alguien me puede decir donde puedo cambiar el salario a alguna tropa??
trate con el Morghs M&B WB-WFAS Editor pero no pude encontrar como
trate con el Morghs M&B WB-WFAS Editor pero no pude encontrar como
Each troop contains the following fields:
# 1) Troop id (string): used for referencing troops in other files. The prefix trp_ is automatically added before each troop-id .
# 2) Troop name (string).
# 3) Plural troop name (string).
# 4) Troop flags (int). See header_troops.py for a list of available flags
# 5) Scene (int) (only applicable to heroes) For example: scn_reyvadin_castle|entry(1) puts troop in reyvadin castle's first entry point
# 6) Reserved (int). Put constant "reserved" or 0.
# 7) Faction (int)
# Inventory (list): Must be a list of items
# 9) Attributes (int): Example usage:
# str_6|agi_6|int_4|cha_5|level(5)
# 10) Weapon proficiencies (int): Example usage:
# wp_one_handed(55)|wp_two_handed(90)|wp_polearm(36)|wp_archery(80)|wp_crossbow(24)|wp_throwing(45)
# The function wp(x) will create random weapon proficiencies close to value x.
# To make an expert archer with other weapon proficiencies close to 60 you can use something like:
# wp_archery(160) | wp(60)
# 11) Skills (int): See header_skills.py to see a list of skills. Example:
# knows_ironflesh_3|knows_power_strike_2|knows_athletics_2|knows_riding_2
# 12) Face code (int): You can obtain the face code by pressing ctrl+E in face generator screen
# 13) Face code (int)(2) (only applicable to regular troops, can be omitted for heroes):
# The game will create random faces between Face code 1 and face code 2 for generated troops
# 14) Troop image (string): If this variable is set, the troop will use an image rather than its 3D visual during the conversations
["swadian_knight","Swadian Knight","Swadian Knights",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,0,0,fac_kingdom_1,
[itm_heavy_lance,itm_sword_two_handed_b,itm_sword_medieval_d_long,itm_morningstar,itm_morningstar,itm_sword_medieval_d_long,itm_tab_shield_heater_cav_b,
itm_coat_of_plates_red,itm_cuir_bouilli,itm_plate_boots,itm_guard_helmet,itm_great_helmet,itm_bascinet,itm_charger,itm_warhorse,itm_gauntlets,itm_mail_mittens],
def_attrib|level(28),wp_one_handed (150) | wp_two_handed (130) | wp_polearm (130) | wp_archery (75) | wp_crossbow (75) | wp_throwing (75),knows_common|knows_riding_5|knows_shield_5|knows_ironflesh_5|knows_power_strike_5,swadian_face_middle_1, swadian_face_older_2],
Hernanxd16 escribió:Eso debe de generarlo el juego automáticamente, ya que en el module system, en el archivo de las tropas, en la parte donde explica la función del código, ninguno es para el salario:
- Código:
Each troop contains the following fields:
# 1) Troop id (string): used for referencing troops in other files. The prefix trp_ is automatically added before each troop-id .
# 2) Troop name (string).
# 3) Plural troop name (string).
# 4) Troop flags (int). See header_troops.py for a list of available flags
# 5) Scene (int) (only applicable to heroes) For example: scn_reyvadin_castle|entry(1) puts troop in reyvadin castle's first entry point
# 6) Reserved (int). Put constant "reserved" or 0.
# 7) Faction (int)
# Inventory (list): Must be a list of items
# 9) Attributes (int): Example usage:
# str_6|agi_6|int_4|cha_5|level(5)
# 10) Weapon proficiencies (int): Example usage:
# wp_one_handed(55)|wp_two_handed(90)|wp_polearm(36)|wp_archery(80)|wp_crossbow(24)|wp_throwing(45)
# The function wp(x) will create random weapon proficiencies close to value x.
# To make an expert archer with other weapon proficiencies close to 60 you can use something like:
# wp_archery(160) | wp(60)
# 11) Skills (int): See header_skills.py to see a list of skills. Example:
# knows_ironflesh_3|knows_power_strike_2|knows_athletics_2|knows_riding_2
# 12) Face code (int): You can obtain the face code by pressing ctrl+E in face generator screen
# 13) Face code (int)(2) (only applicable to regular troops, can be omitted for heroes):
# The game will create random faces between Face code 1 and face code 2 for generated troops
# 14) Troop image (string): If this variable is set, the troop will use an image rather than its 3D visual during the conversations
Ejemplo:
- Código:
["swadian_knight","Swadian Knight","Swadian Knights",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,0,0,fac_kingdom_1,
[itm_heavy_lance,itm_sword_two_handed_b,itm_sword_medieval_d_long,itm_morningstar,itm_morningstar,itm_sword_medieval_d_long,itm_tab_shield_heater_cav_b,
itm_coat_of_plates_red,itm_cuir_bouilli,itm_plate_boots,itm_guard_helmet,itm_great_helmet,itm_bascinet,itm_charger,itm_warhorse,itm_gauntlets,itm_mail_mittens],
def_attrib|level(28),wp_one_handed (150) | wp_two_handed (130) | wp_polearm (130) | wp_archery (75) | wp_crossbow (75) | wp_throwing (75),knows_common|knows_riding_5|knows_shield_5|knows_ironflesh_5|knows_power_strike_5,swadian_face_middle_1, swadian_face_older_2],
karimbas escribió:se podra editar eso en el archivo de troops.txt
Hernanxd16 escribió:karimbas escribió:se podra editar eso en el archivo de troops.txt
El troops.txt es igual al module_troops.py pero compilado para que Warband pueda leerlo, así que con el Morghs se debería poder hacer.
Intenta reducir el nivel, puede que eso sea la solución (Recueerda que, al bajar el nivel de la tropa, más pronto se puede mejorar a otra)
karimbas escribió:No pude como hacerle para que consumieran menos alimento las tropas.
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