Native LSP World Map Map Icons Pack

Meneldur

Sergeant Knight
VCWB
Best answers
0
[
Code:
[quote]from Janycz:
("draw_icons",
   [
    (try_for_parties, ":party"),
	
      (party_slot_eq, ":party", slot_party_type, spt_kingdom_hero_party),
      (party_is_active, ":party"),
      (gt, ":party", 0),
      (neg|party_is_in_any_town, ":party"),
      (store_faction_of_party, ":fac", ":party"),
      (store_party_size, ":num", ":party"),
      (party_get_icon, ":icon", ":party"),
	  
	  (party_get_slot, ":leader", ":party",[b] slot_kingdom_party_leader[/b]),
	  (assign, ":is_king", 0),
      (try_for_range, ":cur_fac", "fac_kingdom_1", "fac_kingdoms_end"),
	    (faction_slot_eq, ":cur_fac", slot_faction_leader, ":leader"),
	    (assign, ":is_king", 1),
      (try_end),
	  
      (try_begin),
	    (eq, ":is_king", 0),
		
[/quote]
what is it with that slot?  slot_kingdom_party_leader i can define it at module _constans but what belongs into it?
As for me all lords use kings icon with that script so    (eq, ":is_king", 0), is never executed
 

Janycz

Knight at Arms
WB
Best answers
0
Meneldur said:
[
Code:
[quote]from Janycz:
("draw_icons",
   [
    (try_for_parties, ":party"),
	
      (party_slot_eq, ":party", slot_party_type, spt_kingdom_hero_party),
      (party_is_active, ":party"),
      (gt, ":party", 0),
      (neg|party_is_in_any_town, ":party"),
      (store_faction_of_party, ":fac", ":party"),
      (store_party_size, ":num", ":party"),
      (party_get_icon, ":icon", ":party"),
	  
	  (party_get_slot, ":leader", ":party",[b] slot_kingdom_party_leader[/b]),
	  (assign, ":is_king", 0),
      (try_for_range, ":cur_fac", "fac_kingdom_1", "fac_kingdoms_end"),
	    (faction_slot_eq, ":cur_fac", slot_faction_leader, ":leader"),
	    (assign, ":is_king", 1),
      (try_end),
	  
      (try_begin),
	    (eq, ":is_king", 0),
		
[/quote]
what is it with that slot?  slot_kingdom_party_leader i can define it at module _constans but what belongs into it?
As for me all lords use kings icon with that script so    (eq, ":is_king", 0), is never executed
I forgot to write...
insert into the end of the script 'create_kingdom_hero_party':
Code:
(party_set_slot, "$pout_party", slot_kingdom_party_leader, ":troop_no"),
   

for example:
Code:
  ("create_kingdom_hero_party",
    [
      (store_script_param, ":troop_no", 1),
      (store_script_param, ":center_no", 2),

      (store_troop_faction, ":troop_faction_no", ":troop_no"),

      (assign, "$pout_party", -1),
      (try_begin),
        (eq, "$g_there_is_no_avaliable_centers", 0),
      (set_spawn_radius, 0),
      (else_try),
        (set_spawn_radius, 15),
      (try_end),
      (spawn_around_party, ":center_no", "pt_kingdom_hero_party"),

      (assign, "$pout_party", reg0),

      (party_set_faction, "$pout_party", ":troop_faction_no"),
      (party_set_slot, "$pout_party", slot_party_type, spt_kingdom_hero_party),
      (call_script, "script_party_set_ai_state", "$pout_party", spai_undefined, -1),
      (troop_set_slot, ":troop_no", slot_troop_leaded_party, "$pout_party"),
      (party_add_leader, "$pout_party", ":troop_no"),
      (str_store_troop_name, s5, ":troop_no"),
      (party_set_name, "$pout_party", "str_s5_s_party"),

      (party_set_slot, "$pout_party", slot_party_commander_party, -1), #we need this because 0 is player's party!

      #Setting the flag icon
      #normal_banner_begin
      (troop_get_slot, ":cur_banner", ":troop_no", slot_troop_banner_scene_prop),
      (try_begin),
        (gt, ":cur_banner", 0),
        (val_sub, ":cur_banner", banner_scene_props_begin),
        (val_add, ":cur_banner", banner_map_icons_begin),
        (party_set_banner_icon, "$pout_party", ":cur_banner"),
      #custom_banner_begin
      #(troop_get_slot, ":flag_icon", ":troop_no", slot_troop_custom_banner_map_flag_type),
      #(try_begin),
      #  (ge, ":flag_icon", 0),
      #  (val_add, ":flag_icon", custom_banner_map_icons_begin),
      #  (party_set_banner_icon, "$pout_party", ":flag_icon"),
      (try_end),

      (try_begin),
        #because of below two lines, lords can only hire more than one party_template(stack) at game start once a time during all game.
        (troop_slot_eq, ":troop_no", slot_troop_spawned_before, 0),
        (troop_set_slot, ":troop_no", slot_troop_spawned_before, 1),
        (assign, ":num_tries", 20),
        (try_begin),
          (store_troop_faction, ":troop_kingdom", ":troop_no"),
          (faction_slot_eq, ":troop_kingdom", slot_faction_leader, ":troop_no"),
          (assign, ":num_tries", 50),
        (try_end),

        #(str_store_troop_name, s0, ":troop_no"),
        #(display_message, "{!}str_debug__hiring_men_to_party_for_s0"),

        (try_for_range, ":unused", 0, ":num_tries"),
          (call_script, "script_hire_men_to_kingdom_hero_party", ":troop_no"),
        (try_end),

        (assign, ":xp_rounds", 0),

        (game_get_reduce_campaign_ai, ":reduce_campaign_ai"),
        (try_begin),
          (this_or_next|eq, ":troop_faction_no", "$players_kingdom"),
          (eq, ":troop_faction_no", "fac_player_supporters_faction"),
          (assign, ":xp_rounds", 0),
        (else_try),
          (eq, ":reduce_campaign_ai", 0), #hard
          (assign, ":xp_rounds", 2),
        (else_try),
          (eq, ":reduce_campaign_ai", 1), #moderate
          (assign, ":xp_rounds", 1),
        (else_try),
          (eq, ":reduce_campaign_ai", 2), #easy
          (assign, ":xp_rounds", 0),
        (try_end),

        (troop_get_slot, ":renown", ":troop_no", slot_troop_renown),
        (store_div, ":renown_xp_rounds", ":renown", 100),
        (val_add, ":xp_rounds", ":renown_xp_rounds"),
        (try_for_range, ":unused", 0, ":xp_rounds"),
          (call_script, "script_upgrade_hero_party", "$pout_party", 4000),
        (try_end),
      (try_end),
#icons begin
      (party_set_slot, "$pout_party", slot_kingdom_party_leader, ":troop_no"),      
#icons end
      ]),
 

Somebody

Code Pope
Baron
WBWF&S
Best answers
1
I wouldn't recommend doing a try_for_parties loop every other second - instead you should be updating the icon whenever party composition changes (reinforcement, post-battle encounter), and only polling the ones that you know should have those icons (the list of kingdom heroes instead of all parties).
 

Janycz

Knight at Arms
WB
Best answers
0
Many scripts for this osp(battlefields):

Code:
  ("dedal_battlefield_a",mcn_no_shadow,"dedal_battlefield_a", 0.15, 0),
  ("dedal_battlefield_b",mcn_no_shadow,"dedal_battlefield_b", 0.15, 0),
  ("dedal_battlefield_c",mcn_no_shadow,"dedal_battlefield_c", 0.15, 0),
  ("dedal_battlefield_d",mcn_no_shadow,"dedal_battlefield_d", 0.15, 0),
Code:
  (1,
  [
    (try_for_parties, ":party"),
      (party_slot_eq, ":party", slot_party_type, spt_battlefield_icon_on_map),
      (party_get_slot, ":hours", ":party", slot_num_hours_battle_icon_on_map),
      (val_add, ":hours", 1),
      (try_begin),
        (ge, ":hours", 24), #24 - how many hours will be visible icon
        (party_clear, ":party"),
        (remove_party, ":party"),
      (else_try),
        (party_set_slot, ":party", slot_num_hours_battle_icon_on_map, ":hours"),
      (try_end),
    (try_end),
  ]),

Code:
  ("draw_battle_icon",
  [
    (store_script_param, ":party_no", 1),
  
    (set_spawn_radius, 0),
    (spawn_around_party, ":party_no", "pt_battlefield"),
    (assign, ":battlefield", reg0),
	
	(assign, ":icon", "icon_dedal_battlefield_a"),
    (store_random_in_range, ":rand", 0, 3),
	
	(try_begin),
      # (eq, ":rand", 0),
	  # (assign, ":icon", "icon_dedal_battlefield_a"),
	# (else_try),  
      (eq, ":rand", 1),
	  (assign, ":icon", "icon_dedal_battlefield_b"),
	(else_try),  
      (eq, ":rand", 2),
	  (assign, ":icon", "icon_dedal_battlefield_c"),
	(else_try),  
      (eq, ":rand", 3),
	  (assign, ":icon", "icon_dedal_battlefield_d"),
	(try_end),
	
    (party_set_icon, ":battlefield", ":icon"),
	
    (party_set_slot, ":battlefield", slot_num_hours_battle_icon_on_map, 0),
    (party_set_slot, ":battlefield", slot_party_type, spt_battlefield_icon_on_map),
    (party_set_flags, ":battlefield", pf_is_static|pf_always_visible|pf_no_label, 1),
  ]),

insert into the begin of the script 'game_event_battle_end':
Code:
(store_script_param_1, ":root_defender_party"),
(store_script_param_2, ":root_attacker_party"),
(call_script, "script_draw_battle_icon", ":root_attacker_party"),
for example:
Code:
 ("game_event_battle_end",
    [
      (store_script_param_1, ":root_defender_party"),
      (store_script_param_2, ":root_attacker_party"),
	  
      (call_script, "script_draw_battle_icon", ":root_attacker_party"),

      #other operations ...
      ...
 ]),
 

Fire_and_Blood

Knight at Arms
Best answers
0
Are there any instructions on how to add the village/town icons? Because what I've done doesn't seem to work and searching google only provided two incomplete guides, which didn't work either.

Here's what I've done:

in module.ini added this line:
load_mod_resource = dedal_map_icons

Put dedal_map_icons.brf into Brytenwalda/Resources
Put decal_map_icons.dds into Brytenwalda/Textures

in ID_map_icons:
icon_dedal_map_messenger_post_snowy_ruin = 282
icon_dedal_map_watchtower_snow = 283
icon_dedal_map_windmill = 284
icon_dedal_map_windmill_ruined = 285
icon_dedal_map_windmill_snow_ruined = 286
icon_dedal_map_messenger_post = 287
icon_dedal_map_messenger_post_ruin = 288
icon_dedal_map_messenger_post_snowy = 289
icon_dedal_map_tavern_village = 290
icon_dedal_map_tavern_village_ruin = 291
icon_dedal_map_windmill_snow_ruined = 292
icon_dedal_map_tavern_village_snow = 293
icon_dedal_map_tavern_village_snow_ruin = 294
icon_dedal_map_watchtower_ruined = 295
icon_dedal_map_watchtower_ruined_snow = 296

in module_map_icons:
  ("dedal_map_messenger_post_snowy_ruin",mcn_no_shadow,"dedal_map_messenger_post_snowy_ruin", 0.45, 0),
  ("dedal_map_watchtower_snow",mcn_no_shadow,"dedal_map_watchtower_snow", 0.45, 0), 
  ("dedal_map_windmill",mcn_no_shadow,"dedal_map_windmill", 0.45, 0),
  ("dedal_map_windmill_ruined",mcn_no_shadow,"dedal_map_windmill_ruined", 0.45, 0), 
  ("dedal_map_windmill_snow_ruined",mcn_no_shadow,"dedal_map_windmill_snow_ruined", 0.45, 0),
  ("dedal_map_messenger_post",mcn_no_shadow,"dedal_map_messenger_post", 0.45, 0), 
  ("dedal_map_messenger_post_ruin",mcn_no_shadow,"dedal_map_messenger_post_ruin", 0.45, 0),
  ("dedal_map_messenger_post_snowy",mcn_no_shadow,"dedal_map_messenger_post_snowy", 0.45, 0),   
  ("dedal_map_tavern_village",mcn_no_shadow,"dedal_map_tavern_village", 0.45, 0),
  ("dedal_map_tavern_village_ruin",mcn_no_shadow,"dedal_map_tavern_village_ruin", 0.45, 0), 
  ("dedal_map_windmill_snow_ruined",mcn_no_shadow,"dedal_map_windmill_snow_ruined", 0.45, 0),
  ("dedal_map_tavern_village_snow",mcn_no_shadow,"dedal_map_tavern_village_snow", 0.45, 0), 
  ("dedal_map_tavern_village_snow_ruin",mcn_no_shadow,"dedal_map_tavern_village_snow_ruin", 0.45, 0),
  ("dedal_map_watchtower_ruined",mcn_no_shadow,"dedal_map_watchtower_ruined", 0.45, 0),
  ("dedal_map_watchtower_ruined_snow",mcn_no_shadow,"dedal_map_watchtower_ruined_snow", 0.45, 0),

in module_parties:
  ("fort_1","My Den",icon_dedal_map_watchtower_snow|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_2","My Den",icon_dedal_map_windmill|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_3","Another Den",icon_dedal_map_windmill_ruined|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_4","Another Den",icon_dedal_map_windmill_snow_ruined|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]), 
  ("fort_5","Another Den",icon_dedal_map_messenger_post|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_6","Another Den",icon_dedal_map_messenger_post_ruin|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_7","Another Den",icon_dedal_map_messenger_post_snowy|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_8","Another Den",icon_dedal_map_messenger_post_snowy_ruin|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_9","Another Den",icon_dedal_map_tavern_village|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_10","Another Den",icon_dedal_map_tavern_village_ruin|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_11","Another Den",icon_dedal_map_tavern_village_snow|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_12","Another Den",icon_dedal_map_tavern_village_snow_ruin|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_13","Another Den",icon_dedal_map_watchtower_ruined|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),
  ("fort_14","Another Den",icon_dedal_map_watchtower_ruined_snow|pf_castle|pf_is_static|pf_always_visible|pf_label_medium, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(1, 1),[]),

This is the result:
 

Kentucky James VII

BioAfrikaner
Duke
Best answers
2
You don't need to touch the ID_* files except for reference.
Try starting a new game; if you've already done that then be aware of where you're adding the new icons and parties in the file. There are hidden markers, defined by module_constants, that the game cycles through in various codes. Unless you know what the codes do, put the new entires at the end of the file (before the last bracket of course), so they don't get roped into inappropriate scripts.
 

Fire_and_Blood

Knight at Arms
Best answers
0
The compiler throws a not defined error, when the icons are not added to id_map_icons.py. That's why I had included them there.

Multiple warband restarts and always starting a new game doesn't change anything.

in module_map_icons, the text block is at the bottom, right above the closing "]".
in module_parties, the parties are at the bottom, right above the  ("spawn_points_end"
in module.ini the load_mod_resource part is also at the bottom


Maybe using the mesh names that OpenBRF lists when opening dedal_map_icons.brf is wrong?
 

Kentucky James VII

BioAfrikaner
Duke
Best answers
2
No, that's right.
I assume you're working on brytenwalda, in which case there are probably scripts that change map icons, so you'll probably have to find them by searching through the entire fileset using something powerful like notepad++.
 

Fire_and_Blood

Knight at Arms
Best answers
0
That might be a possible cause, because with the Native MS, the exact same procedure (even copy pasting the lines from Brytenwalda source code), result in the correct map icons.

So confusing. :shock:
 

DerGreif

Sergeant Knight at Arms
WBVC
Best answers
0
Brytenwalda has already more than 256 map icons, which is the hardcoded maximum amount of possible map icons. Replace the banner map icons with Lav's FISH&CHIP heraldic icon pack, which reduces the map icon amount dramatically and should leave space for other map icons. In contrast to that Native has a far lower number of map icons. I hope that helps.
 

DerGreif

Sergeant Knight at Arms
WBVC
Best answers
0
PoisonCourtesan said:
DerGreif said:
Brytenwalda has already more than 256 map icons, which is the hardcoded maximum amount of possible map icons.
Wait there's a map icon limit?
You can bypass it right?
No. As I said, there is a hardcoded maximum amount of possible different map icons, for whatever reason. You can use the FISH&CHIPS OSP from Lav to reduce the amount of used map icons drastically by removing the flag icons from the list (except for three). That frees in native around 130 map icons, because in native each flag is its own map icon.
 

cwr

Count
M&BWB
Best answers
0
Map icon code for anyone who wants it:
  ("dedal_map_windmill",mcn_no_shadow,"dedal_map_windmill", 0.45, 0),
  ("dedal_map_windmill_ruined",mcn_no_shadow,"dedal_map_windmill_ruined", 0.45, 0),
  ("dedal_map_windmill_snow",mcn_no_shadow,"dedal_map_windmill_snow", 0.45, 0),
  ("dedal_map_windmill_snow_ruined",mcn_no_shadow,"dedal_map_windmill_snow_ruined", 0.45, 0),
  ("dedal_map_messenger_post",mcn_no_shadow,"dedal_map_messenger_post", 0.45, 0),
  ("dedal_map_messenger_post_ruin",mcn_no_shadow,"dedal_map_messenger_post_ruin", 0.45, 0),
  ("dedal_map_messenger_post_snowy",mcn_no_shadow,"dedal_map_messenger_post_snowy", 0.45, 0),
  ("dedal_map_messenger_post_snowy_ruin",mcn_no_shadow,"dedal_map_messenger_post_snowy_ruin", 0.45, 0),
  ("dedal_map_tavern_village",mcn_no_shadow,"dedal_map_tavern_village", 0.45, 0),
  ("dedal_map_tavern_village_ruin",mcn_no_shadow,"dedal_map_tavern_village_ruin", 0.45, 0),
  ("dedal_map_tavern_village_snow",mcn_no_shadow,"dedal_map_tavern_village_snow", 0.45, 0),
  ("dedal_map_tavern_village_snow_ruin",mcn_no_shadow,"dedal_map_tavern_village_snow_ruin", 0.45, 0),
  ("dedal_map_watchtower",mcn_no_shadow,"dedal_map_watchtower", 0.45, 0),
  ("dedal_map_watchtower_ruined",mcn_no_shadow,"dedal_map_watchtower_ruined", 0.45, 0),
  ("dedal_map_watchtower_snow",mcn_no_shadow,"dedal_map_watchtower_snow", 0.45, 0),
  ("dedal_map_watchtower_ruined_snow",mcn_no_shadow,"dedal_map_watchtower_ruined_snow", 0.45, 0),
  ("dedal_battlefield_a",mcn_no_shadow,"dedal_battlefield_a", 0.15, 0),
  ("dedal_battlefield_b",mcn_no_shadow,"dedal_battlefield_b", 0.15, 0),
  ("dedal_battlefield_c",mcn_no_shadow,"dedal_battlefield_c", 0.15, 0),
  ("dedal_battlefield_d",mcn_no_shadow,"dedal_battlefield_d", 0.15, 0),
  ("dedal_map_nordic_king_a",0,"dedal_map_nordic_king_a", avatar_scale, snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_king_b",0,"dedal_map_nordic_king_b", avatar_scale, snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_king_c",0,"dedal_map_nordic_king_c", avatar_scale, snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_lord_a",0,"dedal_map_nordic_lord_a", avatar_scale, snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_lord_b",0,"dedal_map_nordic_lord_b", avatar_scale, snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_lord_c",0,"dedal_map_nordic_lord_c", avatar_scale, snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_band_a",0,"dedal_map_nordic_band_a", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_band_b",0,"dedal_map_nordic_band_b", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_archer",0,"dedal_map_nordic_archer", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_nordic_warrior",0,"dedal_map_nordic_warrior", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_khergit_king_a",0,"dedal_map_khergit_king_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_king_b",0,"dedal_map_khergit_king_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_king_c",0,"dedal_map_khergit_king_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_lord_a",0,"dedal_map_khergit_lord_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_lord_b",0,"dedal_map_khergit_lord_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_lord_c",0,"dedal_map_khergit_lord_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_band_a",0,"dedal_map_khergit_band_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_band_b",0,"dedal_map_khergit_band_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_warrior",0,"dedal_map_khergit_warrior", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_khergit_archer",0,"dedal_map_khergit_archer", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_king_a",0,"dedal_map_swadia_king_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_king_b",0,"dedal_map_swadia_king_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_king_c",0,"dedal_map_swadia_king_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_lord_a",0,"dedal_map_swadia_lord_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_lord_b",0,"dedal_map_swadia_lord_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_lord_c",0,"dedal_map_swadia_lord_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_band_a",0,"dedal_map_swadia_band_a", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_swadia_band_b",0,"dedal_map_swadia_band_b", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_swadia_band_c",0,"dedal_map_swadia_band_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_lancer",0,"dedal_map_swadia_lancer", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_swadia_warrior",0,"dedal_map_swadia_warrior", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_swadia_crossbowman",0,"dedal_map_swadia_crossbowman", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_vaegir_king_a",0,"dedal_map_vaegir_king_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_vaegir_king_b",0,"dedal_map_vaegir_king_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_vaegir_king_c",0,"dedal_map_vaegir_king_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_vaegir_lord_a",0,"dedal_map_vaegir_lord_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_vaegir_lord_b",0,"dedal_map_vaegir_lord_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_vaegir_lord_c",0,"dedal_map_vaegir_lord_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_vaegir_band_a",0,"dedal_map_vaegir_band_a", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_vaegir_band_b",0,"dedal_map_vaegir_band_b", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_vaegir_archer",0,"dedal_map_vaegir_archer", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_vaegir_guard",0,"dedal_map_vaegir_guard", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_manhunter",0,"dedal_map_manhunter", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_ranger",0,"dedal_map_ranger", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_axeman",0,"dedal_map_axeman", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_archer",0,"dedal_map_archer", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_mountain_bandit",0,"dedal_map_mountain_bandit", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_forest_bandit",0,"dedal_map_forest_bandit", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_sea_raider",0,"dedal_map_sea_raider", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_highlander",0,"dedal_map_highlander", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_king_a",0,"dedal_map_rhodok_king_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_rhodok_king_b",0,"dedal_map_rhodok_king_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_rhodok_king_c",0,"dedal_map_rhodok_king_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_rhodok_lord_a",0,"dedal_map_rhodok_lord_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_rhodok_lord_b",0,"dedal_map_rhodok_lord_b", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_rhodok_lord_c",0,"dedal_map_rhodok_lord_c", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_rhodok_band_a",0,"dedal_map_rhodok_band_a", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_band_b",0,"dedal_map_rhodok_band_b", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_band_c",0,"dedal_map_rhodok_band_c", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_band_d",0,"dedal_map_rhodok_band_d", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_band_e",0,"dedal_map_rhodok_band_e", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_sergeant",0,"dedal_map_rhodok_sergeant", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_crossbowman",0,"dedal_map_rhodok_crossbowman", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_rhodok_warrior",0,"dedal_map_rhodok_warrior", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_sarranid_king_a",0,"dedal_map_sarranid_king_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_sarranid_lord_a",0,"dedal_map_sarranid_lord_a", avatar_scale,snd_gallop, 0.15, 0.173, 0),
  ("dedal_map_sarranid_archer",0,"dedal_map_sarranid_archer", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
  ("dedal_map_sarranid_guard",0,"dedal_map_sarranid_guard", avatar_scale,snd_footstep_grass, 0.15, 0.173, 0),
 

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Best answers
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How would I go about adding this to a module? I'm somewhat of a noob at this. I've done something like this with a mod that adds different faces, same thing with combat animations. I need instructions though, I don't know what to do but I really want to use these icons.