This tool is no official software from TaleWorlds Entertainment. Also you should use a copy of your module (Native or else) and/or the module system, so you have a unchanged source for a new module. And for the module system editor the module_items.py is required. Setup the required directories! Both directories have to contain the necessary files, for TXT editing, this means factions.txt, item_kinds1.txt, parties.txt, party_templates.txt and troops.txt. You will be prompted to choose the editing mode (module system and/or TXT files). Just looked in the Override folder and almost fainted, seeing. I can do file editing or minor Hex editing if those are required.
#Mnb save game editor windows
The program requires no setup, it works with Microsoft’s VB6 runtime libraries, which are pre-installed at every Windows version since Windows 2000. I was hoping to be able to edit items or stats is there any way to edit Save Games The Infinity Engine Save Editor doesnt seem to like EasyTutu versions of Save Games. This tool works with Mount & Blade WB/WFAS v1.113 up to v1.168 ! TXT compiled files (Warband and With Fire And Sword) This editor has a graphical user interface (GUI) for editing parts of the text-compiled game modules and also Taleworls Module System (Python script). Welcome to the official home of Morgh’s Mount & Blade WB/WFAS Editor! init ( width = 800, height = 650, caption = "Catch your husband!" ) game_layer = Game () game_scene = cocos. velocity = 0, 0 if _name_ = '_main_' : cocos. do ( Move ()) def on_key_press ( self, symbol, modifiers ): if symbol = key.
ColorLayer ): is_event_handler = True def _init_ ( self ): super ( Game, self ). Quite nice, as this way you do not have to worry about more then one Layer accepting the same event, as only the top-most one will catch it, which is almost always what we want to do.įrom _future_ import division from cocos.actions import Move from pyglet.window import key import cocos import resources class Game ( cocos. Events are the propagated to the layers from front to back until a Layer catches and accepts it. On Layers you also define event handlers. Image taken from the cocos2d programming guide Layers with higher 'z' coordinate value are on "top" (closer to the camera).Įach layer would have a different 'z' coordinate, making sure that the HUD is always shown on top, that the player is shown on top of the gameplay elements etc. You can think of Layers similarly to layers in Photoshop or something similar - as transparent sheets on which you can draw the children, which are stacked one on top of another to make a Scene. Layers help you organise the Scene in the back to front axis. are indispensable in building a game, and this way, we do not have to make them from scratch. Things like Actions, Flow control, Menus etc.
#Mnb save game editor how to
Documentation: Programming Guide + API Reference + Video Tutorials + Lots of simple tests showing how to use it.Text Rendering: Label and HTMLLabel with action support.Menus: Built in classes to create menus.Transitions: Move from scene to scene with style.Tiled Maps: Support for rectangular and hexagonal tiled maps.Effects: Effects like waves, twirl, lens and much more.Composable actions like move, rotate, scale and much more Actions: Just tell sprites what you want them to do.Flow control: Manage the flow control between different scenes in an easy way.Cocos2d is a library built on top of Pyglet, and is a framework for building 2D games, demos and other graphical/interactive applications.Ī list of main features taken from their website lists them as: