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WB Coding Troop trees problem

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pan-boroda

Knight at Arms
Good evening, please help with this problem. When adding new factions, when viewing the lines of troops, only a few states are displayed (to be precise, 24, although there are 30 of them).
Tell me how to increase the number of viewed states, or how to prescribe that the faction window with the line of troops would switch left and right as in dinamic troop trees.
As I understand it, you need to make changes in the module_presentations

mb42.jpg

Code:
## Tocan- ##
  ("faction_troop_trees", 0, 0, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),
       
        (create_mesh_overlay, reg1, "mesh_load_window"),
        (position_set_x, pos1, 0),
        (position_set_y, pos1, 0),
        (overlay_set_position, reg1, pos1),
       
        ## combo_button
        (create_combo_button_overlay, "$g_presentation_obj_1"),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 690),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        # factions
        (store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
        (store_add, ":num_pages", ":num_factions", 3),
       
        ## page names, from bottom to top
        (overlay_add_item, "$g_presentation_obj_1", "@Others"),
        (overlay_add_item, "$g_presentation_obj_1", "@Outlaws"),
        (overlay_add_item, "$g_presentation_obj_1", "[USER=4023]@Mercenary[/USER]"),
        (try_for_range_backwards, ":page_no", 0, ":num_factions"),
          (store_add, ":faction_no", ":page_no", npc_kingdoms_begin),
          (str_store_faction_name, s0, ":faction_no"),
          (overlay_add_item, "$g_presentation_obj_1", s0),
        (try_end),
        (store_sub, ":presentation_obj_val", ":num_pages", "$g_selected_page"),
        (val_sub, ":presentation_obj_val", 1),
        (overlay_set_val, "$g_presentation_obj_1", ":presentation_obj_val"),
       
        ## back
        (create_game_button_overlay, "$g_presentation_obj_2", "@Close"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 685),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
       
        ## tips
        (create_text_overlay, reg1, "[USER=445895]@Click[/USER] the center button to toggle faction^Click the avatars to view details of them", tf_left_align),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 800),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 30),
        (position_set_y, pos1, 690),
        (overlay_set_position, reg1, pos1),
       
        ## pic_arms
        (try_begin),
          (is_between, "$g_selected_page", 0, ":num_factions"),
          (store_add, ":pic_arms", "mesh_pic_arms_swadian", "$g_selected_page"),
          (create_mesh_overlay, reg1, ":pic_arms"),
          (position_set_x, pos1, 120),
          (position_set_y, pos1, 100),
          (overlay_set_position, reg1, pos1),
          (position_set_x, pos1, 300),
          (position_set_y, pos1, 300),
          (overlay_set_size, reg1, pos1),
        (try_end),

        # detect_total_max_tier, calculate offset_x
        (assign, ":total_max_tier", 1),
        (try_for_range, ":cur_troop", soldiers_begin, soldiers_end),
          (neg|troop_is_hero, ":cur_troop"),
          # can upgrade
          (troop_get_upgrade_troop, ":upgrade_troop", ":cur_troop", 0),
          (gt, ":upgrade_troop", 0),
          # page_no_for_cur_troop
          (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":cur_troop"),
          (assign, ":page_no_for_cur_troop", reg0),
          # on current page_no
          (eq, ":page_no_for_cur_troop", "$g_selected_page"),
          (assign, reg0, 1), # reg0: init max_tier to 1
          (call_script, "script_troop_tree_recursive_detect_max_tier", ":cur_troop", 1),
          (assign, ":cur_max_tier", reg0),
          (try_begin),
            (gt, ":cur_max_tier", ":total_max_tier"),
            (assign, ":total_max_tier", ":cur_max_tier"),
          (try_end),
        (try_end),
        (val_sub, ":total_max_tier", 1),
        (val_max, ":total_max_tier", 1),
        (store_div, ":eek:ffset_x", 700, ":total_max_tier"),
        (val_min, ":eek:ffset_x", 120),
       
        (str_clear, s0),
        (create_text_overlay, reg1, s0, tf_scrollable),
        (position_set_x, pos1, 15),
        (position_set_y, pos1, 15),
        (overlay_set_position, reg1, pos1),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 660),
        (overlay_set_area_size, reg1, pos1),
        (set_container_overlay, reg1),
       
        (assign, "$g_cur_slot_no", 0),
        (assign, reg2, 75),
        # find all root troops of selected faction
        (try_for_range, ":cur_troop", soldiers_begin, soldiers_end),
          (neg|troop_is_hero, ":cur_troop"),
          # can upgrade
          (troop_get_upgrade_troop, ":upgrade_troop", ":cur_troop", 0),
          (gt, ":upgrade_troop", 0),
          # page_no_for_cur_troop
          (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":cur_troop"),
          (assign, ":page_no_for_cur_troop", reg0),
          # on current page_no
          (eq, ":page_no_for_cur_troop", "$g_selected_page"),
          # can't be upgraded from other troops of the same page
          (assign, ":is_root_troop", 1),
          (assign, ":end_cond", soldiers_end),
          (try_for_range, ":loop_troop", soldiers_begin, ":end_cond"),
            (neg|troop_is_hero, ":loop_troop"),
            # page_no_for_loop_troop
            (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":loop_troop"),
            (assign, ":page_no_for_loop_troop", reg0),
            # on current page_no
            (eq,  ":page_no_for_loop_troop", "$g_selected_page"),
            (troop_get_upgrade_troop, ":upgrade_troop_1", ":loop_troop", 0),
            (troop_get_upgrade_troop, ":upgrade_troop_2", ":loop_troop", 1),
            (this_or_next|eq, ":upgrade_troop_1", ":cur_troop"),
            (eq, ":upgrade_troop_2", ":cur_troop"),
            (assign, ":is_root_troop", 0),
            (assign, ":end_cond", 0), #break
          (try_end),
          (eq, ":is_root_troop", 1), # draw troop tree of cur root_troop
          (call_script, "script_troop_tree_recursive_backtracking", ":cur_troop", 50, reg2, ":eek:ffset_x"),
          (val_add, reg2, 160),
        (try_end),
       
        (set_container_overlay, -1),
       
        ## draw selected_troop: Attributes, Skills, Equipments,
        (try_begin),
          (gt, "$g_selected_troop", 0),
          (store_mul, ":cur_troop", "$g_selected_troop", 2), #with weapons
          (create_image_button_overlay_with_tableau_material, reg1, -1, "tableau_game_party_window", ":cur_troop"),
          (position_set_x, pos1, 450),
          (position_set_y, pos1, 600),
          (overlay_set_size, reg1, pos1),
          (position_set_x, pos1, 810),
          (position_set_y, pos1, 550),
          (overlay_set_position, reg1, pos1),
         
          # pos2: text size
          (position_set_x, pos2, 750),
          (position_set_y, pos2, 750),
          # pos2: title text size
          (position_set_x, pos3, 900),
          (position_set_y, pos3, 900),
          # Name
          (str_store_troop_name, s1, "$g_selected_troop"),
          (create_text_overlay, reg1, s1, tf_center_justify),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 710),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          # level and HP
          (store_character_level, reg3, "$g_selected_troop"),
          (assign, ":troop_hp", 35),
          (store_skill_level, ":skill", skl_ironflesh, "$g_selected_troop"),
          (store_attribute_level, ":strength", "$g_selected_troop", ca_strength),
          (val_mul, ":skill", 2),
          (val_add, ":troop_hp", ":skill"),
          (val_add, ":troop_hp", ":strength"),
          (assign, reg4, ":troop_hp"),
          (create_text_overlay, reg1, "@Level: {reg3}^Health: {reg4}", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 665),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          # Attributes
          (create_text_overlay, reg1, "@Attributes", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 630),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@STR^AGI^INT^CHA", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 570),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          (try_for_range, ":attrib_id", 0, 4),
            (try_begin),
              (eq, ":attrib_id", 0),
              (store_attribute_level, reg2, "$g_selected_troop", ":attrib_id"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (store_attribute_level, reg2, "$g_selected_troop", ":attrib_id"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 570),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          # Skills
          (create_text_overlay, reg1, "@Skills", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 527),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@Ironflesh^Power Strike^Power Throw^Power Draw^Shield^Athletics^Riding^Horse Archery", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 415),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          (try_for_range_backwards, ":skill_id", 0, 42),
            (try_begin),
              (eq, ":skill_id", "skl_ironflesh"),
              (store_skill_level, reg2, ":skill_id", "$g_selected_troop"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (this_or_next|eq, ":skill_id", "skl_power_strike"),
              (this_or_next|eq, ":skill_id", "skl_power_throw"),
              (this_or_next|eq, ":skill_id", "skl_power_draw"),
              (this_or_next|eq, ":skill_id", "skl_shield"),
              (this_or_next|eq, ":skill_id", "skl_athletics"),
              (this_or_next|eq, ":skill_id", "skl_riding"),
              (eq, ":skill_id", "skl_horse_archery"),
              (store_skill_level, reg2, ":skill_id", "$g_selected_troop"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 415),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          # Weapon Proficiencies
          (create_text_overlay, reg1, "@Proficiencies", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 370),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@1H Weapons^2H Weapons^Polearms^Archery^Crossbows^Throwing", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 285),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          (try_for_range, ":wp_id", 0, 6),
            (try_begin),
              (eq, ":wp_id", wpt_one_handed_weapon),
              (store_proficiency_level, reg2, "$g_selected_troop", ":wp_id"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (is_between, ":wp_id", wpt_two_handed_weapon, wpt_firearm),
              (store_proficiency_level, reg2, "$g_selected_troop", ":wp_id"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 285),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
         
          # Equipments
          (create_text_overlay, reg1, "@Equipments", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 235),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (str_clear, s0),
          (create_text_overlay, "$g_presentation_obj_3", s0, tf_scrollable),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 30),
          (overlay_set_position, "$g_presentation_obj_3", pos1),
          (position_set_x, pos1, 13:cool:,
          (position_set_y, pos1, 202),
          (overlay_set_area_size, "$g_presentation_obj_3", pos1),
          (set_container_overlay, "$g_presentation_obj_3"),
         
          (troop_clear_inventory, "trp_temp_array_a"),
          (troop_get_inventory_capacity, ":inv_cap", "$g_selected_troop"),
          (try_for_range, ":i_slot", 0, ":inv_cap"),
            (troop_get_inventory_slot, ":item", "$g_selected_troop", ":i_slot"),
            (gt, ":item", -1),
            (troop_get_inventory_slot_modifier, ":imod", "$g_selected_troop", ":i_slot"),
            (troop_add_item,"trp_temp_array_a",":item", ":imod"),
          (try_end),
         
          (assign, ":pos_x", 0),
          (assign, ":pos_y", 280),
          (assign, ":slot_no", 10),
          (try_for_range, ":unused_height", 0, :cool:,
            (try_for_range, ":unused_width", 0, 3),
              (create_mesh_overlay, reg1, "mesh_mp_inventory_choose"),
              (position_set_x, pos1, 320),
              (position_set_y, pos1, 320),
              (overlay_set_size, reg1, pos1),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg1, pos1),
              (troop_set_slot, "trp_temp_array_a", ":slot_no", reg1),
              (create_mesh_overlay, reg1, "mesh_inv_slot"),
              (position_set_x, pos1, 400),
              (position_set_y, pos1, 400),
              (overlay_set_size, reg1, pos1),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg1, pos1),
              (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
              (val_max, ":item_no", 0),
              (create_mesh_overlay_with_item_id, reg1, ":item_no"),
              (position_set_x, pos1, 400),
              (position_set_y, pos1, 400),
              (overlay_set_size, reg1, pos1),
              (store_add, ":item_x", ":pos_x", 20),
              (store_add, ":item_y", ":pos_y", 20),
              (position_set_x, pos1, ":item_x"),
              (position_set_y, pos1, ":item_y"),
              (overlay_set_position, reg1, pos1),
              (troop_set_slot, "trp_temp_array_b", ":slot_no", reg1),
              (val_add, ":pos_x", 40),
              (val_add, ":slot_no", 1),
            (try_end),
            (assign, ":pos_x", 0),
            (val_sub, ":pos_y", 40),
          (try_end),
          (set_container_overlay, -1),
        (try_end),
      ]),
     
    (ti_on_presentation_mouse_enter_leave,
      [
      (store_trigger_param_1, ":eek:bject"),
      (store_trigger_param_2, ":enter_leave"),
     
      (try_begin),
        (gt, "$g_selected_troop", 0),
        (try_begin),
          (eq, ":enter_leave", 0),
          (try_for_range, ":slot_no", 10, 106),
            (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":eek:bject"),
            (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
            (troop_get_inventory_slot_modifier, ":cur_imod", "trp_temp_array_a", ":slot_no"),
            (try_begin),
              (gt, ":item_no", -1),
              (troop_get_slot, ":target_obj", "trp_temp_array_b", ":slot_no"),
              (overlay_get_position, pos0, ":target_obj"),
              (show_item_details_with_modifier, ":item_no", ":cur_imod", pos0, 100),
              (assign, "$g_current_opened_item_details", ":slot_no"),
            (try_end),
          (try_end),
        (else_try),
          (try_for_range, ":slot_no", 10, 106),
            (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":eek:bject"),
            (try_begin),
              (eq, "$g_current_opened_item_details", ":slot_no"),
              (close_item_details),
            (try_end),
          (try_end),
        (try_end),
      (try_end),
    ]),
   
    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":eek:bject"),
        (store_trigger_param_2, ":value"),
       
        (try_for_range, ":slot_no", 0, "$g_cur_slot_no"),
          (troop_slot_eq, "trp_stack_selection_amounts", ":slot_no", ":eek:bject"),
          (troop_get_slot, "$g_selected_troop", "trp_stack_selection_ids", ":slot_no"),
          (start_presentation, "prsnt_faction_troop_trees"),
        (try_end),
       
        (try_begin),
          (eq, ":eek:bject", "$g_presentation_obj_1"),
          (store_sub, ":num_pages", npc_kingdoms_end, npc_kingdoms_begin),
          (val_add, ":num_pages", 3),
          (store_sub, "$g_selected_page", ":num_pages", ":value"),
          (val_sub, "$g_selected_page", 1),
          (assign, "$g_selected_troop", 0),
          (start_presentation, "prsnt_faction_troop_trees"),
        (else_try),
          (eq, ":eek:bject", "$g_presentation_obj_2"),
          (assign, "$g_selected_troop", 0),
          (assign, "$g_selected_page", 0),
          (presentation_set_duration, 0),
        (try_end),
      ]),
  ]),
 
Last edited by a moderator:

Tocan

Sergeant Knight at Arms
Yes, while the presentation script supports as many factions as you want, the combo_button does not, because it is not scrollable.
You have to change the
## combo_button (create_combo_button_overlay, "$g_presentation_obj_1"), (position_set_x, pos1, 500), (position_set_y, pos1, 690), (overlay_set_position, "$g_presentation_obj_1", pos1),

and replace it with a slider_overlay.
 
Upvote 0

pan-boroda

Knight at Arms
Да, хотя сценарий презентации поддерживает столько фракций, сколько вы хотите, combo_button нет, потому что его нельзя прокручивать.
Вы должны изменить
## combo_button (create_combo_button_overlay, "$ g_presentation_obj_1"), (position_set_x, pos1, 500), (position_set_y, pos1, 690), (overlay_set_position, "$ g_presentation_obj_1", pos1), [/ ICODE] и замените его на [ICODE] slider_overlay [/ ICODE]. [/QUOTE]
I am very sorry for exactly how to assign slider_overlay. Help me please
 
Upvote 0

Tocan

Sergeant Knight at Arms
Sorry slider_overlay was wrong, i mean create_combo_label_overlay.

Best search for presentations that already use create_combo_label_overlay and take a look how it works.
 
Upvote 0

pan-boroda

Knight at Arms
Sorry slider_overlay was wrong, i mean create_combo_label_overlay.

Best search for presentations that already use create_combo_label_overlay and take a look how it works.
Can you tell me where you can see it?
 
Last edited by a moderator:
Upvote 0

Tocan

Sergeant Knight at Arms
Just search for create_combo_label_overlay in your whole ms.
Otherwise game_multiplayer_admin_panel uses it.
 
Upvote 0

Eärendil Ardamírë

Subforum Moderator
WBWF&SM&B
Basically just replace it and see what happens, might be that you need to move it a bit to the right afterwards. Trial and error, that's how everyone learns presentations ^^
 
Upvote 0

pan-boroda

Knight at Arms
Just search for create_combo_label_overlay in your whole ms.
Otherwise game_multiplayer_admin_panel uses it.
Thank you, it turned out, but only one thing, switching factions does not go from left to right, but vice versa .... from right to left.

Can you tell me what the problem might be?
 
Upvote 0

pan-boroda

Knight at Arms
And I would like to ask for help in one more question.
In the game, when you look at the troop trees, for some reason, it is displayed the other way around. From the first faction, if you scroll to the right, there is not 2, 3, etc., but the last, penultimate, etc. goes.
As far as I understand, the problem is somewhere in the presentations, but what exactly, I cannot figure out
("faction_troop_trees", 0, 0, [
(ti_on_presentation_load,
[
(presentation_set_duration, 999999),
(set_fixed_point_multiplier, 1000),

(create_mesh_overlay, reg1, "mesh_load_window"),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg1, pos1),

## combo_button
(create_combo_label_overlay, "$g_presentation_obj_1"),
(position_set_x, pos1, 500),
(position_set_y, pos1, 690),
(overlay_set_position, "$g_presentation_obj_1", pos1),
(overlay_add_item, "$g_presentation_obj_1", "@Others"),
(overlay_add_item, "$g_presentation_obj_1", "@Outlaws"),
(overlay_add_item, "$g_presentation_obj_1", "@Mercenary"),

# factions
(store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
(store_add, ":num_pages", ":num_factions", 3),

## page names, from bottom to top
(try_for_range_backwards, ":page_no", 0, ":num_factions"),
(store_add, ":faction_no", ":page_no", npc_kingdoms_begin),
(str_store_faction_name, s0, ":faction_no"),
(overlay_add_item, "$g_presentation_obj_1", s0),
(try_end),
(store_sub, ":presentation_obj_val", ":num_pages", "$g_selected_page"),
(val_sub, ":presentation_obj_val", 1),
(overlay_set_val, "$g_presentation_obj_1", ":presentation_obj_val"),

## back
(create_game_button_overlay, "$g_presentation_obj_2", "@Close"),
(position_set_x, pos1, 750),
(position_set_y, pos1, 685),
(overlay_set_position, "$g_presentation_obj_2", pos1),

## tips
(create_text_overlay, reg1, "@Click the center button to toggle faction^Click the avatars to view details of them", tf_left_align),
(position_set_x, pos1, 800),
(position_set_y, pos1, 800),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, 30),
(position_set_y, pos1, 690),
(overlay_set_position, reg1, pos1),

## pic_arms
(try_begin),
(is_between, "$g_selected_page", 0, ":num_factions"),
(store_add, ":pic_arms", "mesh_pic_arms_swadian", "$g_selected_page"),
(create_mesh_overlay, reg1, ":pic_arms"),
(position_set_x, pos1, 600),
(position_set_y, pos1, 500),
(overlay_set_position, reg1, pos1),
(position_set_x, pos1, 600),
(position_set_y, pos1, 600),
(overlay_set_size, reg1, pos1),
(try_end),
 
Upvote 0

pan-boroda

Knight at Arms
Good afternoon. Here are screenshots. The essence is as follows.
If I scroll to the right, then the factions are not coming - 1, 2, 3, etc. but everything goes from others (it will still be filled), then bandits go, then mercenaries, then the last faction, etc.
If you scroll to the left, there are 2, 3, and so on. factions. Why is this, it is not clear

scroll to the right
mb45.jpg

mb46.jpg

mb47.jpg


scroll to the left
mb48.jpg

mb49.jpg

mb50.jpg
 
Upvote 0
  1. Learn how to include code snippets in proper code blocks. There is an option for that once you have clicked on 3 dots near 'Insert table' button.
  2. Use some better image hosting site than Photobucket; it is not 2008 anymore.
  3. The script of Rubik is fine, so make sure to implement it once again with proper care.
 
Upvote 0

pan-boroda

Knight at Arms
  1. Learn how to include code snippets in proper code blocks. There is an option for that once you have clicked on 3 dots near 'Insert table' button.
  2. Use some better image hosting site than Photobucket; it is not 2008 anymore.
  3. The script of Rubik is fine, so make sure to implement it once again with proper care.
good afternoon. The only thing I changed in the script of Rubik was to replace create_combo_button_overlay, as there are many factions in mod (35 in plan). Didn't change anything else.
("faction_troop_trees", 0, 0, [
(ti_on_presentation_load,
[
(presentation_set_duration, 999999),
(set_fixed_point_multiplier, 1000),

(create_mesh_overlay, reg1, "mesh_load_window"),
(position_set_x, pos1, 0),
(position_set_y, pos1, 0),
(overlay_set_position, reg1, pos1),

## combo_label
(create_combo_label_overlay, "$g_presentation_obj_1"),
(position_set_x, pos1, 500),
(position_set_y, pos1, 690),
(overlay_set_position, "$g_presentation_obj_1", pos1),
(overlay_add_item, "$g_presentation_obj_1", "@Others"),
(overlay_add_item, "$g_presentation_obj_1", "@Outlaws"),
(overlay_add_item, "$g_presentation_obj_1", "@Mercenary"),

# factions
(store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
(store_add, ":num_pages", ":num_factions", 3),

based on the tips in this thread
 
Last edited:
Upvote 0

pan-boroda

Knight at Arms
You are not "scrolling", you are "clicking" :wink:

I assume that you have made a misstake while implementing the troop tree script. Recheck it again.
I checked it and compared it to Rubik's script several times. I did not find any differences
("troop_tree_recursive_backtracking",
[
(store_script_param, ":troop_no", 1),
(store_script_param, ":cur_x", 2),
(store_script_param, ":cur_y", 3),
(store_script_param, ":eek:ffset_x", 4),

(store_add, ":next_x", ":cur_x", ":eek:ffset_x"),
# upgrade_troop
(troop_get_upgrade_troop, ":upgrade_troop_1", ":troop_no", 0),
(troop_get_upgrade_troop, ":upgrade_troop_2", ":troop_no", 1),
(try_begin),
(gt, ":upgrade_troop_2", 0),
(call_script, "script_troop_tree_recursive_backtracking", ":upgrade_troop_2", ":next_x", reg2, ":eek:ffset_x"),
(assign, ":upgrade_troop_2_y", reg0),
(val_add, reg2, 160), # current global y
(call_script, "script_troop_tree_recursive_backtracking", ":upgrade_troop_1", ":next_x", reg2, ":eek:ffset_x"),
(assign, ":upgrade_troop_1_y", reg0),
(else_try),
(gt, ":upgrade_troop_1", 0),
(call_script, "script_troop_tree_recursive_backtracking", ":upgrade_troop_1", ":next_x", reg2, ":eek:ffset_x"),
(assign, ":upgrade_troop_1_y", reg0),
(try_end),

# troop_tree_line
(try_begin),
(gt, ":upgrade_troop_2", 0),
(store_add, reg0, ":upgrade_troop_1_y", ":upgrade_troop_2_y"),
(val_div, reg0, 2),
# ---- upgrade_troop_1
# |
# troop_no ----
# |
# ---- upgrade_troop_2
(store_div, ":half_offset_x", ":eek:ffset_x", 2),
(store_add, ":middle_x", ":cur_x", ":half_offset_x"),
(call_script, "script_prsnt_line", ":half_offset_x", 4, ":cur_x", reg0, 0),
(call_script, "script_prsnt_line", ":half_offset_x", 4, ":middle_x", ":upgrade_troop_1_y", 0),
(call_script, "script_prsnt_line", ":half_offset_x", 4, ":middle_x", ":upgrade_troop_2_y", 0),
(store_sub, ":size_y", ":upgrade_troop_1_y", ":upgrade_troop_2_y"),
(val_add, ":size_y", 4),
(call_script, "script_prsnt_line", 4, ":size_y", ":middle_x", ":upgrade_troop_2_y", 0),
(else_try),
(gt, ":upgrade_troop_1", 0),
(assign, reg0, ":upgrade_troop_1_y"),
#
# troop_no -------- upgrade_troop_1
#
(call_script, "script_prsnt_line", ":eek:ffset_x", 4, ":cur_x", ":upgrade_troop_1_y", 0),
(else_try),
(assign, reg0, ":cur_y"),
(try_end),

# troop name
(str_store_troop_name, s1, ":troop_no"),
(create_text_overlay, reg1, "@{s1}", tf_center_justify|tf_vertical_align_center|tf_double_space|tf_scrollable),
(store_sub, ":name_x", ":cur_x", 57),
(store_sub, ":name_y", reg0, 120),
(position_set_x, pos1, ":name_x"),
(position_set_y, pos1, ":name_y"),
(overlay_set_position, reg1, pos1),
(position_set_x, pos1, 100),
(position_set_y, pos1, 60),
(overlay_set_area_size, reg1, pos1),
(position_set_x, pos1, 640),
(position_set_y, pos1, 640),
(overlay_set_size, reg1, pos1),

# troop avatar
(store_sub, ":avatar_x", ":cur_x", 60),
(store_sub, ":avatar_y", reg0, 60),
(store_mul, ":cur_troop", ":troop_no", 2), #with weapons
(create_image_button_overlay_with_tableau_material, reg1, -1, "tableau_game_party_window", ":cur_troop"),
(position_set_x, pos1, 360),
(position_set_y, pos1, 480),
(overlay_set_size, reg1, pos1),
(position_set_x, pos1, ":avatar_x"),
(position_set_y, pos1, ":avatar_y"),
(overlay_set_position, reg1, pos1),

# troop info
(troop_set_slot, "trp_stack_selection_amounts", "$g_cur_slot_no", reg1),
(troop_set_slot, "trp_stack_selection_ids", "$g_cur_slot_no", ":troop_no"),
(val_add, "$g_cur_slot_no", 1),
]),

# reg0: cur max_tier
("troop_tree_recursive_detect_max_tier",
[
(store_script_param, ":troop_no", 1),
(store_script_param, ":cur_tier", 2),

(store_add, ":next_tier", ":cur_tier", 1),
# upgrade_troop
(troop_get_upgrade_troop, ":upgrade_troop_1", ":troop_no", 0),
(troop_get_upgrade_troop, ":upgrade_troop_2", ":troop_no", 1),
(try_begin),
(gt, ":upgrade_troop_2", 0),
(call_script, "script_troop_tree_recursive_detect_max_tier", ":upgrade_troop_2", ":next_tier"),
(call_script, "script_troop_tree_recursive_detect_max_tier", ":upgrade_troop_1", ":next_tier"),
(else_try),
(gt, ":upgrade_troop_1", 0),
(call_script, "script_troop_tree_recursive_detect_max_tier", ":upgrade_troop_1", ":next_tier"),
(try_end),

(try_begin),
(gt, ":cur_tier", reg0),
(assign, reg0, ":cur_tier"),
(try_end),
]),

("prsnt_line",
[
(store_script_param, ":size_x", 1),
(store_script_param, ":size_y", 2),
(store_script_param, ":pos_x", 3),
(store_script_param, ":pos_y", 4),
(store_script_param, ":color", 5),

(create_mesh_overlay, reg1, "mesh_white_plane"),
(val_mul, ":size_x", 50),
(val_mul, ":size_y", 50),
(position_set_x, pos0, ":size_x"),
(position_set_y, pos0, ":size_y"),
(overlay_set_size, reg1, pos0),
(position_set_x, pos0, ":pos_x"),
(position_set_y, pos0, ":pos_y"),
(overlay_set_position, reg1, pos0),
(overlay_set_color, reg1, ":color"),
]),

# script_get_page_no_of_troop_tree_for_troop_on
# Input: troop_no
# Output: page_no
("get_page_no_of_troop_tree_for_troop_on",
[
(store_script_param, ":troop_no", 1),

(store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
(store_troop_faction, ":troop_faction", ":troop_no"),
(try_begin),
(is_between, ":troop_faction", npc_kingdoms_begin, npc_kingdoms_end),
(store_sub, ":page_no", ":troop_faction", npc_kingdoms_begin),
(else_try),
(is_between, ":troop_no", soldiers_begin, mercenary_troops_end),
(store_add, ":page_no", ":num_factions", 0), # mercenary
(else_try),
(eq, ":troop_faction", "fac_outlaws"),
(store_add, ":page_no", ":num_factions", 1), # Outlaws
(else_try),
(store_add, ":page_no", ":num_factions", 2), # Others
(try_end),
(assign, reg0, ":page_no"),
]),
 
Upvote 0

Eärendil Ardamírë

Subforum Moderator
WBWF&SM&B
Wait, what is your actual problem now? That you need to click on the right button to get the next faction and at the left button you get the faction before?
And why didn't you just continue at the old thread if it is not working as intended?
 
Last edited:
Upvote 0

pan-boroda

Knight at Arms
Wait, what is your actual problem now? That you need to click on the right button to get the next faction and at the left button you get the faction before?
Good afternoon. Well I indicated earlier
If I click to the right button , then the factions are not coming - 1, 2, 3, etc. but everything goes from others, then outlaws go, then mercenaries, then the last faction, etc.
If I click to the left, then the factions go from 1, then 2, 3, 4, etc.
It is not comfortable.
As far as I understand, when you press the button to the right, the factions should go in order from kingdom_1 to kingdom_27 (for today), then others, bandits and mercenaries, and not vice versa.

As far as I understand, the problem is here, which is why the factions go backwards. But how to fix it I can't figure out
(try_for_range_backwards, ":page_no", 0, ":num_factions"),
(store_add, ":faction_no", ":page_no", npc_kingdoms_begin),
(str_store_faction_name, s0, ":faction_no"),
(overlay_add_item, "$g_presentation_obj_1", s0),
(try_end),
(store_sub, ":presentation_obj_val", ":num_pages", "$g_selected_page"),
(val_sub, ":presentation_obj_val", 1),
(overlay_set_val, "$g_presentation_obj_1", ":presentation_obj_val"),
 
Upvote 0

Eärendil Ardamírë

Subforum Moderator
WBWF&SM&B
Well, then you need to figure out why it is counting into the other direction, that means you need to read and understand what each code line does :razz:
It is also indicated in the comment before that code block in your initial post, that it's from bottom to top.
Code:
        ## page names, from bottom to top
        (overlay_add_item, "$g_presentation_obj_1", "@Others"),
        (overlay_add_item, "$g_presentation_obj_1", "@Outlaws"),
        (overlay_add_item, "$g_presentation_obj_1", "@Mercenary"),
        (try_for_range_backwards, ":page_no", 0, ":num_factions"),              # Try for the range from 0 to the max number of factions, but backwards
          (store_add, ":faction_no", ":page_no", npc_kingdoms_begin),       # Add to the current page_no (remember that we start from the highest) the constant npc_kingdoms_begin, so ":faction_no" has at the beginning the highest value and goes down.
          (str_store_faction_name, s0, ":faction_no"),                                    # Store the name of the faction in s0
          (overlay_add_item, "$g_presentation_obj_1", s0),                          # Show the name of the faction
        (try_end),
        (store_sub, ":presentation_obj_val", ":num_pages", "$g_selected_page"),
        (val_sub, ":presentation_obj_val", 1),
        (overlay_set_val, "$g_presentation_obj_1", ":presentation_obj_val"),
Rearrange it and try for the range and not the range backwards. And please use the code environement and intendation at the forum.
 
Upvote 0
You do not have to say 'good afternoon' every time you post; treat it as one continuous discussion.

First of all, I refuse to look at code snippets which are not in code blocks. I told you this twice and Earendil once. That is the last time I do so: for larger scripts, click on 3 dots near 'Insert table', click on 'Code', paste your snippet and select 'Python'. For smaller one-liners, click on 3 dots near 'Text color' and select 'Inline code' whose BBCode will suffice (just paste the line in between). I am not going to waste time and paste scripts of yours into a Pythonic environment for better readability or look at code with this: ":eek:ffset_x".

The thing is simple: Rubik's script runs fine; if you want to change it, then you have to learn what its parts do and modify them accordingly. It is obvious the presentation will be messed up if you change something without taking care of the remainder of the script.
 
Upvote 0

pan-boroda

Knight at Arms
Complete code in presentations
Python:
  ("faction_troop_trees", 0, 0, [
    (ti_on_presentation_load,
      [
        (presentation_set_duration, 999999),
        (set_fixed_point_multiplier, 1000),
        
        (create_mesh_overlay, reg1, "mesh_load_window"),
        (position_set_x, pos1, 0),
        (position_set_y, pos1, 0),
        (overlay_set_position, reg1, pos1),
        
        ## combo_label
      (create_combo_label_overlay, "$g_presentation_obj_1"),
        (position_set_x, pos1, 500),
        (position_set_y, pos1, 690),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        
        # factions
        (store_sub, ":num_factions", npc_kingdoms_end, npc_kingdoms_begin),
        (store_add, ":num_pages", ":num_factions", 3),
        
        ## page names, from bottom to top
        (overlay_add_item, "$g_presentation_obj_1", "@Others"),       
        (overlay_add_item, "$g_presentation_obj_1", "@Outlaws"),
        (overlay_add_item, "$g_presentation_obj_1", "@Mercenary"),       
        (try_for_range, ":page_no", 0, ":num_factions"),
          (store_add, ":faction_no", ":page_no", npc_kingdoms_begin),
          (str_store_faction_name, s0, ":faction_no"),
          (overlay_add_item, "$g_presentation_obj_1", s0),
        (try_end),
        (store_sub, ":presentation_obj_val", ":num_pages", "$g_selected_page"),
        (val_sub, ":presentation_obj_val", 1),
        (overlay_set_val, "$g_presentation_obj_1", ":presentation_obj_val"),
        
        ## back
    (create_game_button_overlay, "$g_presentation_obj_2", "@Close"),
        (position_set_x, pos1, 750),
        (position_set_y, pos1, 685),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        
        ## tips
        (create_text_overlay, reg1, "@Click the center button to toggle faction^Click the avatars to view details of them", tf_left_align),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 800),
        (overlay_set_size, reg1, pos1),
        (position_set_x, pos1, 30),
        (position_set_y, pos1, 690),
        (overlay_set_position, reg1, pos1),
        
        ## pic_arms
        (try_begin),
          (is_between, "$g_selected_page", 0, ":num_factions"),
          (store_add, ":pic_arms", "mesh_pic_arms_swadian", "$g_selected_page"),
          (create_mesh_overlay, reg1, ":pic_arms"),
          (position_set_x, pos1, 600),
          (position_set_y, pos1, 500),
          (overlay_set_position, reg1, pos1),
          (position_set_x, pos1, 600),
          (position_set_y, pos1, 600),
          (overlay_set_size, reg1, pos1),
        (try_end),

        # detect_total_max_tier, calculate offset_x
        (assign, ":total_max_tier", 1),
        (try_for_range, ":cur_troop", soldiers_begin, soldiers_end),
          (neg|troop_is_hero, ":cur_troop"),
          # can upgrade
          (troop_get_upgrade_troop, ":upgrade_troop", ":cur_troop", 0),
          (gt, ":upgrade_troop", 0),
          # page_no_for_cur_troop
          (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":cur_troop"),
          (assign, ":page_no_for_cur_troop", reg0),
          # on current page_no
          (eq, ":page_no_for_cur_troop", "$g_selected_page"),
          (assign, reg0, 1), # reg0: init max_tier to 1
          (call_script, "script_troop_tree_recursive_detect_max_tier", ":cur_troop", 1),
          (assign, ":cur_max_tier", reg0),
          (try_begin),
            (gt, ":cur_max_tier", ":total_max_tier"),
            (assign, ":total_max_tier", ":cur_max_tier"),
          (try_end),
        (try_end),
        (val_sub, ":total_max_tier", 1),
        (val_max, ":total_max_tier", 1),
        (store_div, ":offset_x", 700, ":total_max_tier"),
        (val_min, ":offset_x", 120),
        
        (str_clear, s0),
        (create_text_overlay, reg1, s0, tf_scrollable),
        (position_set_x, pos1, 15),
        (position_set_y, pos1, 15),
        (overlay_set_position, reg1, pos1),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 660),
        (overlay_set_area_size, reg1, pos1),
        (set_container_overlay, reg1),
        
        (assign, "$g_cur_slot_no", 0),
        (assign, reg2, 75),
        # find all root troops of selected faction
        (try_for_range, ":cur_troop", soldiers_begin, soldiers_end),
          (neg|troop_is_hero, ":cur_troop"),
          # can upgrade
          (troop_get_upgrade_troop, ":upgrade_troop", ":cur_troop", 0),
          (gt, ":upgrade_troop", 0),
          # page_no_for_cur_troop
          (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":cur_troop"),
          (assign, ":page_no_for_cur_troop", reg0),
          # on current page_no
          (eq, ":page_no_for_cur_troop", "$g_selected_page"),
          # can't be upgraded from other troops of the same page
          (assign, ":is_root_troop", 1),
          (assign, ":end_cond", soldiers_end),
          (try_for_range, ":loop_troop", soldiers_begin, ":end_cond"),
            (neg|troop_is_hero, ":loop_troop"),
            # page_no_for_loop_troop
            (call_script, "script_get_page_no_of_troop_tree_for_troop_on", ":loop_troop"),
            (assign, ":page_no_for_loop_troop", reg0),
            # on current page_no
            (eq,  ":page_no_for_loop_troop", "$g_selected_page"),
            (troop_get_upgrade_troop, ":upgrade_troop_1", ":loop_troop", 0),
            (troop_get_upgrade_troop, ":upgrade_troop_2", ":loop_troop", 1),
            (this_or_next|eq, ":upgrade_troop_1", ":cur_troop"),
            (eq, ":upgrade_troop_2", ":cur_troop"),
            (assign, ":is_root_troop", 0),
            (assign, ":end_cond", 0), #break
          (try_end),
          (eq, ":is_root_troop", 1), # draw troop tree of cur root_troop
          (call_script, "script_troop_tree_recursive_backtracking", ":cur_troop", 50, reg2, ":offset_x"),
          (val_add, reg2, 160),
        (try_end),
        
        (set_container_overlay, -1),
        
        ## draw selected_troop: Attributes, Skills, Equipments,
        (try_begin),
          (gt, "$g_selected_troop", 0),
          (store_mul, ":cur_troop", "$g_selected_troop", 2), #with weapons
          (create_image_button_overlay_with_tableau_material, reg1, -1, "tableau_game_party_window", ":cur_troop"),
          (position_set_x, pos1, 450),
          (position_set_y, pos1, 600),
          (overlay_set_size, reg1, pos1),
          (position_set_x, pos1, 810),
          (position_set_y, pos1, 550),
          (overlay_set_position, reg1, pos1),
          
          # pos2: text size
          (position_set_x, pos2, 750),
          (position_set_y, pos2, 750),
          # pos2: title text size
          (position_set_x, pos3, 900),
          (position_set_y, pos3, 900),
          # Name
          (str_store_troop_name, s1, "$g_selected_troop"),
          (create_text_overlay, reg1, s1, tf_center_justify),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 710),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # level and HP
          (store_character_level, reg3, "$g_selected_troop"),
          (assign, ":troop_hp", 35),
          (store_skill_level, ":skill", skl_ironflesh, "$g_selected_troop"),
          (store_attribute_level, ":strength", "$g_selected_troop", ca_strength),
          (val_mul, ":skill", 2),
          (val_add, ":troop_hp", ":skill"),
          (val_add, ":troop_hp", ":strength"),
          (assign, reg4, ":troop_hp"),
          (create_text_overlay, reg1, "@Level: {reg3}^Health: {reg4}", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 665),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Attributes
          (create_text_overlay, reg1, "@Attributes", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 630),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@STR^AGI^INT^CHA", tf_left_align),
          (position_set_x, pos1, 900),
          (position_set_y, pos1, 570),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          (try_for_range, ":attrib_id", 0, 4),
            (try_begin),
              (eq, ":attrib_id", 0),
              (store_attribute_level, reg2, "$g_selected_troop", ":attrib_id"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (store_attribute_level, reg2, "$g_selected_troop", ":attrib_id"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 570),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Skills
          (create_text_overlay, reg1, "@Skills", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 527),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@Ironflesh^Power Strike^Power Throw^Power Draw^Shield^Athletics^Riding^Horse Archery", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 415),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          (try_for_range_backwards, ":skill_id", 0, 42),
            (try_begin),
              (eq, ":skill_id", "skl_ironflesh"),
              (store_skill_level, reg2, ":skill_id", "$g_selected_troop"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (this_or_next|eq, ":skill_id", "skl_power_strike"),
              (this_or_next|eq, ":skill_id", "skl_power_throw"),
              (this_or_next|eq, ":skill_id", "skl_power_draw"),
              (this_or_next|eq, ":skill_id", "skl_shield"),
              (this_or_next|eq, ":skill_id", "skl_athletics"),
              (this_or_next|eq, ":skill_id", "skl_riding"),
              (eq, ":skill_id", "skl_horse_archery"),
              (store_skill_level, reg2, ":skill_id", "$g_selected_troop"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 415),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Weapon Proficiencies
          (create_text_overlay, reg1, "@Proficiencies", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 370),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (create_text_overlay, reg1, "@1H Weapons^2H Weapons^Polearms^Archery^Crossbows^Throwing", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 285),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          (try_for_range, ":wp_id", 0, 6),
            (try_begin),
              (eq, ":wp_id", wpt_one_handed_weapon),
              (store_proficiency_level, reg2, "$g_selected_troop", ":wp_id"),
              (str_store_string, s1, "@{reg2}"),
            (else_try),
              (is_between, ":wp_id", wpt_two_handed_weapon, wpt_firearm),
              (store_proficiency_level, reg2, "$g_selected_troop", ":wp_id"),
              (str_store_string, s1, "@{s1}^{reg2}"),
            (try_end),
          (try_end),
          (create_text_overlay, reg1, s1, tf_right_align),
          (position_set_x, pos1, 980),
          (position_set_y, pos1, 285),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos2),
          
          # Equipments
          (create_text_overlay, reg1, "@Equipments", tf_left_align),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 235),
          (overlay_set_position, reg1, pos1),
          (overlay_set_size, reg1, pos3),
          (str_clear, s0),
          (create_text_overlay, "$g_presentation_obj_3", s0, tf_scrollable),
          (position_set_x, pos1, 840),
          (position_set_y, pos1, 30),
          (overlay_set_position, "$g_presentation_obj_3", pos1),
          (position_set_x, pos1, 138),
          (position_set_y, pos1, 202),
          (overlay_set_area_size, "$g_presentation_obj_3", pos1),
          (set_container_overlay, "$g_presentation_obj_3"),
          
          (troop_clear_inventory, "trp_temp_array_a"),
          (troop_get_inventory_capacity, ":inv_cap", "$g_selected_troop"),
          (try_for_range, ":i_slot", 0, ":inv_cap"),
            (troop_get_inventory_slot, ":item", "$g_selected_troop", ":i_slot"),
            (gt, ":item", -1),
            (troop_get_inventory_slot_modifier, ":imod", "$g_selected_troop", ":i_slot"),
            (troop_add_item,"trp_temp_array_a",":item", ":imod"),
          (try_end),
          
          (assign, ":pos_x", 0),
          (assign, ":pos_y", 280),
          (assign, ":slot_no", 10),
          (try_for_range, ":unused_height", 0, 8),
            (try_for_range, ":unused_width", 0, 3),
              (create_mesh_overlay, reg1, "mesh_mp_inventory_choose"),
              (position_set_x, pos1, 320),
              (position_set_y, pos1, 320),
              (overlay_set_size, reg1, pos1),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg1, pos1),
              (troop_set_slot, "trp_temp_array_a", ":slot_no", reg1),
              (create_mesh_overlay, reg1, "mesh_inv_slot"),
              (position_set_x, pos1, 400),
              (position_set_y, pos1, 400),
              (overlay_set_size, reg1, pos1),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg1, pos1),
              (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
              (val_max, ":item_no", 0),
              (create_mesh_overlay_with_item_id, reg1, ":item_no"),
              (position_set_x, pos1, 400),
              (position_set_y, pos1, 400),
              (overlay_set_size, reg1, pos1),
              (store_add, ":item_x", ":pos_x", 20),
              (store_add, ":item_y", ":pos_y", 20),
              (position_set_x, pos1, ":item_x"),
              (position_set_y, pos1, ":item_y"),
              (overlay_set_position, reg1, pos1),
              (troop_set_slot, "trp_temp_array_b", ":slot_no", reg1),
              (val_add, ":pos_x", 40),
              (val_add, ":slot_no", 1),
            (try_end),
            (assign, ":pos_x", 0),
            (val_sub, ":pos_y", 40),
          (try_end),
          (set_container_overlay, -1),
        (try_end),
      ]),
      
    (ti_on_presentation_mouse_enter_leave,
      [
      (store_trigger_param_1, ":object"),
      (store_trigger_param_2, ":enter_leave"),
      
      (try_begin),
        (gt, "$g_selected_troop", 0),
        (try_begin),
          (eq, ":enter_leave", 0),
          (try_for_range, ":slot_no", 10, 106),
            (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
            (troop_get_inventory_slot, ":item_no", "trp_temp_array_a", ":slot_no"),
            (troop_get_inventory_slot_modifier, ":cur_imod", "trp_temp_array_a", ":slot_no"),
            (try_begin),
              (gt, ":item_no", -1),
              (troop_get_slot, ":target_obj", "trp_temp_array_b", ":slot_no"),
              (overlay_get_position, pos0, ":target_obj"),
              (show_item_details_with_modifier, ":item_no", ":cur_imod", pos0, 100),
              (assign, "$g_current_opened_item_details", ":slot_no"),
            (try_end),
          (try_end),
        (else_try),
          (try_for_range, ":slot_no", 10, 106),
            (troop_slot_eq, "trp_temp_array_a", ":slot_no", ":object"),
            (try_begin),
              (eq, "$g_current_opened_item_details", ":slot_no"),
              (close_item_details),
            (try_end),
          (try_end),
        (try_end),
      (try_end),
    ]),
    
    (ti_on_presentation_event_state_change,
      [
        (store_trigger_param_1, ":object"),
        (store_trigger_param_2, ":value"),
        
        (try_for_range, ":slot_no", 0, "$g_cur_slot_no"),
          (troop_slot_eq, "trp_stack_selection_amounts", ":slot_no", ":object"),
          (troop_get_slot, "$g_selected_troop", "trp_stack_selection_ids", ":slot_no"),
          (start_presentation, "prsnt_faction_troop_trees"),
        (try_end),
        
        (try_begin),
          (eq, ":object", "$g_presentation_obj_1"),
          (store_sub, ":num_pages", npc_kingdoms_end, npc_kingdoms_begin),
          (val_add, ":num_pages", 3),
          (store_sub, "$g_selected_page", ":num_pages", ":value"),
          (val_sub, "$g_selected_page", 1),
          (assign, "$g_selected_troop", 0),
          (start_presentation, "prsnt_faction_troop_trees"),
        (else_try),
          (eq, ":object", "$g_presentation_obj_2"),
          (assign, "$g_selected_troop", 0),
          (assign, "$g_selected_page", 0),
          (presentation_set_duration, 0),
        (try_end),
      ]),
  ]),
 
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