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	<title>BuildingCampaigns/fr - Revision history</title>
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	<updated>2026-11-03T18:49:36Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingCampaigns/fr&amp;diff=65048&amp;oldid=prev</id>
		<title>Svenor: Première version de la traduction intégrale</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingCampaigns/fr&amp;diff=65048&amp;oldid=prev"/>
		<updated>2019-11-06T14:37:58Z</updated>

		<summary type="html">&lt;p&gt;Première version de la traduction intégrale&lt;/p&gt;
&lt;a href=&quot;https://wiki.wesnoth.org/index.php?title=BuildingCampaigns/fr&amp;amp;diff=65048&amp;amp;oldid=65047&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Svenor</name></author>
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingCampaigns/fr&amp;diff=65047&amp;oldid=prev</id>
		<title>Svenor: Traduction du début de la page</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingCampaigns/fr&amp;diff=65047&amp;oldid=prev"/>
		<updated>2019-11-06T13:27:50Z</updated>

		<summary type="html">&lt;p&gt;Traduction du début de la page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Translations}}&lt;br /&gt;
&lt;br /&gt;
{{Create/fr}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:1em;&amp;quot;		&lt;br /&gt;
|__TOC__	&lt;br /&gt;
|}&lt;br /&gt;
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Pendant qu&amp;#039;un scénario peut être utilisé pour créer une bataille simple à jouer avec vos amis, une campagne est un groupe de scénarios, rassemblés pour raconter une histoire. Les scénarios dans une campagne décrivent habituellement un lieu spécifique dévoilant une partie de l&amp;#039;histoire, à opposé avec les &amp;quot;arènes&amp;quot; multijoueurs.&lt;br /&gt;
&lt;br /&gt;
Cette page considère que vous avez paramétrer votre extension avec un fichier &amp;#039;&amp;#039;_main.cfg&amp;#039;&amp;#039; simple, comme décrit [[AddonStructure/fr|ici]] ([[AddonStructure|en]]), et va vous guider dans l&amp;#039;utilisation du tag [campaign], tout en prodiguant quelques conseils sur la création d&amp;#039;une histoire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note :&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;A Simple Campaign&amp;lt;/b&amp;gt; par Anonymissimus est une extension créée pour aider les créateurs débutant pour leur première campagne. Vous pouvez le télécharger à partir du serveur d&amp;#039;extension pour votre version du jeu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mettre en place la campagne ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/wiki-images/wesnoth-campaigns-menu-1.11.11.jpg http://www.wesnoth.org/wiki-images/wesnoth-campaigns-menu-1.11.11-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;i&amp;gt;La Garde Sud&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, a campaign is simply a string of scenarios with &amp;lt;b&amp;gt;next_scenario=&amp;lt;i&amp;gt;id&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; keys in toplevel (see [[BuildingScenarios]]), where the value of &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;id&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; is in the key of the same name in toplevel. This allows each one to load the next. But how to begin playing? By setting up a [campaign] tag in your _main.cfg.&lt;br /&gt;
&lt;br /&gt;
The [campaign] tag is like the campaign&amp;#039;s &amp;quot;cover&amp;quot;. It will display your work in the campaign selection dialog with a description, an image (as shown on the right), as well as allowing the user to select a difficulty level before beginning to play.&lt;br /&gt;
&lt;br /&gt;
* It should be placed in your _main.cfg &amp;lt;b&amp;gt;outside&amp;lt;/b&amp;gt; any preprocessor conditionals &lt;br /&gt;
* For the &amp;lt;b&amp;gt;#ifdef&amp;lt;/b&amp;gt; conditional, you should use the format &amp;lt;b&amp;gt;#ifdef &amp;lt;i&amp;gt;YOUR_DEFINE_HERE&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; (you may define one in [campaign]).&lt;br /&gt;
&lt;br /&gt;
The full syntax of the [campaign] tag is documented in [[CampaignWML]], and an example of a fully featured _main.cfg with one in use can be found on the [[BuildingCampaignsTheCampaignFile]] page. If you run into errors while putting things together, [[DebuggingCampaigns]] has a few tips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; By default, you will find your campaign in the singleplayer selection menu. If you intend to create a multiplayer campaign, see [[MultiplayerContent]] for the required syntax amendments.&lt;br /&gt;
&lt;br /&gt;
== Designing the campaign ==&lt;br /&gt;
What follows is a collection of advice to aspiring campaign designers extracted from the Wesnoth forums.  For a more in-depth treatment including heuristics for scenario and campaign balancing, see the [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To].&lt;br /&gt;
&lt;br /&gt;
=== Start with Something Manageable ===&lt;br /&gt;
&lt;br /&gt;
If you set out to make an epic campaign spanning the whole history of Wesnoth, you&amp;#039;ll likely (although not necessarily) become bored or frustrated along the way somewhere and give up.  It&amp;#039;s much easier to start with a small story and add elements to it than it is to cut an epic down to the length of a haiku.&lt;br /&gt;
&lt;br /&gt;
;Shade (author of The Rise of Wesnoth) wrote&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;i&amp;gt;&amp;quot;I started TRoW last April, even after it was scenario complete it was still eating all of my free time (Time not spent sleeping, at school / work, or with loved ones / friends) until mid-November... Even now there is still bugfixing and a couple of things I&amp;#039;d like to add... and keeping it up to date with the game engine and any new happenings on the WML front... so there is still quite a lot to keep you busy after you are done... The forums are littered with half finished epics... Before you commit to an epic think long and hard. I don&amp;#039;t want to discourage you too much... But it is a lot of &amp;#039;work&amp;#039; (&amp;amp; fun).&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Story First ===&lt;br /&gt;
&lt;br /&gt;
What separates a campaign from a single scenario is the ability to tell a story. Consequently, what keeps people coming back for more is a good, interesting story mixed with good, interesting game play.  If you have a good idea of where the story of your campaign is going when you start, the little&lt;br /&gt;
pieces will fall into place much more easily.  After all, it worked for Pixar!&lt;br /&gt;
&lt;br /&gt;
;Scott (author of Liberty) wrote:&lt;br /&gt;
: &amp;quot;Here is how I wrote Liberty:&lt;br /&gt;
:# Write a rough story and plot&lt;br /&gt;
:# Decide how many scenarios you want to have&lt;br /&gt;
:# Divide the story between the scenarios so you can decide what will happen in each scenario:&lt;br /&gt;
:#* Where are you?&lt;br /&gt;
:#* Who are you fighting and why?&lt;br /&gt;
:#* What do you have to do in this scenario?&lt;br /&gt;
:#* Where does the hero want to go next?&lt;br /&gt;
:# Decide on the &amp;quot;hook&amp;quot; for each scenario. There are a lot of different possible setups for scenarios, and if you want to avoid the boring repetition of &amp;quot;Kill the 2 enemy leaders&amp;quot; you can list interesting combinations of enemies, allies, shroud/fog, day/night effects, recruiting and terrain situations, etc. and pick a good mix to keep the combat interesting and fun.    &lt;br /&gt;
: All of this has happened without doing any WML, but now you have enough to start coding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To] has much more to say about this storyboarding phase of the process.&lt;br /&gt;
&lt;br /&gt;
=== Share Early ===&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t be shy to post whatever you&amp;#039;ve created for others to look at.  We all had to learn too, and there are many people on the [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario and Campaign Development forum] who are eager to help people learn.&lt;br /&gt;
&lt;br /&gt;
;Turin (author of Eastern Invasion) wrote&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;    &lt;br /&gt;
: &amp;lt;i&amp;gt;&amp;quot;I&amp;#039;m working on a loyalist campaign now. I already have the basic plot. I am wondering if anyone wants to playtest my completed levels (I am done with two).  Thus I want to know if I should just post the new files as attachments, or what. There are two map files, two scenario files, an image file, a unit file, and you have to change the game file to access the campaign from the &amp;#039;campaign menu. So tell me how I should make them accessible.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steal Often ===&lt;br /&gt;
&lt;br /&gt;
There are too many quotations to pick one for this maxim.  The best way to learn how to do something is to copy it from someone else&amp;#039;s campaign.  It&amp;#039;s polite to ask first, and most campaign designers are happy to see small bits of their WML living in other campaigns.&lt;br /&gt;
It&amp;#039;s generally poor form to copy whole scenarios, maps, and campaigns, though.  And especially poor form to do so without permission.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[Guide_to_UMC_Content]]&lt;br /&gt;
* [[ExternalUtilities]]&lt;br /&gt;
* [http://www.catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How To]&lt;/div&gt;</summary>
		<author><name>Svenor</name></author>
	</entry>
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