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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Scripting

    Added:
    - Show Me scripts don't have the same functionality as the campaign script. This is presumably because they are loaded on game start whereas the campaign script is loaded on campaign start. The exact problems are with map-related commands (i.e. stuff like spawn_army that uses coordiates)

  2. #2

    Default Re: Scripting

    I dont know if this is appropriate place but are the counters values stored in save file and reloaded on save load?

  3. #3

    Default Re: Scripting

    Looking at the file, it appears they have to - otherwise some of the vanilla script wouldn't work.
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  4. #4

    Default Re: Scripting

    WOW great news. No more tricky and not 100% reliable memory cells.

  5. #5
    Member Member Re Berengario I's Avatar
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    Default Re: Scripting

    By experimenting I discovered that the add_money command has a maximum value of 40,000

  6. #6

    Default Re: Scripting

    Hello scripters!

    I'm experimenting with some disease traits right now, and using the campaign_script I'd like to kill off mortally afflicted characters...

    Now, to kill a character with the trait MortalScurvy = 1, does this script suffice?:

    monitor_event CharacterTurnEnd Trait MortalScurvy = 1
    console_command kill_character this
    end_monitor

    Apparently the game doesn't recognize 'this' when used with the kill_character command, though this is not the case when the command 'give_trait this X' is used.

    What exactly am I doing wrong here :P?
    Last edited by isellj0epnuts; 01-31-2007 at 05:15.
    Co-Author of Bloods, Broads and Bastards - a Traits and Ancillaries mod for M2TW

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