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  • ...age and similarily are handled by a preprocessor. Implementation-wise, WML files are handled mainly by the ''config'' class (and ''simple_wml'' in [[wesnoth * [[ScenarioWML]] the top level tags '''[scenario]''', '''[multiplayer]''', and '''[test]'''
    7 KB (1,028 words) - 01:24, 1 April 2024
  • ...threads are in either the [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario & Campaign Development], [http://www.wesnoth.org/forum/viewforum.php?f=19 F ...the [http://changelog.wesnoth.org changelog]) by double-checking the help files and options to make sure you aren't missing something.
    6 KB (988 words) - 20:44, 26 August 2021
  • ...ny of the six hex-directions, allowing you to adjust the name of the image files automatically. ...an inter-frame transition time of 140, the following can be placed at the scenario top level (adapted from the CAMPFIRE macro):
    9 KB (1,382 words) - 20:58, 7 May 2023
  • * '''show_title''': whether to display the title of the scenario at the top ...'''title''' key must be explicitly specified as it does not default to the scenario title and leads to a missing title error if omitted.
    5 KB (852 words) - 04:37, 6 March 2024
  • The top level tags '''[multiplayer]''', '''[test]''', and '''[scenario]''' are [[AddonsWML|addon module]] tags that are all formatted the same way Whenever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played.
    13 KB (2,097 words) - 21:34, 10 December 2023
  • ...ctActionsWML]] for units created during the game. (It is also used in save-files.) ...has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader tha
    22 KB (3,644 words) - 06:17, 27 February 2024
  • === The (random scenario) is too hard/easy! === That depends on the scenario. Usually, the opponent will get more money and be able to recruit higher-le
    15 KB (2,581 words) - 15:11, 19 September 2023
  • ...re your preferences file, custom maps, saved games, the WML cache and data files corresponding to user-created content. In this wiki, <i>"user data"</i> and * <b><i>userdata</i>/editor</b> - scenario and map files created via the in-game editor
    6 KB (940 words) - 17:06, 21 May 2023
  • ...n.cfg'''. However, the '''WML preprocessor''' allows the inclusion of more files. Whenever a WML file is read by Wesnoth, it is passed through the preproces The preprocessor is applied recursively, so included files will be parsed for macros, and after macro expansion will be parsed for mac
    22 KB (3,254 words) - 03:31, 16 January 2024
  • ...tes into graphics when you play. Usually you will never have to edit these files manually, but it can come in handy to understand the format. For more on te ...-specific content will not be saved unless you select the <i>File → Save Scenario</i> option. </b>
    6 KB (1,112 words) - 20:40, 23 March 2021
  • ...a scenario, from the setup of sides, units, music, events, and so on. Both files are plaintext are can be edited in any standard text editor. If you decide :* [[ScenarioWML]]: The top level tags [scenario], [multiplayer], and [test]
    5 KB (772 words) - 12:46, 14 April 2023
  • While a single scenario might be used to create a single battle to play with your friends, a campai ...he Wesnoth forums. For a more in-depth treatment including heuristics for scenario and campaign balancing, see the [http://catb.org/~esr/wesnoth/campaign-desi
    7 KB (1,253 words) - 20:43, 24 November 2021
  • ...e <b>[[SingleUnitWML | [unit]]]</b> tag allows you to use the unit in your scenario. This article will focus on the use of the former. ...NOT</b> the same as the name of a specific instance of a unit created in a scenario via [unit].
    4 KB (681 words) - 08:13, 3 November 2020
  • '''WML (the wesnoth specific scenario language)''' : No Dropbox to get my files when i want .
    9 KB (1,592 words) - 22:10, 20 March 2014
  • ...strings as translatable. {{DevFeature1.15|4}} The translations in the .pbl-files are used, but they are used as a plain text instead of Gettext strings, so The following keys are recognized for .pbl files:
    13 KB (1,973 words) - 08:08, 19 April 2024
  • Multiple issues have been fixed with the twelfth scenario of Delfador's Memoirs, including to dialogue and the AI. This should make t === Scenario Files Created by the Scenario Editor ===
    8 KB (1,301 words) - 18:23, 22 August 2020
  • po-files to the language coordinator: ...the files as an archive containing the complete .po files (no .mo or .gmo files) and ensure that they follow the directory structure used in version contro
    6 KB (905 words) - 15:54, 2 March 2024
  • ...ame needs to find the rest of the bits of your campaign scattered in other files and put them together to have a playable campaign. Much more technical inf ...main also specifies a path to the directory where the compiled translation files will be stored. This should be a file inside the campaign directory.
    9 KB (1,307 words) - 20:00, 25 December 2018
  • ...uploaded, but 1.12's x.y.z works on 1.14</b> = Copying the older version's files and playing though it worked to the same standard (WIP, Complete, or Finish ...ded, and 1.12's x.y.z is broken on 1.14</b>> = Copying the older version's files to the new version has bugs, it needs editing to work with the new version
    48 KB (7,479 words) - 07:52, 19 April 2023
  • ...a step further and making the complete scenario using the map-editor's '''scenario editor'''? Or, are you determined to just code it entirely using the [[MapG * Now to code the files which shall make it an add-on.
    7 KB (1,170 words) - 18:20, 23 March 2021
  • Viď: "[[(sk) Značka scenario|scenario]]" Funguje rovnako ako "[[(sk) Značka scenario|scenario]]", ale testovacia sa scéna spúšťa priamo z príkazového riadku, čím
    1 KB (249 words) - 19:57, 6 August 2012
  • In this tutorial we will dig somewhat deeper into the secrets of WML and scenario building: events, explaining the use of some special attributes, setting up You can trigger certain actions that occur during a scenario using the events mechanism. Let us look at an example of a simple event. Su
    6 KB (924 words) - 22:05, 10 October 2018
  • Conventionally, your macro definitions should live in one or more files within a directory called utils under your main campaign directory. Be sur == Naming files ==
    4 KB (735 words) - 08:16, 24 August 2021
  • ...ed Preferences) must be set to "No". Also, since they are not config(.cfg) files the normal coloring will not be generated. To generate coloring, simply sav There are 3 types of savegames: start-of-scenario, replay and in-game (including autosave and out-of-sync save). The informat
    6 KB (928 words) - 09:13, 27 February 2024
  • ...- started in 2009, a few details might change in future reworks of the po-files, but the overall story and characters should not have changed. Therefore, t Ardonna renames herself Ardryn-Na in scenario 13.
    48 KB (7,351 words) - 04:21, 3 May 2023
  • placing it down on top of the scenario map. * '''x,y''': the x,y location in the scenario map to place the top-left corner of the mask onto. Important note: if 'bord
    6 KB (1,032 words) - 05:54, 27 February 2024
  • ...ry to see how well collaborative campaign creation works. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues i Please check the discussion page of each scenario to see its story and anything that still need to be designed for it.
    3 KB (347 words) - 15:23, 26 April 2010
  • [scenario] [/scenario]
    5 KB (594 words) - 06:03, 4 May 2010
  • ...luding campaigns, custom units, and even collections of maps with advanced scenario features (such as dialogues and custom functionality), you will need to, at WML is then used inside Configuration Files (files with the ''.cfg'' extension) which is then read by Wesnoth in order to crea
    6 KB (1,044 words) - 18:37, 3 September 2020
  • ...an be translated. A program called "gettext" automatically parses your WML files, seeks out strings marked as translatable, and compiles them into a transla You, the scenario writer, must mark a string as translatable by including an underscore chara
    1 KB (166 words) - 17:38, 1 August 2016
  • ...- using the 'diff' tool at command line doesn't give good results for .map files. Ideally would be accompanied with a multiplayer-only scenario attribute "number_of_pauses" which decreases each time a client pauses the
    10 KB (1,655 words) - 08:52, 23 December 2022
  • ...ere are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you d **Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {
    59 KB (10,011 words) - 21:46, 16 October 2016
  • <e7th04sh> zookeeper: ok, another idea then. Is scenario designer able to force certain ratios or fixed numbers and kinds of unit to <e7th04sh> zookeeper, and that would be helpful for scenario designers wouldn't it?
    39 KB (6,881 words) - 19:37, 20 March 2013
  • The in-game help sections describing how various parts of the Scenario Editor work have been updated and re-enabled. Additionally, the help browse ...dialog experience when the saves directory is empty or contains corrupted files has been improved. The prompt for loading saves from a different version of
    3 KB (410 words) - 05:48, 21 March 2021
  • ...asic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only ...maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.
    6 KB (1,062 words) - 21:32, 29 March 2008
  • ...st another security vulnerability. A faulty add-on could read some of your files and post the content to all particiants of the multiplayer game. There was ...were cleaned up to be a little smaller. Because of this only beginning of scenario saves will work as expected, others may have problems with the recall list.
    33 KB (5,417 words) - 16:42, 26 January 2014
  • * <code>docbook-xml-dtd</code> (to generate the manual HTML files) * <code>xdelta</code> 1.x (to create the Xdelta files)
    16 KB (2,534 words) - 18:08, 14 February 2020
  • ...e put together in whatever order and combination best suits the needs of a scenario. They do not need to be sorted in order of their evaluation scores and can * The default AI parameters in a variety of configuration files in the 'data/ai/' directory
    39 KB (6,494 words) - 23:25, 9 April 2024
  • For translation, all C++, WML and Lua files should be in UTF-8. As noted in the [[Typography_Style_Guide]], some punctu ...ng looked up in the wrong textdomain if the header is included in multiple files with different textdomains. If possible, always factor the translatable str
    19 KB (2,960 words) - 10:46, 23 January 2024
  • ...ic Wesnoth repository at GitHub] also contains the latest version of these files. ...first scenario of Northern Rebirth, but really could be used for any early scenario in a campaign. Another one of the classic Wesnoth themes. Starts off somewh
    11 KB (1,685 words) - 16:03, 16 October 2022
  • ...ould also be able to use the Formula AI to tweak an AI to make the AI in a scenario behave how they want. The formula language must be able to access information about the scenario being played to make intelligent decisions. Thus there are various 'inputs'
    16 KB (2,683 words) - 15:21, 7 April 2023
  • ...create and support a new way of writing Formula AI, i.e. formula AI script files to allow reuse and support building of pluggable Formula libraries: ...ulebases the designer can choose from to customize the AI for a particular scenario or deathmatch.
    10 KB (1,601 words) - 03:20, 16 November 2022
  • === Scenario/Campaign editor === ...arios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the
    7 KB (1,170 words) - 14:30, 9 December 2022
  • I chose the scenario editor project from the list. I chose this project because I would like to - Modification of basic scenario infomation
    8 KB (1,290 words) - 10:44, 13 December 2022
  • ...as a practical guide for setting up and testing Lua AI functionality in a scenario. It does not give a complete description of Lua or Lua AI. See [[LuaAI]] The example listed below is that of the ''Simple Lua AI Demo'' scenario of the ''AI-demos'' add-on. You can go there if you want to see this used
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...dly, intuitive editor for someone, who has some good ideas for campaign or scenario but cannot realise it, because creating a WML code is not a promising persp ...raphic user interface for WML (giving opportunity to export and import WML files). To achieve this I will use the Java language. Basic idea is to create a f
    10 KB (1,686 words) - 10:23, 13 December 2022
  • ...e <tt>ll</tt> is the given language's code, like that used for names of PO files (e.g. <tt>de</tt>, <tt>pt_BR</tt>, etc.) That's it. ...t users will see the original image -- just like with fuzzy messages in PO files.
    54 KB (9,029 words) - 06:36, 25 April 2024
  • Habituellement c'est le dossier "C:\Program Files\Wesnoth\data" mais il se peut qu'il se trouve à un endroit différent si v ...\userdata ou C:\Users\Nom_d'utilisateur\AppData\Local\VirtualStore\Program Files\Wesnoth\userdata sous Windows Vista, qui dispose de sossiers virtuels. Atte
    8 KB (1,231 words) - 12:03, 8 October 2020
  • ...d layout features, we use the '''test scenario''', a highly decorated test scenario with a ton of graphical features that we can click around in to quickly spo === The test scenario ===
    9 KB (1,613 words) - 04:50, 4 December 2023
  • ...lf. For testing, let's put all of the journey in at the start of the first scenario, Story_of_Wose/scenarios/1_The_Oldwood.cfg ...ually edit journeys represented as specially delimited sections in in .cfg files.
    14 KB (2,279 words) - 18:14, 21 November 2019

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