This isn't my first tutorial, but i don't know where can i write this topic. I want to take this in unofficial tutorials.
I have some tutorials in turkish. You can look my tutorials from http://forums.taleworlds.com/index.php/topic,219086.0.html
I don't speak english very well but i try to explain coding.
I have some tutorials in turkish. You can look my tutorials from http://forums.taleworlds.com/index.php/topic,219086.0.html
I don't speak english very well but i try to explain coding.
Firtly, open the module_troops.py file and find this;
change with this;
Explain;
salt_mine_merchant = Merchant ID.
Barezan = His name.
tf_hero = Unkillable.
tf_is_merchant = He is a merchant.
scn_salt_mine_entry(1) = Entry point in scene.
[itm_salt, ...] = His items, which are sold by him.
Yeh, now we write us merchant. Save and Close file. Now we write us mine.
Open module_parties.py file and find this;
Change with this;
Explain;
salt_mine = The ID of salt mine.
Salt Mine = The name of salt mine.
icon_village_a = Icon.
pf_is_static = Static.
pf_always_visible = Always visible.
(99.66, -80. = Coordinates.
Ok, us village is finish. Save and close file and go to next process.
Now we open module_dialogs.py file and find this;
Add after;
Now, all of them is ready. Save and close us file and run build_module.bat.
Now we change us language;
open Modules>your module>language>your language folder and find dialogs.csv text document.
Then, add this bottom;
After download this;
Salt Mine Scenes
and copy scn_salt_mine.sco to modules>your module>SceneObj folder.
now, we finish all. Enjoy it :p
Code:
["salt_mine_merchant", "Barezan","Barezan", tf_hero|tf_is_merchant, scn_salt_mine|entry(1),0, fac_commoners, [ ],def_attrib|level(2),wp(20),knows_inventory_management_10, 0x00000000000c528601ea69b6e46dbdb6],
change with this;
Code:
["salt_mine_merchant", "Barezan","Barezan", tf_hero|tf_is_merchant, scn_salt_mine|entry(1),0, fac_commoners, [itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt, itm_salt],def_attrib|level(2),wp(20),knows_inventory_management_10, 0x00000000000c528601ea69b6e46dbdb6],
Explain;
salt_mine_merchant = Merchant ID.
Barezan = His name.
tf_hero = Unkillable.
tf_is_merchant = He is a merchant.
scn_salt_mine_entry(1) = Entry point in scene.
[itm_salt, ...] = His items, which are sold by him.
Yeh, now we write us merchant. Save and Close file. Now we write us mine.
Open module_parties.py file and find this;
Code:
("salt_mine", "Salt Mine", icon_village_a|pf_disable|pf_is_static|pf_always_visible|pf_hide_defenders, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(99.66, -80.8),[]),
Change with this;
Code:
("salt_mine", "Salt Mine", icon_village_a|pf_is_static|pf_always_visible|pf_hide_defenders, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(99.66, -80.8),[]),
Explain;
salt_mine = The ID of salt mine.
Salt Mine = The name of salt mine.
icon_village_a = Icon.
pf_is_static = Static.
pf_always_visible = Always visible.
(99.66, -80. = Coordinates.
Ok, us village is finish. Save and close file and go to next process.
Now we open module_dialogs.py file and find this;
Code:
#Goods Merchants
Add after;
Code:
#Salt merchant by Porshy.
[trp_salt_mine_merchant,"start", [], "Hello my {sir/madam}.", "salt_mine_merchant_talk", []],
[trp_salt_mine_merchant|plyr, "salt_mine_merchant_talk", [], "Hello.", "salt_mine_merchant_talk2", []],
[trp_salt_mine_merchant,"salt_mine_merchant_talk2", [], "How can i help you?", "salt_mine_merchant_talk3", []],
#This is trade window.
[trp_salt_mine_merchant|plyr,"salt_mine_merchant_talk3", [], "I need some salt", "salt_mine_merchant_talk4", []],
[trp_salt_mine_merchant,"salt_mine_merchant_talk4", [], "Sure, sure... Here, have a look at my stock...", "salt_mine_merchant_talk4_c", [[change_screen_trade]]],
[trp_salt_mine_merchant,"salt_mine_merchant_talk4_c", [], "Anything else {sir/madam}?", "salt_mine_merchant_talk3", []],
#This is stupid window :p
[trp_salt_mine_merchant|plyr,"salt_mine_merchant_talk3", [], "What do you sell here?", "salt_mine_merchant_talk5", []],
[trp_salt_mine_merchant,"salt_mine_merchant_talk5", [], "We sell only salt here my {sir/madam}.", "salt_mine_merchant_talk6", []],
[trp_salt_mine_merchant|plyr,"salt_mine_merchant_talk6", [], "Okey.", "salt_mine_merchant_talk6_c", []],
[trp_salt_mine_merchant,"salt_mine_merchant_talk6_c", [], "Anything else {sir/madam}?", "salt_mine_merchant_talk3", []],
#This is cancel window :)
[trp_salt_mine_merchant|plyr,"salt_mine_merchant_talk3", [], "Nothing", "close_window", []],
Now, all of them is ready. Save and close us file and run build_module.bat.
Now we change us language;
open Modules>your module>language>your language folder and find dialogs.csv text document.
Then, add this bottom;
Code:
dlga_start:salt_mine_merchant_talk|Hello my {sir/madam}.
dlga_salt_mine_merchant_talk:salt_mine_merchant_talk2|Hello.
dlga_salt_mine_merchant_talk2:salt_mine_merchant_talk3|How can i help you?
dlga_salt_mine_merchant_talk3:salt_mine_merchant_talk4|I want some salt
dlga_salt_mine_merchant_talk4:salt_mine_merchant_talk4_c|Sure, sure... Here, have a look at my stock...
dlga_salt_mine_merchant_talk4_c:salt_mine_merchant_talk3|Anything else my {sir/madam}?
dlga_salt_mine_merchant_talk3:salt_mine_merchant_talk5|What do you sell here?
dlga_salt_mine_merchant_talk5:salt_mine_merchant_talk6|We sell only salt here my {sir/madam}.
dlga_salt_mine_merchant_talk6:salt_mine_merchant_talk6_c|Okey.
dlga_salt_mine_merchant_talk6_c:salt_mine_merchant_talk3|Anything else my {sir/madam}?
dlga_salt_mine_merchant_talk3:close_window|Nothing.
After download this;
Salt Mine Scenes
and copy scn_salt_mine.sco to modules>your module>SceneObj folder.
now, we finish all. Enjoy it :p