Time-travelling?

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Leopardo

Sergeant Knight
Hello everyone, I was wondering if a mod concerning "time-travels" would be possible?
I know it would be easy to do with the houses and everything else, but I was asking myself more about the villagers, can we make different outfits for them depending on the town?

Thanks a lot :smile:
 
Look for "walker" in module_scripts. There are several slot set at game_start, mainly
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      (faction_set_slot, "fac_culture_1", slot_faction_town_walker_male_troop, "trp_town_walker_1"),
      (faction_set_slot, "fac_culture_1", slot_faction_town_walker_female_troop, "trp_town_walker_2"),
      (faction_set_slot, "fac_culture_1", slot_faction_village_walker_male_troop, "trp_village_walker_1"),
      (faction_set_slot, "fac_culture_1", slot_faction_village_walker_female_troop, "trp_village_walker_2"),
      (faction_set_slot, "fac_culture_1", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
      (faction_set_slot, "fac_culture_1", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),
But if you want them for each town, define a new culture and assign that culture to the town after the following.
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      #set original factions
      (try_for_range, ":center_no", centers_begin, centers_end),
        (store_faction_of_party, ":original_faction", ":center_no"),
        (faction_get_slot, ":culture", ":original_faction", slot_faction_culture),
        (party_set_slot, ":center_no", slot_center_culture,  ":culture"),
        (party_set_slot, ":center_no", slot_center_original_faction,  ":original_faction"),
        (party_set_slot, ":center_no", slot_center_ex_faction,  ":original_faction"),
      (try_end),
There shouldn't that much repercussion if you change a town's culture in-game. You might also want to call center_set_walker_to_type to refresh your town in-game. Keep in mind that if you also change it for a village, then the recruit type will also change. This could allow you to activate a new troop tree, or you could simply modify the existing one. While you're travelling in time, keep in mind that if you add items to regular troops in-game (upgrading via time-travel), it won't be in the save-game. Make an inactive hero troop containing the same inventory and make a trigger copy its inventory over to the regular troop. You can then add items to the hero troop and it will be copied over by the trigger.
 
Ok thanks!
Just what I needed to know :smile: (it was just curiosity by the way, I'm not planning on starting a mod myself right now :wink: )
 
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