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| = Building scenarios: Advanced = | | = Building scenarios: Advanced = |
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| Ok, so as you have seen in [[BuildingScenariosSimple]], you can setup what the human player and AI player start with. From the '''[side]''' tag listed below you can see we are going to learn some more interesting things about AI that can be controlled from there. We'll have a look at the new keys one by one.
| | ''''TODO:'''' |
| | This contained a repetition of what was already inside [[BuildingScenariosIntermediate]] |
| | This should contain: |
| | * (more) information about making & using preprocessors ([[PreprocessorRef]]) |
| | * information about GetText and making your scenario translatable |
| | * information on guidelines concerning the general layout of a scenario file |
| | * LOTS of links to pages any campaign editor needs frequently |
| | * ... |
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| [scenario]
| | Ayone who feels like writing something, go ahead |
| .
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| .
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| .
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| [side]
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| side=2
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| enemy=1
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| canrecruit=1
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| type=Lich
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| description=Galga
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| #ifdef EASY
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| recruit=Skeleton,Revenant,Blood Bat,Ghost,Bone Shooter
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| recruitment_pattern=fighter,fighter,archer,scout
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| gold=300
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| #endif
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| #ifdef NORMAL
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| recruit=Skeleton,Revenant,Chocobone,Blood Bat,Wraith,Bone Shooter,Dark Adept
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| recruitment_pattern=fighter,fighter,archer,scout
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| gold=500
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| #endif
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| #ifdef HARD
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| recruit=Skeleton,Revenant,Chocobone,Wraith,Bone Shooter,Dark Adept
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| recruitment_pattern=fighter,fighter,archer,scout
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| gold=700
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| #endif
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| aggression=1.0
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| village_value=0.0
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| leader_value=50.0
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| [/side]
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| .
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| .
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| .
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| [/scenario]
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| As you can see from the above listing, the '''[side]''' tag can get a little complex. The ''#ifdef'' is relatively simple
| | :Mathijs |
| to explain. If the user is playing EASY then everything between '''#ifdef EASY''' and '''#endif''' is set and the others
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| are ignored. If the user is playing NORMAL then everything between '''#ifdef NORMAL''' and '''#endif''' is set and the
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| others are ignored. Finally if the user is playing HARD then everything between '''#ifdef HARD''' and '''#endif''' is set
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| and the others are ignored. This allows a scenario to be configured differently for each level of gameplay the user
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| may choose. There are also four new keys listed, '''recruitment_pattern''', '''aggression''', '''village_value''' and '''leader_value'''.
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| ''''THIS IS OBSOLETE:'''' '''Editor's Note: For 0.8.3 and later, scenarios no longer need IDs'''
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| If a scenario is meant to be translated, it must have ID's. ID's are used to represent text in the scenario. A translation maps the ID of each text in the scenario to a translation text.
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| Example:
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| [message]
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| message= _ "Where are we? Which way now? I am tired of this darkness!"
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| description=Konrad
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| id=hasty_1
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| [/message]
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| This is the first message in the scenario "Hasty Alliance". To translate this message into French, we put the key
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| hasty_1="Où sommes-nous ? Quel chemin devons-nous emprunter maintenant ? Je suis fatigué de cette obscurité !"
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| in the French translation file and when Wesnoth is played in French this message will be displayed rather than the
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| original one. The key
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| ''' id ''' should be added to any tag with text that is meant to be translated (remember, the [scenario] tag already has an
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| id, do not add
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| another one).
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| Now you have enough information to make some interesting looking scenarios with tuned AI players.
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| This is a big step.
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| Next we are going to learn how to make your newly created scenario fit nicely into a campaign.
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| This involves making a descriptive intro shown before the scenario is played.
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| See [[IntroWML]] for a description of the intro screen.
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| == See Also == | | == See Also == |
| * [[ScenarioWML]], [[SyntaxWML]] & [[ReferenceWML]] | | * [[ScenarioWML]], [[SyntaxWML]] & [[ReferenceWML]] |
| * [[BuildingScenarios]] | | * [[BuildingScenarios]] |
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Building scenarios: Advanced
'TODO:'
This contained a repetition of what was already inside BuildingScenariosIntermediate
This should contain:
- (more) information about making & using preprocessors (PreprocessorRef)
- information about GetText and making your scenario translatable
- information on guidelines concerning the general layout of a scenario file
- LOTS of links to pages any campaign editor needs frequently
- ...
Ayone who feels like writing something, go ahead
- Mathijs
See Also