Formats:Island:BWE

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BWE Scripting Reference

.BWE [Mission Enviroment Script File]

BWE Files are executed on the mission load of the given island. They contain the script command to load objects within the island/mission.

About BWE Scripting

Location

\data\landscape\BW2

You can edit the BWE files in this directory by opening them with notepad or some other .txt viewing program.

Here you can edit what people you start with :
CREATE_VILLAGER_POS("867.77,705.79", "867.77,705.79", "GREEK_HOUSEWIFE", 23)

  1. By changing "GREEK_HOUSEWIFE" to "JAPANESE_HOUSEWIFE" or NORSE, AZTEC, or INDIGENOUS appropriately you can begin with Japanese, Norse, Aztec or Egyptian people.
  2. The last number (shown here as 23) is the starting age of this person.
  3. The first two sets of numbers (shown here as "867.77,705.79", "867.77,705.79") are the co-ordinates on the map that this person starts, they are always the same, dunno why.
  • Note: This can be found after the Town Centre placement of the town you want the people to belong to, somewhere before the tree placements in the text, the top half.

Ore Mine Values:
CREATE_ORE_LODE("780.92,867.86", "Ore Lode Normal", 488, 1000, 5000.000000)

  1. The Last number *could* be the amount of ore in the mine. To Change an ore mine to a bottomless mine replace "Ore Lode Normal" with "Ore Lode Infinite".
  2. Once again the first number is the co-ordinates of this object on the map.
  • Note: This can be found after the tree placements in all the scripts, near the bottom of the text.

In order to play these alternate maps, start a new game or just get on to the level you altered by going through the game normally. Hope this helps some people to have fun playing the game again with more ore or with a different tribe. Will add more to this later.
- BACK UP ALL YOUR .BWE FILES BEFORE YOU START ALTERING THEM!


Town Names

To give your towns valid names you have to edit the bwe file located in: "\Data\landscape\BW2\"
Use notepad or a similar txt editor.

Add the following code in an appropriate place.

SET_TOWN_NAME(int, string)


int: This is the number of the town. The first town you create in the editor will be Town 0.
string: This is a database reference. You can use Dero's LHTS editor to open the lhts file located in the compiler directory.


An example could look like this:

SET_TOWN_NAME(0, "BW2T_PLACENAMES_NORSECITY_16")


That will set the name of Town 0 to "Darromire".


Here's a list of some town names from the database.

BW2T_PLACENAMES_AZTECCITY_1::Tacuaba
BW2T_PLACENAMES_AZTECCITY_2::Tezopan
BW2T_PLACENAMES_AZTECCITY_3::Queza
BW2T_PLACENAMES_AZTECCITY_4::Tralihac
BW2T_PLACENAMES_AZTECCITY_5::Huatican
BW2T_PLACENAMES_GREEKCITY_1::Pyrenon
BW2T_PLACENAMES_GREEKCITY_2::Coros
BW2T_PLACENAMES_GREEKCITY_3::Epoidos
BW2T_PLACENAMES_GREEKCITY_4::Pelopos
BW2T_PLACENAMES_GREEKCITY_5::Nomosis
BW2T_PLACENAMES_JAPANESECITY_1::Seki
BW2T_PLACENAMES_JAPANESECITY_2::Tonshu
BW2T_PLACENAMES_JAPANESECITY_3::Sakato
BW2T_PLACENAMES_JAPANESECITY_4::Miyama
BW2T_PLACENAMES_JAPANESECITY_5::Denkusu
BW2T_PLACENAMES_NORSECITY_1::Addlestan
BW2T_PLACENAMES_NORSECITY_2::Dengard
BW2T_PLACENAMES_NORSECITY_3::Viskant
BW2T_PLACENAMES_NORSECITY_4::Thorbur
BW2T_PLACENAMES_NORSECITY_5::Hilmirand


External links:
LHTS Editor