Warband Script Enhancer 2 (v1.1.0.5)

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Hi! :smile: Could I ask you to add hardcoded colors to the settings so that we can adjust them? I'm talking about colors that are used for quest messages, such as "Quest failed...", etc.
 
how does this operation work on the default warband engine?
I have test on vanilla using the same way. It works.
In vanilla and many other mods this operation is used in the script refresh_village_merchant_inventory and some other scripts which refresh the inventories of merchants. The abnormal behavior of this operation may cause the merchants have few goods to sell.
 
I have test on vanilla using the same way. It works.
In vanilla and many other mods this operation is used in the script refresh_village_merchant_inventory and some other scripts which refresh the inventories of merchants. The abnormal behavior of this operation may cause the merchants have few goods to sell.
Will be fixed in the next update.
 
Tested and found no issues with dealing damage with bows and crossbows
The damage caused by bows and arrows in the distance has been reduced. Check the bow in the item bar and it shows that the arrow speed is 0 (this module has changed the piercing damage of the bow to splitting damage)
 
The damage of long-range bows and arrows has been reduced. Looking at the bow in the item bar, it shows that the arrow speed is 0 (this module has changed the piercing damage of the bow and arrow to chopping damage)
Have you tested with a default warband engine?
 
Have you tested with a default warband engine?
Yes,this is the default warband launcher:

y4mbGxSICnL--n6GU6CzBucYATYRFZdekphXLI_9F4jc3QYcrlRQgGCYJyAtXuXvECyIDllR9pHnwhLfcTtXGbGZdYq8KgVVslYD8c74WZpPYHA8ydqvHHGKASyy4OxqURt5fdxSsk2fm4tP-4Xrlxmj5Ays7Zxrtq-ZlXAsBx_XI7CDVxxe7wRq1VxnvrRMU60bZ6OHHNh2w9W368xwihiHqr4ki8tLW9GZKYooDlRzeg

This is the WSE2 launcher:

y4mpZOFpbWDZFSj28DASTB32wLRWlc8AEqPGjTqjTUd9okrahoNriCpu54fWmjCBnx7T01rhByeFjD-hapUgvrQ_LmRFqKQIoyc0fCrqMyILI01jsmJJj8PZRGVMLOR9jSYpvBa7-6ChK94ZMJhfZPhNZZuetTOQ4QbquJPJg5mV72w9yTZBVcE022EPCbkaEh-WSDz90BzhPWIrfLI1-s16DikTAVdMQsYwA4Ra3zVkSc
 
According to luaGuide
插入代码块:
local p = game.preg[0]
p:rotX(30)
game.preg[0] = p

how to change the coordinate of variable p?
maybe p:posX(30) ?
 
Hey, I get stuck when entering areas. I can turn around, but not move in any direction, which virtually makes the game unplayable because I can't even finish the starting quests. Anyone know a fix?
 
Hey, I get stuck when entering areas. I can turn around, but not move in any direction, which virtually makes the game unplayable because I can't even finish the starting quests. Anyone know a fix?
You have zero useful information in your post. What module are you talking about? Under what circumstances does this problem occur? Does this problem exist in the default warband engine?
 
You have zero useful information in your post. What module are you talking about? Under what circumstances does this problem occur? Does this problem exist in the default warband engine?
No, this when I use WSE2 never experienced anything like this in the base game, also this happens on every module which has areas to enter like Viking Conquest, Native, and mods which I tried using WSE2 with like Calradia 1417 and A world of ice and Fire. Perhaps it's because of a bad install? Although I have followed guides on youtube, so I'm not very sure here
You have zero useful information in your post. What module are you talking about? Under what circumstances does this problem occur? Does this problem exist in the default warband engine?
 
1.0.9.5
-Added agent_kick and party_stack_set_num_upgradeable operations.
-Fixed troop_ensure_inventory_space, item_get_shield_height, item_get_horse_scale operations.
-Added bUseBorderedShadowSampler config option.
-fMissileDamageSpeedPower and fMeleeDamageSpeedPower config options limited to range 1.0-2.0.


Thanks to OrientSea for sponsoring development agent_kick operation.

 
Thanks.
Typo in header_addon.py.
party_stack_set_num_upgradeable = 3906 #(party_stack_set_num_upgradeable, <party_no>, <party_stack_no>, <value>), #Sets 0>'s <party_stack_no>'s amount of upgradeable troops to <value>
 
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