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Topics - fujiwara

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Onin No Ran / v0.5.0 screen caps
« on: June 22, 2007, 11:22:19 pm »

Main Street, 15th Century Nihon

The first of the new town houses. The door will eventually move, once I get animated scene props figured out

The new yumi and ebira

A view of the walls and gate of the shinden, complete with banners!

It's just a flesh wound

After an arrow duel with 5 souhei archers. Didn't really come out on top here. Note I'm almost out myself (!)

Onin No Ran / Bug Reports for v0.5.0
« on: June 22, 2007, 07:23:24 pm »
Please Post all bug reports for v0.5.0 ONLY here. Thanks!

Onin No Ran / Developer's Announcements and Current Events
« on: June 18, 2007, 02:04:17 pm »
Hello all! I wanna thank everyone for being so patient. I've been able to do what I think is a lot of really cool stuff, and v0.5 (tentative) is almost ready for release. The down side (for the mod, not me) is the relese is being delayed. I'm in the process of buying a house and, if all goes well, there will be about a 2 week period of moving and settling in where little moding work will be done. Again, thanks for all the wonderful comments and suggestions (some on which made it into the mod), and v0.5 will be out soon.

Discussion / Limits on multi-meshing
« on: April 23, 2007, 10:52:43 am »
Is anyone aware of any limits to the multi-meshing of scene props? I'm currently working on a massive building made of 17 different objects with mutliple materials on each object, and I'd hate for it to not import properly. Thanks!

Onin No Ran / A taste of what's to come...
« on: April 21, 2007, 10:03:29 pm »

the new yumi

uchi-gatana with saya

you may salivate now :)

Onin No Ran / Onin no Ran FAQ
« on: April 20, 2007, 04:01:17 pm »
Onin no Ran Total Conversion Mod for Mount & Blade FAQ, v1.0

Onin no Ran Development Team:

Original Concept: Manji
Past Project Leaders: Aradhan, CuriousEpic
Current Project Leader, scripting/code, integration: Fujiwara
Models, Textures: Triglav, Ryuta, Stefano, and many others! (Thanks to all!)
Original Music: Omega
Realistic Combat Model: Ron Losey

Armagan and Ipek, creators of Mount & Blade
The modding community of M&B, but specifically Thorgrim, YoshiBoy, and Winter
All the players who have submitted ideas, bug reports, and much praise and encouragement. Without you, this mod would be nothing.

1. What is this anyway?

Onin no Ran is a historically-based Japanese mod set during the Onin War (1467-1477 AD) in the region around Kyoto. During this period, the Hosokawa and Yamana clans supported opposing heirs to the shogunate, and hence control of the country. Numerous smaller clans allied themselves with either of the two main clans, and other groups, such as the Ikko Ikki, made their initial appearance. It was the beginning of the Sengoku Jidai, or Age of Battles, that sent Japan into over a century of never-ending conflicts.

2. What is there to do?

Players in this mod can assume one of four main classes: a bushi, or military caste; a kuge, or aristocrat; a merchant; a ronin, or masterless samurai. During the course of the game, depending on the choices the player makes, a character can also assume one of the subclasses: a kengo, or highly skilled swordsman; a bandit; a monk; or a shinobi. Each main class will explore the various sides of the conflict during the Onin War through quests and dialog with various NPCs. Subclassing gives the player the opportunity to delve deeper into the story, and opens up various side quests which will impact the main story line.

3. Shinobi? You mean ninja? Awesome! Will I be able to fly around and kill people and stuff?

Onin no Ran is historically based. Given the lack of hard historical data regarding the practitioners of ninjitsu, and the dearth of myths, half-truths, and outright falsehoods regarding them, we are going to be very conservative with shinobi, relegating them to highly trained scouts, spies, and assassins.

4. Classes

A. Bushi
Bushi begin the game with 'entry-level combat' equipment, meaning some armor, decent weapons, a horse, and some food. Bushi also begin already aligned with one of the game's two main factions. Ostensibly, a bushi would already be a retainer of some higher official, but players must engage in a 'proving' mission before assuming full retainer status. Once a retainer, players are commanded to complete a number of quests for their shugo, or lord. Players will increase in rank as their fame increase (more about fame later) and their personal armies grow. In fact, army size is a pre-requisite for rank advancement. Historical samurai were paid a stipend by the shogunate, but in return they were expected to provide a set number of armed retainers when they went to battle, and we have tried to emulate that here. Key storyline quests will advance the story and provide additional opportunities for fame and glory (and money!).

B. Kuge

The kuge are the hereditary aristocratic class of Japan. As such, their role in the game is much more passive than a bushi's, tending more toward diplomacy than combat. However, because of their station, players start the game with a small retinue and the ability to command a large number of men. They also start out being the most financially stable, though whether that remains is up to the players. Kuge are not totally insulated from the fighting, and the opposing clans will call upon the players to use their armies to aid their respective causes.

C. Merchant

Merchants in Japan are like merchants anywhere else in the world, in any time period: people looking to make money. We have expanded merchants from simple commodity traders to being able to sell on the open market, with varying levels of success. Player began with a modest inventory of trade goods. Simply speak to the town kokujin, or administrator, to set up your portable stall and start selling. There is (or will be) a full series of quests exploring the economic side of the Onin War, as the this is where the Japanese merchant class began its rise to economic power. Trading guilds, or za, each had a monopoly over a particular commodity. The salt, oil and silver za were particularly active in the region around Kyoto, and the game will focus on the activities and interactions of these three za. Through quests, players will be invited to join one of the za, but be careful, as dealing in za-specific commodities when not a member of the za will bring their wrath down on your head. To support all this, we have developed one of the more complicated economic systems seen in a game, given the limitations of the scripting engine (more on that later).

D. Ronin

Ronin were, simply, masterless samurai. The player begins with only a sword, clothes, and a little money, but higher than average skills. Various groups, good and evil, always have need for skill with a blade, and players will be able to hire themselves out to make their way through the world, or they can swear alligience to one of the main factions and regain bushi status. Only ronin are given the choice to join the bandit faction, and have the opportunity to completely destabilize the region, or carve out their own little empire (coming soon).

5. Systems

A. Economy

Onin no Ran contains one of the more complicated economic systems seen in a game. Village farmers will sell their goods at market, bringing home cash to support the village garrison and an onerous tax burden, while travelling merchants go from city to city, turning the region's economic engine. Tax collectors will go from town to town, taking money and sowing discontent. Prices for goods rise and fall with the season, as demand shifts, or in response to social conditions. As with any real-life economy, the base resides in agricultural production, and in Japan this means rice. During the Onin War, rice was the main trade good, and taxes were assessed in actual rice product. The unit of measurement was the koku, or bushel, then defined as the amount of rice one man required to survive one year. Currency was derived in rice-equivalents, with one ryou of gold (a measure of weight, not a coin) equal to one koku of rice. The currency used in the game is the mon, a small copper coin with an exchange rate of 360 mon to one ryou of gold. Other currency, such as the silver momme and the gold koban, were in use, and these will appear as trade items to be converted by a series of moneyleaders (for a small fee, of course). The mechanism by which all this takes place are the travelling farmers and peddlers, so interfering with them can have a serious economic impact.

B. Dojo

The dojo in Onin no Ran provide a system of training in the game, for both players and the companion NPCs. They are also the gateway to becoming a kengo, the famed swordsmen of Japan. Various quests will surround the dojo, and they are planned to become a major side-story to the game. They also provide access to the system of dueling, where unique weapons and armor can be obtained.

C. Fame

Fame is the means by which characters advance in Onin no Ran. Fame can be gained by defeating parties larger than yours in combat or performing tasks for various people. Fame can also be lost, by losing fights or actively harassing the innocent. Lose too much fame, and people will be on the hunt for your head.

6. Getting started

A. Bushi

The player starts near South Kyoto. The Hosokawa/Yamana daimyo will not see you without an invitation, so the player must find one of the regional shugo, or lords, to get an invitation from. Once you get an audience with the daimyo, he will assign you a quest to prove yourself before giving you full retainer status. Once complete, he will assign you a shugo (pay attention to which one!), to whom you will report for orders, quests, and from whom you can recruit troops for your army.

B. Kuge

The kuge starts out similarly to the bushi, but once in the employ of one of the shugo, is assigned different quests to fulfill. Since combat is still the best way to increase one's fame, players must seek out on their own battles to fight.

C. Merchant

The merchant starts out near Kyoto with a modest inventory of trade goods and weapons suitable for taking prisoners. A few towns and cities will have individuals who deal specifically in prisoners, and the forced labor trade can be lucrative, if dangerous. Speak with all the merchants you meet, as some will have quests for you that will lead to an invitation to join one of the za.

D. Ronin

Ronin begin the game with an uchi-gatana, some clothes, food, and a few mon. On the upside, the world is wide open. The best way to start is to pick up a few NPCs and then go talk to the Sanda village kokujin about his bandit problem.

8. NPCs

There are (currently) five npcs that will join the player:

A. Haruko - a young village defender from Itami, Haruko starts out very inexperienced. Armed with a naginata, she is good against one or two unarmored opponents, but larger groups will take her down easily. She will join your party for free.

B. Tsuruhiro - a middle-aged ronin drinking himself into oblivion in the inn at Nara. When sober, he is an excellent archer and decent swordman. Plus, he's free, so he provides some sorely needed ranged ability early in the game.

C. Akikane - an arrogant samurai, but somewhat deserving of his boast; his skill with the bow is high. Unfortunately, that's all he's good at, and at close range, he will require back up. He will join your party for one quiver of plain ya.

D. Shinbo - a Zen Buddhist monk of the Tendai sect. A poor close range fighter, he has some skill with thrown weapons, and carries a supply of blunt tekko with him. His real skills lie in his healing abilities, which will keep you party fighting longer and heathier. He will join your party in exchange for a Tendai charm. Speak with the merchants in the towns near the temple about them.

E. Yamamatsu - one of the Kengo, a master swordsman. His price is high: the Sharp Wave, forged by the swordsmith in Aioi. However, once he has it, he is worth a hundred samurai on the battlefield.

8. Terms

Onin no Ran uses many Japanese terms unfamiliar to most players.


uchi-gatana - The forerunner of the katana. Essentially a side weapon, to be used when other weapons (yari, naginata) cease to be effective. Not quite three feet in length, with a curved, single-edged blade.

tachi - the standard cavalry sword. It's a longer version of the uchi-gatana (or rather, the uchi-gatana is a short tachi). 3 - 4 feet in length.

no-dachi - a longer, thicker version of the tachi, these were less common because of the difficulty in forging them.

o-dachi - The behemoth of Japanese swords, o-dachi occasionally reached 5 feet in length, and were equivalent in function to the European greatsword. Very difficult to produce, these were rare. Very effective as an anti-cavalry weapon.

yari - The spear. Equipped with a long, double-edged blade, these were frequently used to cut as well as thrust. This was the preferred weapon of the samurai because of its range and armor-piercing power. The spearheads came in a variety of shapes, the most distinctive of which was the jumonji-yari, which was cross-shaped and sharpened on all edges.

yumi - The bow. The samurai were originally horse archers, and so skill with the bow is highly prized.

The Japanese yumi is unique in its asymmetrical design, which allowed the short-statured Japanese to achieve a high-powered bow.

ya - arrows, equipped with a number of different types of heads

naginata - essentially an uchi-gatana blade on a pole. These weapons were highly effective against both cavalry and infanty, and were used with great effect by Japanese women to defend their homes against attackers. Do not let its designation as a "woman's weapon" fool you: teams of women armed with these an decimate hostile forces twice their size.

bo - a staff. Comes in a variety of lengths and materials.

jo - Ceremonial monk's staff

ono - general-purpose axe, used mainly for chopping wood.

masaraki - the Japanese battle-axe. A favorite of the yamabushi, the wandering warrior-monks.

tetsubo - a short wooden staff with one end sheathed in iron and covered with large iron studs. Devestating in combat, but very slow and heavy.


dou - lit. 'body', a dou is the body armor proper, consisting of the breast and back. Breast protection alone is called a hara-ate.

sode - lit 'sleeve', shoulder guards. The large, square guards found on the famous o-yoroi are called o-sode.

kote- arm protection

suneate - shin guards

kabuto - helmet

9. Miscellania

1. Why 'bushi'?

The word 'samurai' is derived from 'saberu', which means 'to serve'. Samurai were military servants. Thus, 'samurai' is a job-title, not a social class. The bushi, or more properly, 'buke', were the military class of feudal Japan that came to power following the Gempei Wars of the 12th C.

Discussion / Problems with Blender rigging
« on: February 27, 2007, 06:58:05 pm »
I followed Hellequin's instructions, and was able to import into Blender and export out of back to BRFEdit an old mesh, so I know it's me. Here's what happened:

I think I recall something about not having all the vertices assigned to a bone, so I checked that. This is what I got after picking all the bones' vertexes:

As you can see, all the vertexes are selected. I inverted the selection to see if I missed one, but nope. I still haven't gotten the hang of vertex painting, so I just created some vertex groups and named them the same as the bone names. Any thoughts? Thanks.

Tutorials / Rigging with Blender and Hellequin's scripts
« on: February 26, 2007, 11:22:33 pm »
I have some previous experience with Blender for un-animated meshes, but my experience with animated stuff is nil. My first attempt at it resulted in importing an empty file into BRFEdit, and the help files are less than so. A brief tutorial would be exceedingly useful, especially on how to assign your vertices to bone.

Onin No Ran / Important Announcement
« on: February 25, 2007, 05:59:51 pm »
I am taking a temporary hiatus from Onin no Ran. Frankly, I'm not having fun with it anymore, which is a sure sign I need to step back for a while and let the batteries recharge. Rest assured, this is NOT the end of the mod. I have a lot of cool ideas (esp. several concepts that will allow the player to more directly affect the outcome of the game) that I want to implement, along with many of the original concepts that never made it in.  But, it seems this mod is taking up all my free time, and there are other interests I'd like to pursue for a while.

Thanks to everyone who's contributed, whether it be code, models, ideas, or just playing and bug-hunting. You've helped make one of the best M&B mods out there. I'll be back before long, recharged and with a bunch of cool new stuff.

- Fujiwara

Minor Mods / Reallistic Combat Model for Native
« on: February 21, 2007, 11:11:34 pm »
Ron Losey has asked that I upload a version of his RCM for Native to the Repository.

The download can be found here.

From Ron:

Realistic Combat Model for Native

This is a retrofit of the "Realistic Combat Model" (originally
developed for
Onin-no-Ran) to M&B native.  This file contains the item_kinds1.txt
and the source code.

Although fully playable, it is intended as a source for mod developers
wishing to use the model.  No attempts have been made to balance
prices, and
the results on game balance in Native are uncertain.

There may be errors.  Lacking a clear historical frame, some values
been improvised from existing prices, weights, or in-game usage. 
armor" ... what kind of scales?  Steel?  Iron?  Hardened leather? 
Thin?  Large?  Small? ... it's cheap, so assume the worst.)  Typos are
a possibility.

This is not fully tested.  It is intended as a programming resource and
demonstration of the RCM, and is not what you would call a complete
It is provided in response to overwhelming popular demand.

Ron Losey (RCM developer)
(Questions or comments may be directed to me on the MBX forum.)

I tried to post this to Minor Mods, but I don't seem to have New Topic permissions there...

Discussion / party_is_in_town not working for me
« on: February 12, 2007, 11:33:32 pm »
I have the following triggers:

Code: [Select]
(0.0, 3, 0.0, [(party_slot_eq,itami,slot_town_trader_active,1),   # Is the town trader party active?
                   (party_get_slot,':input_party',itami,slot_town_trader),   #Get the town trader party
                   (party_get_slot,reg(2),itami,slot_town_trade_dest),   #Get the trader's destination party
                   (party_is_in_town,':input_party',reg(2))],   #Is the trader in the destinatino town?
     [(party_get_slot,':input_party',itami,slot_town_trader),   #Get the town trader party
      (party_set_ai_behavior,':input_party',ai_bhvr_travel_to_party),     #Send the trader back home
    (0.0, 0, 0.0, [(party_slot_eq,itami,slot_town_trader_active,1),   # Is the town trader party active?
                   (party_get_slot,':input_party',itami,slot_town_trader),   #Get the town trader party
                   (party_is_in_town,':input_party',itami)],   #Is the trader home?
     [(party_set_slot,itami,slot_town_trader_active,0)]),   # Set trader inactive

Now, this worked previous to .808. I've been testing out a new, more general trigger for the above, and set up a dialog with an NPC asking if this specific trader (for Itami town) was 'in town' for not. I have followed the trader to the destination town and watched it disappear (go 'in town'). I then ask the NPC whether or not the trader is in town as the following:

Code: [Select]
[anyone|plyr,'km1',[],'Is the Itami trader in town?','km_itami',[]],

Regardless of whether or not the trader is in town, I get a 'No' reponse from the NPC. What really bugs me is this worked FINE on v.751. Now, before someone says, 'What if it's not going to Hyogo?', yes, I followed the trader to Hyogo. I would like to generalize this to:

Code: [Select]
(0.0, 3, 0.0, [],
    (0.0, 0, 0.5, [],

But if party_is_in_town is bugged, both triggers fall flat. I rely heavily on these to get my NPC parties around the map.

Discussion / Using $auto_menu
« on: February 10, 2007, 11:05:43 pm »
Is $auto_menu a reserved variable in the game menus file? I've been able to make use of it for my own menus, but I'm not really sure what is going on.

Discussion / Compiling weirdness
« on: February 04, 2007, 07:52:12 pm »
Ron Losey has been helping out with the weapons damage, and has brought up an excellent point. See below:

Code: [Select]
["uchi_gatana", "uchi_gatana", [("katana_a", 0),],itp_melee|itp_type_two_handed_wpn|itp_primary|itp_merchandise, itc_nodachi, 121,
pierce)|swing_damage(50, cut), imodbit_rusty|imodbit_chipped|imodbit_balanced],

Code: [Select]
itm_uchi_gatana uchi_gatana uchi_gatana 1  katana_a 0  4268035 9223635928528978160 121 532 1.000000 100 0 0 0 6 56320 125 0 94 0 281 55

Note the last two non-zero numbers, which correlate to the thrust_damage value and the swing_damage value. The thrust damage value seems to compile correctly (thrust mask = 0x100 + 0x019= 0x119 = 281), but the swing damage seems to add extra. Setting swing damage to 45 and recompiling yields:

Code: [Select]
itm_uchi_gatana uchi_gatana uchi_gatana 1  katana_a 0  4268035 9223635928528978160 121 532 1.000000 100 0 0 0 6 64512 125 0 94 0 281 63

Note, the swing_damage value is now 63, not even close to 45. Something is seriously screwy here. Any thoughts? Thanks.

Code: [Select]
>>> dmg_mask = 0x10000000000000ff
>>> armor_mask = 0x00000000000000000000000ff
>>> 0 << 8
>>> 0 | (55 & armor_mask)
>>> bignum = 0x40000000000000000000000000000000
>>> x = ((0 << 8) | (55 & armor_mask))
>>> x
>>> (((bignum | x) & dmg_mask) << 58)
>>> hex(15852670688344145920L)
>>> hex(bignum|x)
>>> hex((bignum|x)&dmg_mask)
>>> hex(((bignum|x)&dmg_mask)<<58)
>>> y = hex(((bignum|x)&dmg_mask)<<58)
>>> (y >> 58)&dmg_mask

Traceback (most recent call last):
  File "<pyshell#15>", line 1, in -toplevel-
    (y >> 58)&dmg_mask
TypeError: unsupported operand type(s) for >>: 'str' and 'int'
>>> hex(((((bignum|x)&dmg_mask)<<58) >> 58)&dmg_mask)
>>> hex(55)

BTW, here is the whole operation run by hand in Python (IDLE)

Discussion / how is scene_prop_disabled used?
« on: January 31, 2007, 02:32:56 pm »
I would like to be able to disable the dojo buildings in Onin no Ran for villages that don't have sensei. Where and how should scene_prop_disable be used to do this?

Discussion / Misaligned physics objects
« on: January 22, 2007, 11:11:17 pm »
I seem to have some misaligned physics objects in my shoji screens for OnR. My character seems to push against an invisible wall in smoe places, but walks right through the screen in others. Does BRFEdit not automagically align those? How can I fix this.

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