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Author Topic: Ask Winter  (Read 52554 times)

Offline GetAssista

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Re: Ask Winter
« Reply #150 on: September 05, 2010, 09:00:58 AM »
I tried using the built in temp troop and it did the same thing for me. I'll try that check for -1 for the string registers
What do you mean built in temp? I suggested putting e.g. "trp_vaegir_recruit" instead of "$player_cur_troop" in menu script.
Because, well, troop_get_upgrade_troop works fine in the game :)

Offline ithilienranger

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Re: Ask Winter
« Reply #151 on: September 05, 2010, 01:31:28 PM »
I used trp_temp_troop and got the same results. I don't want to use the actual troop names because I will have to add a ton more code. It would be more efficient to have one universal troop name that stores the current troop. I cannot give out anymore information unless you want me to PM you.

Offline ithilienranger

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Re: Ask Winter
« Reply #152 on: September 06, 2010, 06:26:06 PM »
YES, I finally figured it out. The documentation for troop_get_upgrade_troop is wrong. Instead of 0 for random, 1 for first node, and 2 for second node it is 0 for first node and 1 for second node. I wondered why in the original module system the uses contained :rand_no variable for the value. It is because there is no 0 for random. This needs to be fixed in the documentation, but I do not know who to notify.