Traducido de este post del usuario Nord Champion, en Taleworlds.
Module_Factions
- Spoiler:
- Ponga esto:
- Código:
("culture_7", "{!}culture_7", 0, 0.9, [], []),
- Código:
("culture_6", "{!}culture_6", 0, 0.9, [], []),
Ponga esto:
- Código:
("kingdom_7", "NombredeFaccion", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0x254117),
Por debajo de este:
- Código:
("kingdom_6", "Sarranid Sultanate", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xDDDD33),
Ahorra volamos al module_scripts:
- Spoiler:
- Primero esto:
- Código:
(faction_set_slot, "fac_culture_7", slot_faction_town_walker_male_troop, "trp_town_walker_1"),
(faction_set_slot, "fac_culture_7", slot_faction_town_walker_female_troop, "trp_town_walker_2"),
(faction_set_slot, "fac_culture_7", slot_faction_village_walker_male_troop, "trp_village_walker_1"),
(faction_set_slot, "fac_culture_7", slot_faction_village_walker_female_troop, "trp_village_walker_2"),
(faction_set_slot, "fac_culture_7", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
(faction_set_slot, "fac_culture_7", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),
Por debajo de este:
- Código:
(faction_set_slot, "fac_culture_6", slot_faction_town_walker_male_troop, "trp_sarranid_townsman"),
(faction_set_slot, "fac_culture_6", slot_faction_town_walker_female_troop, "trp_sarranid_townswoman"),
(faction_set_slot, "fac_culture_6", slot_faction_village_walker_male_troop, "trp_sarranid_townsman"),
(faction_set_slot, "fac_culture_6", slot_faction_village_walker_female_troop, "trp_sarranid_townswoman"),
(faction_set_slot, "fac_culture_6", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
(faction_set_slot, "fac_culture_6", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),
Ademas
Ponga esto:
- Código:
(faction_set_slot, "fac_kingdom_7", slot_faction_culture, "fac_culture_7"),
(faction_set_slot, "fac_kingdom_7", slot_faction_leader, "trp_kingdom_7_lord"),
(troop_set_slot, "trp_kingdom_7_lord", slot_troop_renown, 1200),
Por debajo de este:
- Código:
(faction_set_slot, "fac_kingdom_6", slot_faction_culture, "fac_culture_6"),
(faction_set_slot, "fac_kingdom_6", slot_faction_leader, "trp_kingdom_6_lord"),
(troop_set_slot, "trp_kingdom_6_lord", slot_troop_renown, 1200),
Module_Troops:
- Spoiler:
- Poner esto
- Código:
["kingdom_7_lord", "Nombre del rey", "SuNombre", tf_hero, 0,reserved, fac_kingdom_7,[itm_charger, itm_rich_outfit, itm_blue_hose, itm_plate_boots, itm_plate_armor, itm_gauntlets, itm_bastard_sword_b, itm_tab_shield_heater_cav_b, itm_great_helmet], knight_attrib_5,wp(220),knight_skills_5|knows_trainer_5, 0x0000000f45041105241acd2b5a66a86900000000001e98310000000000000000,swadian_face_older_2],
Nota: Esta es una copia del rey del Swidiano. Y el 0x0000000f45041105241acd2b5a66a86900000000001e98310000000000000000 es el código de la cara.
Por debajo de este:
- Código:
["kingdom_6_lord", "Sultan Hakim", "Hakim", tf_hero, 0,reserved, fac_kingdom_6,[itm_warhorse_sarranid, itm_mamluke_mail, itm_sarranid_boots_c, itm_sarranid_mail_coif, itm_mail_mittens, itm_sarranid_cavalry_sword, itm_tab_shield_small_round_c], knight_attrib_3,wp(220),knight_skills_4|knows_trainer_5, 0x0000000a4b103354189c71d6d386e8ac00000000001e24eb0000000000000000, rhodok_face_old_2],
Ahí está tu rey!
Ahora pon esto:
- Código:
["knight_7_1", "Nombre dl Lord", "SuNombre", tf_hero, 0, reserved, fac_kingdom_7, [itm_warhorse, itm_nobleman_outfit, itm_coat_of_plates, itm_leather_boots, itm_splinted_leather_greaves, itm_flat_topped_helmet, itm_gauntlets, itm_bastard_sword_b, itm_tab_shield_heater_d], knight_attrib_5,wp(260),knight_skills_5|knows_trainer_3, 0x000000002900200436db6d86db6db6db00000000001db6db0000000000000000, swadian_face_young_2 ],
Debajo de esto:
- Código:
["knight_6_20", "Emir Biliya", "Biliya", tf_hero, 0, reserved, fac_kingdom_6, [itm_warhorse_sarranid, itm_sarranid_cavalry_robe, itm_sarranid_boots_c, itm_sarranid_boots_c, itm_sarranid_veiled_helmet, itm_lance, itm_sarranid_cavalry_sword, itm_tab_shield_small_round_c], knight_attrib_5,wp(240),knight_skills_5|knows_trainer_6, 0x00000001bd0040c0281a899ac956b94b00000000001ec8910000000000000000, rhodok_face_older_2],
Ahí está tu caballero! También el prefijo "itm" es material. Así que estos son los elementos que van a tener dentro del juego. Las habilidades están en la última línea.
Si tienes una facción ... que ahora usted necesita tropas!:
Vamos al Module_Troops:
- Spoiler:
- Aquí puedes hacer lo que quieras. Para ello, voy a copiar un recluta Swidiano.
Ponga su Soldado copiado.
El mío es:
- Código:
["swadian_recruit","Swadian Recruit","Swadian Recruits",tf_guarantee_armor,0,0,fac_kingdom_1,
[itm_scythe,itm_hatchet,itm_pickaxe,itm_club,itm_stones,itm_tab_shield_heater_a,itm_leather_cap,itm_felt_hat,itm_felt_hat,
itm_shirt,itm_coarse_tunic,itm_leather_apron,itm_nomad_boots,itm_wrapping_boots],
def_attrib|level(4),wp(60),knows_common,swadian_face_younger_1, swadian_face_middle_2],
Por debajo de este:
- Código:
["relative_of_merchants_end","relative_of_merchants_end","relative_of_merchants_end",tf_hero, 0,0, fac_commoners,[],def_attrib|level(2),wp(20),knows_inventory_management_10,0],
Nota: Asegúrese de que saids fac_kingdom_7 al final!
Nota: Si desea actualizar las tropas, asegúrese de que tiene dos soldados primero. A continuación, en la parte inferior de las module_troops poner
actualizar
Tambien los Desertores,Guardias y mensajeros:
- Código:
["swadian_messenger","Swadian Messenger","Swadian Messengers",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves|tf_guarantee_horse|tf_guarantee_ranged,0,0,fac_kingdom_1,
[itm_sword_medieval_a,itm_leather_jerkin,itm_leather_boots,itm_courser,itm_leather_gloves,itm_light_crossbow,itm_bolts],
str_7 | agi_21 | int_4 | cha_4|level(25),wp(130),knows_common|knows_riding_7|knows_horse_archery_5,swadian_face_young_1, swadian_face_old_2],
["swadian_deserter","Swadian Deserter","Swadian Deserters",tf_guarantee_ranged|tf_guarantee_boots|tf_guarantee_armor,0,0,fac_deserters,
[itm_bolts,itm_light_crossbow,itm_hunting_crossbow,itm_dagger,itm_club,itm_voulge,itm_wooden_shield,itm_leather_jerkin,itm_padded_cloth,itm_hide_boots,itm_padded_coif,itm_nasal_helmet,itm_footman_helmet],
def_attrib|level(14),wp(80),knows_common|knows_riding_2|knows_ironflesh_1,swadian_face_young_1, swadian_face_old_2],
["swadian_prison_guard","Prison Guard","Prison Guards",tf_guarantee_shield|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet,0,0,fac_kingdom_1,
[itm_awlpike,itm_pike,itm_great_sword,itm_morningstar,itm_sword_medieval_b,itm_tab_shield_heater_c,itm_coat_of_plates,itm_plate_armor,itm_plate_boots,itm_guard_helmet,itm_helmet_with_neckguard,itm_bascinet,itm_guard_helmet,itm_leather_gloves],
def_attrib|level(25),wp(130),knows_common|knows_shield_3|knows_ironflesh_3|knows_power_strike_3,swadian_face_young_1, swadian_face_old_2],
["swadian_castle_guard","Castle Guard","Castle Guards",tf_guarantee_shield|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet,0,0,fac_kingdom_1,
[itm_awlpike,itm_pike,itm_great_sword,itm_morningstar,itm_sword_medieval_b,itm_tab_shield_heater_c,itm_tab_shield_heater_d,itm_coat_of_plates,itm_plate_armor,itm_plate_boots,itm_guard_helmet,itm_helmet_with_neckguard,itm_bascinet,itm_guard_helmet,itm_leather_gloves],
def_attrib|level(25),wp(130),knows_common|knows_shield_3|knows_ironflesh_3|knows_power_strike_3,swadian_face_young_1, swadian_face_old_2],
No se dieron cuenta que falta algo?,¡Claro!los refuerzos.
Volamos al module_party_templates.
- Spoiler:
- Ponga esto:
- Código:
("kingdom_7_reinforcements_a", "{!}kingdom_7_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_nord_champion,6,12),
Debajo de este:
- Código:
("kingdom_6_reinforcements_c", "{!}kingdom_6_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_sarranid_horseman,3,5)]),
Ahora una cultura.
Vamos a module_scripts.
- Spoiler:
Ponemos esto:
- Código:
(faction_set_slot, "fac_culture_7", slot_faction_tier_1_troop, "trp_nord_champion"),
Nota: Yo uso mi tropa personalizada, trp_nord_champion, en el que tiene que cambiar a su tropa.
Debajo de este:
- Código:
(faction_set_slot, "fac_culture_6", slot_faction_tier_5_troop, "trp_sarranid_mamluke"),
Ahora tiene que activarlos!
Vamos a module_scripts.
- Spoiler:
Ponemos esto:
- Código:
(else_try),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_7"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_yourfaction_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_yourfaction_guard"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_yourfaction_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_yourfaction_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_yourfaction_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_7_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_7_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_7_reinforcements_c"),
debajo de este:
- Código:
(else_try),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_6"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_sarranid_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_sarranid_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_sarranid_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_sarranid_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_sarranid_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_6_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_6_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_6_reinforcements_c"),
Ahora creo que necesita una ciudad.
NOTA: SI NO CREA PUEBLOS COMO BIEN, SU CIUDAD TENDRÁ MÁS CERCANAS 3 PUEBLOS PARA SÍ MISMO!
Vamos al module_parties.
- Spoiler:
Nota:Esta es una copia de Praven.
Ponemos esto:
- Código:
("town_23","Stronghold", icon_town|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(176, -47),[],260),
Nota: El 9176, -47), [], 260) es las coordenadas de donde se colocará la ciudad!
Debajo de este:
- Código:
("town_22","Bariyye", icon_town_desert|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(165, -106.7),[], 225),
Ahora al module_scenes.
Aviso:esta parte es la mas larga,Flojos Cuidado
- Spoiler:
Ponemos esto:
- Código:
("town_23_center",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002300491830004a529000036230000312a00003653",
[],[],"outer_terrain_plain"),
- Código:
("town_22_center",sf_generate,"none", "none",(0,0),(100,100),-100,"0x000000025a03253200042d08000079d6000004fd00006910",
[],[],"outer_terrain_desert"),
- Código:
("town_23_castle",sf_indoors, "interior_castle_z", "bo_interior_castle_z", (-100,-100),(100,100),-100,"0",
["exit"],["town_6_seneschal"]),
- Código:
("town_22_castle",sf_indoors, "arabian_interior_keep_a", "bo_arabian_interior_keep_a", (-100,-100),(100,100),-100,"0x00000007300005000002308c00004a840000624700004fda",
["exit"],["town_22_seneschal"]),
Ponga esto:
- Código:
("town_23_tavern",sf_indoors, "interior_tavern_g", "bo_interior_tavern_g", (-100,-100),(100,100),-100,"0",
["exit"],[]),
Debajo de este:
- Código:
("town_22_tavern",sf_indoors, "interior_town_house_steppe_c", "bo_interior_town_house_steppe_c", (-100,-100),(100,100),-100,"0",
["exit"],[]),
Ponga esto:
- Código:
("town_23_store",sf_indoors, "interior_town_house_j", "bo_interior_town_house_j", (-100,-100),(100,100),-100,"0",
["exit"],[]),
- Código:
("town_22_store",sf_indoors, "interior_town_house_steppe_d", "bo_interior_town_house_steppe_d", (-100,-100),(100,100),-100,"0",
["exit"],[]),
- Código:
("town_23_arena",sf_generate,"none", "none", (0,0),(100,100),-100,"0xa0001d9300031ccb0000156f000048ba0000361c",
[],[],"outer_terrain_plain"),
- Código:
("town_22_arena",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002200005000005f57b00005885000046bd00006d9c",
[],[],"outer_terrain_desert"),
Ponga esto:
- Código:
("town_23_prison",sf_indoors,"interior_prison_e", "bo_interior_prison_e", (-100,-100),(100,100),-100,"0",
["exit"],[]),
debajo de esto:
- Código:
("town_22_prison",sf_indoors,"interior_prison_o", "bo_interior_prison_o", (-100,-100),(100,100),-100,"0",
["exit"],[]),
Ponga esto:
- Código:
("town_23_walls",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000002300015e300063d8800002757000055df00001b08",
[],[],"sea_outer_terrain_1"),
- Código:
("town_22_walls",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000025a00723200046d1b00003e020000147600004387",
[],[],"outer_terrain_desert"),
Ponga esto:
- Código:
("town_23_alley",sf_generate,"none", "none", (0,0),(100,100),-100,"0x300bc5430001e0780000448a0000049f00007932",
[],[],"outer_terrain_plain"),
Debajo de esto:
- Código:
("town_22_alley",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000025a00723200046d1b00003e0200001476000052ae",
[],[],"outer_terrain_desert"),
Segundo paso
- Spoiler:
- Ahora, después de eso, usted tiene que hacer algo de navegación! Vaya a C: \ Archivos de programa (x86) \ Mount & Blade Warband \ Modules \ YourMod \ SceneObj. Así que, básicamente, en el directorio mod y haga clic en SceneObj.
Ok cuando no es necesario ...
Copia la carpeta de la ciudad que ha copiado en el paso anterior (paso largo). Copié Praven, p_town_6, así que tengo que copiar:
- Código:
scn_town_6_alley.sco
scn_town_6_arena.sco
scn_town_6_castle.sco
scn_town_6_center.sco
scn_town_6_prison.sco
scn_town_6_room.sco
scn_town_6_store.sco
scn_town_6_tavern.sco
scn_town_6_walls.sco
- Código:
scn_town_23_alley.sco
scn_town_23_arena.sco
scn_town_23_castle.sco
scn_town_23_center.sco
scn_town_23_prison.sco
scn_town_23_room.sco
scn_town_23_store.sco
scn_town_23_tavern.sco
scn_town_23_walls.sco
Ahora ve a hacer lo mismo a los castillos y los pueblos!
Listo tenemos nuestra Ciudad.
Pero lo ultimo dársela a un señor.
Volamos a module_scripts
- Spoiler:
Ponga esto:
- Código:
(call_script, "script_give_center_to_lord", "p_town_23", "trp_kingdom_7_lord", 0),
- Código:
(call_script, "script_give_center_to_lord", "p_town_22", "trp_knight_6_3", 0),
Fin,ay terminamos la nueva Faccion .
Cualquier duda,pregunta.
Última edición por Prodigy el Vie Jul 26, 2013 3:32 pm, editado 1 vez