Muy buenas, muchachos. Hoy os traigo un tutorial bastante simple con el que trabajar vuestro Module System. Con esto podréis saltaros la aburrida misión inicial del mercader y hacer que vuestro personaje aparezca directamente en el mapa junto a la ciudad elegida. Tutorial extraído de: http://forums.taleworlds.com/index.php?topic=191429.0
Te vas al archivo module_game_menus.py y en la parte que dice...
Debes comentar (poner almohadilla) la línea:
(jump_to_menu, "mnu_start_phase_2_5"),
Y descomentar (quitar almohadilla):
(party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
(change_screen_return),
De manera que quede así:
De esta manera lo que consigues es aparecer directamente al lado de la ciudad que dijiste. Pero habrá un problema, y es que aún seguirá en la taberna el mercader listo para darte la misión. Puedes eliminar al mercader de esta manera, si quieres:
En el archivo module_game_menus.py
Y comentas las líneas:
(eq, "$g_encountered_party_faction", "fac_kingdom_1"),
(assign, ":troop_of_merchant", "trp_swadian_merchant"),
Y ya está. El mercader desapareció
¡Un saludo!
Te vas al archivo module_game_menus.py y en la parte que dice...
- Código:
("start_phase_2",mnf_disable_all_keys,
"You hear about Calradia, a land torn between rival kingdoms battling each other for supremacy,\
a haven for knights and mercenaries, cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory...\
In this land which holds great dangers and even greater opportunities, you believe you may leave your past behind and start a new life.\
You feel that finally, you hold the key of your destiny in your hands, free to choose as you will,\
and that whatever course you take, great adventures will await you. Drawn by the stories you hear about Calradia and its kingdoms, you...",
"none",
[],
[
("town_1",[(eq, "$current_startup_quest_phase", 0),],"join a caravan to Praven, in the Kingdom of Swadia.",
[
(assign, "$current_town", "p_town_6"),
(assign, "$g_starting_town", "$current_town"),
(assign, "$g_journey_string", "str_journey_to_praven"),
(jump_to_menu, "mnu_start_phase_2_5"),
# (party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
# (change_screen_return),
]),
Debes comentar (poner almohadilla) la línea:
(jump_to_menu, "mnu_start_phase_2_5"),
Y descomentar (quitar almohadilla):
(party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
(change_screen_return),
De manera que quede así:
- Código:
("start_phase_2",mnf_disable_all_keys,
"You hear about Calradia, a land torn between rival kingdoms battling each other for supremacy,\
a haven for knights and mercenaries, cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory...\
In this land which holds great dangers and even greater opportunities, you believe you may leave your past behind and start a new life.\
You feel that finally, you hold the key of your destiny in your hands, free to choose as you will,\
and that whatever course you take, great adventures will await you. Drawn by the stories you hear about Calradia and its kingdoms, you...",
"none",
[],
[
("town_1",[(eq, "$current_startup_quest_phase", 0),],"join a caravan to Praven, in the Kingdom of Swadia.",
[
(assign, "$current_town", "p_town_6"),
(assign, "$g_starting_town", "$current_town"),
(assign, "$g_journey_string", "str_journey_to_praven"),
# (jump_to_menu, "mnu_start_phase_2_5"),
(party_relocate_near_party, "p_main_party", "$g_starting_town", 2),
(change_screen_return),
]),
De esta manera lo que consigues es aparecer directamente al lado de la ciudad que dijiste. Pero habrá un problema, y es que aún seguirá en la taberna el mercader listo para darte la misión. Puedes eliminar al mercader de esta manera, si quieres:
En el archivo module_game_menus.py
- Código:
(try_begin),
(eq, "$g_starting_town", "$current_town"),
(this_or_next|neg|check_quest_finished, "qst_collect_men"),
(this_or_next|neg|check_quest_finished, "qst_learn_where_merchant_brother_is"),
(this_or_next|neg|check_quest_finished, "qst_save_relative_of_merchant"),
(this_or_next|neg|check_quest_finished, "qst_save_town_from_bandits"),
(eq, "$g_do_one_more_meeting_with_merchant", 1),
(assign, ":troop_of_merchant", 0),
(try_begin),
(eq, "$g_encountered_party_faction", "fac_kingdom_1"),
(assign, ":troop_of_merchant", "trp_swadian_merchant"),
Y comentas las líneas:
(eq, "$g_encountered_party_faction", "fac_kingdom_1"),
(assign, ":troop_of_merchant", "trp_swadian_merchant"),
Y ya está. El mercader desapareció
¡Un saludo!