Search results

  • ...end, the ''WML-based database backend''. This backend would use WML config files and would serve as an example to implement new backends. ...ols/dependencies make this challenge still more difficult. To improve this scenario, the proposed addon server should host the translations itself.
    18 KB (2,796 words) - 06:51, 22 April 2015
  • ...ly, simulate, calculate result. Repeat a few times and take the worst case scenario. If the evaluation is quick, it may be repeated many times (controllable by ...ple and might give good results, and can always be used as fallback if the scenario involves many units. Also, it's always good to have plan B.
    31 KB (5,133 words) - 10:14, 22 May 2013
  • ...executes a file. The rules for locating the files are the same as for WML files, except that they require a ''.lua'' extension instead of ''.cfg.'' Any ext ...discarding any additional ones. If the module is a directory, then all lua files are loaded, and a table containing the resulting modules is returned, with
    42 KB (6,281 words) - 17:53, 21 September 2024
  • * To save gold for the next scenario when the enemy is almost defeated ...ated list containing unit types, usages, or levels. This is meant to let a scenario editor make an easy hack for making the AI recruit more units of a specific
    21 KB (3,118 words) - 05:25, 27 February 2024
  • Actually, it’s just like folders and files on your hard disk. Each name/value pair is like a file, ...units, locations, and some code blocks, but you can’t directly access to scenario
    48 KB (6,497 words) - 12:57, 17 July 2019
  • ...modifications that might be useful to the users. Wizards should include a scenario wizard and campaign main wizard, as these are the most painful to build by I'm not... but I'd be happy to give people the flash or swf files for the first two projects
    16 KB (2,529 words) - 21:12, 4 April 2014
  • ...ly <b>music</b>. Here we will assume you are creating a campaign or single-scenario add-on. ...os go in <b>maps</b> (see [[BuildingMaps]]. All configuration (‘.cfg’) files for scenarios go in <b>scenarios</b> (see [[BuildingScenarios]]).
    6 KB (1,068 words) - 22:51, 8 November 2020
  • ...er's cpp files. I think it would be make game more batter by changing this files. singleplayer-> select a specific scenario-> select AI level-> call multiplayer.cpp with player ac AI(user selected(no
    10 KB (1,742 words) - 11:34, 7 April 2014
  • ...and by the looks of it Battle of Wesnoth would also join my list(stuck on scenario 9 though) ...the game better but after that I kind of got a hang for it. I played upto scenario 5 in first campaign in about 5 hours and then had to restart due to lack of
    25 KB (4,396 words) - 03:34, 16 November 2022
  • *WML (the wesnoth specific scenario language) ...switch back to vim once I figure out a good way to manage large numbers of files.
    17 KB (2,856 words) - 03:39, 4 April 2014
  • ...or defines and similar things that are usually parsed out when reading the files. I think that they could be created through inheritance and a few modificat ...ustom abilities and weapon specials in UnitWML, maybe possible alternative scenario paths.
    14 KB (2,298 words) - 19:32, 14 April 2014
  • ...portant''' to understand this, as it is a frequent source of confusion for scenario creators. An aspect is a parameter that the AI framework provides to scenario creators for configuring the AI behavior. For example, one can change how
    15 KB (2,475 words) - 00:47, 28 November 2022
  • ...is created at the game creation screen, generally to generate a map for a scenario. ...esnoth.something''', for example [[LuaAPI/wesnoth#wesnoth.scenario|wesnoth.scenario]], might be part of Core and not a separate module.
    12 KB (1,780 words) - 13:24, 29 April 2024
  • ...one no matter how much redundant code one would create. While this kind of scenario is extremely rare, and every effort should be made to find creative solutio ...ew APIs internals are changed, and can usually be organized into their own files and/or modules so that they don't clutter the cleaner code. Many such wrapp
    18 KB (2,944 words) - 10:10, 12 February 2018
  • ...' tag can help our game to find files it can use (such as map and scenario files). Here's how:
    9 KB (1,456 words) - 03:19, 7 May 2023
  • ...full ''#textdomain'' directive or leave nothing. Don't put any of these in files other than those with .cfg extension. " + _"(Novice? level, 1 scenario.)"
    19 KB (2,809 words) - 15:24, 25 November 2021
  • It tells the game to load all .cfg files inside the ''utils'' folder of our add-on, just like we did with scenarios. ....cfg'' or ''macros.cfg'', if it's something more specific we can name it ''scenario-macros.cfg'', ''bigmap.cfg'', ''abilities.cfg'' etc. For the purpose of thi
    28 KB (4,415 words) - 16:53, 25 November 2021
  • An add-on typically contains other files, see for example [[AddonStructure]] or [[BuildingCampaignsTheCampaignFile]] To help prevent clashes between add-ons, when starting a scenario the engine only loads the active add-ons. An add-on is active if one or mor
    6 KB (988 words) - 05:26, 27 February 2024
  • ...ile called gui_tutorial.lua, and add a command in the prestart event for a scenario which will create a right-click menu option to invoke our new GUI. Of cour The variable types found in the schema files are described at [[GUIVariable]].
    79 KB (9,932 words) - 16:06, 29 September 2024
  • | Whether to display single-player scenario add-ons. | Whether to display multiplayer scenario add-ons.
    43 KB (6,159 words) - 17:55, 27 April 2024

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)