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Rotten Ribbon Thing

Well, the good news is that there were no exception errors. I was able to use the first version of the ribbons and save the game. I deleted 1st version and put in 2nd version and reloaded the game. Peachy. I found a few minor mistakes w/ icons and such.

But I'm going to have to do the entire gas file over again, since I did something wrong. I just don't know what. So, basically a waste of two hours, plus the time creating icons and other crap. If I tear my hair out in frustration I don't think I will be able to wear a ribbon... Not peachy!

This is very strange and I have no idea what caused it. Below is the relevent section of the template. And yes, I know my pcontent sucks.

[t:template,n:revived_ribbon_testkat28]
{
	doc = "wig";
	specializes = base_farmgirl_ribbon;
	[common]
	{
			screen_name = "Ribbon";
	}
	[defend]
	{
		armor_style = 1007;
		armor_type = head-ribbon;
 f defense = 2.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
	}
	[pcontent]
	{
		[base]
		{
		  f modifier_max = 1.000000;
		  f modifier_min = 0.000000;
		}
		[c_fin]                     \\Nothing below this line works. Armor value remains at two and basic modifiers.
		{
		  f defense = 5.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
			inventory_height = 2;
			inventory_width = 1;
			armor_style = 1007;
			armor_type = head-ribbon;
		  f modifier_max = 3.000000;
		  f modifier_min = 1.000000;
		}
		[o_avg]
		{
		  f defense = 8.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
			inventory_height = 2;
			inventory_width = 1;
			armor_style = 1007;
			armor_type = head-ribbon;
		  f modifier_max = 5.000000;
		  f modifier_min = 2.000000;
		}
		[o_fin]
		{
		  f defense = 11.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
			inventory_height = 2;
			inventory_width = 1;
			armor_style = 1007;
			armor_type = head-ribbon;
		  f modifier_max = 6.000000;
		  f modifier_min = 3.000000;
		}
		[c_mag]
		{
		  f defense = 13.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
			inventory_height = 2;
			inventory_width = 1;
			armor_style = 1007;
			armor_type = head-ribbon;
		  f modifier_max = 8.000000;
		  f modifier_min = 2.000000;
		}
		[c_str]
		{
		 f defense = 16.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
			inventory_height = 2;
			inventory_width = 1;
			armor_style = 1007;
			armor_type = head-ribbon;
		  f modifier_max = 11.000000;
		  f modifier_min = 2.000000;
		}
	}
}

blogs: 

Comments

I feel for you kathy, I was the same when I tried to put Melisandre on the map in Stonebridge, there was plenty of gnashing of teeth at the time and a good bit of some colourful language used as well I can tell you, heheheh, I was successful in the end and so will you be, and please get your skates on as the Pony Tail gang want to test them out ASAP, see, I told you the gang were a set of selfish b******. Laughing out loud

Aren't the [c_fin], [o_avg] and so on blocks being closed too soon? Try moving next closing } after [c_fin] down thirteen lines, to the end of [gui] details; repeat for four similar instances. That way you'll have one [gui] for the base and four more each confined to one variant [c_fin], [o_avg] etc.

(That's about the limit of my template coding experience)

I didn't have time this morning to have a look at your ribbon code kathy, I'm glad I didn't as I wouldn't have got anything done today for laughing, you've repeated yourself about ten times in that code, make the code simpler you prawn. The template below has a good chance of working and if it doesn't you can call me a prawn. Laughing out loud

[t:template,n:base_farmgirl_ribbon]
{
	doc = "ribbon base template";
	specializes = armor;
	[aspect]
	{
		[voice]
		{
			[put_down]
			{
				* = s_e_gui_put_down_helmet;
			}
		}
	}
	[equip_limit]
	{
		race_match = "farmgirl";     //you should only have to state this once for every template, same goes for the inventory height and inventory width.
	}
	[gui]
	{
		equip_slot = es_head;
		inventory_height = 2;
		inventory_width = 1;
	}
}
[t:template,n:revived_ribbon_testkat28]
{
	doc = "wig";
	specializes = base_farmgirl_ribbon;
	[common]
	{
			screen_name = "Ribbon";
	}
	[defend]
	{
		armor_style = 1007;
		armor_type = head-ribbon;
	  f defense = 2.000000;
	}
	[equip_limit]
	{
		race_match = "farmgirl";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
		inventory_height = 2;
		inventory_width = 1;
	}
	[pcontent]
	{
		[base]
		{
		  f modifier_max = 1.000000;
		  f modifier_min = 0.000000;
		}
		[c_fin]
		{
			armor_style = 1007;
			armor_type = head-ribbon;
		  f defense = 5.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
		  f modifier_max = 3.000000;
		  f modifier_min = 1.000000;
		}
		[o_avg]
		{
			armor_style = 1007;
			armor_type = head-ribbon;
		  f defense = 8.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
		  f modifier_max = 5.000000;
		  f modifier_min = 2.000000;
		}
		[o_fin]
		{
			armor_style = 1007;
			armor_type = head-ribbon;
		  f defense = 11.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
		  f modifier_max = 6.000000;
		  f modifier_min = 3.000000;
		}
		[c_mag]
		{
			armor_style = 1007;
			armor_type = head-ribbon;
		  f defense = 13.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
		  f modifier_max = 8.000000;
		  f modifier_min = 2.000000;
		}
		[c_str]
		{
			armor_style = 1007;
			armor_type = head-ribbon;
		  f defense = 16.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_1007;
		  f modifier_max = 11.000000;
		  f modifier_min = 2.000000;
		}
	}
}

Moros,
Now you've cut out so much, cannot more go?

If the revived_ribbon_testkat28 template had no [equip_limit] block at all, would it not inherit the race_match from base_farmgirl_ribbon? Same for inventory_height and inventory_width in [gui].

Likewise, with armor_style, armor_style and inventory_icon in [defend] and [gui], surely they are unnecessary in the [pcontent] parts. Unless, of course, kathy's plan is to make them different later, say 1007 by default but 1008 for the defense 5 variant, 1009 for the defense 8, and so on.

RSimpkinuk57 wrote:

Moros,

Now you've cut out so much, cannot more go?

If the revived_ribbon_testkat28 template had no [equip_limit] block at all, would it not inherit the race_match from base_farmgirl_ribbon? Same for inventory_height and inventory_width in [gui].

Likewise, with armor_style, armor_style and inventory_icon in [defend] and [gui], surely they are unnecessary in the [pcontent] parts. Unless, of course, kathy's plan is to make them different later, say 1007 by default but 1008 for the defense 5 variant, 1009 for the defense 8, and so on.

@RSimpkinuk57. Yep, I'm sure you're right but until kathy can test it out and get it working its pointless in cutting out anymore as yet, she'll be able to test it out with your added suggestions when she finally has it up and running, as for the pcontent part, we don't know what her final plan is concerning that, I'm sure she'll let us know about it sooner or later though.

Thanks for the help and encouragement.

kathycf wrote:

Thanks for the help and encouragement.

This might be some use to you kathy, if not just ignore it.

Well I've been beavering away with kathy's ribbon mod and I'm glad to say its been up and running without any errors for most of Siege The Days Lockdown\Lockout, did the site get a dose of the Digital Covid virus, Meh, if that's true it should have enough virus antibodies to last it until we get a vaccine that works 100%.

Right, back to kathy and her ribbon mod, to get it to work correctly I had to edit the Heroe's.gas and add the lines below,

[t:template,n:base_farmgirl]
{
	doc = "Farm girl base template";
	specializes = hero;
	[actor]
	{
		portrait_icon=b_gui_ig_i_ic_c_fg_a_01;
		is_male = false;
		race = female;
		[skills]
		{
			strength 	=	0, 0, 10;
			intelligence 	= 	0, 0, 10;
			dexterity	= 	0, 0, 10;
			Female		=	0, 0, 1;
		}
	}
	[aspect]

Any other templates with farmgirl heroes in it needs to be done as well, including any summoned heroes, example below.

[t:template,n:naidi]
{
	doc = "naidi";
	specializes = base_pm_fg;
	[actor]
	{
		portrait_icon = b_gui_ig_i_ic_c_na;
		[skills]
		{
			strength 		= 0.75, 0, 10;
			intelligence 		= 0.39, 0, 10;
			dexterity 		= 1.86, 0, 10;
            		Ranged 			= 3, 0, 0;
            		uber 			= 3, 0, 0;
			Female			= 0, 0, 1;
		}
	}
	[aspect]

My summoned hero Kirani.

[t:template,n:base_pm_fg]
{
	category_name = "1W_character";
	doc = "Base template for female party members based on farmgirl.";
	specializes = base_farmgirl;
	[conversation]
	{
	}
	[inventory]
	{
		[equipment]
		{
			es_feet = bo_bo_le_f_g_c_avg;
		}
	}
	[store]
	{
		can_sell_self = true;
	}
	[water_effects]
	{
	}
}
[t:template,n:Kirani]
{
	doc = "Kirani";
	specializes = base_pm_fg;
	[actor]
	{
		portrait_icon = b_gui_ig_i_ic_c_fg_a_01_kirani;
		[skills]
		{
			strength 		= 1.13, 0, 10;
			dexterity 		= 1.04, 0, 10;
			intelligence		= 1.93, 0, 10;
            		ranged 			= 2,0, 0;
            		nature_magic 		= 2,0, 0;
			melee 			= 2,0, 0;
			uber 			= 4.46 0, 0;
			Female			= 0, 0, 1;
		}
	}
	[aspect]

amr_hlm_ribbons.gas, or whatever you've called yours.

[t:template,n:base_farmgirl_ribbon]
{
	doc = "ribbon base template";
	specializes = armor;
	[aspect]
	{
		[voice]
		{
			[put_down]
			{
				* = s_e_gui_put_down_helmet;
			}
		}
	}
	[defend]
	{
		armor_style = ulora;
	}
	[gui]
	{
		equip_requirements = Female:1;
		equip_slot = es_head;
		inventory_height = 2;
		inventory_width = 1;
	}
}

And finally the formulas.gas file, scroll down to this section and add the green extra text.

[skill*]
	{
		name	= "Combat Magic";
		screen_name	= "Combat Mage";

		max_level = 180;

		str_influence = 0.13;
		dex_influence = 0.17;
		int_influence = 0.7;

		[level_up_indicator*] {	level_range	= 1-5;		script = dmagic_up_locked1, bip01; }
		[level_up_indicator*] {	level_range	= 6-10;		script = dmagic_up_locked2, bip01; }
		[level_up_indicator*] {	level_range	= 11-20;	script = dmagic_up_locked3, bip01; }
		[level_up_indicator*] {	level_range	= 21-250;	script = dmagic_up_locked4, bip01; }
	}
	[skill*]
	{
		name	= "Female";
		screen_name	= "Female";

		max_level = 1;

		str_influence = 0.0;
		dex_influence = 0.0;
		int_influence = 0.0;
	}
}

///////////////////////////////////////////////////////////////////////////////
// experience_table

And before anyone says I knew all that you prawn, I thought it might be useful to anyone who didn't, okay, you prawn. An example of a pink ribbon is provided, you'll need to do this for any other color as well, I've got 6 colors of them which took a whole day + another set that is for later levels, yep, I almost ended up in the funny farm drooling from the mouth whilst wearing a strait jacket.

[t:template,n:he_ribbon_pink_avg]
{
	doc = "wig";
	specializes = base_farmgirl_ribbon;
	[common]
	{
		screen_name = "Pink Ribbon";
	}
	[defend]
	{
		armor_style = pink;
		armor_type = head-ribbon;
		f defense = 4.000000;
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		inventory_height = 2;
		inventory_width = 1;
	}
	[pcontent]
	{
		[base]
		{
		  f modifier_max = 0.000000;
		  f modifier_min = 0.000000;
		}
		[c_fin]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 6.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 2.000000;
		  f modifier_min = 1.000000;
		}
		[c_mag]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 18.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 7.000000;
		  f modifier_min = 5.000000;
		}
		[c_str]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 11.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 4.000000;
		  f modifier_min = 3.000000;
		}
		[o_avg]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 8.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 2.000000;
		  f modifier_min = 1.000000;
		}
		[o_fin]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 10.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 4.000000;
		  f modifier_min = 2.000000;
		}
		[o_mag]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 23.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 8.000000;
		  f modifier_min = 6.000000;
		}
		[o_str]
		{
			armor_style = pink;
			armor_type = head-ribbon;
		  f defense = 14.000000;
			inventory_icon = b_gui_ig_i_a_hlmt_ribbon_pink;
		  f modifier_max = 6.000000;
		  f modifier_min = 4.000000;
		}
	}
}


I think that's every file I edited covered, the only thing now is to get this pcontent sorted out.

Hey, thanks Moros.

I've finished the Ribbons mod while the site was down with a simple enchant (item scaling) and some pcontent (200/0). I've been using the mod without any alterations to heroes.gas figuring that it would be easier if folks didn't have to start a new game to use the mod. I haven't had issues with the mod not working properly with the equip requirements:

[equip_limit]
	{
		race_match = "farmgirl";
	}

Did you have errors using the mod with that code? As I mentioned, the enchant I added to this version is pretty basic. I think the best stats appear on chest armor anyway, so I'm not too worried about head armor.

As I mentioned via PM I'm going to make a smaller version of the mod with your code and see how that goes. I'm kind of too lazy to rewrite 30 more templates w/ new code so the experimental one might have perhaps five or so textures.

Thanks again to Moros and Richard for feedback. Ribbon mod is attached.

Attachment: 

Moros wrote:
I almost ended up in the funny farm drooling

I may have gone a bit overboard with the number of textures used. Thirty is a lot, but for me it was more a matter of hair pulling and saying some pretty awful profanities. Happily, I was working on this alone so no boyfriends, neighbors or wandering kitty cats were shocked and/or had their ears burn. I can't imagine what would happen if I fiddled with formulas.gas, but probably the police might have been involved.

PS Girls rule, Boys drool. Tongue

kathycf wrote:
PS Girls rule, Boys drool. Tongue


You keep believing that you prawn. Wink

I forgot to mention I was playing around with that ribbon code I posted earlier, it could do with being adjusted here and there, namely this part >f defense = 10.000000;< I can't remember what number I had there before so you'll have to use your imagination, I've heard you girls are good at that. Tongue

I downloaded your ribbon zip and I'll give it a go tomorrow, Alarm! Alarm, we got a plane contact gotta go, glug glug.

I've had a quick run through to the Crypts with kathys ribbons mod, just one file added to it and that was heroes.gas where I added a pink ribbon to playtest these ribbon thingies of hers, no other mod is in use so I'm back to calling them thingies again as anything that doesn't seem to work is called a thingie from now on.

We started off with a 2 armour pink ribbon and ended up at the crypts with a 2 armour pink ribbon, I believe its supposed to update itself as a character progresses in their chosen skill, so I un-equipped the ribbon then re-equipped it and there's still no change to it. I think you're going to have to explain things a bit more clearly from now on kathy as to how these thingies are supposed to work, speak slowly and loudly as we're only boys that drool you know. Wink

Might I ask if you've had a bit of an accident between the kitchen cupboard door and your head kathy, you might have lost all memory of the incident as I've been reliably informed that girls who rule who have been knocked unconscious become brain dead for a couple of days afterwards. Tongue

Moros wrote:

I've had a quick run through to the Crypts with kathys ribbons mod, just one file added to it and that was heroes.gas where I added a pink ribbon to playtest these ribbon thingies of hers, no other mod is in use so I'm back to calling them thingies again as anything that doesn't seem to work is called a thingie from now on.

We started off with a 2 armour pink ribbon and ended up at the crypts with a 2 armour pink ribbon, I believe its supposed to update itself as a character progresses in their chosen skill, so I un-equipped the ribbon then re-equipped it and there's still no change to it. I think you're going to have to explain things a bit more clearly from now on kathy as to how these thingies are supposed to work, speak slowly and loudly as we're only boys that drool you know. Wink

Might I ask if you've had a bit of an accident between the kitchen cupboard door and your head kathy, you might have lost all memory of the incident as I've been reliably informed that girls who rule who have been knocked unconscious become brain dead for a couple of days afterwards. Tongue

Mmmm, you are right about one part (totally weird as that seems). Tongue

I should have clarified that the armor progression on the Thingie occurs when the character's stats increase because of their chosen skill. Sometimes it takes several levels of say, melee to increase strength and for the ribbon to upgrade. You might have to unequip and then reequip the ribbon more often as well. I've used that code in my shield mods and it does work.

You could try not altering Heroes w/ a new character and just use the "faertehbadgar" cheat thingie. It drops a set of stuff that has the "Of the Badger" suffix and I've had the ribbon drop with that. The badger items each have +12 health, so it is kind of over powered and cheaty, especially on a brand new character.

I think that's why it's called a cheat code, but my brain feels mushy today. I should probably drink some coff... or whatever that stuff and/or beverage that is.

I don't know what was causing the problem so I copied your enchant code over my pcontent and its working like a charm, can the code be highered or lowered as it might need an adjustment here and there.

I'll answer my own question and say yes you can modify things but its a bit haphazard if you don't know what you're doing, that's me. Puzzled

kathy, I've never seen that code before, how does it all work as I'm baffled by it, I did some experimenting with it and if you make the /4 into a /2 it gives a level 3 mage with 12 intel a whopping 97 extra armour, another experiment was changing the /4 to /8 which makes your armour go into the red, I thought that was pretty cool.

			  	alteration			= alter_ARMOR;
				//value				=(((#str)/4)*(#str))-25;
				//value				=(((#dex)/4)*(#dex))-25;
				value				=(((#int)/4)*(#int))-25;
				description			= "Armor Rating Increases With";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				//value				=(((#str)/4)*(#str))-25;
				value				=(((#dex)/4)*(#dex))-25;
				//value				=(((#int)/4)*(#int))-25;
				description			= "Your Chosen Skill";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				value				=(((#str)/4)*(#str))-25;
				//value				=(((#dex)/4)*(#dex))-25;
				//value				=(((#int)/4)*(#int))-25;
				description			= "Str. Dex. or Int.";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;

As it is the armor level for a nature mage is too high, it'll be the same for the other skills as well, the amount of armour you get for an inteligence of 12 needs to be cut in half, they say a picture says a thousand words so I'll shut up now.

I need some help here kathy, if you have that "School Girl" mod or any other files that go with it I might be able to work out what is going on with it.

Moros
surely this isn't too much for boys?

12 / 4 = 3; 3 * 12 = 36; 36 - 25 = 9
12 / 2 = 6; 6 * 12 = 72; 72 - 25 = 47
12 / 8 = 1.5; 1.5 * 12 = 18; 18 - 25 = -7 (into the red)

The code quoted would appear to be coming up with three alterations - what happens? Apply all three? Assume strength and dexterity both 10:
10 / 2 = 5; 5 * 10 = 50; 50 - 25 = 25
47 (from int) + 25 (from dex) + 25 (from str) = 97
Q.E.D. !

If strength were 10, dexerity 10 and intelligence were 12, the ribbon should be adding 9 to armor, making 19. But in fact it is nearer str=10.3, dex=10.5 and int=12.2 (estimating by eye from how far across the grey bars go). I cannot be bothered to put those through the calculator.

(Why do a few threads allow reply and edit, but most, including this, only quote? Most inconvenient.)

36 - 25 = 11. Not 9. Silly me. So it is the rounded-down str, dex and int being used.

kathy would say it was too much for a drooling boy and she would be right.... for once.
I always thought that kind of code was done by some clever geek who used some kind of psuedo-mathematics to get the answer.

“Pseudo-mathematics is any work, study or activity which claims to be mathematical, but refuses to work within the standards of proof and rigour which mathematics is subject to … Unfortunately for practitioners of pseudo-mathematics, mathematics is an absolute science of black and white - everything is right or wrong."

Now I know its just plain maths and I can see how the original code works I'll get stuck into it and modify it.

Q.E.D. "quod erat demonstrandum" I knew what that meant though.

Oh yeah, I almost forgot, thanks for letting me know that its just basic maths at work RSimpkinuk57, its much appreciated.

I will have to look around on my old laptop to see if I have that mod. Something seems off about how I remember the enchant working. As I mentioned in an earlier post I used the same enchantment on a shield mod. I did a quick game to see about the armor scaling and the results were not encouraging.

A change in strength from 10 to 21 changes nothing at all and that seems pretty chintzy. I would think that an increase of 11 points of strength would add at least one point of armor.

Farmer on the left has an armor rating of 39. Warrior on the right has an armor rating of 338!

I remember saying in an earlier post that the enchantment wasn't working kathy, this silly drooling boy was expecting it to increase str\dex\int, it wasn't until later that I found out it increased your armor level when those stats increase, some days I'm completely brain dead. Get some pretty spectacles kathy as I've heard it does wonders for your self esteem, and another thing as well, they make you look intelligent, yep, you definitely need some more of the latter or you'll end up as thick as I am. Wink Laughing out loud

Oh criminy. I certainly was remembering incorrectly as I was looking at the actual armor rating on the item itself. I seem to remember that also increasing. Hey, it was really late when I wrote that other post! Yup, that's it, I was tired and I might have simply drooled in my sleep. Being tired and all...

I made the shield/helm mod several years ago, but how appropriate is that hat? I see the correct armor rating now. Thanks you two.

I expected a better excuse from you than that kathy, I'll put it down to you've had a senior moment, I think we've all had one now and then.
A couple of questions about your inventory thing, what is that butterfly looking weapon in your bow slot and how did you make those green bars on your skills thingie.

Moros wrote:

I expected a better excuse from you than that kathy, I'll put it down to you've had a senior moment, I think we've all had one now and then.

A couple of questions about your inventory thing, what is that butterfly looking weapon in your bow slot and how did you make those green bars on your skills thingie.

Senior moment? No idea what you're talking about. It's 1997 here in kathy world and I'm a hot young dame.

The butterfly weapon is called an axe ball and is one of the ranged weapons in the Siege of the Three Kingdoms weapon mod. Damn, that sentence had the word "weapon" way too often. The green thing on the skills is because I took the screenshot while my character was fighting. The original screenshot was the character as a farmer wearing her dunce cap. I cut and pasted the fighting screen into the farmer screen to show the armor upgrade and to show off my very stylish dunce cap.

Here is the complete screenshot.