Forum
Stranded II Scripts Scripting Questionsassign this script to a banana:
1
2
3
4
5
6
2
3
4
5
6
on:collect { add ""; add "Yummy!"; add "I have found a banana palm, and now I have a food source."; diary "Bananas"; }
1
2
3
4
5
6
7
2
3
4
5
6
7
on:trigger { add ""; add "Yummy!"; add "I have found a banana palm, and now I have a food source."; diary "Bananas"; free "self"; }
when you finish a building an event is triggered, like "tentbuild", "hutbuild", "bownetbuild". Look for it in the objectd_buildings.inf
I've reworked the code a little bit, and I got it like this.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
################################ Stranded II building ################################ Buildings Group ### Tent id=1 group=building objectid=184 req=97 script=start unlockbuilding 4; unlockbuilding 5; unlockbuilding 6; unlockbuilding 7; unlockbuilding 23; unlockbuilding 24; script=end ### building id=2 group=building objectid=165 req=24,20 req=15,30 script=start unlockbuilding 4; unlockbuilding 5; unlockbuilding 6; unlockbuilding 7; unlockbuilding 23; unlockbuilding 24; script=end ### Bamboo Shelter id=3 group=building objectid=160 req=8,20 req=15,30 ### Treehouse id=9 group=building objectid=190 req=7,10 req=24,25 req=26,30 buildspace=at object atobject=13 atobject=16 atobject=17 script=start unlockbuilding 12; unlockbuilding 13; unlockbuilding 101; unlockbuilding 25; script=end ### Hut id=14 group=building objectid=206 req=7,20 req=24,50 req=15,60 req=26,20 script=start unlockbuilding 12; unlockbuilding 13; unlockbuilding 101; unlockbuilding 25; script=end ################################ Storages Group ### Crate id=23 group=Storage objectid=254 req=7,4 req=24,30 ### Barrel id=24 group=Storage objectid=255 req=7,2 req=24,20 req=86,4 ### Storage id=7 group=Storage objectid=181 req=7,10 req=24,20 req=23,40 req=26,10 script=start unlockbuilding 8; unlockbuilding 9; unlockbuilding 11; unlockbuilding 14; unlockbuilding 22; unlockbuilding 100; script=end ################################ Production Group ### Trap id=13 group=Production objectid=205 req=24,20 req=49,25 ### Bownet id=10 group=Production objectid=191 req=24,20 req=49,30 buildspace=water ### Torch id=5 group=Production objectid=166 req=24,5 ### Fire id=4 group=Production objectid=172 req=24,50 req=23,10 script=start unlockbuilding 5; unlockbuilding 22; unlockbuilding 26; script=end ### Well id=8 group=Production objectid=189 req=23,30 req=21,100 script=start unlockbuilding 12; script=end ### Kiwibreeding id=12 group=Production objectid=201 req=24,50 req=15,80 req=26,10 ### Water Trough id=22 group=Production objectid=187 req=7,4 req=24,8 ### Herbal-garden id=15 group=Production objectid=207 req=7,5 req=24,5 req=21,10 req=15,30 ################################ Misc. Group ### Board-Wall id=20 group=misc objectid=168 req=24,40 req=7,2 ### Big Fence id=21 group=misc objectid=182 req=7,2 req=24,10 script=start unlockbuilding 11; script=end ### Watchtower id=11 group=misc objectid=200 req=7,10 req=24,20 req=26,10 script=start unlockbuilding 12; unlockbuilding 13; unlockbuilding 20; script=end ### Anvil id=26 group=misc objectid=5000 req=23,30 req=21,20 req=85,10 req=86,10 ### Dock id=25 group=misc objectid=178 req=7,10 req=24,40 buildspace=water ### Fence id=6 group=misc objectid=163 req=24,10 script=start unlockbuilding 21; script=end ################################ Vehicles Group ### Logboat id=100 group=vehicle unitid=31 req=7,5 buildspace=water script=start unlockbuilding 101; script=end ### Sailraft id=101 group=vehicle unitid=30 req=7,10 req=24,30 req=26,50 req=49,30 req=96,25 buildspace=water
Okay, after testing, what this produces is being able to build Shelter, tent, and bamboo shelter off of the bat. How do I get it back to just shelter and tent, with everything else building off of that (unlock wise) I know the unlock thing is just making sure everything locks together, but could you still check over the code?
1
2
3
4
5
6
7
8
2
3
4
5
6
7
8
on:start { 		//Lock all buildings besides tent and shelter 		//these will unlock new buildings (see buildings.inf) 		if (loadmaptakeover()==0){ 			lockbuildings; 			unlockbuilding 1; 			unlockbuilding 2; 		}
Have a look in game, and you will be able to edit it there.
Hope this helps,
-Gregg
Bloodshot has written
I fixed that, it's not the problom. But heres a quickie fix...
script=start
on:attack2{
$xx=getx"unit",1;
$yy=gety"unit",1;
$zz=getz"unit",1;
}
on:use {
process "Casting Wand",1000;
msg "You suddenley find yourself in another place";
setpos"unit"1,$xx,$yy,$zz;
}
script=end
I think you get the idea...
Miner has written
Sorry for double post, but i found one mistake in source code presented 2\3 posts ago.
I think there must be "bmp" or somethink, sorry if its mine mistake.
1
icon=gfx\salt.bmo
I think there must be "bmp" or somethink, sorry if its mine mistake.
I fixed that, it's not the problom. But heres a quickie fix...
script=start
on:attack2{
$xx=getx"unit",1;
$yy=gety"unit",1;
$zz=getz"unit",1;
}
on:use {
process "Casting Wand",1000;
msg "You suddenley find yourself in another place";
setpos"unit"1,$xx,$yy,$zz;
}
script=end
I think you get the idea...
Hello... I still need help! I've been waiting a whole page, and I still have two unsolved probloms! (Three if you count the one from febuary)
1
req=8,20
thx... damn it was so easy...
edited 2×, last 25.05.08 06:41:31 pm
Req= Required, what you need
8= The item name, in this case bamboo (I think)
,20= You need 20 of this item.
Bloodshot has written
$xx=getx"unit",1;
$yy=gety"unit",1;
$zz=getz"unit",1;
$yy=gety"unit",1;
$zz=getz"unit",1;
It should me
1
2
3
2
3
$xx=getx("unit",1); $yy=getx("unit",1); etc
Schnapsidee has written
1
free "self";
Wait, what? I've just been using stoptrigger(self);...
Gregg has written
In sys/game there is a command line:
Have a look in game, and you will be able to edit it there.
Hope this helps,
-Gregg
1
2
3
4
5
6
7
8
2
3
4
5
6
7
8
on:start { 		//Lock all buildings besides tent and shelter 		//these will unlock new buildings (see buildings.inf) 		if (loadmaptakeover()==0){ 			lockbuildings; 			unlockbuilding 1; 			unlockbuilding 2; 		}
Have a look in game, and you will be able to edit it there.
Hope this helps,
-Gregg
Thanks, that did the trick
Anyway, right now I'm working on a mod of massive mod, adding more buildings and a building skill. Here's the original code in game.inf for the skill of digging.
1
2
3
4
5
6
7
8
9
10
11
2
3
4
5
6
7
8
9
10
11
} 	 	on:skill_dig { msgbox "Skill Info","sys/skillinfos/dig.inf"; } 	on:iskill_dig { 		incskill "dig",1,"Digging"; 		$tmp=skillvalue("dig"); 		if ($tmp==25){ event "skillup","global";} 		if ($tmp==50){ event "skillup","global";} 		if ($tmp==75){ event "skillup","global";} 		if ($tmp==125){ event "skillup","global";} 		if ($tmp==200){ event "skillup","global";}
And here's how I would mod it to change the skill to build...
1
2
3
4
5
6
7
8
9
10
11
2
3
4
5
6
7
8
9
10
11
} 	 	on:skill_build { msgbox "Skill Info","sys/skillinfos/build.inf"; } 	on:iskill_build { 		incskill "build",1,"Building"; 		$tmp=skillvalue("build"); 		if ($tmp==2){ event "skillup","global";} 		if ($tmp==5){ event "skillup","global";} 		if ($tmp==10){ event "skillup","global";} 		if ($tmp==20){ event "skillup","global";} 		if ($tmp==30){ event "skillup","global";}
So now my question is, where do skills depend besides the skill infos and that section of game? What do I need to create to have the building skill added?
Sorry if that's what you meant though, I wasn't sure which game you were referring to, the inf file or the actual game
1
event "iskill_plant","global";
1
event "iskill_build","global";
Then you would need too somehow add levels onto buildings, and that goes past my "expertise" :p Lol
-Gregg
P.S. This is purely experimental, and I just made it up as I went along, but it is worth trying.
of the button command and would appreciate some
clarification.
The command reference shows it's format as:
1
button ID, Text [,Script] [,Icon]
1
button 1,"Carry the sack.",17,"sack_take";
I'm guessing the following is correct:
ID = All buttons on the msgbox have to be numbered
sequencially, starting at zero.
Text = a text label for the button.
Script = a string reference to a script file.
Icon = a string reference to a dedicated .png file to
be used.
But the 2nd code has a numerical value and an event
reference instead.
could someone please explain the correct usage on the command?
Seriously, it's looking like you're not an Englishman what with your grammar and spelling. What country are you from?