Tiginçe
Banned
|
Kodun Asıl Sahibi= timedanze
Evet arkadaşlar öncelikle module_game_menus'u açıp en alta "]" işaretinin öncesine alttaki kodu yapıştırıyoruz.
Şimdi kaydedip çıkalım. Bu sefer module_items'i açalım ve yine en alta ve yine "]" işaretinin önüne alttaki kodları yapıştıralım.
Şimdi ise gelgelelim module_mission_templates'e, yine en alta "]" işaretinin önüne;
Yapıştıralım ve kaydederek çıkalım. Ne bitmez işmiş arkadaş.
Şimdi sıra geldi module_party_templates'e, yine en alta alttaki kodları yapıştıralım.
Bu seferde açalım module_factions'u, tekrar en alta;
kodunu yapıştıralım.
Bu sefer module_scripts'te alttaki kodun altına(en azından ben oraya yerleştirdim, siz başka yere de koyabilirsiniz. );
Alttaki kodu yapıştıralım.
module_scirpts'i kapatmayın, şimdi alttaki kodu aratalım.
Alttaki gibi bir kod kümesi çıkacak;
Bu kod kümesinin altına alttaki kod kümesini yapıştırın.
Şimdi ise alttaki kod kümesini bulalım;
Bu kümenin altına alttaki kodları yapıştıralım.
Şimdi module_scirpts'te işimiz bitti.
Şimdi açalım module_troops'u, ve alttaki kodu en alta yapıştıralım.
"Oh çok şükür bitti!" diyebilirsiniz artık. Şimdi yapmanız gereken BU LİNKTEN indirdiğiniz dosyaları gerekli yerlere atıp oyunun keyifine çıkarmak! İyi oyunlar!
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],
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),
]),
]),
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)]),
Code:
("wild_animals","Wild Animals",0, 0.1,[("player_faction",-0.15)], [],0xFFFFFF),
Bu sefer module_scripts'te alttaki kodun altına(en azından ben oraya yerleştirdim, siz başka yere de koyabilirsiniz. );
Code:
(item_set_slot, "itm_pork", slot_item_food_bonus, 6),
Code:
(item_set_slot, "itm_deer_meat", slot_item_food_bonus, 2),
(item_set_slot, "itm_deer_meat", slot_item_food_bonus, 5),
Code:
(spawn_around_party,":spawn_point","pt_forest_bandits"),
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),
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),
Code:
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_village),
(jump_to_menu, "mnu_village"),
(else_try),
Code:
(party_get_template_id, ":party_template","$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 açalım module_troops'u, ve alttaki kodu en alta yapıştıralım.
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],