Ten skrypt pozwala na stoczenie walk na mostach. Kiedy jesteśmy w pobliżu mostu na mapie, bitwa toczy się na moście. W takich bitwach kawaleria właściwie nie ma szans, więc piechota ma pole do popisu.
1. Znajdź następujący kod w game_menus.py:
2. Wklej pod nim ten kod:
(else_try), #Arch3r#
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_1"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_1"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_2"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_2"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_3"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_3"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_4"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_4"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_5"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_5"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_6"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_6"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_7"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_7"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_8"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_8"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_9"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_9"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_10"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_10"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_11"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_11"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_12"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_12"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_13"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_13"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_14"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_14"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
(else_try),
(party_get_position,pos1,"p_main_party"),
(party_get_position,pos2,"p_bridge_15"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(assign, ":scene_to_use", "scn_bridge_15"),
(set_jump_mission,"mt_lead_charge"),
(jump_to_scene, ":scene_to_use"),
3. Dodaj następujący kod w module_scenes.py:
##Arch3r
("bridge_1",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_2",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_3",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_4",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_5",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_6",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_7",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_8",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_9",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_10",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_11",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_12",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_13",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_14",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
("bridge_15",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb900001 79c",
[],[], "outer_terrain_plain"),
4. Teraz skompiluj module system i pobierz:
5. Ściągnięte pliki .scn wrzuć do folderu SceneObj, znajdującym się w katalogu z twoim modem.
To już wszystko - teraz odszukaj wrogów do walki i zwab ich w pobliżu ikonki mostu. Walka powinna się toczyć na moście.