Building scenarios: Advanced
This contained a repetition of what was already inside BuildingScenariosIntermediate This should contain:
- (more) information about making & using preprocessors (PreprocessorRef)
- information on guidelines concerning the general layout of a scenario file
Ayone who feels like writing something, go ahead
As Viliam pointed out (reordered his words):
Translating programs has two steps. The first step is making [...] scenarios that are possible to translate; preferably easy to translate. [...] The second step is the translating of the texts... leave this to translators.
So, as a campaign/scenario developer you have to make sure your campaign will be easy to translate. You can achieve this very easily by preceding all text the user might see on the screen with an underscore. This indicates it is a translatable string. GetText will then be able to look up a translation, based on your localisation settings. To make it ever more clear, here's an example:
. . . [message] description=Konrad message= _ "I am mighty Konrad! I fought many dummies and now I will fight you!" [/message] . . .
The message key contains the words that will be displayed when Konrad speaks. So this is a translatable string. So it is preceded with an underscore.
Quick Tag Index
ScenarioWML the top level tags [scenario], [multiplayer], [test], and [tutorial]
- EventWML how to describe an event
- SideWML how to describe a side
- MapGeneratorWML the random map generator
- TimeWML how to describe a day
- IntroWML how to describe the intro screen
- UtilWML a set of preprocessors you can use