Kolba
Since old spawn points tutorials are really outdated, I decided to make actual one. Let's start!
1. Get something to drink and relax. Think about new party.
2. Open your module system folder, and then module_troops.py. Make new soldiers for your new party. Or skip this point, if you want to use Native troops.
3. Save file and open module_parties.py. Now you need to create new spawn point. Paste following line to the bottom of file (before "]"):
Let's analyse all the code. You can also add your own SP attributes, by searching in header_parties.py.
new_sp - is an ID of your spawn point. It won't show in game, because it's only useful for references in all module system files.
new_sp - is a name of your party. It won't show in game, since...
pf_disabled - it's disabled! The spawn point's name MUST BE disabled, you don't want to see new location on map named "new_sp", right?
no_menu - menu is only needed for new locations, not spawn points.
pt_none - leave it alone.
fac_outlaws - is a name of party faction. You can change it by replacing it with existing faction, or adding new in module_factions.py.
ai_bhvr_hold - it's party behaviour. To change, see header_parties.py.
57, 86 - they're geographical coordinates on map of Calradia. I suggest you to work with Thorgrim's Map Editor and get most satisfacting coordinates.
trp_looter,15,0 - it's not important, so leave it alone (only good for towns/settlements).
4. Great, now let's save it and go to...module_party_templates.py. Paste following line, wherever you want:
It's our new party. Replace "sea_band" with your own ID, "Sea Band" with your own name of party. You can add your own troops into the stacks. Let's analyse:
trp_sea_raider,5,50:
a) trp_sea_raider is an ID of your troop.
b) 5 is minimal amount of troops in party
c) 50 is maximal amount of troops in party
5. Save file. Open module_scripts.py. Stroke CTRL+F and put in: "spawn_bandits" (with quotation marks!). Paste below the first "end_try" this code:
6. And finally open module_constants. Search for "num_sea_raider_spawn_points = 2". Paste below:
"One" is a number of spawn points, so you can optionaly increase it, adding practically THE SAME spawn point (step "3"), but with another ID (but it's not needed now). Save everything, build module and you should see a Sea Band (or whatever did you named it) running around the map. It's end!
There may be some errors, so correct me, please.
Thanks,
Kolba
1. Get something to drink and relax. Think about new party.
2. Open your module system folder, and then module_troops.py. Make new soldiers for your new party. Or skip this point, if you want to use Native troops.
3. Save file and open module_parties.py. Now you need to create new spawn point. Paste following line to the bottom of file (before "]"):
Code:
("new_sp" ,"new_sp",pf_disabled|pf_is_static, no_menu, pt_none, fac_outlaws,0,ai_bhvr_hold,0,(57, 86),[(trp_looter,15,0)]),
Let's analyse all the code. You can also add your own SP attributes, by searching in header_parties.py.
new_sp - is an ID of your spawn point. It won't show in game, because it's only useful for references in all module system files.
new_sp - is a name of your party. It won't show in game, since...
pf_disabled - it's disabled! The spawn point's name MUST BE disabled, you don't want to see new location on map named "new_sp", right?
no_menu - menu is only needed for new locations, not spawn points.
pt_none - leave it alone.
fac_outlaws - is a name of party faction. You can change it by replacing it with existing faction, or adding new in module_factions.py.
ai_bhvr_hold - it's party behaviour. To change, see header_parties.py.
57, 86 - they're geographical coordinates on map of Calradia. I suggest you to work with Thorgrim's Map Editor and get most satisfacting coordinates.
trp_looter,15,0 - it's not important, so leave it alone (only good for towns/settlements).
4. Great, now let's save it and go to...module_party_templates.py. Paste following line, wherever you want:
Code:
("sea_band","Sea Band",icon_axeman|carries_goods(2),0,fac_outlaws,bandit_personality,[(trp_sea_raider,5,50),(trp_looter,2,15),(trp_mountain_bandit,5,10)]),
It's our new party. Replace "sea_band" with your own ID, "Sea Band" with your own name of party. You can add your own troops into the stacks. Let's analyse:
trp_sea_raider,5,50:
a) trp_sea_raider is an ID of your troop.
b) 5 is minimal amount of troops in party
c) 50 is maximal amount of troops in party
5. Save file. Open module_scripts.py. Stroke CTRL+F and put in: "spawn_bandits" (with quotation marks!). Paste below the first "end_try" this code:
Code:
(try_begin),
(store_num_parties_of_template, ":num_parties", "pt_sea_band"),
(lt,":num_parties",14),
(store_random,":spawn_point",num_new_sp),
(val_add,":spawn_point","p_new_sp"),
(spawn_around_party,":spawn_point","pt_sea_band"),
(try_end),
6. And finally open module_constants. Search for "num_sea_raider_spawn_points = 2". Paste below:
Code:
num_new_sp = 1
"One" is a number of spawn points, so you can optionaly increase it, adding practically THE SAME spawn point (step "3"), but with another ID (but it's not needed now). Save everything, build module and you should see a Sea Band (or whatever did you named it) running around the map. It's end!
There may be some errors, so correct me, please.
Thanks,
Kolba