module_scenes.py kilka ostatnich linijek po dodaniu kodu w poradniku
("enterprise_tannery",sf_generate,"ch_meet_steppe_a", "bo_encounter_spot", (-40,-40),(40,40),-100,"0x000000012004480500040902000041cb00005 ae800000ff5",
[],[]),
("enterprise_winery",sf_indoors,"winery_interior", "bo_winery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_mill",sf_indoors,"mill_interior", "bo_mill_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_smithy",sf_indoors,"smithy_interior", "bo_smithy_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_dyeworks",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_linen_weavery",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_wool_weavery",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_brewery",sf_indoors,"brewery_interior", "bo_brewery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_oil_press",sf_indoors,"oil_press_interior", "bo_oil_press_interior", (-40,-40),(40,40),-100,"0",
[],[]),
#Wulf begin
("sea_1",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d23480000000080000 00000000000",
[],[]),
("sea_4",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d23480000000080000 00000000000",
[],[]),
("sea_2",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d23480000000080000 00000000000",
[],[]),
#Wulf end
]
module_games_menu.py wyszukuję sail_from_port przed wklejeniem kodu z poradnika
("sail_from_port",
[
(party_slot_eq,"$current_town",slot_party_type, spt_town),
(eq, "$cheat_mode", 1),
#(party_slot_eq,"$current_town",slot_town_near_shore, 1),
],
"{!}CHEAT: Sail from port.",
[
(assign, "$g_player_icon_state", pis_ship),
(party_set_flags, "p_main_party", pf_is_ship, 1),
(party_get_position, pos1, "p_main_party"),
(map_get_water_position_around_position, pos2, pos1, 6),
(party_set_position, "p_main_party", pos2),
(assign, "$g_main_ship_party", -1),
(change_screen_return),
]),
usuwam i wklejam kod
"{!}CHEAT! Show reports.",
[
(jump_to_menu,"mnu_center_reports"),
]),
#Wulf begin
("sail_from_port",[(this_or_next|eq,"$current_town","p_town_1"),
(this_or_next|eq,"$current_town","p_town_2"),
(this_or_next|eq,"$current_town","p_town_6"),
(this_or_next|eq,"$current_town","p_town_12"),
(this_or_next|eq,"$current_town","p_town_19"),
(this_or_next|eq,"$current_town","p_town_13"),
(eq,"$current_town","p_town_15"),
# (eq, "$cheat_mode", 1),
# (party_slot_eq,"$current_town",slot_town_near_shore, 1),
], "Buy a ship (5000 denars)",
[(store_troop_gold,":money","trp_player"),
(try_begin),
(ge,":money",5000),
(troop_remove_gold,"trp_player",5000),
(assign, "$g_player_icon_state", pis_ship),
(party_set_flags, "p_main_party", pf_is_ship, 1),
(party_get_position, pos1, "p_main_party"),
(map_get_water_position_around_position, pos2, pos1, 6),
(party_set_position, "p_main_party", pos2),
(assign, "$g_main_ship_party", -1),
(change_screen_return),
(else_try),
(display_message,"@You don't have enough money"),
(try_end),
]),
#Wulf end
w module_game_menus.py szukam encounter_attack przed wklejeniem kodu z poradnika
"encounter_attack",
[
(eq, "$encountered_party_friendly", 0),
(neg|troop_is_wounded, "trp_player"),
],
"Charge the enemy.",
[
(assign, "$g_battle_result", 0),
(assign, "$g_engaged_enemy", 1),
(party_get_template_id, ":encountered_party_template", "$g_encountered_party"),
(try_begin),
(eq, ":encountered_party_template", "pt_village_farmers"),
(unlock_achievement, ACHIEVEMENT_HELP_HELP_IM_BEING_REPRESSE D),
(try_end),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(try_begin),
(eq, "$g_encounter_type", enctype_fighting_against_village_raid),
(assign, "$g_village_raid_evil", 0),
(set_jump_mission,"mt_village_raid"),
(party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
(jump_to_scene, ":scene_to_use"),
(else_try),
(eq, "$g_encounter_type", enctype_catched_during_village_raid),
(assign, "$g_village_raid_evil", 0),
(set_jump_mission,"mt_village_raid"),
(party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
(jump_to_scene, ":scene_to_use"),
(else_try),
(set_jump_mission,"mt_lead_charge"),
(call_script, "script_setup_random_scene"),
(try_end),
(assign, "$g_next_menu", "mnu_simple_encounter"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
usuwam i wklejam kod z poradnika
(else_try),
(set_jump_mission,"mt_lead_charge"),
(call_script, "script_setup_random_scene"),
(try_end),
(assign, "$g_next_menu", "mnu_simple_encounter"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
("encounter_attack",[
(eq, "$encountered_party_friendly", 0),
(neg|troop_is_wounded, "trp_player"),
#Wulf
(party_get_current_terrain,":terrain","p_main_party"),
(eq,":terrain",0),
#Wulf end
],
"Close in and board the enemy.",[
(assign, "$g_battle_result", 0),
(assign, "$g_engaged_enemy", 1),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(try_begin),
(eq, "$g_encounter_type", enctype_fighting_against_village_raid),
(assign, "$g_village_raid_evil", 0),
(set_jump_mission,"mt_village_raid"),
(party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
(jump_to_scene, ":scene_to_use"),
(else_try),
(eq, "$g_encounter_type", enctype_catched_during_village_raid),
(assign, "$g_village_raid_evil", 0),
(set_jump_mission,"mt_village_raid"),
(party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
(jump_to_scene, ":scene_to_use"),
(else_try),
#Wulf
(set_jump_mission,"mt_ship_battle"),
(try_begin),
(val_add,reg10,reg11),
(gt,reg10,60),
(jump_to_scene, "scn_sea_4"),
(else_try),
(val_add,reg10,reg11),
(gt,reg10,30),
(jump_to_scene, "scn_sea_2"),
(else_try),
(jump_to_scene, "scn_sea_1"),
(end_try),
#Wulf end
(try_end),
(assign, "$g_next_menu", "mnu_simple_encounter"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
w module_game_menus szukam join_attack przed wklejeniem kodu z poradnika
("join_attack",
[
(neg|troop_is_wounded, "trp_player"),
],
"Charge the enemy.",
[
(assign, "$g_joined_battle_to_help", 1),
(party_set_next_battle_simulation_time, "$g_encountered_party", -1),
(assign, "$g_battle_result", 0),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(set_jump_mission,"mt_lead_charge"),
(call_script, "script_setup_random_scene"),
(assign, "$g_next_menu", "mnu_join_battle"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
usuwam i wklejam kod z poradnika
(change_screen_mission),
]),
("join_attack",[(party_get_current_terrain,":terrain","p_main_party"),
(eq,":terrain",0),
# (neq, "$encountered_party_hostile", 0),
(neg|troop_is_wounded, "trp_player"),
## (store_troop_health,reg(5),"trp_player"),
## (ge,reg(5),20),
],
"Board the enemy",[
(party_set_next_battle_simulation_time, "$g_encountered_party", -1),
(assign, "$g_battle_result", 0),
(call_script, "script_calculate_renown_value"),
(call_script, "script_calculate_battle_advantage"),
(set_battle_advantage, reg0),
(set_party_battle_mode),
(set_jump_mission,"mt_ship_battle"),
(try_begin),
(val_add,reg10,reg11),
(gt,reg10,60),
(jump_to_scene, "scn_sea_4"),
(else_try),
(val_add,reg10,reg11),
(gt,reg10,30),
(jump_to_scene, "scn_sea_2"),
(else_try),
(jump_to_scene, "scn_sea_1"),
(end_try),
(assign, "$g_next_menu", "mnu_join_battle"),
(jump_to_menu, "mnu_battle_debrief"),
(change_screen_mission),
]),
("join_order_attack",
[
w module_mission_templates ostatnie linijki po dodaniu kodu z poradnika
(try_end),
]),
],
),
(
"ship_battle",mtf_battle_mode,-1,
"You close in and board the enemy ships",
[(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(1,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(2,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(3,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(4,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(5,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(6,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(7,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(10,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(11,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(8,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(9,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(12,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(13,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(14,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(15,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
],
[
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(call_script, "script_agent_reassign_team", ":agent_no"),
]),
common_battle_init_banner, #sets heraldry on shields and armor
(ti_on_agent_killed_or_wounded, 0, 0, [],
[
(store_trigger_param_1, ":dead_agent_no"),
(store_trigger_param_2, ":killer_agent_no"),
(store_trigger_param_3, ":is_wounded"),
(try_begin),
(ge, ":dead_agent_no", 0),
(neg|agent_is_ally, ":dead_agent_no"),
(agent_is_human, ":dead_agent_no"),
(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
(str_store_troop_name, s6, ":dead_agent_troop_id"),
(assign, reg0, ":dead_agent_no"),
(assign, reg1, ":killer_agent_no"),
(assign, reg2, ":is_wounded"),
(agent_get_team, reg3, ":dead_agent_no"),
#(display_message, "@{!}dead agent no : {reg0} ; killer agent no : {reg1} ; is_wounded : {reg2} ; dead agent team : {reg3} ; {s6} is added"),
(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties
(eq, ":is_wounded", 1),
(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1),
(try_end),
]),
(0, 0, ti_once, [], [
(assign,"$g_battle_won",0),
(assign,"$defender_reinforcement_stage",0),
(assign,"$attacker_reinforcement_stage",0),
# (assign,"$g_presentation_battle_active", 0),
(call_script, "script_place_player_banner_near_invento ry"),
(call_script, "script_combat_music_set_situation_with_ culture"),
]),
common_music_situation_update,
common_battle_check_friendly_kills,
(1, 0, 5, [(lt,"$defender_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_defenders", 0),
(lt,":num_defenders",6),
# (assign, reg2, ":num_defenders"),
# (display_message,"@num_defenders = {reg2}")
],
[(add_reinforcements_to_entry,0,7),(val_add,"$defender_reinforcement_stage",1)]),
(1, 0, 5, [(lt,"$attacker_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_attackers", 1),
(lt,":num_attackers",6),
# (assign, reg2, ":num_attackers"),
# (display_message,"@num_attackers = {reg2}")
],
[(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),
common_battle_check_victory_condition,
common_battle_victory_display,
common_battle_tab_press,
(ti_question_answered, 0, 0, [],
[(store_trigger_param_1,":answer"),
(eq,":answer",0),
(assign, "$pin_player_fallen", 0),
(try_begin),
(store_mission_timer_a, ":elapsed_time"),
(gt, ":elapsed_time", 20),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20, 1),
(try_end),
(call_script, "script_count_mission_casualties_from_ag ents"),
(finish_mission,0),]),
(1, 4, ti_once, [(main_hero_fallen)],
[
(assign, "$pin_player_fallen", 1),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20),
(assign, "$g_battle_result", -1),
(set_mission_result,-1),
(call_script, "script_count_mission_casualties_from_ag ents"),
(finish_mission,0)]),
#Wulf end
],
),
]
w module_party_templates szukam sea_raider i pod wklejam kod tu kilka liniejk
("black_khergit_raiders","Black Khergit Raiders",icon_khergit_horseman_b|carries_goods(2),0,fac_black_khergits,bandit_personality,[(trp_black_khergit_guard,1,10),(trp_black_khergit_horseman,5,5)]),
("steppe_bandits","Steppe Bandits",icon_khergit|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_steppe_bandit,4,58)]),
("taiga_bandits","Tundra Bandits",icon_axeman|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_taiga_bandit,4,58)]),
("desert_bandits","Desert Bandits",icon_vaegir_knight|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_desert_bandit,4,58)]),
("forest_bandits","Forest Bandits",icon_axeman|carries_goods(2),0,fac_forest_bandits,bandit_personality,[(trp_forest_bandit,4,52)]),
("mountain_bandits","Mountain Bandits",icon_axeman|carries_goods(2),0,fac_mountain_bandits,bandit_personality,[(trp_mountain_bandit,4,60)]),
("sea_raiders","Sea Raiders",icon_axeman|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,5,50)]),
#wulf
("sea_raiders_ships","Sea Raiders",icon_ship|pf_is_ship|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,5,50)]),
#wulf end
w module_parties.py szukam bridge_14 i pod wklejam kod tu kilka linijek
# bridge_a
("Bridge_1","{!}1",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(39.37, 65.10),[], -44.8),
("Bridge_2","{!}2",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(56.44, 77.88),[], 4.28),
("Bridge_3","{!}3",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(70.87, 87.95),[], 64.5),
("Bridge_4","{!}4",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(93.71, 62.13),[], -2.13),
("Bridge_5","{!}5",icon_bridge_snow_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(11.02, 72.61),[], 21.5),
("Bridge_6","{!}6",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-8.83, 52.24),[], -73.5),
("Bridge_7","{!}7",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-29.79, 76.84),[], -64),
("Bridge_8","{!}8",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-64.05, -6),[], 1.72),
("Bridge_9","{!}9",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-64.95, -9.60),[], -33.76),
("Bridge_10","{!}10",icon_bridge_b|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-75.32, -75.27),[], -44.07),
("Bridge_11","{!}11",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-24.39, 67.82),[], 81.3),
("Bridge_12","{!}12",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-114.33, -1.94),[], -35.5),
("Bridge_13","{!}13",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-84.02, -7),[], -17.7),
("Bridge_14","{!}14",icon_bridge_a|pf_is_static|pf_always_visible|pf_no_label, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-23.36, 75.8),[], 66.6),
#Wulf
("ship_raider_spawn_point_1" ,"the_ocean",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(-5.23,90.26),[(trp_looter,15,0)]),
#Wulf
w module_scripts.py szukam spawn_bandits i szukam kodu podanego w poradniku
try_begin),
(store_num_parties_of_template, ":num_parties", "pt_mountain_bandits"),
(lt,":num_parties",16), #was 14 at mount&blade, 18 in warband, 16 last decision
(store_random,":spawn_point",num_mountain_bandit_spawn_points),
(val_add,":spawn_point","p_mountain_bandit_spawn_point"),
(set_spawn_radius, 25),
(spawn_around_party,":spawn_point","pt_mountain_bandits"),
(try_end),
i pod wklejam to
#Wulf
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_raiders_ships"),
(lt,":num_parties",25),
(store_random,":spawn_point",num_mountain_bandit_spawn_points),
(val_add,":spawn_point","p_ship_raider_spawn_point_1"),
(spawn_around_party,":spawn_point","pt_sea_raiders_ships"),
(try_end),
#Wulf end