I´m getting the pre-.808 quest window when I try to play my mod-in-the-works. Compiled evertthing in python with no errors. Any ideas?
[trp_antler, "start", [[eq,"$holy_relic",0]], "Hello, fetch the relic from Har in Praven", "antler",[]],[trp_antler|plyr, "antler1", [], "Ok.", "antler2",[]],[trp_antler, "antler2", [], "Please hurry!", "antler3",[]],[trp_antler|plyr, "antler3", [], "I will.", "antleryes",[ (setup_quest_text, "qst_relic"), (str_store_string, s2, "@Get relic from Har in Praven and return it to Antler."), (call_script,"script_start_quest","qst_relic","trp_antler"), -- Improperly closed consequences block, no closing brackets. [trp_antler|plyr, "antler3", [], "No, I don't have time for that!", "close_window",[]], [trp_antler, "antleryes", [], "Excellent!", "close_window",[[assign,"$holy_relic",1]]],[trp_antler, "start", [[eq,"$holy_relic",1]], "Did you find the relic?","got_relic_question",[]],[trp_antler|plyr, "got_relic_question", [(player_has_item,"itm_relic")], "Yes! It was quite difficult.", "relic_got",[(call_script,"script_end_quest","qst_relic")]],[trp_antler|plyr, "got_relic_question", [], "No, not yet.", "close_window",[]],[trp_antler, "relic_got", "Excellent! Here is your reward.”, ,"close_window",[(call_script, "troop_add_gold","trp_player","2000"),(call_script, "troop_remove_item_relic"),(call_script, "end_quest_qst_relic"),"trp_antler")],[[assign,"$holy_relic",2]]],[trp_antler, "start", [[eq,"$holy_relic",2]], "Greetings {playername}.","bye2",[]],[trp_antler|plyr, "bye2", [], "Greetings to you too, Antler.","close_window",[]],[trp_har, "start", “antleryes”, [[eq,"$har_relic",0]],"Greetings playername}.","har_1",[]],[trp_har|plyr, “har_1”,[], “Give me the stolen relic!”, “har_2”,[]],[trp_har, “har_2”, [[eq,"$har_relic",1]],"Yes, yes! Here take it.”,"har_3",(call_script, "add_troop_item", "trp_player", "itm_relic"), "close_window",[]], -- Here you've put an operation outside of an operations block. That's never gonna work.[trp_har, "start", [[]], "Greetings {playername}.","har_bye",[]],[trp_har|plyr, "har_bye", [], "Greetings to you too, Antler.","close_window",[]],
[trp_antler, "relic_got",[],"Excellent! Here is your reward.", "close_window",[ (call_script, "script_troop_add_gold", "trp_player", 2000), ("troop_remove_items","trp_player","itm_relic"), (call_script, "end_quest_qst_relic")]],[trp_har, "start", [(check_quest_active, "qst_relic")],"Greetings. Are you here for the relic?.","har_1",[]],[trp_har|plyr,"har_1",[], "Yes. Please give me the relic.", "har_2",[]],[trp_har, "har_2",[],"Yes, yes! Take it!.","close_window",[ ("troop_add_items", "trp_player", "itm_relic", 1)]],
hey winter, I've got a question for you, well actually 2 or more questions.To start off, i am happy to say that your module explanations on the taleworlds website forums are pretty well worked out, i learned a lot of them. until i get to the point where i wish see my created troops in game, following your steps i should be able to see my troops in game on the specified location...to start off: with the Module system 1010_0, Zendar mercs do not exist. i didn't see a point in that, i just copied your script from the website and put it in place, just under the line telling me that zendar as city is inactive. i put zendar as active city and saved the lot. no errors. run the game, find zendar, see a grand total of ... 3 NPCs, clearly it has to be customised. (in game editor ain't popping up BTW, but i could copy my face code earlier on.) i go to the inn, find 3 hero's which i didn't want there, but OK, i found out they are scripted into that place when Zendar is set as active city. No tavernkeeper to be found by the way, neither are the mercs i wanted to put in game.there we go, Question one: how do we solve this?I've already tried giving the mercs a hero line without the TF_HERO mark. not working. gets you a nice error. that covered. how can we get Zendar a working city? merchants ect added, a game menu of the kind you get when for example you enter Thir. for that's where we get question two:why wasn't your module explanations finished? i find part 10 where in game editing is covered incomplete, as are to my noob idea more of the covered but completed" arts of the module explanations.another question arising is: how can i get a village in the game where i can get my own troops as recruits like i can get swadian recruits in swadian towns?for the moment this will cover enough things to get me going after the time being.(PS game info: module system 1010_0, game version 1.011)
# script_get_formation_position # Input: team, troop class # Output: pos1 (pos0 used) # Kluge around team_get_order_position shutting down position_move_x # without resorting to looping through agents yet again ("get_formation_position", [(store_script_param, ":fteam", 1), (store_script_param, ":fclass", 2), (agent_get_position, pos0, 0), (team_get_order_position, pos1, ":fteam", ":fclass"), (agent_set_position, 0, pos1), (agent_get_position, pos1, 0), (agent_set_position, 0, pos0), ]),