Difference between revisions of "Modding World Conquest"

From The Battle for Wesnoth Wiki
(Created page with "# Modding World Conquest This section describes how to make eras/modifications to manipulate World Conquest elements. ## How to add an era's units to World Conquest's enemy...")
(No difference)

Revision as of 19:06, 31 January 2022

  1. Modding World Conquest

This section describes how to make eras/modifications to manipulate World Conquest elements.

    1. How to add an era's units to World Conquest's enemy selection pool

> This file describes how to make your addon work well together with world conquest 2. In particular how to write an era that can be used together with world conquest ii.

> Making an era that works well together with world conquest ii, is quite > easy: just add the `[world_conquest_data]` tag to your `[multiplayer_side]` tag just as > the standard word conquest2 era does, important: your era may not have > require_download=no for this to work. Furthermore if your era contains > new unit types that are not mainline wesnoth, don't forget to put an additional > `[world_conquest_data]` in `[era]` to describe which traits these unit types should get > when they are selected as heroes (use this to compensate weaker unit types).

> To make an era/modification that also changes the enemy army unit types, > make sure to define the wc2_init_enemy event and use it to set the enemy_army > variable that should contains the pool of 'armies' that the enemies are chosen from: ```ini [event] name = "wc2_init_enemy" [filter_conditional] [variable] name="wc2_enemy_army.length" equals=0 [/variable] [/filter_conditional] [set_variables] name = "wc2_enemy_army" [literal] # last digit has to be the total number of factions you want to [group] factions_available = "1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4" [group] # allies will be the factions who should be paired with this one allies_available="2,3,4" id = "enemyfaction_id" recruit= "Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin,Troll Whelp" [recall] level2 = "Orcish Ruler, Orcish Slayer,..." level2 = "Orcish Warlord, Troll Warrior,..." [/recall] [commander] level1 = "Orcish Leader, Orcish Grunt,..." level2 = "Orcish Ruler, Orcish Slayer,..." level2 = "Orcish Warlord, Troll Warrior,..." [/commander] [leader] level2 = "Troll" level3 = "Troll Warrior" recruit = "Orcish Grunt,Orcish Archer,Troll Whelp" [/leader] [leader] level2 = "Orcish Warrior" level3 = "Orcish Warlord" recruit = "Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin" [/leader] # add more leader specifics here [/group]

           # make another group and copy-paste the previous one to make more factions

[/literal] [/set_variables] [/event] ```

    1. How to make a WC-style era

In your era's CFG file, code in the following:

Let's assume I want to make a World Conquest era for the...Extended Era...

We have done this to ensure the era follows the same code and functionality as the original World Conquest era. Next, continue coding:

```ini

  1. ifdef LOAD_WC2

[resource]

   id= extended_era_resource_main
   # load the World Conquest era-specific Lua Code
   [lua]
       code = " wesnoth.dofile('campaigns/World_Conquest//lua/era_main.lua') "
   [/lua]
   # this defines who the commanders, deserters and heroes
   [world_conquest_data]
       [hero_types]
           [Aragwaithi] # Note this tag can be given any name (but maintain consistency)
               name= _ "Aragwaithi"
               types="Aragwaith Swordsman,Aragwaith Spearman,Aragwaith Adept,Aragwaith Archer"
           [/Aragwaithi]
           [Dark_Elves]
               name= _ "Dark Elves"
               types="Dark Elven Fighter,Dark Elven Hunter, Dark Elven Lizard Rider" # and so on...
           [/Dark_Elves]
           # Combined
           # you need this bonus all since this is what WC sees when loading up the hero availability pool in bonus points.
           [Bonus_All] # Notice how I added in the hero groups in. This is who it should be done.
               types=Aragwaithi,Dark_Elves
           [/Bonus_All]
       [/hero_types]
       ## array of [trait_extra]
       # This is used to force assign the mentioned trait to certain units
       # as compensation if the unit type is deemed weak (such as goblin spearman).
       [trait_extra]
           types=Walking Corpse
           {WORLD_CONQUEST_II_TRAIT_LEGENDARY_ZOMBIE}
       [/trait_extra]
       [trait_extra]
           types=Goblin Spearman
           {WORLD_CONQUEST_II_TRAIT_LEGENDARY_GOBLIN}
       [/trait_extra]
       [trait_extra]
           types=Orcish Assassin,Young Ogre,Ruffian,Woodsman
           {WORLD_CONQUEST_II_TRAIT_EPIC}
       [/trait_extra]
       [trait_extra]
           types=Ghoul,Poacher,Thief,Footpad,Saurian Skirmisher,Vampire Bat,Peasant,Dune Herbalist
           {WORLD_CONQUEST_II_TRAIT_EXPERT}
       [/trait_extra]
       [trait_extra]
           types=Elvish Archer,Elvish Shaman,Elvish Scout,Elvish Fighter
           {TRAIT_DEXTROUS}
       [/trait_extra]
       [trait_extra]
           types=Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Thunderer,Dwarvish Scout
           {TRAIT_HEALTHY}
       [/trait_extra]
       [trait_extra]
           types=Naga Fighter,Wolf Rider,Orcish Grunt,Drake Glider,Dune Rover,Dune Rider
           {TRAIT_STRONG}
       [/trait_extra]
       [trait_extra]
           types=Spearman,Fencer,Cavalryman,Merman Fighter,Merman Hunter,Mermaid Initiate,Dune Burner,Thug
           {TRAIT_RESILIENT}
       [/trait_extra]
       [trait_extra]
           types=Heavy Infantryman,Bowman,Skeleton,Skeleton Archer,Saurian Augur,Troll Whelp,Orcish Archer
           {TRAIT_FEARLESS}
       [/trait_extra]
       # This filters the following hero types
       # to simply explain this...
       # if your bonus point is next to mountains and cave walls and such, then these should be far away from
       # watery bodies..thus, aquatice heroes should not be spawned in that case
       [hero_spawn_filter]
           types=Naga Fighter,Merman Fighter,Merman Hunter,Mermaid Initiate,Naga Dirkfang,Naga Guard
           [filter_location]
               [filter_radius]
                   [not]
                       terrain="M*,X*"
                   [/not]
               [/filter_radius]
               terrain="W*,S*"
               radius=2
           [/filter_location]
       [/hero_spawn_filter]
   [/world_conquest_data]

[/resource]

[era]

   id=extended_conquest_era
   name= _ "Extended Conquest Era"
   require_era=yes
   description= _ "This is a string"
   {RANDOM_SIDE}
   # This is what an MP side code should look like 
   [multiplayer_side]
       id= # ID of the faction
       name= # name of the faction
       recruit=Drake Fighter,Dwarvish Fighter,Drake Burner,Dwarvish Thunderer,Saurian Augur,Dwarvish Ulfserker,Drake Clasher,Dwarvish Guardsman,Saurian Skirmisher,Poacher,Drake Glider,Footpad,Thief,Thief
       # recruit list. For your own benefit, write the recruit list with pairs side by side
       #as not to be confused later on
       image= # image of the faction
       type=random
       leader= Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper,Drake Flare,Fire Drake,Drake Arbiter,Drake Thrasher,Drake Warrior,Saurian Oracle,Saurian Soothsayer
       random_leader= # list of leader ids which should be chosen if randomised
       description= # description of the faction (you can skip this one)
       [world_conquest_data]
           commanders=Drakes,Knalgans
           heroes=Loyalists_All,Northerners_All,Young Ogre
           deserters=Rebels,Undead,Dune Burner
           deserters_names={WC_STR_DUNE_BURNER}+", "+{WC_STR_REBELS}+{WC_STR_AND}+{WC_STR_THE_UNDEAD}
           {WC_II_PAIR "Drake Fighter" "Dwarvish Fighter"}
           {WC_II_PAIR "Drake Burner" "Dwarvish Thunderer"}
           {WC_II_PAIR "Saurian Augur" "Dwarvish Ulfserker"}
           {WC_II_PAIR "Drake Clasher" "Dwarvish Guardsman"}
           {WC_II_PAIR "Saurian Skirmisher" "Poacher"}
           {WC_II_PAIR "Drake Glider" "Footpad"}
           {WC_II_PAIR "Thief" "Thief"}
       [/world_conquest_data]
   [/multiplayer_side]


   {QUICK_4MP_LEADERS}
   {TURNS_OVER_ADVANTAGE}
   # load the main resource
   # otherwise you will encounter errors
   [load_resource]
       id = extended_era_resource_main
   [/load_resource]

[/era]

  1. endif

```

    1. How to make your own artifacts and have them added to World Conquest