Adding a new zone?

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marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Adding a new zone?

#1 Post by marvalis »

Right, I have been trying to add a new zone but I don't seem to be able to make it happen.

Can anyone help me fix this?

This is how far I got:

* Make a new addon, call it

Code: Select all

tome-armory
* Overload it with:

Code: Select all

/data/zones/armory-west/
 ./grids.lua
 ./objects.lua
 ./traps.lua
 ./npcs.lua
 ./zone.lua

/data/zones/wilderness/grids.lua

/data/maps/wilderness/eyal.lua
/data/maps/zones/armory-west.lua
I dont even think my addon is loading.
Yet I see no problem with init.lua:

Code: Select all

long_name = "Armory in the west"
short_name = "armory"
for_module = "tome"
version = {3,9,35}
weight = 100
author = { "marvalis"}
homepage = "http://tome.te4.org/"
description = [[Add the armory in the west.]]
overload = true
superload = false
hooks = false
data = false
tome-armory.zip
(19.56 KiB) Downloaded 176 times

faustgeist
Halfling
Posts: 98
Joined: Wed Mar 02, 2011 6:59 pm

Re: Adding a new zone?

#2 Post by faustgeist »

The ability to add new maps, towns and zones would be a *fantastic* element to the ADDON feature.

While I do not know the code to do it... I will start working on some projects to add one day soon!
~R

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Adding a new zone?

#3 Post by marvalis »

Turns out I forgot to change the version in init.lua, and this was preventing my addon from loading.

Now I just have to find out how to place the items and npc's I want.

Goblinz
Module Developer
Posts: 163
Joined: Tue Dec 14, 2010 3:23 am
Location: Where I need to be

Re: Adding a new zone?

#4 Post by Goblinz »

here this example addon loads new items and the same techique is used to load monsters
https://gitorious.org/te4/tome-example-addon
Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?

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