Difference between revisions of "BuildingScenariosSimple"

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{{BuildingScenariosNav}}
 
{{BuildingScenariosNav}}
 
= Learning things step by step =
 
  
 
Here we will show you a very simple scenario file and explain each line of it.
 
Here we will show you a very simple scenario file and explain each line of it.
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<pre>
 
<pre>
 
<nowiki>
 
<nowiki>
 +
#textdomain wesnoth-Simple_Campaign
 
[scenario]
 
[scenario]
  
   id=test-1
+
   id=01_test-1
   next_scenario=2_test-more
+
   next_scenario=02_test-more
 
   
 
   
   name=A Simple Test Scenario
+
   name= _ "A Simple Test Scenario"
   map_data="{campaigns/Test_Campaign/testmap}{~campaigns/Test_Campaign/testmap}"
+
   map_data="{~add-ons/Test_Campaign/maps/testmap.map}"
 
   turns=20
 
   turns=20
 
   
 
   
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   {SECOND_WATCH}
 
   {SECOND_WATCH}
 
   
 
   
   music=wesnoth-1.ogg
+
   music=battle.ogg
 
   
 
   
 
   [event]
 
   [event]
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       [objective]
 
       [objective]
 
         description= _ "Death of Konrad"
 
         description= _ "Death of Konrad"
 +
        condition=lose
 +
      [/objective]
 +
      [objective]
 +
        description= _ "Turns run out"
 
         condition=lose
 
         condition=lose
 
       [/objective]
 
       [/objective]
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<br>&nbsp;&nbsp;&nbsp; <font size=5>↓ ↓ ↓</font>
 
<br>&nbsp;&nbsp;&nbsp; <font size=5>↓ ↓ ↓</font>
 
</blockquote>  
 
</blockquote>  
 +
* <code>#textdomain</code> must be provided at the start of your scenario file if you want it to be translated. Format is <code>#textdomain wesnoth-Name_of_your_campaign</code>, as defined in your _main.cfg file.
 +
 +
 
Every scenario must be enclosed in a tag; the <code>[scenario]</code> tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:
 
Every scenario must be enclosed in a tag; the <code>[scenario]</code> tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:
  
* <code>id</code> (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the <code>id</code>'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a <code>[campaign]</code> tag using the <code>first_scenario</code> key (see [[BuildingCampaignsTheCampaignFile]]) or inside a <code>[scenario]</code> tag using the <code>next_scenario</code> key (see below).
+
* <code>id</code> (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the <code>id</code>'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a <code>[campaign]</code> tag using the <code>first_scenario</code> attribute (see [[BuildingCampaignsTheCampaignFile]]) or inside a <code>[scenario]</code> tag using the <code>next_scenario</code> attribute (see below).
  
* The value of the <code>next_scenario</code> key is the <code>id</code> (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put <code>next_scenario=null</code> inside the file. This will tell the game to display the ''End'' screen when this scenario is won.
+
* The value of the <code>next_scenario</code> attribute is the <code>id</code> (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put <code>next_scenario=null</code> inside the file. This will tell the game to display the ''End'' screen when this scenario is won.
  
* The value of the <code>name</code> key is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also the default name of saved files for the level.
+
* The value of the <code>name</code> attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also used to generate the default names of saved files for the level. The underscore before the name marks it as translatable.
  
* The next key, <code>map_data</code>, is a link to the map file. You can create map files using the Wesnoth Map Editor (see [[WesnothMapEditor]] and [[BuildingMaps]] for more information). It may not be known exactly where this campaign will be located, so in this example we've writen two possible locations for the map file. Also, since the map data in this file uses multiple lines, and since the value of the <code>map_data</code> attribute will later be replaced with this multi-line map data by the Wesnoth [[PreprocessorRef|preprocesser]], quotation marks are needed to indicate where the data begins and ends. Not using the quotation marks breaks the scenario.
+
* The next attribute, <code>map_data</code> is a little tricky.  Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks.  However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a [[PreprocessorRef|preprocesser]] command.  The code <code>{~add-ons/Test_Campaign/maps/testmap.map}</code> does just that, telling the wesnoth engine to look in the file <code>add-ons/Test_Campaign/maps/testmap</code> for the map data.  The <code>~</code> symbol tells Wesnoth to search for the map file in the ''userdata'' directory (see [[EditingWesnoth]] and [[PreprocessorRef]] for more information).  You can create and edit map files using Wesnoth's built-in map editor (see [[BuildingMaps]] for more information).
  
* Finally, the last key in the top set of keys is <code>turns</code>. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)
+
* Finally, the last attribute in the top set of keys is <code>turns</code>. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)
  
The next section is a group of macros processed by Wesnoth's [[PreprocessorRef|preprocessers]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard preprocessors to make life easier, but you yourself can write them too (again stuff for later).  
+
The next section is a group of macros which will be processed by Wesnoth's [[PreprocessorRef|preprocesser]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later).  
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for <code>{SECOND_WATCH}</code>. This, for example, might be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.
+
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for <code>{SECOND_WATCH}</code>. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.
  
 
The <code>music</code> attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the <code>music/</code> directory and <b>must</b> be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.
 
The <code>music</code> attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the <code>music/</code> directory and <b>must</b> be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.
  
A tag you'll get to know very well when making scenarios is <code>[event]...[/event]</code>. <code>event</code> tags are used to describe what should be done if an ''event'' takes place. What this event would be is described by the <code>name</code> attribute. In this case we're describing the so-called ''prestart'' event. This event takes place just ''before'' the game starts and just ''after'' all the introduction screens are shown.
+
A tag you'll get to know very well when making scenarios is <code>[event]...[/event]</code>. <code>event</code> tags are used to describe what should be done when various sorts of ''events'' take place. The specific type of event is stated in the <code>event</code>'s <code>name</code> attribute. In this case we're describing the so-called <code>prestart</code> event. This event occurs just ''after'' all the introduction screens for the scenario have been shown but just ''before'' the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the ''Scenario Objectives Dialog'' that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the <code>[objectives]</code> tag (N.B. that <code>objectives</code> is plural). Further, each circumstance is defined in its own <code>[objective]</code> (N.B. the singular here) tag with winning circumstances setting <code>condition</code> to <code>win</code>, and with losing circumstances setting it to <code>lose</code>. In the example above, <code>objectives</code> states victory to be "Defeat Enemy Leader". For defeat, however, <code>[objectives]</code> gives the player ''two'' possibilities: either "Death of Konrad" or "Turns run out" (any number of either winning or losing <code>[objective]</code> tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:
Here we have limited the contents of the event tag to just the name attribute and another important tag: <code>[objectives]</code> (N.B. that <code>objectives</code> is plural) containing any number of <code>[objective]</code> (N.B. the singular here) tags.
 
For each <code>[objective]</code> tag, if <code>condition</code> is set to <code>win</code>, the text of <code>description</code> will be displayed in green after "Victory" in the Scenario Objectives. If <code>condition</code> is set to <code>lose</code>, the text of <code>description</code> will be displayed in red after "Defeat" in same Objectives. Because we've placed the <code>[objectives]</code> tag inside a prestart event, this will be shown on the very first turn of the scenario.
 
  
The <code>side</code> attribute in <code>[objectives]</code> indicates that the conditions defined here by the <code>[object]</code> tags are for the allied faction ''side 1'' (see below). The underscore ("_") facilitates translation using [[GetText|Gettext]].
+
<table border=1><tr><td>
 +
'''<font size=e>A Simple Test Scenario</font>'''
 +
<br>'''Victory:'''
 +
<br><font color=green>Defeat Enemy Leader</font>
 +
<br>'''Defeat:'''
 +
<br><font color=red>Death of Konrad
 +
<br>Turns run out</font>
 +
<br>
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[ OK ]
 +
</td></tr></table>
  
Note that ''any'' Victory or Defeat objective can be met in order to win or lose the scenario, but a single Victory objective may have multiple parts.
+
Note that the <code>[objectives]</code> tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are.  Special victory or defeat conditions will have to be coded into the scenario using various [event]s.
Also note that the <code>[objective]</code> tag only describes what the objectives are. You will still need to set the appropriate events before they will work (but that's again stuff for later).
+
 
 +
The <code>side</code> attribute in <code>[objectives]</code> indicates that the conditions defined here by the <code>[objective]</code> tags are for the faction or alliance ''side 1'' alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore ("_") facilitates translation using [[GetText|Gettext]].
  
 
== Second part ==
 
== Second part ==
So far so good! The last necessary part describes what the players (Human and
+
So far so good! The last necessary part describes what the players (both human and
Computer) start with, what they can do and what they can't do. Each of the players is described in a '''[side]''' tag.
+
computer) start with, what they can do, and what they can't do. Each of the players is described in a <code>[side]</code> tag with the word ''side'' referring to a player's faction, band, or horde.
  
 
<blockquote>
 
<blockquote>
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     type=Commander
 
     type=Commander
     description=Konrad
+
     id=Konrad
 +
    name= _ "Konrad"
 
     canrecruit=yes
 
     canrecruit=yes
  
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</pre>
 
</pre>
 
</blockquote>
 
</blockquote>
Above you can see a sample '''[side]''' for the human player, Konrad. We wll describe every key more in detail below:
 
* ''side'': the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]) It's a number from 1 to 9.
 
* ''controller'': possible values are 'human' or 'ai' (artificial intelligence, meaning your computer). If you don't specify this key, 'ai' is used as the default.
 
* ''team_name'' describes which team the side is on. It defaults to the same number as ''side'', so setting it to ''2'' allies this side with side 2, if you haven't changed the team_name of side 2.
 
* ''user_team_name'' is the name displayed when you view the sie stats (by pressing alt+s during gameplay). The underscore facilitates translation using GetText (see [[GetText]]).
 
  
 +
Above you can see a sample <code>[side]</code> for the human player, Konrad. The first group of attributes in the <code>[side]</code> tag pertains to the side generally:
 +
* <code>side</code>: the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). It's a number from 1 to 9.
 +
* <code>controller</code> takes either of two possible values: <code>human</code> or <code>ai</code> (''i.e.,'' ''artificial intelligence'', meaning your computer). If you don't specify this attribute, <code>ai</code> is the default.
 +
* <code>team_name</code> describes which team the side is on. It defaults to the same number as <code>side</code>, but setting it to <code>2</code> allies this side with side 2 (if you haven't changed the <code>team_name</code> of side 2).
 +
* <code>user_team_name</code> is the name displayed when you view the side stats (by pressing <tt>alt+s</tt> during gameplay). The underscore ("_") facilitates translation using [[GetText|Gettext]].
  
The next set of keys describe the leader of this side:
+
The next group of attributes describe the leader of this side:
* ''canrecruit'': This key can be 'yes' or 'no' (boolean equivalents 1 and 0 and true or false work too). If you no, then the leader won't be able to recruit. (Not much of a leader then, is he?) Any team without a canrecruit=yes unit automatically loses, so be sure to use this key.
+
* <code>canrecruit</code>: This attribute can be set to <code>yes</code> or <code>no</code> (the boolean equivalents <code>1</code> and <code>0</code> or <code>true</code> and <code>false</code> also work). If this is set to <code>no</code>, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a <code>canrecruit=yes</code> attribute statement automatically loses, so be sure to include this attribute.
* ''type'' describes what type of unit the leader will be. The possible  values are listed here: [http://units.wesnoth.org the unit tables].
+
* <code>type</code> describes what type of unit the leader will be. The possible  values are listed in [http://units.wesnoth.org the Wesnoth unit tables].
* ''description'' is the name and description of the leader.
+
* <code>id</code> is the identifier of the leader, as used by the engine, and is not visible by the player.
In a campaign, all of these 'leader-describing' keys are ignored for the human player (except ''canrecruit''), since the leader from the previous scenario is used instead. However, the ''type'' key is still neccesary to prevent the scenario from crashing.
+
* <code>name</code> is the name of the leader, as visible to the player. The underscore marks it as translatable.
  
* ''recruit'' is a comma-separated list of types of units. The possible values are listed in [http://units.wesnoth.org the unit tables].
+
In a campaign, all of these "leader-describing" attributes are ignored for human players (except <code>canrecruit</code>), since the leader from the previous scenario is carried over into the current one. The exception to this is, of course, the first scenario, because there is no leader from previous scenarios. However, the <code>type</code> attribute is still necessary to prevent the scenario from crashing, so be sure to include it.
  
 +
The last attribute, <code>recruit</code>, is a comma-separated list of [http://units.wesnoth.org unit types].  These types will become the side's recruitment list.  This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.
  
Then two more preprocessors are used:
+
Finally, two macros are called. The first, <code>GOLD</code> takes three positive numbers. These indicate the amount of money the player will start with on the <var>easy</var>, <var>normal</var>, and <var>hard</var> difficulty levels, respectively. For a human-controlled side (<code>controller=human</code>), this specifies only the <i>minimum</i> amount of gold.  The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, <code>INCOME</code>, is analogous to <code>GOLD</code> but for the base income. The defaults values for <code>GOLD</code> and <code>INCOME</code> are 100 gold and 2 base income, respectively.
* '''{GOLD easy normal hard}''' takes 3 positive numbers. These indicate the amount of money the player will start with on the EASY, NORMAL and HARD difficulty level.
 
In a campaign file, inside a human controlled side (''controller=human''), this is the minimum amount.  The actual amount the player gets can be larger if the player retained more from previous scenarios.
 
* '''{INCOME easy normal hard}''' is similar, but indicates the base income.
 
The defaults for each of these values are 100 gold and 2 base income.
 
  
 
== Making it all work ==
 
== Making it all work ==
Now, to make this scenario playable, we need to make a campaign for it. (see [[BuildingCampaignsTheCampaignFile]])
+
To make this scenario playable, we need to make a campaign for it (see [[BuildingCampaignsTheCampaignFile]]).
This should NOT be stored inside the main directory '''data/campaigns''' but inside '''userdata/data/campaigns'''. This prevents breaking the mainline campaigns or even worse, the entire game. (see [[BuildingCampaignsDirectoryStructure]])
+
This should '''not''' be stored in the main directory <tt>data/campaigns</tt> but rather inside <tt>userdata/data/campaigns</tt>. This prevents the breaking of mainline campaigns or, even worse, the entire game.
Note: All files, the campaign file and the scenario file, one for each scenario level, must be saved with the ending .cfg (for example: testcampaign.cfg).
+
Please note that all files (''i.e.'', the campaign file and the scenario files for each level) must be saved with the file extension <tt>.cfg</tt> (''e.g.'', <tt>_main.cfg</tt>).
This is a short example on how to do this:
+
The following is a short, example campaign file:
  
 
  [campaign]
 
  [campaign]
 
   name= _ "Test Campaign"
 
   name= _ "Test Campaign"
 
   first_scenario=test-1
 
   first_scenario=test-1
 +
  define=CAMPAIGN_TEST_CAMPAIGN
 
   difficulties=EASY,NORMAL,HARD
 
   difficulties=EASY,NORMAL,HARD
+
   difficulty_descriptions={MENU_IMG_TXT2 "units/elves-wood/fighter.png" _"Fighter" _"(Beginner)"} +
   difficulty_descriptions= _ "&elvish-fighter.png=Easy;*&elvish-hero.png=Medium;&elvish-champion.png=Hard"
+
    ";*" + {MENU_IMG_TXT2 "units/elves-wood/hero.png" _"Hero" _"(Normal)"} +
   icon=elvish-fighter.png
+
    ";" + {MENU_IMG_TXT2 "units/elves-wood/champion.png" _"Champion" _"(Hard)"}
 +
   icon="units/elves-wood/hero.png"
 
  [/campaign]
 
  [/campaign]
 +
#ifdef CAMPAIGN_TEST_CAMPAIGN
 +
{~add-ons/test_campaign/scenarios}
 +
#endif
 +
 +
The <code>[campaign]</code> tag describes the campaign. The first attribute, <code>name</code>, is displayed in the campaign selector box during gameplay. The second, <code>first_scenario</code>, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the <code>next_scenario</code> attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the <code>campaign</code> tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol ([[PreprocessorRef]]) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the <code>define</code> key.
 +
 +
The attribute <code>difficulties=EASY,NORMAL,HARD</code> tells Wesnoth to use the value <code>EASY</code> if the first difficulty choice is chosen during gameplay, <code>NORMAL</code> if the second is chosen, and <code>HARD</code> if the third is chosen.
 +
The expression <code>#ifdef</code> can be used later to test the value of this attribute (see [[PreprocessorRef]]).
 +
It is recommended that you do not use any names other than <code>EASY</code>, <code>NORMAL</code>, or <code>HARD</code> for your macros because doing so will cause some standard macros, such as <code>{GOLD}</code> and <code>{INCOME}</code>, to not work properly.
 +
 +
Two optional attributes are <code>difficulty_descriptions</code> and <code>icon</code>.
 +
As its value, <code>icon</code> holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.
  
Campaigns are described in the '''[campaign]''' tag. The first key is ''name'', which is
+
The <code>difficulty_descriptions</code> uses a standard syntax. You provide an image, difficulty name, and a level. Unsurprising, in our example during gameplay <tt>elvish-fighter.png</tt> would display associated with the <i>easy</i> level, <tt>elvish-hero.png</tt> with <i>normal</i>, and <tt>elvish-champion.png</tt> with <i>hard</i>. You can use whatever names you want, and don't need to stick with easy, normal and hard here. You do need to do this in the <code>difficulties</code> section, because many macros are based off this.
displayed on the campaign selector box. The second key is ''first_scenario'', which is
 
the ID of the first scenario of the campaign. Scenarios following after this one are referenced inside the first scenario using ''next_scenario'' (see above).
 
  
The key '''difficulties=EASY,NORMAL,HARD''' tells the computer to set the macro '''EASY''' if the first difficulty choice is chosen, '''NORMAL''' if the second is chosen, and '''HARD''' if the third is chosen.
+
Each list item in <code>difficulty_description</code> begins with the macro <code>MENU_IMG_TEXT2</code> which simplifies the syntax (see [[DescriptionWML]]). This is followed by the filename of the image, then an equal sign ("="), and finally the text to display (<i>i.e.</i>, "Easy". Take note that text displayed for the easy level is not "EASY": the text used is that in <code>difficulty_descriptions</code>, not <code>difficulties</code>. Similary, the normal level's text is "Medium").  
The expression '''#ifdef''' can be used later to test these macros. (see [[PreprocessorRef]])
 
It is recommended that you do not use other names than '''EASY''', '''NORMAL''', and '''HARD''' for your macros, because if you do then the standard macros, such as '''{GOLD}''' and '''{INCOME}''', won't work properly.
 
  
Two optional keys are ''difficulty_descriptions'' and ''icon''.
+
Optionally you may place an asterisk ("*") before one of list items of <code>difficulty_desciptions</code> which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.
''icon'' has value equal to an image, displayed inside the campaign list.
 
''difficulty_descriptions'' must have the same number of inputs as  '''difficulties''', most commonly three, separated by semicolons.
 
These inputs then map on to the difficulties, so that if you have set difficulties to:
 
"difficulties=EASY,NORMAL,HARD"
 
the first input will specify the display on EASY, the second on NORMAL and the third on HARD.
 
Each difficulty display description starts opens with an ampersand (''&''), then the image to display (eg ''elvish-fighter.png''),
 
then an equals (''='') sign, then the text to display (eg ''Easy'').
 
Optionally you can place an asterisk (''*'') before one of the ampersands, and the corresponding difficulty will be selected by default (here NORMAL is default).
 
  
 
== See Also ==
 
== See Also ==
* [[BuildingMaps]] & [[WesnothMapEditor]]
+
* [[BuildingMaps]]
 
* [[ScenarioWML]] & [[SyntaxWML]]
 
* [[ScenarioWML]] & [[SyntaxWML]]
 
* [[BuildingScenarios]]
 
* [[BuildingScenarios]]
  
 
[[Category:Create]]
 
[[Category:Create]]

Latest revision as of 22:06, 10 October 2018

Here we will show you a very simple scenario file and explain each line of it. The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.

Before reading this, it might prove useful to read something about the syntax of the Wesnoth Markup Language: SyntaxWML

First part


#textdomain wesnoth-Simple_Campaign
[scenario]

  id=01_test-1
  next_scenario=02_test-more
 
  name= _ "A Simple Test Scenario"
  map_data="{~add-ons/Test_Campaign/maps/testmap.map}"
  turns=20
 
  {DAWN}
  {MORNING}
  {AFTERNOON}
  {DUSK}
  {FIRST_WATCH}
  {SECOND_WATCH}
 
  music=battle.ogg
 
  [event]
    name=prestart
    [objectives]
      side=1
      [objective]
        description= _ "Defeat Enemy Leader"
        condition=win
      [/objective]
      [objective]
        description= _ "Death of Konrad"
        condition=lose
      [/objective]
      [objective]
        description= _ "Turns run out"
        condition=lose
      [/objective]
    [/objectives]
  [/event]

continued below
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  • #textdomain must be provided at the start of your scenario file if you want it to be translated. Format is #textdomain wesnoth-Name_of_your_campaign, as defined in your _main.cfg file.


Every scenario must be enclosed in a tag; the [scenario] tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:

  • id (short for identifier) is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the id's a number). This name is also referenced in other tags and files, e.g., inside a [campaign] tag using the first_scenario attribute (see BuildingCampaignsTheCampaignFile) or inside a [scenario] tag using the next_scenario attribute (see below).
  • The value of the next_scenario attribute is the id (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put next_scenario=null inside the file. This will tell the game to display the End screen when this scenario is won.
  • The value of the name attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See BuildingScenariosIntermediate for an explanation on how to do that). It's also used to generate the default names of saved files for the level. The underscore before the name marks it as translatable.
  • The next attribute, map_data is a little tricky. Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks. However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a preprocesser command. The code {~add-ons/Test_Campaign/maps/testmap.map} does just that, telling the wesnoth engine to look in the file add-ons/Test_Campaign/maps/testmap for the map data. The ~ symbol tells Wesnoth to search for the map file in the userdata directory (see EditingWesnoth and PreprocessorRef for more information). You can create and edit map files using Wesnoth's built-in map editor (see BuildingMaps for more information).
  • Finally, the last attribute in the top set of keys is turns. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (i.e., the defeat event is triggered. See EventWML for more.)

The next section is a group of macros which will be processed by Wesnoth's preprocesser. Macros are essentially WML shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later). Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for {SECOND_WATCH}. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.

The music attribute takes for its value the name of a music file (see MusicListWML for more). This file must be in the music/ directory and must be in Ogg format.

A tag you'll get to know very well when making scenarios is [event]...[/event]. event tags are used to describe what should be done when various sorts of events take place. The specific type of event is stated in the event's name attribute. In this case we're describing the so-called prestart event. This event occurs just after all the introduction screens for the scenario have been shown but just before the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the Scenario Objectives Dialog that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the [objectives] tag (N.B. that objectives is plural). Further, each circumstance is defined in its own [objective] (N.B. the singular here) tag with winning circumstances setting condition to win, and with losing circumstances setting it to lose. In the example above, objectives states victory to be "Defeat Enemy Leader". For defeat, however, [objectives] gives the player two possibilities: either "Death of Konrad" or "Turns run out" (any number of either winning or losing [objective] tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:

A Simple Test Scenario
Victory:
Defeat Enemy Leader
Defeat:
Death of Konrad
Turns run out

                        [ OK ]

Note that the [objectives] tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are. Special victory or defeat conditions will have to be coded into the scenario using various [event]s.

The side attribute in [objectives] indicates that the conditions defined here by the [objective] tags are for the faction or alliance side 1 alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore ("_") facilitates translation using Gettext.

Second part

So far so good! The last necessary part describes what the players (both human and computer) start with, what they can do, and what they can't do. Each of the players is described in a [side] tag with the word side referring to a player's faction, band, or horde.

    ↑ ↑ ↑
continued from above


  [side]
    side=1
    controller=human
    team_name=2
    user_team_name= _ "Konrad's forces"

    type=Commander
    id=Konrad
    name= _ "Konrad"
    canrecruit=yes

    recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman

    {GOLD 100 50 0}
    {INCOME 10 5 0}
  [/side] 
[/scenario]

Above you can see a sample [side] for the human player, Konrad. The first group of attributes in the [side] tag pertains to the side generally:

  • side: the leader of this side is placed on the tile represented by this digit (see BuildingMaps). It's a number from 1 to 9.
  • controller takes either of two possible values: human or ai (i.e., artificial intelligence, meaning your computer). If you don't specify this attribute, ai is the default.
  • team_name describes which team the side is on. It defaults to the same number as side, but setting it to 2 allies this side with side 2 (if you haven't changed the team_name of side 2).
  • user_team_name is the name displayed when you view the side stats (by pressing alt+s during gameplay). The underscore ("_") facilitates translation using Gettext.

The next group of attributes describe the leader of this side:

  • canrecruit: This attribute can be set to yes or no (the boolean equivalents 1 and 0 or true and false also work). If this is set to no, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a canrecruit=yes attribute statement automatically loses, so be sure to include this attribute.
  • type describes what type of unit the leader will be. The possible values are listed in the Wesnoth unit tables.
  • id is the identifier of the leader, as used by the engine, and is not visible by the player.
  • name is the name of the leader, as visible to the player. The underscore marks it as translatable.

In a campaign, all of these "leader-describing" attributes are ignored for human players (except canrecruit), since the leader from the previous scenario is carried over into the current one. The exception to this is, of course, the first scenario, because there is no leader from previous scenarios. However, the type attribute is still necessary to prevent the scenario from crashing, so be sure to include it.

The last attribute, recruit, is a comma-separated list of unit types. These types will become the side's recruitment list. This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.

Finally, two macros are called. The first, GOLD takes three positive numbers. These indicate the amount of money the player will start with on the easy, normal, and hard difficulty levels, respectively. For a human-controlled side (controller=human), this specifies only the minimum amount of gold. The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, INCOME, is analogous to GOLD but for the base income. The defaults values for GOLD and INCOME are 100 gold and 2 base income, respectively.

Making it all work

To make this scenario playable, we need to make a campaign for it (see BuildingCampaignsTheCampaignFile). This should not be stored in the main directory data/campaigns but rather inside userdata/data/campaigns. This prevents the breaking of mainline campaigns or, even worse, the entire game. Please note that all files (i.e., the campaign file and the scenario files for each level) must be saved with the file extension .cfg (e.g., _main.cfg). The following is a short, example campaign file:

[campaign]
  name= _ "Test Campaign"
  first_scenario=test-1
  define=CAMPAIGN_TEST_CAMPAIGN
  difficulties=EASY,NORMAL,HARD
  difficulty_descriptions={MENU_IMG_TXT2 "units/elves-wood/fighter.png" _"Fighter" _"(Beginner)"} +
   ";*" + {MENU_IMG_TXT2 "units/elves-wood/hero.png" _"Hero" _"(Normal)"} +
   ";" + {MENU_IMG_TXT2 "units/elves-wood/champion.png" _"Champion" _"(Hard)"}
  icon="units/elves-wood/hero.png" 
[/campaign]
#ifdef CAMPAIGN_TEST_CAMPAIGN
{~add-ons/test_campaign/scenarios}
#endif

The [campaign] tag describes the campaign. The first attribute, name, is displayed in the campaign selector box during gameplay. The second, first_scenario, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the next_scenario attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the campaign tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol (PreprocessorRef) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the define key.

The attribute difficulties=EASY,NORMAL,HARD tells Wesnoth to use the value EASY if the first difficulty choice is chosen during gameplay, NORMAL if the second is chosen, and HARD if the third is chosen. The expression #ifdef can be used later to test the value of this attribute (see PreprocessorRef). It is recommended that you do not use any names other than EASY, NORMAL, or HARD for your macros because doing so will cause some standard macros, such as {GOLD} and {INCOME}, to not work properly.

Two optional attributes are difficulty_descriptions and icon. As its value, icon holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.

The difficulty_descriptions uses a standard syntax. You provide an image, difficulty name, and a level. Unsurprising, in our example during gameplay elvish-fighter.png would display associated with the easy level, elvish-hero.png with normal, and elvish-champion.png with hard. You can use whatever names you want, and don't need to stick with easy, normal and hard here. You do need to do this in the difficulties section, because many macros are based off this.

Each list item in difficulty_description begins with the macro MENU_IMG_TEXT2 which simplifies the syntax (see DescriptionWML). This is followed by the filename of the image, then an equal sign ("="), and finally the text to display (i.e., "Easy". Take note that text displayed for the easy level is not "EASY": the text used is that in difficulty_descriptions, not difficulties. Similary, the normal level's text is "Medium").

Optionally you may place an asterisk ("*") before one of list items of difficulty_desciptions which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.

See Also

This page was last edited on 10 October 2018, at 22:06.