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 Mount&Blade Repository » Modding Tools » enhanced ModuleSystem 1.15x's process_*.py (v0.92)
      
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View this file on the M&B NexusFile Listing: enhanced ModuleSystem 1.15x's process_*.py (v0.92)
Last Updated: Oct 28, 2012, 12:54:38 am
First Created: Oct 05, 2011, 11:01:05 pm
File version: 0.92
For M&B version: Warband 1.143
Downloads: 1,276 (2,166) Size: 30.2 KB
Views: 7,349 (10,631) Type: RAR
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Rating (2 votes): 5.0 / 5.0
Description
enhanced ModuleSystem 1.143+'s process_*.py (Support v1.15x)

Copy paste this *.py files into your MS folder and you will get :
  • Better Error/Warning Message about unused/unassigned local/global variable and unmatched (try.. try_end), that specify the location of code that fire the error/warning message
  • Some obstacles for reverse engine (Beware, you will loose some ingame debugging information like script name while you get red message about opcode error).
  • Ability to directly give items with modifiers for any troops from beggining of the game, make it easy to give the kings lordly armors. (v0.6+)
  • Limited Support for item modifiers. Adding module_item_modifiers.py that compiled to be /data/item_modifiers.txt

updated (v.092):
- Restore process_skins.py (I accidently packed my custom process_skins.py that force creating of 8 skins with different scales on last version).
- Ability to export id_constants.py (The compiler doesn't use it, it's just to make it easier to do debugging of constants values.

updated (v.091):
- Fully customizable option to switch on/off protection of scripts, strings and variable (you can find the options on process_common. py )
- Add Ikaguia's operand error detection

updated (v.09):
- Add optionally checking if any troop_get_type operation found always followed by val_and. It's useful for mods that having more than 2 skins with even skins for male and odd skins for female. (Builded to kill the bug from my mods).
To activate the check, just modify process_commons. py :
ignore_troop_get_type = 1 # Change it to 0 to do check

updated (fix for v.08):
- fatal error for process_quest

updated (v.08)
- rename id's so module developer can make the translation csv files of their mods. Thanks to SoD Team for reporting it.

updated (v.07)
- limited support for item modifiers.

updated (v.06),
- ability to directly give modifiers to troops' items, simply by giving them (itm_*,imod_*) at module_troops.py (again, thanks to cmpxchg8b)

updated (v.05),
- deleting dialog_states.txt
- renaming all possible id of txt files with your own signature (just edit string constant signature at process_common.py)
- no more tag for items, parties, troops, party_templates, meshes, etc (thanks to cmpxchg8b)

updated (v0.4), to make code reverse engine (if it's exist) works harder :
- rename all scripts on scripts.txt to 'dunde', except ones called by game engine.
- delete variables.txt and variable_uses.txt after compiling

updated (v0.3):
- fix error message about using of unassigned local variable (double :: )
- add new warning message if we have consecutive (else_try), and (else_try), immediately following (try_begin),
It's a warning because the syntax is right, compiling ok, but in the game play, the next condition after this empty block will never be checked.
I once have this bug when I deleted a block of conditions on one (else_try), but then I forgot to delete the (else_try),

updated (v0.2):
- fix native's global variable's warning report (it's now show 'unused' and 'unsigned' instead of only 'unused')
- fix mission template allocating warning report (it's now show the mission template name and the trigger number, instead of only trigger number).
- fix naming. The warning report now show correct prefix for scrpt_, prsnt_, menu_ etc.



This is pack of process_*.py of MS 1.143 with hackery (MSH:301) by kt0, combined with small MS enchancement by Vornne.
I found it's very useful so I'd like to share it here.
Screen Shot :
compiling.jpg

How to use :
Just extract the files into your module system folder and replace the old files.

Credits :
kt0 & Vornne for error reports
cmpxchg8b for some techique to make obstacles for reverse engine
Ikaguia for operand error detection
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Comments
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 process_*.py with better error repo (v 0.4)  » posted by computica on Nov 08, 2011, 08:57:16 pm
Dunde, thank you for this! You just lifted a ton of more stress when it comes to finding errors during compiling. I'm going to add you to SOD: Warlords Credits list if I haven't already.
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 enhanced ModuleSystem 1.143's proce (v 0.5)  » posted by computica on Nov 09, 2011, 03:01:56 am
Holy Cow, thanks for the update.
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 enhanced ModuleSystem 1.143's proce (v 0.8)  » posted by computica on Jan 13, 2012, 01:24:51 pm
Thanks Dunde :pint:
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 enhanced ModuleSystem 1.143's proce (v 0.91)  » posted by Mahmoud on Mar 10, 2012, 03:22:03 am
Where Can I Put These Files
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 Re: enhanced ModuleSystem 1.143's proce (v 0.91)  » posted by dunde on Mar 10, 2012, 03:53:35 am
Mahmoud wrote:
Where Can I Put These Files
Just extract and overwrite your module system's process_*.py. If you havent have module system yet, you can download it from http://download2.taleworlds.com/mb_warband_module_system_1143.zip
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 enhanced ModuleSystem 1.143's proce (v 0.91)  » posted by Mahmoud on Mar 10, 2012, 04:34:38 am
Please For Give Me But I Don't Know What Is Mount&Blade Module System
or Where Is That Place Plz Tell Me
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 Re: enhanced ModuleSystem 1.143's proce (v 0.91)  » posted by dunde on Mar 10, 2012, 05:28:30 am
Mahmoud wrote:
Please For Give Me But I Don't Know What Is Mount&Blade Module System
or Where Is That Place Plz Tell Me
Module System is a set of py files that then compiled to be txt files of Mount and Blade mods. You can find the references you need at Taleworlds forum : http://forums.taleworlds.com/index.php/topic,175893.msg4224074.html#msg4224074
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