А можно через скрипт менять название имён???
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Добавление скриптовых функций к различным кнопкам в Medieval 2Как же это делается
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strat
newShortcut F5
save_stratmap S CTRL
load_stratmap L CTRL
speedup_ai SPACE
stop_character BACKSPACE
capital_zoom HOME H
burdel F4
display_standards J
toggle_character_labels N CTRL
toggle_settlement_labels T CTRL
diplomacy_overview_button D
finances_button F
construction_button B
recruitment_button R
faction_button O
automerge_units M
mission_button C
zoom_in NUM_ADD
zoom_out NUM_SUBTRACT
reset_rally_point DEL
disband D CTRL
show_multi_turn_paths EQUALS
select_next_selected CLOSE_BRACKET
select_prev_selected OPEN_BRACKET
end
strat newShortcut strat_ui save_stratmap strat_ui load_stratmap strat_ui speedup_ai strat_ui stop_character strat_ui capital_zoom strat_ui display_standards strat_ui toggle_character_labels strat_ui toggle_settlement_labels strat_ui quit strat_ui diplomacy_overview_button strat_ui finances_button strat_ui zoom_in strat_ui zoom_out strat_ui reset_rally_point strat_ui mission_button strat_ui disband card_manager show_multi_turn_paths strat_ui inc_scale radar dec_scale radar construction_button recruitment_button faction_button automerge_units campaign_hud step_l camera step_r camera step_fwd camera step_bck camera rot_l camera rot_r camera select_next_selected hud_select_next_item_cycle select_prev_selected hud_select_prev_item_cycle end
monitor_event ShortcutTriggered ShortcutTriggered strat_ui newShortcut end_monitor
monitor_event ShortcutTriggered ShortcutTriggered strat_ui newShortcutand I_AgentSelected named character historic_event buying_ancillary true end_monitor monitor_conditions I_EventCounter buying_ancillary_accepted = 1 and console_command give_ancillary this <someanc> set_event_counter buying_ancillary_accepted = 0 end_monitor
monitor_event ShortcutTriggered ShortcutTriggered strat_ui newShortcut
and I_ScrollOpen own_settlement_info_scroll
historic_event kill_citizens true
end_monitor
monitor_conditions I_EventCounter kill_citizens_accepted = 1
if I_SettlementSelected <settlementname>
console_command add_population <settlementname> -500
end_if
if I_SettlementSelected <othersettlementname>
console_command add_population <othersettlementname> -500
end_if
set_event_counter kill_citizens_accepted = 0
end_monitor