####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ##说明 ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ##汉化修改 ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### ##py修改 ####################################################################################################################################### ####################################################################################################################################### ####################################################################################################################################### @module_game_menus.py ####################################################################################################################################### 替换 ## windmelodie initialize relationship begin ("initialize_relationship",[(eq, "$cheat_mode",1),],"initialize relationship", [ (call_script,"script_set_player_relation_with_faction","fac_player_supporters_faction",10), ]), ## windmelodie initialize relationship end 替换 #Windmelodie Outpost Changed begin ("build_outpost", [(neg|party_slot_ge, "p_outpost_1", slot_outpost_level, 1), #(this_or_next|neg|party_slot_ge, "p_outpost_1", slot_outpost_level, 1), #(neg|party_slot_ge, "p_outpost_2", slot_outpost_level, 1) (troop_slot_ge, "trp_player", slot_troop_renown, 200), ], "Build an Outpost. (2000 denars)", [(store_troop_gold, ":gold_amount", "trp_player"), (try_begin), (ge, ":gold_amount", 2000), (assign, ":outpost_party", -1), (try_begin), (party_slot_eq, "p_outpost_1", slot_outpost_level, 0), (assign, ":outpost_party", "p_outpost_1"), #(else_try), # (party_slot_eq, "p_outpost_2", slot_outpost_level, 0), # (assign, ":outpost_party", "p_outpost_2"), #(else_try), # (display_message, "@You have reached the outpost limit!"), (try_end), (gt, ":outpost_party", 0), (troop_remove_gold, "trp_player", 2000), (party_relocate_near_party, ":outpost_party", "p_main_party"), #(call_script, "script_give_center_to_faction_aux", ":outpost_party", "player_supporters_faction"), #(call_script, "script_give_center_to_lord", ":outpost_party", "trp_player", 0), #Windmelodie add #(faction_set_slot,"fac_player_supporters_faction",slot_faction_state, sfs_active), (party_set_faction, ":outpost_party", "fac_player_supporters_faction"), (troop_get_slot, ":cur_banner", "trp_player", slot_troop_banner_scene_prop), (try_begin), (gt, ":cur_banner", 0), (val_sub, ":cur_banner", banner_scene_props_begin), (val_add, ":cur_banner", banner_map_icons_begin), (party_set_banner_icon,":outpost_party", ":cur_banner"), (try_end), (party_set_slot, ":outpost_party", slot_outpost_patrol,0 ), (party_set_slot, ":outpost_party", slot_town_lord, "trp_player"), (party_set_slot, ":outpost_party", slot_party_type, spt_castle), (party_set_slot, ":outpost_party", slot_outpost_level, 1), #(rest_for_hours, 6, 5, 1), # Lumos: A crude way to add waiting. (enable_party, ":outpost_party"), (display_message, "@Outpost built!"), (change_screen_map), (try_begin), (eq, "$players_kingdom_name_set", 0), (start_presentation, "prsnt_name_kingdom"), (try_end), (else_try), (lt, ":gold_amount", 2000), (display_message, "@You don't have enough money to build an outpost!"), (try_end), ]), #Windmelodie Outpost Changed end 替换 ("outpost_to_fort", [(party_slot_eq, "$g_encountered_party", slot_outpost_level, 2),(neg|party_slot_ge, "p_fort", slot_outpost_level, 1)], "Expand outpost to a fortified stronghold (10000)", [ (try_begin), (ge,"$player_right_to_rule",20), (store_troop_gold, ":gold_amount", "trp_player"), (try_begin), (ge, ":gold_amount", 10000), (troop_remove_gold, "trp_player", 10000), (party_set_slot, "$g_encountered_party", slot_outpost_level, 3), (party_get_slot, ":patrol", "$g_encountered_party", slot_outpost_patrol), (party_set_slot, "$g_encountered_party", slot_outpost_patrol, 0), (party_set_slot, "$g_encountered_party", slot_town_lord, -1), (call_script, "script_party_copy", "p_temp_party", "$g_encountered_party"), (disable_party, "$g_encountered_party"), (party_relocate_near_party, "p_fort", "p_main_party"), #(store_faction_of_party, ":fac_player", "p_main_party"), # Copy the outpost garrison into temp_party #(call_script, "script_give_center_to_faction_aux", "p_fort", ":fac_player"), #(call_script, "script_give_center_to_lord", "p_fort", "trp_player", 0), #Windmelodie add (party_set_faction, "p_fort", "fac_player_supporters_faction"), (troop_get_slot, ":cur_banner", "trp_player", slot_troop_banner_scene_prop), (try_begin), (gt, ":cur_banner", 0), (val_sub, ":cur_banner", banner_scene_props_begin), (val_add, ":cur_banner", banner_map_icons_begin), (party_set_banner_icon,"p_fort", ":cur_banner"), (try_end), (party_set_slot, "p_fort", slot_party_type, spt_castle), (party_set_slot, "p_fort", slot_outpost_level, 1), (party_set_slot, "p_fort", slot_town_lord, "trp_player"), (enable_party, "p_fort"), (call_script, "script_party_copy", "p_fort", "p_temp_party"), # Move the temp_party garriosn to the fort (party_clear, "p_temp_party"), # Lumos: Forts seem to disappear somehow, if there is no garrison. (party_add_leader, "p_fort", "trp_fort_captain"), # That's why we add an immovable leader. (party_is_active, ":patrol"), (party_set_ai_object, ":patrol", "p_fort"), (party_set_slot, "p_fort", slot_outpost_patrol, ":patrol"), #(rest_for_hours, 18, 5, 1), # Lumos: I really don't like it. At all. (display_message, "@Outpost upgraded."), (call_script, "script_update_volunteer_troops_in_town_and_castle", "p_fort"), (party_set_slot,"p_fort",slot_center_troop_1,reg0), (party_set_slot, "p_fort", slot_town_prosperity,50), (change_screen_return), (else_try), (lt, ":gold_amount", 10000), (display_message, "@You don't have enough money to upgrade the outpost"), (try_end), (else_try), (display_message, "str_not_enough_rtr"), (try_end), ]), @module_scripts.py ####################################################################################################################################### 替换 # script_change_player_relation_with_faction changed by windmelodie # Input: arg1 = faction_no, arg2 = relation difference # Output: none ("change_player_relation_with_faction", [ (store_script_param_1, ":faction_no"), (store_script_param_2, ":difference"), (store_relation, ":player_relation", ":faction_no", "fac_player_supporters_faction"), (assign, reg1, ":player_relation"), (val_add, ":player_relation", ":difference"), (assign, reg2, ":player_relation"), (try_begin), (this_or_next|eq,":faction_no","fac_player_faction"), (eq,":faction_no","fac_player_supporters_faction"), (lt,":player_relation",0), (else_try), (set_relation, ":faction_no", "fac_player_faction", ":player_relation"), (set_relation, ":faction_no", "fac_player_supporters_faction", ":player_relation"), (try_end), (try_begin), (le, ":player_relation", -50), (unlock_achievement, ACHIEVEMENT_OLD_DIRTY_SCOUNDREL), (try_end), (str_store_faction_name_link, s1, ":faction_no"), (try_begin), (gt, ":difference", 0), (display_message, "str_faction_relation_increased"), (else_try), (lt, ":difference", 0), (display_message, "str_faction_relation_detoriated"), (try_end), (call_script, "script_update_all_notes"), ]),