bandits"),
Alttaki gibi bir kod kümesi çıkacak;
Code:
     (try_begin),
       (store_num_parties_of_template, ":num_parties", "pt_forest_bandits"),
       (lt,":num_parties",14),
       (store_random,":spawn_point",num_mountain_bandit_spawn_points),
       (val_add,":spawn_point","p_forest_bandit_spawn_point"),
       (spawn_around_party,":spawn_point","pt_forest_bandits"),
     (try_end),
Bu kod kümesinin altına alttaki kod kümesini yapıştırın. :grin:
Code:
     (try_begin),
       (store_num_parties_of_template, ":num_parties", "pt_deer_herd"),
       (lt,":num_parties",5),
       (store_random,":spawn_point",num_mountain_bandit_spawn_points),
       (val_add,":spawn_point","p_forest_bandit_spawn_point"),
       (spawn_around_party,":spawn_point","pt_deer_herd"),
     (try_end),
     (try_begin),
       (store_num_parties_of_template, ":num_parties", "pt_boar_herd"),
       (lt,":num_parties",2),
       (store_random,":spawn_point",num_mountain_bandit_spawn_points),
       (val_add,":spawn_point","p_forest_bandit_spawn_point"),
       (spawn_around_party,":spawn_point","pt_boar_herd"),
     (try_end),
Şimdi ise alttaki kod kümesini bulalım;
Code:
           (party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
           (jump_to_menu, "mnu_village"),
         (else_try),
Bu kümenin altına alttaki kodları yapıştıralım.
Code:
           (party_get_template_id, ":party_template","$g_encountered_party"),
           (eq,":party_template","pt_deer_herd"),
           (jump_to_menu, "mnu_deer_herd"),
         (else_try),
           (party_get_template_id, ":party_template","$g_encountered_party"),
          (eq,":party_template","pt_boar_herd"),
           (jump_to_menu, "mnu_boar_herd"), 
         (else_try),
Şimdi module_scirpts'te işimiz bitti.
Şimdi açalım module_troops'u, ve alttaki kodu en alta yapıştıralım. :grin:
Code:
  ["deer","Deer","Deer",0,no_scene,reserved,fac_neutral, [], def_attrib|level(0),wp(60),0,swadian_face_younger_1, swadian_face_younger_1],
  ["boar","Boar","Boar",0,no_scene,reserved,fac_neutral, [], def_attrib|level(0),wp(60),0,swadian_face_younger_1, swadian_face_younger_1],
"Oh çok şükür bitti!" diyebilirsiniz artık. :grin: Şimdi yapmanız gereken BU LİNKTEN indirdiğiniz dosyaları gerekli yerlere atıp oyunun keyifine çıkarmak! İyi oyunlar! :grin:
 
Kodun Asıl Sahibi= AndyYa
Evet, module_dialogs'u açalım ve alttaki kodu aratalım:
Code:
  [anyone,"tavernkeeper_job_result_2", [], "I'll keep my ears open for other opportunities. You may want to ask again from time to time.", "close_window",[]],

Bulduğumuz bu kodun altına alttaki kodu yapıştıralım. :grin:
Code:
### Three Cards ### Find the Lady ###
  [anyone|plyr,"tavernkeeper_talk",
   [],
   "Find the Lady.", "tavern_tk_3cards",[]],
   
  [anyone,"tavern_tk_3cards",
   [
    (store_troop_gold,reg1,"trp_player"),#
    (ge,reg1,1),#
       ],
   "Ok. The rules is simple as that. Find the Lady - you win , if not - you lose.", "close_window",
   [(assign, reg50, 0),
    (start_presentation, "prsnt_three_card"),]],
	
  [anyone,"tavern_tk_3cards",[],
   "You don't have enough money.", "close_window",[]],

### Three Cards ### Find the Lady ### END ###

Şimdi kaydederek çıkalım ve module_meshes'i açalım. En alta, "]" işaretinden önceye alttaki kodları yapıştıralım.
Code:
### Three Cards ### Find the Lady ###
  ("3card_back", 0, "mmc_3c_back", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_qoh", 0, "mmc_3c_qh", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_kos", 0, "mmc_3c_ks", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_koc", 0, "mmc_3c_kc", 0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("3card_table", 0, "mmc_3c_table", 0, 0, 0, 0, 0, 0, 1, 1, 1),  
#  ("3card_textbar", 0, "mmc_3c_textbar", 0, 0, 0, 0, 0, 0, 1, 1, 1), 
  ("3card_window", 0, "mmc_3c_window", 0, 0, 0, 0, 0, 0, 1, 1, 1),  
### Three Cards ### Find the Lady ### END ###

Tekrar kaydedip çıkalım, bu sefer module_presentation'u açalım. Tekrar en alta, "]" işaretinin önüne;
Code:
### Three Cards ### Find the Lady ###
# prsnt_three_card
  ("three_card", 0, 0,#find the lady
   [
     (ti_on_presentation_load,
      [
        (set_fixed_point_multiplier, 1000),
        (presentation_set_duration, 999999),
		
#Little Pos Helper by Kuba begin
		(create_text_overlay, "$g_little_pos_helper", "@00,00"),
		(overlay_set_color, "$g_little_pos_helper", 0xFFFFFFFF),
		(position_set_x, pos1, 10),
		(position_set_y, pos1, 700),
		(overlay_set_position, "$g_little_pos_helper", pos1),
#Little Pos Helper by Kuba end 
	  		
		(assign,"$g_presentation_obj_card1",-1),
		(assign,"$g_presentation_obj_card2",-1),
        (assign,"$g_presentation_obj_card3",-1),
        (assign,"$g_presentation_obj_1",-1), # mesh king of spades
        (assign,"$g_presentation_obj_2",-1), # mesh queen of heart      
        (assign,"$g_presentation_obj_3",-1), # mesh king of clubs       
        (assign,"$g_presentation_obj_4",-1), # text "@Bet: {reg51}Denar"
        (assign,"$g_presentation_obj_5",-1), # text "@Money: {reg1}Denar"
        (assign,"$g_presentation_obj_6",-1), # "mesh_text_bar"
        (assign,"$g_presentation_obj_7",-1), # slider
        (assign,"$g_presentation_obj_8",-1), # text "@Bet: {reg51}Denar" above slider
        (assign,"$g_presentation_obj_9",-1), # win or lose window	
        (assign,"$g_presentation_obj_10",-1), #done button 
        (assign,"$g_presentation_obj_11",-1), #find the lady
        (assign,"$g_presentation_obj_12",-1),#yes
        (assign,"$g_presentation_obj_13",-1),#no
        (assign,"$g_presentation_obj_14",-1),#start game button	
        (assign,"$g_presentation_obj_15",-1),
        (assign,"$g_presentation_obj_16",-1),
        (assign,"$g_presentation_obj_17",-1),		
		(assign, reg1,0),
		(assign, reg2,0),
		(assign, reg3,0),
        (assign, reg50, 0),		
        (assign, reg51, 1),
        (assign, reg52, 0),		
        (assign, reg55, 1),
        (assign, reg58, 0),		
		(str_clear,s1),
        (create_mesh_overlay, reg1, "mesh_3card_table"),#mesh_wood_table
        (position_set_x, pos1, 0),
        (position_set_y, pos1, 0),
        (overlay_set_position, reg1, pos1),
	
        (str_store_troop_name, s1, "$g_talk_troop"),# NPC
        (create_text_overlay, reg1, "@{s1}", tf_center_justify),
        (position_set_x, pos1, 120),#820
        (position_set_y, pos1, 470),#470
        (overlay_set_position, reg1, pos1),#
        (overlay_set_color, reg1, 0xffffff),
        (str_store_troop_name, s1, "trp_player"),#
        (create_text_overlay, reg1, "@{s1}", tf_center_justify),
        (position_set_x, pos1, 815),#120
        (position_set_y, pos1, 8),#8
        (overlay_set_position, reg1, pos1),#
        (overlay_set_color, reg1, 0xffffff),
         # "mesh_jack_black_portrait"
        (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_note_mesh", "$g_talk_troop"),#-1
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 7),#700
        (position_set_y, pos1, 500),#500
        (overlay_set_position, reg1, pos1),
         #"mesh_trp_player_portrait"
        (create_mesh_overlay_with_tableau_material, reg1, -1, "tableau_troop_note_mesh", "trp_player"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 740),#7
        (position_set_y, pos1, 45),#20
        (overlay_set_position, reg1, pos1),

# info window right
        (create_mesh_overlay, reg1, "mesh_3card_window"),#3card_textbar#text_bar
        (position_set_x, pos1, 780),#700
        (position_set_y, pos1, 310),#270
        (overlay_set_position, reg1, pos1),
        (position_set_x, pos1, 250),#
        (position_set_y, pos1, 200),#
        (overlay_set_size, reg1, pos1),		

        (str_store_string, s1, "@Bet: {reg51}Denar"),#
        (create_text_overlay, "$g_presentation_obj_4", s1),#
        (position_set_x, pos1, 790),#755
        (position_set_y, pos1, 355),#355
        (overlay_set_position, "$g_presentation_obj_4", pos1),
        (overlay_set_color, "$g_presentation_obj_4",),#0xfffccc
        (store_troop_gold,reg1,"trp_player"),#
        (create_text_overlay, "$g_presentation_obj_5", "@Money: {reg1}Denar"),
        (position_set_x, pos1, 790),#755
        (position_set_y, pos1, 325),#325
        (overlay_set_position, "$g_presentation_obj_5", pos1),
        (overlay_set_color, "$g_presentation_obj_5"),#0xfffccc
        ]),
		
      (ti_on_presentation_run,#
       [
#Little Pos Helper by Kuba begin
		(mouse_get_position, pos1),
		(position_get_x, reg1, pos1),
		(position_get_y, reg2, pos1),
		(overlay_set_text, "$g_little_pos_helper", "@{reg1},{reg2}"),
#Little Pos Helper by Kuba end  
	    (store_trigger_param_1, ":cur_time"),
        (set_fixed_point_multiplier, 1000),
        (ge, ":cur_time",500),
        (try_begin),
		  (eq, reg50, 0),
          (assign, reg50, 1),#3 
          (create_mesh_overlay, "$g_presentation_obj_6", "mesh_3card_window"), #"mesh_text_bar"
          (position_set_x, pos6, 335),#685 #345
          (position_set_y, pos6, 265),#482 #217
          (position_set_x, pos1, 500),#
          (position_set_y, pos1, 500),#
          (overlay_set_size, "$g_presentation_obj_6", pos1),		  
		  (store_troop_gold,":plr_gold","trp_player"),#
		    (try_begin),
			    (ge,":plr_gold",50),
                (assign,":bet50",50), 
 			(else_try),
			    (assign,":bet50",":plr_gold"),          
		    (try_end),
          (create_slider_overlay, "$g_presentation_obj_7", 1, ":bet50"),#
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (position_set_x, pos7, 510),
          (position_set_y, pos7, 360),
          (create_text_overlay, "$g_presentation_obj_8", "@Bet: {reg51}Denar"),#
          (position_set_x, pos8, 450),#420
          (position_set_y, pos8, 400),
          (create_game_button_overlay, "$g_presentation_obj_10", "@Done", tf_center_justify),#
          (position_set_x, pos10, 500),
          (position_set_y, pos10, 284),
          (overlay_set_position, "$g_presentation_obj_6", pos6),
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (overlay_set_position, "$g_presentation_obj_7", pos7),
          (overlay_set_position, "$g_presentation_obj_8", pos8),
          (overlay_set_position, "$g_presentation_obj_10", pos10),
        (try_end),#
		
        (try_begin),
		    (eq, reg50, 2),
            (assign, reg50, 3),#5
            (position_set_x, pos14, 375),#
            (position_set_y, pos14, 550),					
	# King of Spades			
            (create_mesh_overlay, "$g_presentation_obj_1", "mesh_3card_kos"),#
            (position_set_x, pos1, 275),
            (position_set_y, pos1, 300),
			(overlay_set_position, "$g_presentation_obj_1", pos1),
			(overlay_set_size, "$g_presentation_obj_1", pos14),#
	# Queen of Heart
            (create_mesh_overlay, "$g_presentation_obj_2", "mesh_3card_qoh"),#
            (position_set_x, pos1, 425),
            (position_set_y, pos1, 300),
			(overlay_set_position, "$g_presentation_obj_2", pos1),
			(overlay_set_size, "$g_presentation_obj_2", pos14),#
	# King of Clubs
            (create_mesh_overlay, "$g_presentation_obj_3", "mesh_3card_koc"),#
            (position_set_x, pos1, 575),
            (position_set_y, pos1, 300),
			(overlay_set_position, "$g_presentation_obj_3", pos1),
			(overlay_set_size, "$g_presentation_obj_3", pos14),#
	#start game button
            (create_game_button_overlay, "$g_presentation_obj_14", "@Start Game", tf_center_justify),#
            (position_set_x, pos1, 475),
            (position_set_y, pos1, 600),
            (overlay_set_position, "$g_presentation_obj_14", pos1),
	    (try_end),

         (try_begin),
		     (eq, reg50, 4),
			 (assign,reg50, 5),
             (overlay_set_display, "$g_presentation_obj_14", 0),#start game button				 
             (assign,reg58,":cur_time"),			 
             (overlay_set_display, "$g_presentation_obj_1", 0),
             (overlay_set_display, "$g_presentation_obj_2", 0),
             (overlay_set_display, "$g_presentation_obj_3", 0),				
			
            (try_begin),
                (create_mesh_overlay, "$g_presentation_obj_16", "mesh_3card_back", "mesh_3card_back"),#
                (position_set_x, pos15, 275),
                (position_set_y, pos15, 300),
		    	(overlay_set_position, "$g_presentation_obj_16", pos15),
		     	(overlay_set_size, "$g_presentation_obj_16", pos14),
			
                (create_mesh_overlay, "$g_presentation_obj_17", "mesh_3card_back", "mesh_3card_back"),#
                (position_set_x, pos16, 425),
                (position_set_y, pos16, 300),
			    (overlay_set_position, "$g_presentation_obj_17", pos16),
			    (overlay_set_size, "$g_presentation_obj_17", pos14),#

                (create_mesh_overlay, "$g_presentation_obj_15", "mesh_3card_back", "mesh_3card_back"),#
                (position_set_x, pos17, 575),
                (position_set_y, pos17, 300),
			    (overlay_set_position, "$g_presentation_obj_15", pos17),
			    (overlay_set_size, "$g_presentation_obj_15", pos14),#

			    (overlay_animate_to_position, "$g_presentation_obj_15",500, pos15),
			    (overlay_animate_to_position, "$g_presentation_obj_16",500, pos16), 
                (overlay_animate_to_position, "$g_presentation_obj_17",500, pos17),

			(try_end),
			(assign,reg50, 6),	 
    	 (try_end),		

         (store_add, reg52, 550, reg58),		
         (ge, ":cur_time",reg52),
		 
        (try_begin),
		    (eq, reg50, 6),
            (assign, reg50, 7),
            (overlay_set_display, "$g_presentation_obj_15", 0),
			(overlay_set_display, "$g_presentation_obj_16", 0),
            (overlay_set_display, "$g_presentation_obj_17", 0),				
            (position_set_x, pos14, 375),#
            (position_set_y, pos14, 550),	

                (create_image_button_overlay, "$g_presentation_obj_card1", "mesh_3card_back", "mesh_3card_back"),
                (position_set_x, pos1, 275),
                (position_set_y, pos1, 300),
		    	(overlay_set_position, "$g_presentation_obj_card1", pos1),
		     	(overlay_set_size, "$g_presentation_obj_card1", pos14),
			
                (create_image_button_overlay, "$g_presentation_obj_card2", "mesh_3card_back", "mesh_3card_back"),
                (position_set_x, pos1, 425),
                (position_set_y, pos1, 300),
			    (overlay_set_position, "$g_presentation_obj_card2", pos1),
			    (overlay_set_size, "$g_presentation_obj_card2", pos14),#

                (create_image_button_overlay, "$g_presentation_obj_card3", "mesh_3card_back", "mesh_3card_back"),
                (position_set_x, pos1, 575),
                (position_set_y, pos1, 300),
			    (overlay_set_position, "$g_presentation_obj_card3", pos1),
			    (overlay_set_size, "$g_presentation_obj_card3", pos14),#			

			(assign, reg55, 2),
            (create_mesh_overlay, "$g_presentation_obj_9", "mesh_3card_window"), #"mesh_text_bar"
            (position_set_x, pos1, 375),#
            (position_set_y, pos1, 595),#
            (overlay_set_position, "$g_presentation_obj_9", pos1),			
            (position_set_x, pos1, 300),#
            (position_set_y, pos1, 125),#
            (overlay_set_size, "$g_presentation_obj_9", pos1),				
						
            (str_store_string, s1, "@Find the Lady"),
            (create_text_overlay, "$g_presentation_obj_11", "@{s1}", tf_center_justify),
            (position_set_x, pos1, 475),
            (position_set_y, pos1, 600),
            (overlay_set_position, "$g_presentation_obj_11", pos1),#Find the Lady
            (position_set_x, pos1, 2000),
            (position_set_y, pos1, 2000),
            (overlay_set_size, "$g_presentation_obj_11", pos1),
#            (overlay_set_color, "$g_presentation_obj_11", 0xffffff),#
        (try_end),

        (try_begin),
		    (eq, reg50, 8),	
            (assign, reg50, 9),
            (overlay_set_display, "$g_presentation_obj_card1", 0),
			(overlay_set_display, "$g_presentation_obj_card2", 0),
            (overlay_set_display, "$g_presentation_obj_card3", 0),			
		    (store_random_in_range,":lady",1,4),
			(store_random_in_range,":king",1,3),
			(store_random_in_range,":queen",1,3),
			    (try_begin),
                    (eq,":king",1), 
                    (assign,":king1","mesh_3card_kos"),
                    (assign,":king2","mesh_3card_koc"),
		        (else_try),
                    (assign,":king1","mesh_3card_koc"),
                    (assign,":king2","mesh_3card_kos"),				
				(try_end),

			    (try_begin),
                    (eq,":queen",1), 
                    (assign,":queen1","mesh_3card_qoh"),
                    (assign,":queen2",":king2"),
		        (else_try),
                    (assign,":queen1",":king2"),
                    (assign,":queen2","mesh_3card_qoh"),				
				(try_end),
				
                (try_begin),
				    (eq,reg55, 3),#1card
					    (try_begin),
						    (eq,":lady",1), #win
							(assign,reg55,7),#win
							(assign,":card1","mesh_3card_qoh"),
                            (assign,":card2",":king1"),
                            (assign,":card3",":king2"),
						(else_try),
      					    (assign,reg55,8),#loose 
							(assign,":card1",":king1"),
                            (assign,":card2",":queen1"),
                            (assign,":card3",":queen2"),
						(try_end),
				(else_try),
				    (eq,reg55, 4),#2card  
					    (try_begin),
						    (eq,":lady",1), #win
							(assign,reg55,7),#win
							(assign,":card1",":king1"),
                            (assign,":card2","mesh_3card_qoh"),
                            (assign,":card3",":king2"),
						(else_try),
						    (assign,reg55,8),#loose 
                            (assign,":card1", ":queen1"),#
                            (assign,":card2", ":king1"),#
                            (assign,":card3", ":queen2"),#
						(try_end),	
                (else_try),
                    (eq,reg55, 5),#3card  
					    (try_begin),
						    (eq,":lady",1), #win
							(assign,reg55,7),#win
							(assign,":card1",":king1"),
                            (assign,":card2",":king2"),
                            (assign,":card3","mesh_3card_qoh"),							
						(else_try),
						    (assign,reg55,8),#loose
                            (assign,":card1", ":queen1"),#
                            (assign,":card2", ":queen2"),#
                            (assign,":card3", ":king1"),#							
						(try_end),						
				(try_end),
				
                (try_begin),#open cards
				    (position_set_x, pos14, 375),#
                    (position_set_y, pos14, 550),		
				
                    (create_mesh_overlay, reg1, ":card1"),#
                    (position_set_x, pos1, 275),
                    (position_set_y, pos1, 300),
                 	(overlay_set_position, reg1, pos1),
					(overlay_set_size, reg1, pos14),# 

                    (create_mesh_overlay, reg2, ":card2"),#
                    (position_set_x, pos1, 425),
                    (position_set_y, pos1, 300),
		            (overlay_set_position, reg2, pos1),
                    (overlay_set_size, reg2, pos14),#

                    (create_mesh_overlay, reg3, ":card3"),#
                    (position_set_x, pos1, 575),
                    (position_set_y, pos1, 300),
	                (overlay_set_position, reg3, pos1),
	                (overlay_set_size, reg3, pos14),#						                       
				(try_end),
				
                (str_clear,s1),				
			    (try_begin),
                    (eq,reg55,7),#
                    (val_mul,reg51,2),					
					(call_script, "script_troop_add_gold", "trp_player", reg51),
                    (str_store_string, s1, "@You win! Try again?"),					
                (else_try),
                    (str_store_string, s1, "@You lose. Try again?"),
                (try_end),
                (create_text_overlay, reg1, "@{s1}", tf_center_justify),
                (position_set_x, pos1, 480),
                (position_set_y, pos1, 650),
                (overlay_set_position, reg1, pos1),#
                (position_set_x, pos1, 2000),
                (position_set_y, pos1, 2000),
                (overlay_set_size, reg1, pos1),#
#                (overlay_set_color, reg1, 0xffffff),#0xffffff #white

                (create_mesh_overlay, reg1, "mesh_3card_window"),#3card_textbar#text_bar
                (position_set_x, pos1, 306),#700
                (position_set_y, pos1, 580),#270
                (overlay_set_position, reg1, pos1),
                (position_set_x, pos1, 500),#
                (position_set_y, pos1, 300),#
                (overlay_set_size, reg1, pos1),		
				
                (create_game_button_overlay, "$g_presentation_obj_12", "@Yes", tf_center_justify),				
                (position_set_x, pos1, 400),#450
                (position_set_y, pos1, 600),
                (overlay_set_position, "$g_presentation_obj_12", pos1),

                (create_game_button_overlay, "$g_presentation_obj_13", "@No", tf_center_justify),
                (position_set_x, pos1, 560),#500
                (position_set_y, pos1, 600),
                (overlay_set_position, "$g_presentation_obj_13", pos1),
        (try_end),			
        ]),

      (ti_on_presentation_event_state_change,#
       [(store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        (position_set_x, pos13, 1400),
        (position_set_y, pos13, 1400),		
        (try_begin),
          (eq, ":object", "$g_presentation_obj_7"),#
          (try_begin),
            (neq, reg51, ":value"),
            (assign, reg51, ":value"),
          (try_end),
          (overlay_set_val, "$g_presentation_obj_7", reg51),
          (str_store_string, s1, "@Bet: {reg51}Denar"),
          (overlay_set_text, "$g_presentation_obj_8", s1),
        (else_try),
          (eq, ":object", "$g_presentation_obj_10"),#
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,reg51),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (troop_remove_gold, "trp_player", reg51),#
            (play_sound, "snd_money_paid"),

            (overlay_set_display, "$g_presentation_obj_6", 0),
			(overlay_set_display, "$g_presentation_obj_7", 0),
            (overlay_set_display, "$g_presentation_obj_8", 0),
            (overlay_set_display, "$g_presentation_obj_10", 0),

            (store_troop_gold,reg1,"trp_player"),#
            (str_store_string, s1, "@Bet: {reg51}Denar"),#
            (overlay_set_text, "$g_presentation_obj_4", s1),
            (str_store_string, s1, "@Money: {reg1}Denar"),#
            (overlay_set_text, "$g_presentation_obj_5", s1),
            (assign, reg50, 2),#4
          (try_end),
		(try_end),  
        (try_begin),
            (eq, ":object", "$g_presentation_obj_14"),#start game button	
		    (assign, reg50, 4),#6
		(try_end),

        (try_begin),
	    	(eq, reg50, 7), 
		    (eq, reg55, 2),          
		        (try_begin),         
                    (eq, ":object", "$g_presentation_obj_card1"),
					(assign, reg55, 3),
				(else_try),	
	                (eq, ":object", "$g_presentation_obj_card2"),
                    (assign, reg55, 4), 
				(else_try),	
			        (eq, ":object", "$g_presentation_obj_card3"),
					(assign, reg55, 5),
				(try_end),
            (overlay_set_display, "$g_presentation_obj_11", 0),	#Find the Lady	
			(overlay_set_display, "$g_presentation_obj_9", 0),
		    (assign, reg50, 8),
		(try_end),

        (try_begin),
          (eq, ":object", "$g_presentation_obj_12"),#yes
          (store_troop_gold,reg1,"trp_player"),#
          (try_begin),
            (lt,reg1,1),#
            (display_message, "@You don't have enough money."),
          (else_try),
            (presentation_set_duration, 0),
            (assign, reg50,0),
            (start_presentation, "prsnt_three_card"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_13"),#no
          (assign,reg1,0),#
          (assign, reg51, 1),
          (assign, reg55, 0),#
          (presentation_set_duration, 0),
        (try_end),		
        ]),
     ]),  
### Three Cards ### Find the Lady ### END ###
Tamam artık hazırız ama önce son iki işlemi yapmamız lazım. Module.ini'ye girin ve "load_mod_resource = mmc_3cards"u ekleyin. Son olarak ise BU LİNKTEN indireceğiniz dosyaları gerekli yerlere atın. Keyifli oyunlar ve modlamalar! :grin:
 
ESKİ DERSLER
Kodların Asıl Sahipleri
Banka Kodu=mskimizd
Siyasi Harita=rubik
Banka Eklemek
Module_game_menus'te şu kodu arayalım:
Code:
],"Door to the town center."),
Evet, bulduğumuz kodun bir satır boşluk bırakarak alttaki kodu ekleyelim.
Code:
      ("bank", ## ZZ bank
      [],
	"Bankaya Gir.",
	[
		(assign,"$g_Loan_Deposit",0),
		(assign,"$g_pay_get",0),
		(assign,"$g_bank_talk",99),	
	        (assign,"$g_interest_deposit",5),
		(assign,"$g_interest_debt",20),			 
		(start_presentation, "prsnt_bank"),
	]),
Bu kodu ekledikten sonra yine module_gemae_menus'un en altına, "]" işaretinden önce;
Code:
    ("notification_interest_debt",0,
    "You need to pay interest for you debt.Your debt now is {reg1}.And interest needed to paied is{reg2}>^You can pay it now.Or justlet it add to debt.",
    "none",
    [
       (troop_get_slot,":debt","trp_player",slot_troop_debt),
	   (assign,reg1,":debt"),
	   (assign,reg2, "$g_notification_menu_var1"),	   
    ],
    [  
      ("pay_it_now",
      [	
		(store_troop_gold,":cash","trp_player"),
		(ge,":cash",reg2),
		],
		"Pay it now.",
		[
			(troop_remove_gold, "trp_player",reg2),
		    (change_screen_return),
		]),
			 
	  ("add_to_debt",[],"Add to debt.",
	  [
	    (val_add,reg1,reg2),
		(troop_set_slot,"trp_player",slot_troop_debt,reg1),
	    (change_screen_return),		
		]),		 
			 
	]),
Üstteki kodu ekleyelim.
Şimdi module_game_menus'te işimiz bitti, kapatabiliriz.

Gelelim module_constants'a, module_constants'ı açalım ve alttaki kodu arayalım. :smile:
Code:
slot_troop_current_mission			    = 151
slot_troop_mission_object               = 152
Bu kodun altına (En azından ben oraya yapıştırdım. :smile:) alttaki kodları yapıştıralım.
Code:
slot_troop_debt                     = 301 ## ZZ bank
slot_troop_deposit                  = 302 ## ZZ bank
Module_constants'la da işimiz bitti, kapatalım ve module_presentations'u açalım.
Module_presentations'ta en altta yine "]" işaretinden önce alttaki kodları yapıştıralım.
Code:
## ZZ bank presentation begin
  ("bank", prsntf_manual_end_only, mesh_load_window,[
    (ti_on_presentation_load,
     [
	    (set_fixed_point_multiplier, 1000),	

		#(call_script, "script_presentation_load"),
		
		(assign,"$g_num_temp",0),
		(assign,"$g_num_temp_1",0),
		(assign,"$g_num_temp_2",0),
		(assign,"$g_num_temp_3",0),
		(assign,"$g_num_temp_4",0),
		(assign,"$g_num_temp_5",0),
		
		(str_store_string,s1,"@BANK OF ^VOLENCIA"),	
	    (create_text_overlay,"$g_presentation_obj_1",s1,tf_center_justify|tf_with_outline),
		(overlay_set_color, "$g_presentation_obj_1", 0xFFFFFFFF),			
		(position_set_x, pos1, 450),
        (position_set_y, pos1, 630),
		(overlay_set_position, "$g_presentation_obj_1", pos1),
        (position_set_x, pos1, 2000),
        (position_set_y, pos1, 2000),
        (overlay_set_size, "$g_presentation_obj_1", pos1),	
			
        (create_mesh_overlay_with_tableau_material, "$g_presentation_obj_2", -1, "tableau_troop_note_mesh", "trp_swadian_merchant"),
		(position_set_x, pos1, 50),
		(position_set_y, pos1, 80),
		(overlay_set_position, "$g_presentation_obj_2", pos1),
        (position_set_x, pos1, 700),
        (position_set_y, pos1, 700),
        (overlay_set_size, "$g_presentation_obj_2", pos1),	
		
        (create_game_button_overlay, "$g_presentation_obj_3", "str_back", 0),
        (position_set_x, pos1, 870),
        (position_set_y, pos1, 300),
        (overlay_set_position, "$g_presentation_obj_3", pos1),		

        (create_mesh_overlay_with_tableau_material, "$g_presentation_obj_4", -1, "tableau_troop_note_mesh", "trp_player"),
		(position_set_x, pos1, 30),
		(position_set_y, pos1, 420),
		(overlay_set_position, "$g_presentation_obj_4", pos1),			
        (position_set_x, pos1, 700),
        (position_set_y, pos1, 700),
        (overlay_set_size, "$g_presentation_obj_4", pos1),	
		
        #(create_image_button_overlay, "$g_presentation_obj_4", "mesh_white_plane", "mesh_white_plane"),
        #(overlay_set_color, "$g_presentation_obj_4", 0),
        #(position_set_x, pos1, 7500),
        #(position_set_y, pos1, 24000),
        #(overlay_set_size, "$g_presentation_obj_4", pos1),
        #(position_set_x, pos1, 340),
        #(position_set_y, pos1, 400),
        #(overlay_set_position, "$g_presentation_obj_4", pos1),
        #(overlay_set_alpha, "$g_presentation_obj_4", 0x80),
        #(overlay_set_color, "$g_presentation_obj_4", 0xffff00),
	
		(call_script,"script_player_info_bank"),
	    (create_text_overlay,"$g_presentation_obj_5",s2,tf_left_align),		
		(position_set_x, pos1, 350),
		(position_set_y, pos1, 400),
		(overlay_set_position, "$g_presentation_obj_5", pos1),
        (position_set_x, pos1, 1500),
        (position_set_y, pos1, 1500),
        (overlay_set_size, "$g_presentation_obj_5", pos1),

		(create_combo_label_overlay, "$g_presentation_obj_6"),
        (position_set_x, pos1, 775),
        (position_set_y, pos1, 670),
        (overlay_set_position, "$g_presentation_obj_6", pos1),
	    (overlay_add_item, "$g_presentation_obj_6", "@Deposit"),
	    (overlay_add_item, "$g_presentation_obj_6", "@Loan"),	   
        (overlay_set_val, "$g_presentation_obj_6", "$g_Loan_Deposit"),

		(try_begin),
		(eq ,"$g_Loan_Deposit",0),
		(create_combo_button_overlay, "$g_presentation_obj_7"),
        (position_set_x, pos1, 775),
        (position_set_y, pos1, 615),
        (overlay_set_position, "$g_presentation_obj_7", pos1),
	    (overlay_add_item, "$g_presentation_obj_7", "@Give Deposit"),
	    (overlay_add_item, "$g_presentation_obj_7", "@Get Deposit"),	   
        (overlay_set_val, "$g_presentation_obj_7", "$g_pay_get"),
		(try_end),

		(try_begin),
		(eq ,"$g_Loan_Deposit",1),
		(create_combo_button_overlay, "$g_presentation_obj_8"),
        (position_set_x, pos1, 775),
        (position_set_y, pos1, 615),
        (overlay_set_position, "$g_presentation_obj_8", pos1),
	    (overlay_add_item, "$g_presentation_obj_8", "@Return Loan"),
	    (overlay_add_item, "$g_presentation_obj_8", "@Get Loan"),	   
        (overlay_set_val, "$g_presentation_obj_8", "$g_pay_get"),
		(try_end),	

        (create_slider_overlay, "$g_presentation_obj_9", 0,9),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 540),
        (overlay_set_position, "$g_presentation_obj_9", pos1), 

        (create_slider_overlay, "$g_presentation_obj_10", 0,9),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 500),
        (overlay_set_position, "$g_presentation_obj_10", pos1),

        (create_slider_overlay, "$g_presentation_obj_11", 0,9),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 460),
        (overlay_set_position, "$g_presentation_obj_11", pos1),	

        (create_slider_overlay, "$g_presentation_obj_12", 0,9),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 420),
        (overlay_set_position, "$g_presentation_obj_12", pos1),	

        (create_slider_overlay, "$g_presentation_obj_13", 0,9),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 380),
        (overlay_set_position, "$g_presentation_obj_13", pos1),	
		
        (create_number_box_overlay, "$g_presentation_obj_14", 0,10),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 540),
        (overlay_set_position, "$g_presentation_obj_14", pos1),

        (create_number_box_overlay, "$g_presentation_obj_15", 0,10),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 500),
        (overlay_set_position, "$g_presentation_obj_15", pos1),	

        (create_number_box_overlay, "$g_presentation_obj_16", 0,10),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 460),
        (overlay_set_position, "$g_presentation_obj_16", pos1),	

        (create_number_box_overlay, "$g_presentation_obj_17", 0,10),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 420),
        (overlay_set_position, "$g_presentation_obj_17", pos1),	

        (create_number_box_overlay, "$g_presentation_obj_18", 0,10),
        (position_set_x, pos1, 600),
        (position_set_y, pos1, 380),
        (overlay_set_position, "$g_presentation_obj_18", pos1),			

        (create_game_button_overlay, "$g_presentation_obj_19", "@Yes", 0),
        (position_set_x, pos1, 670),
        (position_set_y, pos1, 300),
        (overlay_set_position, "$g_presentation_obj_19", pos1),	
	
		(try_begin),
			(eq,"$g_bank_talk",0),
			(assign,reg1,"$g_interest_deposit"),
			(create_text_overlay, "$g_presentation_obj_21","str_deposit",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_21", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_21", pos1),	
		(else_try),
			(eq,"$g_bank_talk",1),
			(store_mul,reg1,1000,"$player_honor"),
			(assign,reg2,"$g_interest_debt"),			
			(create_text_overlay, "$g_presentation_obj_22","str_loan",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_22", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_22", pos1),
		(else_try),
			(eq,"$g_bank_talk",11),
			(create_text_overlay, "$g_presentation_obj_23","str_answer_1",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_23", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_23", pos1),	
		(else_try),
			(eq,"$g_bank_talk",12),
			(create_text_overlay, "$g_presentation_obj_24","str_answer_2",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_24", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_24", pos1),	
		(else_try),
			(eq,"$g_bank_talk",13),
			(create_text_overlay, "$g_presentation_obj_25","str_answer_3",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_25", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_25", pos1),
		(else_try),
			(eq,"$g_bank_talk",14),
			(create_text_overlay, "$g_presentation_obj_25","str_answer_4",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_25", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_25", pos1),
		(else_try),			
			(create_text_overlay, "$g_presentation_obj_20","str_welcome_word",tf_left_align),
			(position_set_x, pos1, 300),
			(position_set_y, pos1, 150),
			(overlay_set_position, "$g_presentation_obj_20", pos1),
			(position_set_x, pos1, 1000),
			(position_set_y, pos1, 1000),
			(overlay_set_size, "$g_presentation_obj_20", pos1),				
		(try_end),
			
        (presentation_set_duration, 999999),	  
		]),

    (ti_on_presentation_event_state_change,
     [
       (store_trigger_param_1, ":object"),
       (store_trigger_param_2, ":value"),	

	    (try_begin),
			(eq,":object", "$g_presentation_obj_3"),
			(presentation_set_duration, 0), 	   
		(else_try),
            (eq,":object", "$g_presentation_obj_6"),	
			(assign,"$g_Loan_Deposit",":value"),
			(assign,"$g_bank_talk",":value"),			
			(start_presentation, "prsnt_bank"),	
		(else_try),
            (eq,":object", "$g_presentation_obj_7"),	
			(assign,"$g_pay_get",":value"),			
			(start_presentation, "prsnt_bank"),
		(else_try),
            (eq,":object", "$g_presentation_obj_8"),	
			(assign,"$g_pay_get",":value"),			
			(start_presentation, "prsnt_bank"),
		(else_try),
			(eq,":object", "$g_presentation_obj_19"),
			(call_script,"script_assemble_the_number"),
		    (try_begin),
				(eq,"$g_Loan_Deposit",0),
				(try_begin),
					(eq,"$g_pay_get",0),
					(store_troop_gold,":cash","trp_player"),
					(try_begin),					
						(ge,":cash","$g_num_temp"),
						(troop_get_slot,":deposit","trp_player",slot_troop_deposit),
						(val_add,":deposit","$g_num_temp"),
						(troop_set_slot,"trp_player",slot_troop_deposit,":deposit"),
						(troop_remove_gold, "trp_player", "$g_num_temp"),
						(assign,"$g_num_temp",0),			
						(start_presentation, "prsnt_bank"),
					(else_try),	
						(display_message,"@you don't have enough money"),
						(assign,"$g_bank_talk",11),
						(start_presentation, "prsnt_bank"),						
					(try_end),						
				(else_try),
					(eq,"$g_pay_get",1),
					(troop_get_slot,":deposit","trp_player",slot_troop_deposit),
					(try_begin),						
						(ge,":deposit","$g_num_temp"),					
						(val_sub,":deposit","$g_num_temp"),
						(troop_set_slot,"trp_player",slot_troop_deposit,":deposit"),
						(troop_add_gold, "trp_player", "$g_num_temp"),
						(assign,"$g_num_temp",0),			
						(start_presentation, "prsnt_bank"),	
					(else_try),	
						(display_message,"@you don't have enough deposit"),
						(assign,"$g_bank_talk",12),						
						(start_presentation, "prsnt_bank"),						
					(try_end),						
				(try_end),	
			(else_try),
				(eq,"$g_Loan_Deposit",1),
				(try_begin),
					(eq,"$g_pay_get",0),
					(store_troop_gold,":cash","trp_player"),
					(try_begin),					
						(ge,":cash","$g_num_temp"),
						(troop_get_slot,":debt","trp_player",slot_troop_debt),
						(try_begin),						
							(ge,":debt","$g_num_temp"),							
							(val_sub,":debt","$g_num_temp"),
							(troop_set_slot,"trp_player",slot_troop_debt,":debt"),
							(troop_remove_gold, "trp_player", "$g_num_temp"),
							(assign,"$g_num_temp",0),			
							(start_presentation, "prsnt_bank"),	
						(else_try),	
							(display_message,"@you pay too much debt"),
							(assign,"$g_bank_talk",13),									
							(start_presentation, "prsnt_bank"),							
						(try_end),							
					(else_try),	
						(display_message,"@you don't have enough money "),
						(assign,"$g_bank_talk",11),						
						(start_presentation, "prsnt_bank"),						
					(try_end),							
				(else_try),
					(eq,"$g_pay_get",1),
					(store_mul,":loannum",1000,"$player_honor"),
					(try_begin),
						(ge,":loannum","$g_num_temp"),					
						(troop_get_slot,":debt","trp_player",slot_troop_debt),
						(val_add,":debt","$g_num_temp"),
						(troop_set_slot,"trp_player",slot_troop_debt,":debt"),
						(troop_add_gold, "trp_player", "$g_num_temp"),
						(assign,"$g_num_temp",0),			
						(start_presentation, "prsnt_bank"),	
					(else_try),	
						(display_message,"@you can't take so much loan once"),
						(assign,"$g_bank_talk",14),							
						(start_presentation, "prsnt_bank"),						
					(try_end),						
				(try_end),
			(try_end),
		(else_try),	
			(this_or_next|eq,":object", "$g_presentation_obj_14"),
			(eq,":object", "$g_presentation_obj_9"),			
            (overlay_set_val, "$g_presentation_obj_9", ":value"),	
            (overlay_set_val, "$g_presentation_obj_14", ":value"),			
			(assign,"$g_num_temp_1",":value"),
		(else_try),	
			(this_or_next|eq,":object", "$g_presentation_obj_15"),		
			(eq,":object", "$g_presentation_obj_10"),		
            (overlay_set_val, "$g_presentation_obj_10", ":value"),
            (overlay_set_val, "$g_presentation_obj_15", ":value"),			
			(assign,"$g_num_temp_2",":value"),
		(else_try),	
			(this_or_next|eq,":object", "$g_presentation_obj_16"),			
			(eq,":object", "$g_presentation_obj_11"),		
            (overlay_set_val, "$g_presentation_obj_11", ":value"),
            (overlay_set_val, "$g_presentation_obj_16", ":value"),			
			(assign,"$g_num_temp_3",":value"),
		(else_try),	
			(this_or_next|eq,":object", "$g_presentation_obj_17"),			
			(eq,":object", "$g_presentation_obj_12"),		
            (overlay_set_val, "$g_presentation_obj_12", ":value"),
            (overlay_set_val, "$g_presentation_obj_17", ":value"),			
			(assign,"$g_num_temp_4",":value"),
		(else_try),	
			(this_or_next|eq,":object", "$g_presentation_obj_18"),			
			(eq,":object", "$g_presentation_obj_13"),		
            (overlay_set_val, "$g_presentation_obj_13", ":value"),
            (overlay_set_val, "$g_presentation_obj_18", ":value"),			
			(assign,"$g_num_temp_5",":value"),		
		(try_end),
      ]),
	  
	(ti_on_presentation_run,
     [
        (set_fixed_point_multiplier, 1000),

		#(call_script, "script_presentation_run"),
		]),
	]),
## ZZ bank presentation end
Module_presentations ile de işimiz bitti, yine kapatalım ve bu sefer module_strings'i açalım. En alta "]" işaretinden önce;
Code:
## ZZ bank lord talk begin
("welcome_word",  "Welcome sir {s1}, This is the BANK OF VOLENCIA.^You can do someting like deposit or loan here.^And we have several banks in other cities.^You can do the same operatin there,too."),  
("deposit",  "Here is the Deposit Interface.^You can put some deposit to your account.^Or get some money from your account.^Pay attation to your cash and money in account.^Don't get or put too much money.^Now the interest is {reg1}% per week."),
("loan", "Here is the Loan Interface.^You can get loan Or teturn loan here.^Pay attation to your cash and loan.^Don't get or return too much money.^Now you can get loan of {reg1}.^And the interest is {reg2}% per week.^And you can get another loan next week."),
("answer_1", "I am afraid that you don't have so many cash.^Please enter a new number."),
("answer_2", "I am afraid that you don't have so much money in your bank account.^Please enter a new number."),
("answer_3", "I am afraid that you have return too much money for you debt.^Please enter a new number."),
("answer_4", "I am afraid that you can't get such a big loan now.^Please enter a new number."),
("bank_sucess", "Operation sucess.Please check your account."),
## ZZ bank lord talk end
Kodlarını ekleyelim.
Module_strings'le de işimiz bitti. Bu sefer geçelim module_simple_triggers'a. Yine en alta ve yine "]" işaretinden önceye alttaki;
Code:
## ZZ bank interest on deposits begin
  (24 * 7,
   [
    (troop_get_slot,":deposit","trp_player",slot_troop_deposit),
    (try_begin),
       (gt, ":deposit", 0),
	   (val_mul,":deposit",50),
       (store_div,":interest_deposit",":deposit",1000),
       (troop_add_gold, "trp_player",":interest_deposit"),
    (try_end),
    ]),
  (24 * 7,
   [
    (troop_get_slot,":debt","trp_player",slot_troop_debt),
    (try_begin),
       (gt, ":debt", 0),
	   (val_mul,":debt",200),
       (store_div,":interest_debt",":debt",1000),
	   (call_script, "script_add_notification_menu", "mnu_notification_interest_debt", ":interest_debt", 0),
    (try_end),
    ]),
## ZZ bank interest on deposits end
Kodunu ekleyelim.
Şimdi ise module_scripts'i açalım ve yine ve yine en alttaki "]" işaretinden önce;
Code:
## ZZ script for player iformnation of bank begin 
("player_info_bank",
	[
		(str_store_troop_name,s1,"trp_player"),
        (store_troop_gold,":cash","trp_player"),
		(assign,reg1,":cash"),
		(troop_get_slot,":deposit","trp_player",slot_troop_deposit),
		(assign,reg2,":deposit"),
		(troop_get_slot,":deposit","trp_player",slot_troop_debt),
		(assign,reg3,":deposit"),
		(assign,reg4,"$player_honor"),

		(str_store_string,s2,"@Name:{s1}^Cash: {reg1}^Deposit: {reg2}^Debt: {reg3}^Honor:{reg4}"),
	]),		

("assemble_the_number",
	[
		(val_mul,"$g_num_temp_1",10000),
		(val_mul,"$g_num_temp_2",1000),
		(val_mul,"$g_num_temp_3",100),
		(val_mul,"$g_num_temp_4",10),
		
		(val_add,"$g_num_temp","$g_num_temp_1"),
		(val_add,"$g_num_temp","$g_num_temp_2"),
		(val_add,"$g_num_temp","$g_num_temp_3"),
		(val_add,"$g_num_temp","$g_num_temp_4"),
		(val_add,"$g_num_temp","$g_num_temp_5"),		
	]),
## ZZ script for player iformnation of bank end
Kodlarını ekleyelim.
Bankamız hayırlı olsun. Keyifli oyunlar. :grin:
Siyasi Harita
İlk olarak eklemek için module_presentations'u açalım ve en başa;
Code:
from header_terrain_types import *
Kodunu ekleyelim.
Yine module_presentations'ta en alta "]" işaretinden önce;
Code:
 ("world_map", 0, mesh_load_window, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),
        
      ## initialization part begin
        # presentation obj: begin from top left corner
        (assign, ":init_pos_x", 20), # init x
        (assign, ":init_pos_y", 720), # init y
        
        # world map, X: -180 t0 180  Y: -145 t0 145 
        (assign, ":min_map_x", -180*1000),
        (assign, ":max_map_x", 180*1000),
        (assign, ":min_map_y", -145*1000),
        (assign, ":max_map_y", 145*1000),
        # also begin from top left corner
        (assign, ":init_map_x", ":min_map_x"), # init map_x
        (assign, ":init_map_y", ":max_map_y"), # init map_y
        
        # move length of p_temp_party, total_cols and total_rows
        (assign, ":party_move_length", 2*1000),
        (store_sub, ":total_cols", ":max_map_x", ":min_map_x"),
        (store_sub, ":total_rows", ":max_map_y", ":min_map_y"),
        (val_div, ":total_cols", ":party_move_length"),
        (val_div, ":total_rows", ":party_move_length"),
        
        # color_block_length
        (assign, ":color_block_length", 4),
        (store_mul, ":color_block_size", ":color_block_length", 50),
        (position_set_x, pos2, ":color_block_size"),
        (position_set_y, pos2, ":color_block_size"),
      ## initialization part end
        
        (assign, ":pos_x", ":init_pos_x"), # assign to cur pos_x
        (assign, ":pos_y", ":init_pos_y"), # assign to cur pos_y
        (assign, ":map_x", ":init_map_x"), # assign to cur map_x
        (assign, ":map_y", ":init_map_y"), # assign to cur map_y 
        ## draw whole map
        (try_for_range, ":unused_rows", 0, ":total_rows"),
          (try_for_range, ":unused_cols", 0, ":total_cols"),
            (assign, ":dest_color", 0xFFFFFF), # default
            (position_set_x, pos3, ":map_x"),
            (position_set_y, pos3, ":map_y"),
            (party_set_position, "p_temp_party", pos3),
            (party_get_current_terrain, ":current_terrain", "p_temp_party"),
            (try_begin),
              (eq, ":current_terrain", rt_water),
              (assign, ":dest_color", 0xFFFFFF), # default
            (else_try),
              (call_script, "script_get_closest_center", "p_temp_party"),
              (assign, ":nearest_center", reg0),
              (try_begin),
                (gt, ":nearest_center", -1),
                (store_faction_of_party, ":center_faction", ":nearest_center"),
                (is_between, ":center_faction", kingdoms_begin, kingdoms_end),
                (faction_get_color, ":dest_color", ":center_faction"),
              (try_end),
            (try_end),
            (create_mesh_overlay, reg0, "mesh_white_plane"),
            (overlay_set_color, reg0, ":dest_color"),
            (position_set_x, pos1, ":pos_x"),
            (position_set_y, pos1, ":pos_y"),
            (overlay_set_position, reg0, pos1),
            (overlay_set_size, reg0, pos2), # color block size
            
            ## draw borderlines begin [optional]
            # borderlines length and whidth
            (store_add, ":line_length", ":color_block_size", 1*50),
            (assign, ":line_whidth", 1*50),
            # find bound_center
            (try_begin),
              (this_or_next|party_slot_eq, ":nearest_center", slot_party_type, spt_town),
              (party_slot_eq, ":nearest_center", slot_party_type, spt_castle),
              (assign, ":bound_center", ":nearest_center"), # itself
            (else_try),
              (party_slot_eq, ":nearest_center", slot_party_type, spt_village),
              (party_get_slot, ":bound_center", ":nearest_center", slot_village_bound_center),
            (try_end),
            # compare with the left side color block
            (try_begin),
              (store_sub, ":map_x_2", ":map_x", ":party_move_length"),
              (assign, ":map_y_2", ":map_y"),
              (position_set_x, pos4, ":map_x_2"),
              (position_set_y, pos4, ":map_y_2"),
              (party_set_position, "p_temp_party", pos4),
              (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
              (try_begin),
                (assign, ":continue", 0),
                (try_begin),
                  (neq, ":current_terrain", rt_water),
                  (neq, ":current_terrain_2", rt_water),
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center_2", reg0),
                  (try_begin),
                    (gt, ":nearest_center_2", -1),
                    (try_begin),
                      (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
                      (assign, ":bound_center_2", ":nearest_center_2"), # itself
                    (else_try),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
                      (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
                    (try_end),
                    (neq, ":bound_center_2", ":bound_center"),
                    (assign, ":continue", 1),
                  (try_end),
                (else_try),
                  (neq, ":current_terrain", ":current_terrain_2"),
                  (this_or_next|eq, ":current_terrain", rt_water),
                  (eq, ":current_terrain_2", rt_water),
                  (assign, ":continue", 1),
                (try_end),
                (eq, ":continue", 1),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, 0),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (position_set_x, pos1, ":line_whidth"),
                (position_set_y, pos1, ":line_length"),
                (overlay_set_size, reg0, pos1),
              (try_end),
            (try_end),
            # compare with the under color block
            (try_begin),
              (assign, ":map_x_2", ":map_x"),
              (store_sub, ":map_y_2", ":map_y", ":party_move_length"),
              (position_set_x, pos4, ":map_x_2"),
              (position_set_y, pos4, ":map_y_2"),
              (party_set_position, "p_temp_party", pos4),
              (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
              (try_begin),
                (assign, ":continue", 0),
                (try_begin),
                  (neq, ":current_terrain", rt_water),
                  (neq, ":current_terrain_2", rt_water),
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center_2", reg0),
                  (try_begin),
                    (gt, ":nearest_center_2", -1),
                    (try_begin),
                      (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
                      (assign, ":bound_center_2", ":nearest_center_2"),
                    (else_try),
                      (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
                      (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
                    (try_end),
                    (neq, ":bound_center_2", ":bound_center"),
                    (assign, ":continue", 1),
                  (try_end),
                (else_try),
                  (neq, ":current_terrain", ":current_terrain_2"),
                  (this_or_next|eq, ":current_terrain", rt_water),
                  (eq, ":current_terrain_2", rt_water),
                  (assign, ":continue", 1),
                (try_end),
                (eq, ":continue", 1),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, 0),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (position_set_x, pos1, ":line_length"),
                (position_set_y, pos1, ":line_whidth"),
                (overlay_set_size, reg0, pos1),
              (try_end),
            (try_end),
            ## draw borderlines end [optional]
            
            # offset
            (val_add, ":pos_x", ":color_block_length"),
            (val_add, ":map_x", ":party_move_length"), 
          (try_end),
          # offset
          (assign, ":pos_x", ":init_pos_x"),
          (val_sub, ":pos_y", ":color_block_length"),
          (assign, ":map_x", ":init_map_x"),
          (val_sub, ":map_y", ":party_move_length"),
        (try_end),
        
        ## blocks of centers 
        (assign, ":slot_no", 0),
        (try_for_range, ":center_no", centers_begin, centers_end),
          (party_is_active, ":center_no"),
          (party_get_position, pos4, ":center_no"),
          (position_get_x, ":center_x", pos4),
          (position_get_y, ":center_y", pos4),
          (val_sub, ":center_x", ":init_map_x"),
          (val_sub, ":center_y", ":init_map_y"),
          (val_mul, ":center_x", ":color_block_length"),
          (val_mul, ":center_y", ":color_block_length"),
          (val_div, ":center_x", ":party_move_length"),
          (val_div, ":center_y", ":party_move_length"),
          (val_add, ":center_x", ":init_pos_x"),
          (val_add, ":center_y", ":init_pos_y"),
          # offset and size
          (try_begin),
            (party_slot_eq, ":center_no", slot_party_type, spt_town),
            (assign, ":block_size", 8),
            (assign, ":center_type", spt_town),
          (else_try),
            (party_slot_eq, ":center_no", slot_party_type, spt_castle),
            (assign, ":block_size", 4),
            (assign, ":center_type", spt_castle),
          (else_try),
            (party_slot_eq, ":center_no", slot_party_type, spt_village),
            (assign, ":block_size", 2),
            (assign, ":center_type", spt_village),
          (try_end),
          (store_div, ":half_block_size", ":block_size", 2),
          (val_sub, ":center_x", ":half_block_size"),
          (val_sub, ":center_y", ":half_block_size"),
          (val_mul, ":block_size", 50),
          # block
          (create_mesh_overlay, reg0, "mesh_white_plane"),
          (overlay_set_color, reg0, 0),
          (position_set_x, pos1, ":center_x"),
          (position_set_y, pos1, ":center_y"),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, ":block_size"),
          (position_set_y, pos1, ":block_size"),
          (overlay_set_size, reg0, pos1),
          # name
          (str_store_party_name, s1, ":center_no"),
          (create_text_overlay, reg1, s1, tf_center_justify),
          (store_add, ":text_x", ":center_x", 0),
          (store_add, ":text_y", ":center_y", 10),
          (position_set_x, pos1, ":text_x"),
          (position_set_y, pos1, ":text_y"),
          (overlay_set_position, reg1, pos1),
          (overlay_set_display, reg1, 0),
          # slots
          (troop_set_slot, "trp_temp_array_a", ":slot_no", reg0), # overlay id
          (troop_set_slot, "trp_temp_array_b", ":slot_no", ":center_type"), # center type
          (troop_set_slot, "trp_temp_array_c", ":slot_no", reg1), # center name
          (val_add, ":slot_no", 1),
        (try_end),
        (assign, "$temp", ":slot_no"), # record num of slots
        
        ## blocks of kingdoms 
        (create_text_overlay, reg0, "@Factions", tf_vertical_align_center),
        (position_set_x, pos1, 790),
        (position_set_y, pos1, 700),
        (overlay_set_position, reg0, pos1),
        
        (assign, ":pos_x", 750),
        (assign, ":pos_y", 650),
        (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
          (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
          # color block
          (create_mesh_overlay, reg0, "mesh_white_plane"),
          (faction_get_color, ":dest_color", ":cur_kingdom"),
          (overlay_set_color, reg0, ":dest_color"),
          (position_set_x, pos1, ":pos_x"),
          (position_set_y, pos1, ":pos_y"),
          (overlay_set_position, reg0, pos1),
          # size: 35*25
          (position_set_x, pos1, 35*50),
          (position_set_y, pos1, 25*50),
          (overlay_set_size, reg0, pos1),
          # kingdom name
          (store_add, ":text_x", ":pos_x", 40),
          (store_add, ":text_y", ":pos_y", 12),
          (str_store_faction_name, s1, ":cur_kingdom"),
          (create_text_overlay, reg0, s1, tf_vertical_align_center),
          (position_set_x, pos1, ":text_x"),
          (position_set_y, pos1, ":text_y"),
          (overlay_set_position, reg0, pos1),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 900),
          (overlay_set_size, reg0, pos1),
          (val_sub, ":pos_y", 40),
        (try_end),
        
        ## show centers or not
        # towns
        (create_check_box_overlay, "$g_presentation_obj_1", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (overlay_set_val, "$g_presentation_obj_1", 1),
        (create_text_overlay, reg0, "@Show towns", tf_vertical_align_center),
        (position_set_x, pos1, 80),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        # castles
        (create_check_box_overlay, "$g_presentation_obj_2", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 250),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (overlay_set_val, "$g_presentation_obj_2", 1),
        (create_text_overlay, reg0, "@Show castles", tf_vertical_align_center),
        (position_set_x, pos1, 280),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        # villages
        (create_check_box_overlay, "$g_presentation_obj_3", "mesh_checkbox_off", "mesh_checkbox_on"),
        (position_set_x, pos1, 450),
        (position_set_y, pos1, 110),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
        (overlay_set_val, "$g_presentation_obj_3", 1),
        (create_text_overlay, reg0, "@Show villages", tf_vertical_align_center),
        (position_set_x, pos1, 480),
        (position_set_y, pos1, 120),
        (overlay_set_position, reg0, pos1),
        
        (create_text_overlay, reg0, "@Tip: move the mouse onto the black blocks to show their names.", tf_vertical_align_center),
        (position_set_x, pos1, 50),
        (position_set_y, pos1, 95),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 750),
        (overlay_set_size, reg0, pos1),
        
        (create_text_overlay, reg0, "@The World Map", tf_double_space|tf_center_justify),
        (position_set_x, pos1, 380),
        (position_set_y, pos1, 30),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 2000),
        (position_set_y, pos1, 2000),
        (overlay_set_size, reg0, pos1),
        
        # Done
        (create_game_button_overlay, "$g_presentation_obj_5", "@Done"),
        (position_set_x, pos1, 900),
        (position_set_y, pos1, 25),
        (overlay_set_position, "$g_presentation_obj_5", pos1),
      ]),
    
    (ti_on_presentation_mouse_enter_leave,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":enter_leave"),
        
        # show center name when mouse on it
        (try_for_range, ":slot_no", 0, "$temp"),
          (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
          (store_sub, ":display_overlay", 1, ":enter_leave"),
          (troop_get_slot, ":cur_overlay", "trp_temp_array_c", ":slot_no"),
          (overlay_set_display, ":cur_overlay", ":display_overlay"),
        (try_end),
      ]),
  
    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        
        (try_begin),
          (eq, ":object", "$g_presentation_obj_1"), # show towns
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_town),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_2"), # show castles
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_castle),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_3"), # show villages
          (try_for_range, ":slot_no", 0, "$temp"),
            (troop_slot_eq, "trp_temp_array_b", ":slot_no", spt_village),
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display, ":cur_overlay", ":value"),
          (try_end),
        (else_try),
          (eq, ":object", "$g_presentation_obj_5"),
          (presentation_set_duration, 0),
        (try_end),
      ]),
  ]),
Kodunu ekleyelim ve module_presentations'u kapatalım.
Peki bu siyasi haritaya nereden bakacağız?
Açalım module_game_menus'u ve alttaki kodu aratalım.
Code:
      ("view_morale_report",[],"View party morale report.",
       [(jump_to_menu, "mnu_morale_report"),
        ]
       ),
Bu kodun altına alttaki kodu yapıştıralım. :smile:
Code:
      ("action_view_world_map",[],"Haritayi Goster",
       [
        (start_presentation, "prsnt_world_map"),
        ]
       ),
Ve siyasi harita özelliğini eklemiş olduk. :smile: Hayırlı olsun. :smile: (Oyunumuzdaki haritaya Raporlar bölümünden bakabiliriz.)
 
Kodların Asıl Sahipleri
Şehirden Asker Satın Alma=?​
Köprü Savaşları=Arch3er
Köprü Savaşları
Module_game_menus'u açalım ve alttaki;
Code:
 ("encounter_attack",[
Kodunu aratalım.

Karşımıza Şöyle bir şey çıkacak. :smile:
("encounter_attack",[
          (eq, "$encountered_party_friendly", 0),
          (neg|troop_is_wounded, "trp_player"),
          ],
                            "Charge the enemy.",[
                                (assign, "$g_battle_result", 0),
                                (assign, "$g_engaged_enemy", 1),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (try_begin),
                                  (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                              (else_try),
                                  (eq, "$g_encounter_type", enctype_catched_during_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (call_script, "script_setup_random_scene"),
                                (try_end),
                                (assign, "$g_next_menu", "mnu_simple_encounter"),
                                (jump_to_menu, "mnu_battle_debrief"),
                                (change_screen_mission),
                              ]),
...
Burada mavileştirdiğim yerin altına;
Code:
                           (else_try), #Arch3r#
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_1"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_1"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_2"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_2"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_3"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_3"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_4"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_4"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_5"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_5"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_6"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_6"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_7"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_7"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_8"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_8"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_9"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_9"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_10"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_10"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_11"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_11"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_12"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_12"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_13"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_13"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                 (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_14"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_14"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
Kodlarını yapıştıralım ve module_game_menus'tan yaptıklarımız kaydederek çıkalım. :smile:

Şimdi module_scenes'ı açalım ve en alta "]" işaretinin bir satır üzerine;
Code:
##Arch3r
  ("bridge_1",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_2",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_3",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_4",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_5",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_6",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_7",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_8",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_9",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_10",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_11",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_12",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_13",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
  ("bridge_14",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c", 
    [],[], "outer_terrain_plain"),
Kdolarını yapıştrıalım. :smile: Köprü savaşları hazır ama son bir işlem var. :grin:
Bu LİNKTEN scenes'ları indirip modunuzdaki SceneObj klasörüne atmalısınız. Artık oynanmaya hazır. :smile:
Köprü üzerinde düşmanla karşılaştığınızda köprüde savaşacaksınız. Keyifli Oyunlar :!: :smile:
Şehirden Asker Satın Alma
Module_game_menus'u açalım ve alttaki kodu aratalım.
Code:
"You head towards the marketplace.",
Karşımıza şöyle bir kod grubu çıkacak:
  (
    "town_trade",0,
    "You head towards the marketplace.",
    "none",
    [],
    [
      ("assess_prices",
      [
        (store_faction_of_party, ":current_town_faction", "$current_town"),
        (store_relation, ":reln", ":current_town_faction", "fac_player_supporters_faction"),
        (ge, ":reln", 0),
        ],
      "Assess the local prices.",
      [
          (jump_to_menu,"mnu_town_trade_assessment_begin"),
        ]),
      ("trade_with_arms_merchant",[(party_slot_ge, "$current_town", slot_town_weaponsmith, 1)],
      "Trade with the arms merchant.",
      [
          (party_get_slot, ":merchant_troop", "$current_town", slot_town_weaponsmith),
          (change_screen_trade, ":merchant_troop"),
        ]),
      ("trade_with_armor_merchant",[(party_slot_ge, "$current_town", slot_town_armorer, 1)],
      "Trade with the armor merchant.",
      [
          (party_get_slot, ":merchant_troop", "$current_town", slot_town_armorer),
          (change_screen_trade, ":merchant_troop"),
        ]),
      ("trade_with_horse_merchant",[(party_slot_ge, "$current_town", slot_town_horse_merchant, 1)],
      "Trade with the horse merchant.",
      [
          (party_get_slot, ":merchant_troop", "$current_town", slot_town_horse_merchant),
          (change_screen_trade, ":merchant_troop"),
        ]),
      ("trade_with_goods_merchant",[(party_slot_ge, "$current_town", slot_town_merchant, 1)],
      "Trade with the goods merchant.",
      [
          (party_get_slot, ":merchant_troop", "$current_town", slot_town_merchant),
          (change_screen_trade, ":merchant_troop"),
      ]),
      ("back_to_town_menu",[],"Head back.",
      [
          (jump_to_menu,"mnu_town"),
        ]),
    ]
  ),
Bu mavi ile belirttiğim yerin altına;
Code:
      ("hire_troops",[],
       "Hire troops.",## You have added a new menu.
       [
           (jump_to_menu,"mnu_town_pre_hire_troops"),
        ]),
Kodunu yapıştırın. Sonuç olarak şöyle gözükmeli:
      ("trade_with_goods_merchant",[(party_slot_ge, "$current_town", slot_town_merchant, 1)],
      "Trade with the goods merchant.",
      [
          (party_get_slot, ":merchant_troop", "$current_town", slot_town_merchant),
          (change_screen_trade, ":merchant_troop"),
        ]),
      ("hire_troops",[],
      "Hire troops.",## You have added a new menu.
      [
          (jump_to_menu,"mnu_town_pre_hire_troops"),
        ]),

      ("back_to_town_menu",[],"Head back.",
      [
          (jump_to_menu,"mnu_town"),
        ]),
    ]
  ),
Eğer böyleyse yaptığınız doğru! :smile:
Yine module_game_menus'te alttaki kodu aratın:
Code:
"town_trade_assessment_begin"
Karşınıza şöyle bir kod grubu çıkması lazım:
(
    "town_trade_assessment_begin",0,
    "You overhear several discussions about the price of trade goods across the local area.\
You listen closely, trying to work out the best deals around.",
    "none",
    [],
    [
      ("continue",[],"Continue...",
      [
          (assign,"$auto_enter_town","$current_town"),
          (assign, "$g_town_assess_trade_goods_after_rest", 1),
          (call_script, "script_get_max_skill_of_player_party", "skl_trade"),
          (val_div, reg0, 2),
          (store_sub, ":num_hours", 6, reg0),
          (assign, "$g_last_rest_center", "$current_town"),
          (assign, "$g_last_rest_payment_until", -1),
          (rest_for_hours, ":num_hours", 5, 0), #rest while not attackable
          (change_screen_return),
        ]),
    ]
),
Burada mavileştirdiğim işaretin bir satır altına;
Code:
(
    "town_pre_hire_troops",0,
    "You enter a building with several mercenaries, cut-throuts, poor and adventerous warriors. You ask about to gather a overview of who's available for hire.. (this takes 1 hours)",
    "none",
    [],
    [
      ("continue",[],"Ask about..",
       [
           (store_sub, ":num_hours", 1),
           (rest_for_hours, ":num_hours", 5, 0), #rest while not attackable
           (change_screen_return),
           (jump_to_menu,"mnu_town_hire_troops"),
        ]),
      ("go_back",[],"Go back..",
       [
           (jump_to_menu,"mnu_town_trade"),
        ]),
    ]
  ),

    (
    "town_hire_troops",0,
    "This is the list you've managed to scrap together:",
    "none",
    [],
    [
      ("hire_farmers",[],"Hire farmers.",
       [
           (jump_to_menu,"mnu_town_hire_farmers"),
        ]),
      ("hire_cutthroats",[],"Hire villains, cutthrroats and looters.",
       [
           (jump_to_menu,"mnu_town_hire_cutthroats"),
        ]),
      ("hire_knights",[],"Hire knights in shiny armour.",
       [
           (jump_to_menu,"mnu_town_hire_knights"),
        ]),
      ("go_back",[],"Go back..",
       [
           (jump_to_menu,"mnu_town_trade"),
        ]),
    ]
  ),

  (
    "town_hire_farmers",0,
    "Their clothing are tattered and their hats a ragged, but their braveness has no boundaries. They have been driven out of their lands by different reasons, and now their only way to make a living is to join a force. 100 denars each farmer.",
    "none",
    [],
    [
      ("farmer1",[],"1 Farmer.",
       [
           (party_add_members, "p_main_party", "trp_farmer", 1), 
           (troop_remove_gold, "trp_player", 100),
        ]),
      ("farmer5",[],"5 Farmer.",
       [
           (party_add_members, "p_main_party", "trp_farmer", 5),
           (troop_remove_gold, "trp_player", 500),
        ]),
      ("farmer10",[],"10 Farmer.",
       [
           (party_add_members, "p_main_party", "trp_farmer", 10),
           (troop_remove_gold, "trp_player", 1000),
        ]),
      ("back_to_town_hire_troops",[],"Go back..",
       [
           (jump_to_menu,"mnu_town_hire_troops"),
        ]),
    ]
  ),

  (
    "town_hire_cutthroats",0,
    "Vile and vicious people with rotten theeth glares at you whilst you question their value and usefulness in your party. 150 for each Looter,700 for each Nord archer, 300 for each bandit and 500 for each Brigand.",
    "none",
    [],
    [
      ("looter1",[],"1 Looter.",
       [
           (party_add_members, "p_main_party", "trp_looter", 1),
           (troop_remove_gold, "trp_player", 150),
        ]),
      ("looter5",[],"5 Looters.",
       [
           (party_add_members, "p_main_party", "trp_looter", 5),
           (troop_remove_gold, "trp_player", 750),
        ]),
      ("looter10",[],"10 Looters.",
       [
           (party_add_members, "p_main_party", "trp_looter", 10),
           (troop_remove_gold, "trp_player", 1500),
        ]),
      ("bandit1",[],"1 Bandit.",
       [
           (party_add_members, "p_main_party", "trp_bandit", 1),
           (troop_remove_gold, "trp_player", 300),
        ]),
      ("bandit5",[],"5 Bandits.",
       [
           (party_add_members, "p_main_party", "trp_bandit", 5),
           (troop_remove_gold, "trp_player", 1500),
        ]),
      ("bandit10",[],"10 Bandits.",
       [
           (party_add_members, "p_main_party", "trp_bandit", 10),
           (troop_remove_gold, "trp_player", 3000),
        ]),
      ("brigand1",[],"1 Brigand.",
       [
           (party_add_members, "p_main_party", "trp_brigand", 1),
           (troop_remove_gold, "trp_player", 500),
        ]),
      ("brigand5",[],"5 Brigands.",
       [
           (party_add_members, "p_main_party", "trp_brigand", 5),
           (troop_remove_gold, "trp_player", 2500),
        ]),
      ("brigand10",[],"10 Brigands.",
       [
           (party_add_members, "p_main_party", "trp_brigand", 10),
           (troop_remove_gold, "trp_player", 5000),
        ]),
      ("nord_archer",[],"10 Nord archer",
       [
           (party_add_members, "p_main_party", "trp_nord_archer", 10),
           (troop_remove_gold, "trp_player", 7000),
        ]),
      ("back_to_town_hire_troops",[],"Go back..",
       [
           (jump_to_menu,"mnu_town_hire_troops"),
        ]),
    ]
  ),

  (
    "town_hire_knights",0,
    "Wearing shiny armour and swords ready to cut through flesh, they stand in front of you with their honour held high(as long as you pay them.).. 1000 denars each knight.",
    "none",
    [],
    [
      ("swadian_knight1",[],"1 Swadian knight.",
       [
           (party_add_members, "p_main_party", "trp_swadian_knight", 1),
           (troop_remove_gold, "trp_player", 1000),
        ]),
      ("swadian_knight5",[],"5 Swadian_knights.",
       [
           (party_add_members, "p_main_party", "trp_swadian_knight", 5),
           (troop_remove_gold, "trp_player", 5000),
        ]),
      ("swadian_knight10",[],"10 Swadian_knights.",
       [
           (party_add_members, "p_main_party", "trp_swadian_knight", 10),
           (troop_remove_gold, "trp_player", 10000),
        ]),
      ("vaegir_knight1",[],"1 Vaegir knight.",
       [
           (party_add_members, "p_main_party", "trp_Vaegir_knight", 1),
           (troop_remove_gold, "trp_player", 1000),
        ]),
      ("vaegir_knight5",[],"5 Vaegir knights.",
       [
           (party_add_members, "p_main_party", "trp_vaegir_knight", 5),
           (troop_remove_gold, "trp_player", 5000),
        ]),
      ("vaegir_knight10",[],"10 Vaegir knights.",
       [
           (party_add_members, "p_main_party", "trp_vaegir_knight", 10),
           (troop_remove_gold, "trp_player", 10000),
        ]),
      ("back_to_town_hire_troops",[],"Go back..",
       [
           (jump_to_menu,"mnu_town_hire_troops"),
        ]),
    ]
  ),
Kodunu yapıştırın. :smile: Ve bitti. Hayırlı olsun, keyifli oyunlar!
 
ESKİ DERSLER
Kodların Asıl Sahipleri
İstek Parça=Cromcrom
Deniz Savaşları=Ruthven
Deniz Savaşları
Module_game_menus'u açın, İlk olarak bu kodu buluyoruz;
Code:
("sail_from_port",
      [
        (party_slot_eq,"$current_town",slot_party_type, spt_town),
        (eq, "$cheat_mode", 1),
        #(party_slot_eq,"$current_town",slot_town_near_shore, 1),
      ],
      "{!}CHEAT: Sail from port.",
      [
        (assign, "$g_player_icon_state", pis_ship),
        (party_set_flags, "p_main_party", pf_is_ship, 1),
        (party_get_position, pos1, "p_main_party"),
        (map_get_water_position_around_position, pos2, pos1, 6),
        (party_set_position, "p_main_party", pos2),
        (assign, "$g_main_ship_party", -1),
        (change_screen_return),
      ]),

    ]
   ),
Bulduktan sonra yukardaki kodun yerine alttaki kodu yapıştırıyoruz.
Code:
("sail_from_port",
      [                  (this_or_next|eq,"$current_town","p_town_1"),
                         (this_or_next|eq,"$current_town","p_town_2"),
                         (this_or_next|eq,"$current_town","p_town_6"),
                         (this_or_next|eq,"$current_town","p_town_12"),
                         (this_or_next|eq,"$current_town","p_town_19"),
                         (this_or_next|eq,"$current_town","p_town_13"),
                         (eq,"$current_town","p_town_15"),
#                          (eq, "$cheat_mode", 1),
#                         (party_slot_eq,"$current_town",slot_town_near_shore, 1),
      ],
      "Limandan Gemi Al.",
      [
        (assign, "$g_player_icon_state", pis_ship),
        (party_set_flags, "p_main_party", pf_is_ship, 1),
        (party_get_position, pos1, "p_main_party"),
        (map_get_water_position_around_position, pos2, pos1, 6),
        (party_set_position, "p_main_party", pos2),
        (assign, "$g_main_ship_party", -1),
        (change_screen_return),
      ]),

    ]
   ),

Module_game_menus'u kapatmayın. Bu sefer "Encounter_attack" kodunu aratıyoruz, alttaki gibi bir kod grubu olması lazım.
Code:
("encounter_attack",
      [
        (eq, "$encountered_party_friendly", 0),
        (neg|troop_is_wounded, "trp_player"),
      ],
      "Charge the enemy.",
      [
        (assign, "$g_battle_result", 0),
        (assign, "$g_engaged_enemy", 1),
        
        (party_get_template_id, ":encountered_party_template", "$g_encountered_party"),		
        (try_begin),
		  (eq, ":encountered_party_template", "pt_village_farmers"),
		  (unlock_achievement, ACHIEVEMENT_HELP_HELP_IM_BEING_REPRESSED),
		(try_end),          
        
        (call_script, "script_calculate_renown_value"),
        (call_script, "script_calculate_battle_advantage"),
        (set_battle_advantage, reg0),
        (set_party_battle_mode),
        (try_begin),
          (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
          (assign, "$g_village_raid_evil", 0),
          (set_jump_mission,"mt_village_raid"),
          (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
          (jump_to_scene, ":scene_to_use"),
        (else_try),
          (eq, "$g_encounter_type", enctype_catched_during_village_raid),
          (assign, "$g_village_raid_evil", 0),
          (set_jump_mission,"mt_village_raid"),
          (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
          (jump_to_scene, ":scene_to_use"),
        (else_try),
          (set_jump_mission,"mt_lead_charge"),
          (call_script, "script_setup_random_scene"),
        (try_end),
        (assign, "$g_next_menu", "mnu_simple_encounter"),
        (jump_to_menu, "mnu_battle_debrief"),
        (change_screen_mission),
      ]),
Yukardaki kodun yerine tekrar alttaki kodu yapıştırıyoruz.
Code:
("encounter_attack",[
          (eq, "$encountered_party_friendly", 0),
          (neg|troop_is_wounded, "trp_player"),
          #Wulf
          (party_get_current_terrain,":terrain","p_main_party"),
         (neq,":terrain",0),
          #Wulf end
          ],
                            "Charge the enemy.",[
                                (assign, "$g_battle_result", 0),
                                (assign, "$g_engaged_enemy", 1),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (try_begin),
                                  (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (eq, "$g_encounter_type", enctype_catched_during_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (call_script, "script_setup_random_scene"),
                                (try_end),
                                (assign, "$g_next_menu", "mnu_simple_encounter"),
                                (jump_to_menu, "mnu_battle_debrief"),
                                (change_screen_mission),
                                ]),
      ("encounter_attack",[
          (eq, "$encountered_party_friendly", 0),
          (neg|troop_is_wounded, "trp_player"),
          #Wulf
          (party_get_current_terrain,":terrain","p_main_party"),
         (eq,":terrain",0),
          #Wulf end
          ],
                            "Close in and board the enemy.",[
                                (assign, "$g_battle_result", 0),
                                (assign, "$g_engaged_enemy", 1),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (try_begin),
                                  (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (eq, "$g_encounter_type", enctype_catched_during_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                #Wulf
                                  (set_jump_mission,"mt_ship_battle"),
                                 (try_begin),
                                   (val_add,reg10,reg11),
                                   (gt,reg10,60),
                                   (jump_to_scene, "scn_sea_4"),
                                 (else_try),
                                   (val_add,reg10,reg11),
                                   (gt,reg10,30),
                                   (jump_to_scene, "scn_sea_2"),
                                 (else_try),
                                   (jump_to_scene, "scn_sea_1"),
                                   (end_try),
                                   #Wulf end
                                (try_end),
                                (assign, "$g_next_menu", "mnu_simple_encounter"),
                                (jump_to_menu, "mnu_battle_debrief"),
                                (change_screen_mission),
                                ]),
"Join_attack" kelimesini aratıyoruz. Alttaki gibi bir kod grubu olması lazım.
Code:
("join_attack",
      [
        (neg|troop_is_wounded, "trp_player"),
      ],
      "Charge the enemy.",
      [
        (assign, "$g_joined_battle_to_help", 1),
        (party_set_next_battle_simulation_time, "$g_encountered_party", -1),
        (assign, "$g_battle_result", 0),
        (call_script, "script_calculate_renown_value"),
        (call_script, "script_calculate_battle_advantage"),
        (set_battle_advantage, reg0),
        (set_party_battle_mode),
        (set_jump_mission,"mt_lead_charge"),
        (call_script, "script_setup_random_scene"),
        (assign, "$g_next_menu", "mnu_join_battle"),
        (jump_to_menu, "mnu_battle_debrief"),
        (change_screen_mission),
      ]),

Yukardaki kodun  yerine yine alttakini yapıştırın.
Code:
 ("join_attack",[(party_get_current_terrain,":terrain","p_main_party"),
         (neq,":terrain",0),
#          (neq, "$encountered_party_hostile", 0),
           (neg|troop_is_wounded, "trp_player"),
##          (store_troop_health,reg(5),"trp_player"),
##          (ge,reg(5),20),
          ],
                            "Charge the enemy.",[
                                (party_set_next_battle_simulation_time, "$g_encountered_party", -1),
                                (assign, "$g_battle_result", 0),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (set_jump_mission,"mt_lead_charge"),
                                (call_script, "script_setup_random_scene"),
                                (assign, "$g_next_menu", "mnu_join_battle"),
                                (jump_to_menu, "mnu_battle_debrief"),
                                (change_screen_mission),
                                ]),

            ("join_attack",[(party_get_current_terrain,":terrain","p_main_party"),
         (eq,":terrain",0),
#          (neq, "$encountered_party_hostile", 0),
           (neg|troop_is_wounded, "trp_player"),
##          (store_troop_health,reg(5),"trp_player"),
##          (ge,reg(5),20),
          ],
                            "Board the enemy",[
                                (party_set_next_battle_simulation_time, "$g_encountered_party", -1),
                                (assign, "$g_battle_result", 0),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (set_jump_mission,"mt_ship_battle"),
                                (try_begin),
                                   (val_add,reg10,reg11),
                                   (gt,reg10,60),
                                   (jump_to_scene, "scn_sea_4"),
                                 (else_try),
                                   (val_add,reg10,reg11),
                                   (gt,reg10,30),
                                   (jump_to_scene, "scn_sea_2"),
                                 (else_try),
                                   (jump_to_scene, "scn_sea_1"),
                                   (end_try),
                                (assign, "$g_next_menu", "mnu_join_battle"),
                                (jump_to_menu, "mnu_battle_debrief"),
                                (change_screen_mission),
                                ]),

Module_scenes'da en alta "]" işaretinden önceye aşağıdaki kodu ekleyelim.
Code:
#Wulf begin
  ("sea_1",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000",
   [],[]),
  ("sea_4",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000",
   [],[]),
  ("sea_2",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000",
   [],[]),
#Wulf end

Module_mission_templates'te en alta "]" işaretinden önceye bu kodu ekleyin; 
Code:
 #Wulf begin
    (
    "ship_battle",mtf_battle_mode,-1,
    "You close in and board the enemy ships",
    [(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (1,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (2,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (3,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (4,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (5,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (6,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),     
    (7,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (10,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (11,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (8,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (9,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (12,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (13,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (14,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
    (15,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
     ],
    [
      (ti_on_agent_spawn, 0, 0, [],
       [
         (store_trigger_param_1, ":agent_no"),
         (call_script, "script_agent_reassign_team", ":agent_no"),
         ]),
    

      
      (0, 0, ti_once, [], [(assign,"$battle_won",0),
                           (assign,"$defender_reinforcement_stage",0),
                           (assign,"$attacker_reinforcement_stage",0),
                           (assign,"$g_presentation_battle_active", 0),
                           (call_script, "script_place_player_banner_near_inventory"),
                           (call_script, "script_combat_music_set_situation_with_culture"),
                           ]),
      common_music_situation_update,
      common_battle_check_friendly_kills,

      (1, 0, 5, [(lt,"$defender_reinforcement_stage",2),
                 (store_mission_timer_a,":mission_time"),
                 (ge,":mission_time",10),
                 (store_normalized_team_count,":num_defenders", 0),
                 (lt,":num_defenders",6),
#                 (assign, reg2, ":num_defenders"),
#                 (display_message,"@num_defenders = {reg2}")
                 ],
           [(add_reinforcements_to_entry,0,7),(val_add,"$defender_reinforcement_stage",1)]),
      
      (1, 0, 5, [(lt,"$attacker_reinforcement_stage",2),
                 (store_mission_timer_a,":mission_time"),
                 (ge,":mission_time",10),
                 (store_normalized_team_count,":num_attackers", 1),
                 (lt,":num_attackers",6),
#                 (assign, reg2, ":num_attackers"),
#                 (display_message,"@num_attackers = {reg2}")
                 ],
           [(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),
      
      common_battle_check_victory_condition,
      common_battle_victory_display,
      common_battle_tab_press,

      (1, 4, ti_once, [(main_hero_fallen)],
          [
              (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)]),
#Wulf end
      ]),
Açın Module_parties'i,"("Bridge_14"," kodunu aratın.
Code:
("Bridge_14","{!}14",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-23.36, 75.8),[], 66.6),
Böyle bir kod görmeniz lazım, bu kodun altına;
Code:
#Wulf
 ("ship_raider_spawn_point_1"   ,"the_ocean",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-5.23,90.26),[(trp_looter,15,0)]),
#Wulf
Yukardaki kodu yapıştırın.

Açın Module_party_templates'i, "sea_raiders" kelimesini aratın, alttaki gibi bir satır görmeniz lazım;
Code:
("sea_raiders","Sea Raiders",icon_axeman|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,5,50)]),
Yukardaki kodun altına, alttaki kodu ekleyin.
Code:
#wulf
  ("sea_raiders_ships","Deniz Yagmacilari",icon_ship|pf_is_ship|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,20,50)]),
#wulf end
Açın module_scripts'i
Code:
was 14 at mount&blade, 18 in
Yukardaki kodu aratın. Böyle bir kod grubu görmeniz lazım;
Code:
 (try_begin),
       (store_num_parties_of_template, ":num_parties", "pt_mountain_bandits"),
       (lt,":num_parties",18), #was 14 at mount&blade, 18 in warband
       (store_random,":spawn_point",num_mountain_bandit_spawn_points),
       (val_add,":spawn_point","p_mountain_bandit_spawn_point"),
       (set_spawn_radius, 25),
       (spawn_around_party,":spawn_point","pt_mountain_bandits"),
     (try_end),
Bu üstteki kodun altına şu alttaki kodu ekleyin:
Code:
#Wulf
     (try_begin),
       (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_ships"),
       (lt,":num_parties",25),
       (store_random,":spawn_point",num_mountain_bandit_spawn_points),
       (val_add,":spawn_point","p_ship_raider_spawn_point_1"),
       (spawn_around_party,":spawn_point","pt_sea_raiders_ships"),
     (try_end),
#Wulf end
Ve bitti. Son bir adım kaldı. Bu LİNKTEN scenes'ları indirip modunuzdaki SceneObj klasörüne atmak. Keyifli Oyunlar. :smile:
Handa İstek Parça İsteme
Module_music'i açın ve en alta "]" işaretinden öncesine;
Code:
  ("jukebox_coronation", "coronation.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_wedding", "wedding.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_travel_neutral", "travel_neutral.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_tavern_1", "tavern_1.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_crazy_battle_music", "crazy_battle_music.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_escape", "escape.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_retreat", "retreat.ogg",mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
  ("jukebox_outdoor_beautiful_land", "outdoor_beautiful_land.ogg", mtf_start_immediately,mtf_sit_tavern,mtf_sit_travel,0),
Kodunu yapıştırın ve kaydedip çıkın.

Şimdi module_dialogs'u açın ve alttakini arayın.
Code:
"Can you teach me any poems?"
Karşınıza şöyle bir kod grubu çıkması lazım.
Code:
  [anyone|plyr, "minstrel_1", [(eq, "$minstrels_introduced", 1)  ],
   "Can you teach me any poems?",
   "minstrel_courtship_poem", []],
Bu kod grubunun altına;
Code:
[anyone|plyr,"minstrel_1",   #play Calradian tune"
  [   
 
 ]," What Calradian tunes can you play ?","play_calradian_tunes",
 []
 ], 
 [anyone,"play_calradian_tunes", #play_tune"
  [   
  ],"Here is the list of the songs I can play for 10 denars. ","play_calradian_tunes_final",
 []
 ],
Kodunu ekleyin.

Şimdi ise alttaki kodu arayın.
Code:
[anyone, "minstrel_pretalk", [],
Karşınıza bu sefer şöyle bir kod grubu çıkması lazım:
Code:
  [anyone, "minstrel_pretalk", [],
   "Is there anything else?",
   "minstrel_1", []],
Bu kod grubunun altına alttaki kodları ekleyin.
Code:
[anyone,"play_calradian_tunes", #play_tune"
  [   
  ],"Here is the list of the songs I can play for 10 denars. ","play_calradian_tunes_final",
 []
 ],
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  (store_troop_gold,":available_gold","trp_player"), 
  (lt,":available_gold",10), 
  ]," I don't have enough money anyways. ","minstrel_1",
 [   ]
 ],  
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  ]," I changed my mind ","minstrel_1",
 [   ]
 ], 


 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'The Wedding'. ","close_window",
 [   
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_wedding",2),                 
 ]
 ], 
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'The Coronation'. ","close_window",
 [   
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_coronation",2),                 
 ]
 ],

 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'The Travel'. ","close_window",
 [   
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_travel_neutral",2),                 
 ]
 ], 
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'The Tavern'. ","close_window",
 [   
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_tavern_1",2),                 
 ]
 ], 
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   
  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'Crazy battle music'. ","close_window",
 [   
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_crazy_battle_music",2),                 
 ]
 ], 
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   

  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'Beautifull Land'. ","close_window",
 [     
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_outdoor_beautiful_land",2),                 
 ]
 ], 
 
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   

  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'The Retreat'. ","close_window",
 [   
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_retreat",2),                 
 ]
 ],  
 
 
 [anyone|plyr,"play_calradian_tunes_final", #play_tune"
  [   

  (store_troop_gold,":available_gold","trp_player"), 
  (ge,":available_gold",10), 
  ]," I can play 'The Escape'. ","close_window",
 [    
 (troop_remove_gold,"trp_player",10),
   (play_track,"track_jukebox_escape",2),                 
 ]
 ],
Bu kodları ekledikten sonra kaydedip kapatın ve Ozandan şarkı istemenin keyfini çıkarın. Keyifli Oyunlar! :smile: :smile:
 
ESKİ DERSLER
Kodların Asıl Sahipleri
Para Çevirmece=Albertus Magnus
Taverna Animasyonu=Slawomir of Aaarrghh
Taverna Animasyonu
Ben bu kodla biraz oynadım. Gerçekçilik açısından. buraya o kodları atacağım. Tek fark müzisyen eklemek yerine ozana enstürman verip çalgı çalmasını sağlıyoruz. :smile: Neyse konuya geri Dönelim.
Module_animations'u açın. Ve en alta "]" işaretinin öncesine alttaki kodları ekleyin ve kapatın.
Code:
 ["sitting_drinking_low", acf_enforce_all, amf_priority_die|amf_play,
	[20.0, "dedal_sitting_drinking_low", 0, 311, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
 ["sitting_low", acf_enforce_all, amf_priority_die|amf_keep,
	[18.0, "dedal_sitting_low", 3, 301, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
 ["lute_sitting", acf_enforce_all, amf_priority_die|amf_play,
	[2.05, "dedal_lute_sitting", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
 ["lute_standing", acf_enforce_all, amf_priority_die|amf_play,
	[2.05, "dedal_lute_standing", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
 ["lyre_sitting", acf_enforce_all, amf_priority_die|amf_play,
	[2.05, "dedal_lyre_sitting", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],
 ["lyre_standing", acf_enforce_all, amf_priority_die|amf_play,
	[2.05, "dedal_lyre_standing", 3, 7, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],],

Şimdi module_items'i açın ve;
Code:
["items_end", "Items End", [("shield_round_a",0)], 0, 0, 1, 0, 0],
Kodunun üstüne alttaki kodları yapıştırın ve kaydederek çıkın.
Code:
["dedal_kufel","Kufel",[("dedal_kufelL",0)],	itp_type_hand_armor,0,0,weight(1),0],
["dedal_lutnia","Lutnia",[("dedal_lutniaL",0)],	itp_type_hand_armor,0,0,weight(1),0],
["dedal_lira","Lira",[("dedal_liraL",0)],		itp_type_hand_armor,0,0,weight(1),0],

Şimdi Module_mission_templates'i açalım. En baştaki:
Code:
pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian
Kodunun altına alttaki kodu yapıştırın.
Code:
dedal_tavern_animations = (
	ti_on_agent_spawn,1,0,[
		(eq, "$talk_context", tc_tavern_talk),
		(store_trigger_param_1,":agent"),
		(agent_get_troop_id,":troop",":agent"),
		(try_begin),
			(is_between,":troop","trp_tavern_minstrel_1","trp_tavern_minstrel_5"),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_sitting"),
				(agent_set_animation, ":agent", "anim_lute_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_sitting"),
				(agent_set_animation, ":agent", "anim_lyre_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",tavern_minstrels_begin,tavern_minstrels_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_standing"),
				(agent_set_animation, ":agent", "anim_lute_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_standing"),
				(agent_set_animation, ":agent", "anim_lyre_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",walkers_begin,walkers_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_kufel"),
				(agent_set_stand_animation, ":agent", "anim_sitting_drinking_low"),
				(agent_set_animation, ":agent", "anim_sitting_drinking_low"),
				(store_random_in_range,":r",0,300),
			(else_try),
				(agent_set_stand_animation, ":agent", "anim_sitting_low"),
				(agent_set_animation, ":agent", "anim_sitting_low"),
				(store_random_in_range,":r",0,300),
			(try_end),
			(agent_set_animation_progress,":agent",":r"),
		(try_end),
	],[])
Şimdi ise alttaki kodu aratın.
Code:
"town_default",0,-1,
Karşınıza şöyle bir kod gurubu çıkacak:
Code:
  (
    "town_default",0,-1,
    "Default town visit",
    [(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
     (8,mtef_scene_source,af_override_horse,0,1,[]),
     (9,mtef_scene_source,af_override_horse,0,1,[]),
     (10,mtef_scene_source,af_override_horse,0,1,[]),
     (11,mtef_scene_source,af_override_horse,0,1,[]),
     (12,mtef_scene_source,af_override_horse,0,1,[]),
     (13,mtef_scene_source,0,0,1,[]),
     (14,mtef_scene_source,0,0,1,[]),
     (15,mtef_scene_source,0,0,1,[]),
     (16,mtef_visitor_source,af_override_horse,0,1,[]),
     (17,mtef_visitor_source,af_override_horse,0,1,[]),
     (18,mtef_visitor_source,af_override_horse,0,1,[]),
     (19,mtef_visitor_source,af_override_horse,0,1,[]),
     (20,mtef_visitor_source,af_override_horse,0,1,[]),
     (21,mtef_visitor_source,af_override_horse,0,1,[]),
     (22,mtef_visitor_source,af_override_horse,0,1,[]),
     (23,mtef_visitor_source,af_override_horse,0,1,[]),
     (24,mtef_visitor_source,af_override_horse,0,1,[]),
     (25,mtef_visitor_source,af_override_horse,0,1,[]),
     (26,mtef_visitor_source,af_override_horse,0,1,[]),
     (27,mtef_visitor_source,af_override_horse,0,1,[]),
     (28,mtef_visitor_source,af_override_horse,0,1,[]),
     (29,mtef_visitor_source,af_override_horse,0,1,[]),
     (30,mtef_visitor_source,af_override_horse,0,1,[]),
     (31,mtef_visitor_source,af_override_horse,0,1,[]),
     ],
Bu kodları alttaki kodlar ile değiştirin.
Code:
	("town_default",0,-1,
	 "Default town visit",[
		(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
		(1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
		(8,mtef_scene_source,af_override_horse,0,1,[]),
		(9,mtef_scene_source,af_override_horse,0,1,[]),
		(10,mtef_scene_source,af_override_horse,0,1,[]),
		(11,mtef_scene_source,af_override_horse,0,1,[]),
		(12,mtef_scene_source,af_override_horse,0,1,[]),
		(13,mtef_scene_source,0,0,1,[]),
		(14,mtef_scene_source,0,0,1,[]),
		(15,mtef_scene_source,0,0,1,[]),
		(16,mtef_visitor_source,af_override_horse,0,1,[]),
		(17,mtef_visitor_source,af_override_horse,0,1,[]),
		(18,mtef_visitor_source,af_override_horse,0,1,[]),
		(19,mtef_visitor_source,af_override_horse,0,1,[]),
		(20,mtef_visitor_source,af_override_horse,0,1,[]),
		(21,mtef_visitor_source,af_override_horse,0,1,[]),
		(22,mtef_visitor_source,af_override_horse,0,1,[]),
		(23,mtef_visitor_source,af_override_horse,0,1,[]),
		(24,mtef_visitor_source,af_override_horse,0,1,[]),
		(25,mtef_visitor_source,af_override_horse,0,1,[]),
		(26,mtef_visitor_source,af_override_horse,0,1,[]),
		(27,mtef_visitor_source,af_override_horse,0,1,[]),
		(28,mtef_visitor_source,af_override_horse,0,1,[]),
		(29,mtef_visitor_source,af_override_horse,0,1,[]),
		(30,mtef_visitor_source,af_override_horse,0,1,[]),
		(31,mtef_visitor_source,af_override_horse,0,1,[]),
		
		#dedal begin
		(1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
		(2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
		(3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
		(4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
		(5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
		(6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
		(7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
		(8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
	 (10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
	 ],[
		dedal_tavern_animations,
		#dedal end
     ],
Şimdi kaydedip çıkabiliriz.

Gelelim module_sounds'a. Yine "]" işaretinin öncesine alttaki kodları yapıştırın.
Code:
 ("dedal_tavern_lute",	sf_priority_6|sf_vol_5|sf_looping, ["dedal_tavern_lute_1.ogg","dedal_tavern_lute_2.ogg","dedal_tavern_lute_3.ogg"]),
 ("dedal_tavern_lyre",	sf_priority_6|sf_vol_6|sf_looping, ["dedal_tavern_lyre_1.ogg","dedal_tavern_lyre_2.ogg","dedal_tavern_lyre_3.ogg"]),

Şimdi module_game_menus'u açın. Ve alttaki kodu aratın.
Code:
(party_get_slot, ":tavern_minstrel", "$current_town", slot_center_tavern_minstrel)
Karşınıza alttaki gibi bir kod grubu çıkacak.
Code:
             (try_begin),
               (party_get_slot, ":tavern_minstrel", "$current_town", slot_center_tavern_minstrel),
               (gt, ":tavern_minstrel", 0),
			   
               (set_visitor, ":cur_entry", ":tavern_minstrel"),
               (val_add, ":cur_entry", 1),
			 (else_try),  
			   (store_add, ":alternative_town", "$current_town", 9),
			   (try_begin),
				(ge, ":alternative_town", towns_end),
				(val_sub, ":alternative_town", 22),
			   (try_end),
               (party_get_slot, ":tavern_minstrel", ":alternative_town", slot_center_tavern_minstrel),			   
               (gt, ":tavern_minstrel", 0),
			   
               (set_visitor, ":cur_entry", ":tavern_minstrel"),
               (val_add, ":cur_entry", 1),
             (try_end),
Bu kod grubunu alttaki ile değiştirin.
Code:
			 (assign,":bard",0),#dedal
             (try_begin),
               (party_get_slot, ":tavern_minstrel", "$current_town", slot_center_tavern_minstrel),
               (gt, ":tavern_minstrel", 0),
			   (assign,":bard",1),#dedal
               (set_visitor, ":cur_entry", ":tavern_minstrel"),
               (val_add, ":cur_entry", 1),
			 (else_try),  
			   (store_add, ":alternative_town", "$current_town", 9),
			   (try_begin),
				(ge, ":alternative_town", towns_end),
				(val_sub, ":alternative_town", 22),
			   (try_end),
               (party_get_slot, ":tavern_minstrel", ":alternative_town", slot_center_tavern_minstrel),			   
               (gt, ":tavern_minstrel", 0),
			   (assign,":bard",1),#dedal
               (set_visitor, ":cur_entry", ":tavern_minstrel"),
               (val_add, ":cur_entry", 1),
             (try_end),
Şimdi ise alttaki kodu aratın:
Code:
"Door to the tavern."),
Şöyle bir kod grubu olması lazım:
Code:
             (change_screen_mission),
           (try_end),
        ],"Door to the tavern."),
O kod grubunu alttaki ile değiştirin.
Code:
			#dedal begin
			(try_for_range,":entry",32,41),
					(store_random_in_range,":r",0,100),
					(gt,":r",50),#random chance of spawning 
					(try_begin),
						(eq,":bard",0),
						(store_random_in_range,":r",0,15),
						(gt,":r",13),
						(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
						(store_random_in_range,":r",0,2),
						(try_begin),
							(eq,":r",0),
							(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lutnia"),
						(else_try),
							(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_lira"),
						(try_end),
						(store_random_in_range,":dna",0,1000),
						(store_random_in_range,":troop","trp_tavern_minstrel_1","trp_tavern_minstrel_5"),
						(set_visitor,":entry",":troop",":dna"),
						(assign,":bard",1),
					(else_try),
						(store_random_in_range,":town_walker",town_walkers_begin,town_walkers_end),
						(store_random_in_range,":dna",0,1000),
						(mission_tpl_entry_clear_override_items,"mt_town_default",":entry"),
						(store_random_in_range,":r",0,10),
						(try_begin),
							(gt,":r",2),
							(mission_tpl_entry_add_override_item,"mt_town_default",":entry","itm_dedal_kufel"),
						(try_end),
						(set_visitor,":entry",":town_walker",":dna"),
					(try_end),
			(try_end),
			#dedal end
             (change_screen_mission),
           (try_end),
        ],"Door to the tavern."),
Şimdi son bir adım kaldı. Bu LİNKTEN indirdiğimiz dosyaları uygun yerlere atıp module.ini'deki kodu kendi module.ini'mize yerleştirmek. Keyifli oyunlar. :smile:
Handa Para Çevirmece Oyunu
Module_dialogs'da alttaki kod grubunu bulun.
Code:
[anyone,"tavernkeeper_buy_drinks",
   [
    ], "Of course, {my lord/my lady}. I reckon {reg5} denars should be enough for that. What should I tell the lads?", "tavernkeeper_buy_drinks_2",[
        (assign, "$temp", 1000),
        (assign, reg5, "$temp"),
        ]],
Bu kod grubunun altına boşluklara vs. dikkat ederek alttaki kod grubunu yerleştirin.
Code:
[anyone|plyr,"tavernkeeper_talk", [
      (store_current_hours,":cur_hours"),
      (val_sub, ":cur_hours", 6),
      (gt, ":cur_hours", "$gamble_last_time"),
      ], "I'd like to flip a coin with you.", "tavernkeeper_coin",[]],

  [anyone,"tavernkeeper_coin", [
      ], "Alright. How much money do you want to lose?", "tavernkeeper_coin2",[]],

  [anyone|plyr,"tavernkeeper_coin2", [
      (store_troop_gold, ":gold", "trp_player"),
      (ge,":gold",50),
      ], "50 Denars.", "tavernkeeper_coin3",[
          (assign, reg6, 50),]],
  [anyone|plyr,"tavernkeeper_coin2", [
      (store_troop_gold, ":gold", "trp_player"),
      (ge,":gold",100),
      ], "100 Denars.", "tavernkeeper_coin3",[
          (assign, reg6, 100),]],
  [anyone|plyr,"tavernkeeper_coin2", [
      (store_troop_gold, ":gold", "trp_player"),
      (ge,":gold",200),
      ], "200 Denars.", "tavernkeeper_coin3",[
          (assign, reg6, 200),]],
  [anyone|plyr,"tavernkeeper_coin2", [
      (store_troop_gold, ":gold", "trp_player"),
      (ge,":gold",500),
      ], "500 Denars.", "tavernkeeper_coin3",[
          (assign, reg6, 500),]],
  [anyone|plyr,"tavernkeeper_coin2", [
      (store_troop_gold, ":gold", "trp_player"),
      (ge,":gold",1000),
      ], "1000 Denars.", "tavernkeeper_coin3",[
          (assign, reg6, 1000),]],
  [anyone|plyr,"tavernkeeper_coin2", [
      (store_troop_gold, ":gold", "trp_player"),
      (ge,":gold",2000),
      ], "20000 Denars.", "tavernkeeper_coin3",[
          (assign, reg6, 2000),]],
  [anyone|plyr,"tavernkeeper_coin2", [
      ], "I can't afford it.", "tavernkeeper_coinn",[]],

  [anyone,"tavernkeeper_coinn", [
      ], "Nevermind.", "tavernkeeper_talk",[]],

  [anyone,"tavernkeeper_coin3", [
      ], "Okay. Head or tail?", "tavernkeeper_coin4",[]],

  [anyone|plyr,"tavernkeeper_coin4", [
      ], "Head.", "tavernkeeper_coin5",[
          (str_store_string, s2, "@head"),
          (str_store_string, s3, "@tail"),]],
  [anyone|plyr,"tavernkeeper_coin4", [
      ], "Tail.", "tavernkeeper_coin5",[
          (str_store_string, s2, "@tail"),
          (str_store_string, s3, "@head"),]],

  [anyone,"tavernkeeper_coin5", [
      ], "Well, here we go... (He flips the coin.)", "tavernkeeper_coin6",[
        (store_random_in_range, "$rand2", 0, 2),]],

  [anyone,"tavernkeeper_coin6", [
       (eq,"$rand2",0),
      ], "Look, it's {s3}! Bad luck for you.", "tavernkeeper_coin6a",[]],
  [anyone,"tavernkeeper_coin6", [
       (eq,"$rand2",1),
      ], "Damn, it's {s2}... Here's your money.", "tavernkeeper_pretalk",[
          (troop_add_gold,"trp_player",reg6),
          (store_current_hours,":cur_hours"),
          (assign, "$gamble_last_time", ":cur_hours"),]],

  [anyone|plyr,"tavernkeeper_coin6a", [
      ], "Here are your {reg6} Denars.", "tavernkeeper_pretalk",[
       (troop_remove_gold,"trp_player",reg6),
       (store_current_hours,":cur_hours"),
       (assign, "$gamble_last_time", ":cur_hours"),]],
Ve kaydederk çıkabiliriz. Şimdi para çevirmecenin tadını çıkarabilirsiniz. Keyifli oyunlar! :smile:
 
Eski konuyu sana devretselerdi. Neyse bu derslerden çok şey öğrenmiştim. Çok teşekkürler. Bu arada taverna animasyonunda sıkıntılar var.
 
Sağolasın tekrar.
Moderatörlerle konuşmuştum, onlar yeni konu aç dedi, senin dediğini ben de düşünmüştüm ama zaten iletisi azdı.
 
güzel olmuş 3 kart oyunu ne ?  :shock: :shock: :shock: :shock: ve her krallığa bir bayrak eklemeyide çevirirmisin
 
Kodlardan avcılık kodunu denedim de oyuna girdiğimde geyiklere vuramıyorum , bir nevi dostlarım gibiler çözümü var mıdır? yoksa tekrar mı denmek zorundayım?
 
Black Dead said:
Kodlardan avcılık kodunu denedim de oyuna girdiğimde geyiklere vuramıyorum , bir nevi dostlarım gibiler çözümü var mıdır? yoksa tekrar mı denmek zorundayım?
Hemen mission koduna bakıyorum.  :smile:
Kendi modumdakini ekledim. Düzelmiş olması lazım.
Code:
  (
    "deer_hunting",mtf_battle_mode,-1,
    "You lead your deers to battle.",
    [
     (1,mtef_team_0|mtef_leader_only,0,aif_start_alarmed,12,[]),
     (4,mtef_visitor_source,0,aif_start_alarmed,0,[]),
     ],
    [
      (ti_tab_pressed, 0, 0, [
          (change_screen_map)
        ], []), #leaving area
      
      (0, 0, ti_once, [ #spawing deers
		     (party_count_members_of_type,":num_deers","$g_encountered_party","trp_deer"),
		     (val_sub,":num_deers",1),
		     (ge,":num_deers",0),
                     (assign,"$num_deers_killed",0),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (set_spawn_position, pos1),
                     (spawn_horse, "itm_deer"),
		     (assign,"$leading_deer",reg0),
		     (try_for_range,":unused",0,":num_deers"),
                       (init_position, pos1),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos1,":x_pos_add"),
		       (position_set_y,pos1,":y_pos_add"),
		       (position_set_z,pos1,10000),
		       (position_set_z_to_ground_level,pos1),
		       (set_spawn_position, pos1),
                       (spawn_horse, "itm_deer"),
		     (try_end),
                 ], []),
      (1,0,0,[], #wounded deers move slower
      [(try_for_agents,reg(1)),
       (agent_get_item_id,reg(2),reg(1)),
       (eq,reg(2),"itm_deer"),
       (store_agent_hit_points,reg(2),reg(1)),
       (store_mul,reg(3),20,reg(2)),
       (val_div,reg(3),40),
       (agent_set_speed_limit,reg(1),reg(3)),
       (try_end),
      ]),
      (5,0,0,
      [
      (neg|agent_is_alive,"$leading_deer"),
      ],
      [
      (try_for_agents,reg(1)),
      	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_deer"),
	(assign,"$leading_deer",reg(1)),
      (try_end),
      ]),
      (1,0,0,[],
      [
              (assign,":num_kills",0),
	      (try_for_agents,reg(1)),
	        (agent_get_item_id,reg(2),reg(1)),
	        (eq,reg(2),"itm_deer"),
                (store_agent_hit_points,reg(2),reg(1)),
		(eq,reg(2),0),
		(val_add,":num_kills",1),
	      (try_end),    
	      (gt,":num_kills","$num_deers_killed"),	      
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_deer",pos1),
	             (assign,"$num_deers_killed",":num_kills"),
      ]),
      (5,0,0,[],
      [
      (agent_get_position,pos1,"$leading_deer"),
      (position_get_x,":x_pos",pos1),
      (position_get_y,":y_pos",pos1),
      (this_or_next|le,":x_pos",5000),
      (this_or_next|le,":y_pos",5000),
      (this_or_next|ge,":x_pos",38000),
      (ge,":y_pos",38000),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_deer",pos1),
      ]),
      (1,0,0,[],
      [
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_deer"),
	(store_agent_hit_points,":health",reg(1)),
	(store_sub,":damage",100,":health"),
	(agent_get_slot,":prev_damage",reg(1),1),
	(neq,":prev_damage",":damage"),
	(agent_set_slot,reg(1),1,":damage"),
        (agent_get_position,pos1,reg(1)),
        (position_get_x,":x_pos",pos1),
	(position_get_y,":y_pos",pos1),
        (store_random_in_range,":x_pos_add",0,1000),
        (store_random_in_range,":y_pos_add",0,1000),
	(val_add,":x_pos",":x_pos_add"),
	(val_add,":y_pos",":y_pos_add"),
	(position_set_x,pos1,":x_pos"),
	(position_set_y,pos1,":y_pos"),
        (agent_set_scripted_destination,reg(1),pos1),
      (try_end),
      ]),
      (0.5,0,0, #deer travelling
      [],
      [
      (get_player_agent_no,reg(1)),
      (agent_get_position,pos1,reg(1)),
      (agent_get_position,pos4,"$leading_deer"),
      (position_get_x,":x_pos",pos4),
      (position_get_y,":y_pos",pos4),
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_deer"),
        (agent_get_position,pos2,reg(1)),
	(get_distance_between_positions,reg(3),pos1,pos2),
	(try_begin),
	        (position_get_x,":pos_x",pos2),
	        (position_get_x,":pos_y",pos2),
		     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		(this_or_next|gt,":pos_x",":scene_max_x"),
		(this_or_next|lt,":pos_x",":scene_min_x"),
		(this_or_next|gt,":pos_y",":scene_max_y"),
		(lt,":pos_y",":scene_min_y"),
		(store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		(store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                (init_position, pos1),
		(position_set_x,pos1,":x_pos"),
		(position_set_y,pos1,":y_pos"),
		(position_set_z,pos1,10000),
		(position_set_z_to_ground_level,pos1),
                (agent_set_scripted_destination,reg(1),pos1),
	(else_try),
		(le,reg(3),2500),
		(position_get_x,reg(4),pos1),
		(position_get_x,reg(5),pos2),
		(store_sub,":x_dist",reg(5),reg(4)),
		(val_mul,":x_dist",10),
		(position_get_y,reg(6),pos1),
		(position_get_y,reg(7),pos2),
		(store_sub,":y_dist",reg(7),reg(6)),
		(val_mul,":y_dist",10),
		(init_position,pos3),
		(val_add,":x_dist",reg(5)),
		(val_add,":y_dist",reg(7)),
		(position_set_x,pos3,":x_dist"),
		(position_set_y,pos3,":y_dist"),
	        (position_set_z,pos3,10000),
	        (position_set_z_to_ground_level,pos3),
		(agent_set_scripted_destination,reg(1),pos3),
	(else_try),
		(get_distance_between_positions,reg(3),pos4,pos2),
		(ge,reg(3),2000),
                       (init_position, pos6),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos6,":x_pos_add"),
		       (position_set_y,pos6,":y_pos_add"),
		       (position_set_z,pos6,10000),
		       (position_set_z_to_ground_level,pos6),
		       (agent_set_scripted_destination,reg(1),pos6),
	(try_end),
      (try_end),
      ]),
    ]),

    
  (
    "boar_hunting",mtf_battle_mode,-1,
    "You lead your boars to battle.",
    [
     (1,mtef_team_0|mtef_leader_only,0,aif_start_alarmed,12,[]),
     (4,mtef_visitor_source,0,aif_start_alarmed,0,[]),
     ],
    [
      (ti_tab_pressed, 0, 0, [
          (change_screen_map)
          #(set_trigger_result,1)
        ], []), #leaving area
      (0, 0, ti_once, [ #spawing boars
		     (party_count_members_of_type,":num_boars","$g_encountered_party","trp_boar"),
		     (val_sub,":num_boars",1),
		     (ge,":num_boars",0),
                     (assign,"$num_boars_killed",0),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (set_spawn_position, pos1),
                     (spawn_horse, "itm_boar"),
		     (assign,"$leading_boar",reg0),
		     (try_for_range,":unused",0,":num_boars"),
                       (init_position, pos1),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos1,":x_pos_add"),
		       (position_set_y,pos1,":y_pos_add"),
		       (position_set_z,pos1,10000),
		       (position_set_z_to_ground_level,pos1),
		       (set_spawn_position, pos1),
                       (spawn_horse, "itm_boar"),
		     (try_end),
                 ], []),
      (1,0,0,[], #wounded boars move slower
      [(try_for_agents,reg(1)),
       (agent_get_item_id,reg(2),reg(1)),
       (eq,reg(2),"itm_boar"),
       (store_agent_hit_points,reg(2),reg(1)),
       (store_mul,reg(3),20,reg(2)),
       (val_div,reg(3),100),
       (agent_set_speed_limit,reg(1),reg(3)),
       (try_end),
      ]),
      (5,0,0,
      [
      (neg|agent_is_alive,"$leading_boar"),
      ],
      [
      (try_for_agents,reg(1)),
      	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_boar"),
	(assign,"$leading_boar",reg(1)),
      (try_end),
      ]),
      (1,0,0,[],
      [
              (assign,":num_kills",0),
	      (try_for_agents,reg(1)),
	        (agent_get_item_id,reg(2),reg(1)),
	        (eq,reg(2),"itm_boar"),
                (store_agent_hit_points,reg(2),reg(1)),
		(eq,reg(2),0),
		(val_add,":num_kills",1),
	      (try_end),    
	      (gt,":num_kills","$num_boars_killed"),	      
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_boar",pos1),
	             (assign,"$num_boars_killed",":num_kills"),
      ]),
      (5,0,0,[],
      [
      (agent_get_position,pos1,"$leading_boar"),
      (position_get_x,":x_pos",pos1),
      (position_get_y,":y_pos",pos1),
      (this_or_next|le,":x_pos",5000),
      (this_or_next|le,":y_pos",5000),
      (this_or_next|ge,":x_pos",38000),
      (ge,":y_pos",38000),
                     (get_scene_boundaries, pos10,pos11),
                     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		     (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		     (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                     (init_position, pos1),
		     (position_set_x,pos1,":x_pos"),
		     (position_set_y,pos1,":y_pos"),
		     (position_set_z,pos1,10000),
		     (position_set_z_to_ground_level,pos1),
                     (agent_set_scripted_destination,"$leading_boar",pos1),
      ]),
      (1,0,0,[],
      [
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_boar"),
	(store_agent_hit_points,":health",reg(1)),
	(store_sub,":damage",100,":health"),
	(agent_get_slot,":prev_damage",reg(1),1),
	(neq,":prev_damage",":damage"),
	(agent_set_slot,reg(1),1,":damage"),
        (agent_get_position,pos1,reg(1)),
        (position_get_x,":x_pos",pos1),
	(position_get_y,":y_pos",pos1),
        (store_random_in_range,":x_pos_add",0,1000),
        (store_random_in_range,":y_pos_add",0,1000),
	(val_add,":x_pos",":x_pos_add"),
	(val_add,":y_pos",":y_pos_add"),
	(position_set_x,pos1,":x_pos"),
	(position_set_y,pos1,":y_pos"),
        (agent_set_scripted_destination,reg(1),pos1),
      (try_end),
      ]),
      (0.5,0,0, #boar travelling
      [],
      [
      (get_player_agent_no,reg(1)),
      (agent_get_position,pos1,reg(1)),
      (agent_get_position,pos4,"$leading_boar"),
      (position_get_x,":x_pos",pos4),
      (position_get_y,":y_pos",pos4),
      (try_for_agents,reg(1)),
	(agent_get_item_id,reg(2),reg(1)),
	(eq,reg(2),"itm_boar"),
        (agent_get_position,pos2,reg(1)),
	(get_distance_between_positions,reg(3),pos1,pos2),
	(try_begin),
	        (position_get_x,":pos_x",pos2),
	        (position_get_x,":pos_y",pos2),
		     (position_get_x, ":scene_min_x", pos10),
                     (position_get_x, ":scene_max_x", pos11),
                     (position_get_y, ":scene_min_y", pos10),
                     (position_get_y, ":scene_max_y", pos11),
		     (store_div,":border_x",":scene_max_x",10),
		     (val_add,":scene_min_x",":border_x"),
		     (val_sub,":scene_max_x",":border_x"),
		     (store_div,":border_y",":scene_max_y",10),
		     (val_add,":scene_min_y",":border_y"),
		     (val_sub,":scene_max_y",":border_y"),
		(this_or_next|gt,":pos_x",":scene_max_x"),
		(this_or_next|lt,":pos_x",":scene_min_x"),
		(this_or_next|gt,":pos_y",":scene_max_y"),
		(lt,":pos_y",":scene_min_y"),
		(store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
		(store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                (init_position, pos1),
		(position_set_x,pos1,":x_pos"),
		(position_set_y,pos1,":y_pos"),
		(position_set_z,pos1,10000),
		(position_set_z_to_ground_level,pos1),
                (agent_set_scripted_destination,reg(1),pos1),
	(else_try),
		(le,reg(3),2500),
		(position_get_x,reg(4),pos1),
		(position_get_x,reg(5),pos2),
		(store_sub,":x_dist",reg(5),reg(4)),
		(val_mul,":x_dist",10),
		(position_get_y,reg(6),pos1),
		(position_get_y,reg(7),pos2),
		(store_sub,":y_dist",reg(7),reg(6)),
		(val_mul,":y_dist",10),
		(init_position,pos3),
		(val_add,":x_dist",reg(5)),
		(val_add,":y_dist",reg(7)),
		(position_set_x,pos3,":x_dist"),
		(position_set_y,pos3,":y_dist"),
	        (position_set_z,pos3,10000),
	        (position_set_z_to_ground_level,pos3),
		(agent_set_scripted_destination,reg(1),pos3),
	(else_try),
		(get_distance_between_positions,reg(3),pos4,pos2),
		(ge,reg(3),2000),
                       (init_position, pos6),
		       (store_random_in_range,":x_pos_add",0,1000),
		       (store_random_in_range,":y_pos_add",0,1000),
		       (val_add,":x_pos_add",":x_pos"),
		       (val_add,":y_pos_add",":y_pos"),
		       (position_set_x,pos6,":x_pos_add"),
		       (position_set_y,pos6,":y_pos_add"),
		       (position_set_z,pos6,10000),
		       (position_set_z_to_ground_level,pos6),
		       (agent_set_scripted_destination,reg(1),pos6),
	(try_end),
      (try_end),
      ]),
    ]),
Derse de eklenmiştir.
 
Tüm kodları deniyorum yavaş yavaş.Hata olursa söylerim :smile: bu arada şöyle bir olay yaşadım.Build.module.bat çalıştırdığımdan mareşal ile ilgili Error kodları veriyor.Ayrıca oyunda da hata şu şekilde.Sadece görünümde bunlar ama.

GYry4V.png

Bu arada hata hala devam ediyor ama geyiklerde , vururken hız bonusu yazıyor.
 
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