Warband Script Enhancer 2 (v1.1.2.7)

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1.0.9.7
-Added CTRL+M hotkey for "Restore module data" option.
-Fixed display of symbol <.
-Fixed text color for checkbox.
-Fixed display extra text for parties.
-Fixed texture offset for oceans and rivers animation.
-Fixed combo button bugs.
-Fixed arguments order for game_missile_dives_into_water mapped script.
-Added overlay_enable, overlay_item_set_text operations.
-Extended start_map_conversation operation.


Thanks to Vetrogor for sponsoring development overlay_item_set_text and start_map_conversation operations.
 
hi k700,The initialization of lua will flash back if the code is buggy but no error is reported

For example, require() a file. If the file does not exist, it will blink back, but rgl_log will not report an error.

Hope to improve: rgl_log can report errors



15:44:55 - Loading quick strings...
15:44:55 - Loading item kinds...
15:44:55 - Loading conversations...
15:44:55 - Loading mission templates...
15:44:55 - Loading party templates...
15:44:55 - Loading actions...
15:44:55 - Initializing lua...
 
hi k700,I have a problem,I tried to reference the socket in lua but he started the server and crashed,But When I use ScitTe and Write these code, it could execute right.
This is the test video address

Files in the socket folder
QQ-20230528114849.png

This is the code
package.path = package.path .. ";" .. 'C:\\Program Files (x86)\\Lua\\5.1\\lua\\socket'
local socket = require("socket")
local http = require("socket.http")
local url = "http://127.0.0.1:5000"
local params = {
["param1"] = "value1",
["param2"] = "value2"
}

url = url .. "?" .. socket.urlencode(params)

response, status_code, headers, status_line = http.request(url)

if status_code == 200 then
print(response)
else
print("Error: HTTP status code " .. status_code)
end
 
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Check luaGuide.html

Sandbox
Changes include:
  • Disabled package.loadlib, package.cpath, io.popen. os.execute, os.getenv, os.tmpname, ffi library, loading bytecode (can be exploited)
  • Restrict dofile, loadfile and all IO operations to the lua directory
 
Python:
fld       = 4400 #(fld, <fp_register>, <value_fixed_point>), #Loads <value_fixed_point> into <fp_register>
Does wse2 engine use any TAG for <fp_register>?

Updated:
Python:
globals()['fp%d' % index] = index #fixed point registers (wse)
P.S. This is more appropriate
Python:
globals()['freg%d' % index] = index #fixed point registers (wse)
 
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I do apologize if this has been answered in the last...60 or so pages but: I'm not much of a person for code. when you say endstrirngs for the code edit to a module's PostFX file precisely what Endstrings would i be looking for?

Module of interest: Gekokujo Daimyo Edition Reimagined if that info somehow helps.

Reason: Postprocessing blackscreen requiring the file edit. I have no idea what I'm looking for in this coding string for the post fx file.
 
I do apologize if this has been answered in the last...60 or so pages but: I'm not much of a person for code. when you say endstrirngs for the code edit to a module's PostFX file precisely what Endstrings would i be looking for?

Module of interest: Gekokujo Daimyo Edition Reimagined if that info somehow helps.

Reason: Postprocessing blackscreen requiring the file edit. I have no idea what I'm looking for in this coding string for the post fx file.
To the very end of the file on a new line
 
To the very end of the file on a new line
ok so i did do that (i think. im not particularly coding literate so i might be dumb.) however looking at the RGL.text log shows there's an intense amount of everyrthing not being correctly loaded. i am going to assume this means that this is more than a coding edit requirement.

Note It runs with WSE already as basically a requirement. but i don't think that would be causing this.
 
Hello, K700,

I found that when using WSE2 1.0.9.7, the language text corresponding to "ui_number_value_left_the_party" will be printed when recruiting prisoners from the "camp" menu and returning to the world map. However, in reality, the soldiers converted from the prisoners did not leave the party, and the simple trigger for the newly recruited soldiers to leave the team has not been called yet. When playing with Warband 1.174, this prompt is not displayed. Please confirm if this issue exists.Thanks。
 
Hello, K700,

I found that when using WSE2 1.0.9.7, the language text corresponding to "ui_number_value_left_the_party" will be printed when recruiting prisoners from the "camp" menu and returning to the world map. However, in reality, the soldiers converted from the prisoners did not leave the party, and the simple trigger for the newly recruited soldiers to leave the team has not been called yet. When playing with Warband 1.174, this prompt is not displayed. Please confirm if this issue exists.Thanks。
Hello, send your save and a link to download the mod
 
Hello, I noticed a bug.

In the mod Sayazn pikemen spawn without weapons, this does not occur when running in normal engine. To see, download mod and run custom battle, don't need to select different faction, set melee troop percentage to 100%

Mod page: https://www.moddb.com/mods/sayazn

I have version 2.0 and 3.0, bug is present in both.
this is mod error
["pike", "Pike", [("spear_a_3m",0)], itp_type_polearm|itp_merchandise|itp_wooden_parry|itp_two_handed|itp_primary|itp_penalty_with_shield|itp_cant_use_on_horseback|abundance(100), itc_infantry_pike|itcf_thrust_polearm|itcf_overswing_polearm|itcf_carry_spear, 125, weight(3.0)|difficulty(0)|spd_rtng(81)|weapon_length(245)|swing_damage(21,pierce)|thrust_damage(21,pierce), imodbits_polearm ],

abundance is in the wrong place and writes a huge incorrect value to the flags, the engine does not read incorrect values
write to the mod developer
 
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