Tips for a HighSchooler

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lyth99

Veteran
  So i'm in AP Computer Science and with a little extra practice i've become pretty fluent in JAVA (by no means am i a pro i've only done this like 9 months, but i did get 11th in my BPA state JAVA competition i don't like to flatter my self but i want to and that felt really good) so i get the basics programming very well, a few days ago we switched over to python to experience new languages and we just started messing around with GUI and basically all the basics. And now that i know one of my favorite games ever uses python i want to try my hand at modding. So I was wondering if I wanted to get in the Modding state of mind how would i do it, and where do I start. Because Mod Development and Game Development is so much harder than regular programming.


SideNote: PYTHON IS soo much simpler than JAVA can someone tell me why? is it just because python is newer?
 
modding is done with MBScript, not Python. Python is just the language for the compiler.

Unless you are creating a new tool or you want to use some shortcuts you will not use it here.

Start here:
http://forums.taleworlds.com/index.php/topic,240255.0.html

And there is no such thing as a simpler language. It is all about the paradox, your experience and user case. But that usually takes a few years to learn  :wink: . Scripting languages are less burocratic and they may seen easier to use/learn, thats all.

Cheers
 
It is even more simple using the ModuleSystem synthax.
You'll find all operations in header_operations.py.

A script is for example:

插入代码块:
(eq, ":has_followed_tutorial", 0),   #If local variable ':has_followed_turorial' is equal to 0, it will continue, otherwise it will not.
(tutorial_box, "@Hello, welcome to Nova Aetas. Have a nice stay!", "@Tutorial Title"),  # Makes notification appear with text and title.
(assign, ":has_followed_tutorial", 1),  # This local variale is now set to 1.
(troop_add_gold, "trp_player", 500),  # Add some shiny coins for player.

@ = Tells game to see this as text.
trp_ = refers to module_troops.py where variable "player" is assigned.

That's how it works. Menus are designed in module_menus.py, dialogues in module_dialogs.py and triggers in module_triggers.py.
I hope I could encourage you to start modding soon. I recommend to follow the scripting tutorials.

* Glad to see you have a Nova Aetas banner in your signature!

 
Thanks for the replies guys!

P.S. Quintillius I love your work and you're an inspiration to me!

Quintillius 说:
It is even more simple using the ModuleSystem synthax.
You'll find all operations in header_operations.py.

A script is for example:

插入代码块:
(eq, ":has_followed_tutorial", 0),   #If local variable ':has_followed_turorial' is equal to 0, it will continue, otherwise it will not.
(tutorial_box, "@Hello, welcome to Nova Aetas. Have a nice stay!", "@Tutorial Title"),  # Makes notification appear with text and title.
(assign, ":has_followed_tutorial", 1),  # This local variale is now set to 1.
(troop_add_gold, "trp_player", 500),  # Add some shiny coins for player.

@ = Tells game to see this as text.
trp_ = refers to module_troops.py where variable "player" is assigned.

That's how it works. Menus are designed in module_menus.py, dialogues in module_dialogs.py and triggers in module_triggers.py.
I hope I could encourage you to start modding soon. I recommend to follow the scripting tutorials.

* Glad to see you have a Nova Aetas banner in your signature!
 
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