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[Wesnoth-wiki-changes] BuildingScenariosSimple


From: wiki
Subject: [Wesnoth-wiki-changes] BuildingScenariosSimple
Date: Fri, 5 Nov 2004 02:59 +0100

UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.3) Gecko/20041007 
Debian/1.7.3-5
IP: 64.81.113.168
URI: http://wesnoth.slack.it/?BuildingScenariosSimple
 - - - - -
Index: BuildingScenariosSimple
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/BuildingScenariosSimple,v
retrieving revision 1.20
diff -u -r1.20 BuildingScenariosSimple
--- BuildingScenariosSimple     4 Nov 2004 23:43:04 -0000       1.20
+++ BuildingScenariosSimple     5 Nov 2004 01:59:25 -0000
@@ -32,7 +32,7 @@
 the ||[scenario]|| tag is used for campaign scenarios.
 The first set of keys in the scenario tag
 describe the very basics of this scenario.
-The ||id|| is the computer's name for your scenario,
+The //id// is the computer's name for your scenario,
 and is not displayed during the game.
 It is neccesary to put this name somewhere else,
 such as a campaign tag, as well, in order to actually play the scenario.
@@ -41,7 +41,7 @@
 For example, if your scenario is for a campaign,
 you need to list it as the scenario following another scenario in the campaign.
 
-The ||next_scenario|| key lists the scenario
+The //next_scenario// key lists the scenario
 that is played after this one is won,
 with units from this scenario available for recall.
 The value of this key should be the same
@@ -50,16 +50,16 @@
 putting ||next_scenario=null|| or skipping this line
 will cause the "End" screen to be displayed when you win.
 
-The ||name|| key is shown on the introduction screen(which usually contains the
+The //name// key is shown on the introduction screen(which usually contains the
 map graphic) before each scenario is played.
 It is also the default name for saves on the level.
-The next key,||map_data||, is a link to the map file.
+The next key, //map_data//, is a link to the map file.
 Since we may not know exactly where this campaign will be installed we write
 two possible locations of the map data.
 The quotes are necessary because Wesnoth map data takes up multiple lines,
 so quotes are used instead to determine where the data begins and ends.
 The map file must be a valid Wesnoth map file; see BuildingMaps.
-Finally, the last key in the top set of keys is ||turns||.
+Finally, the last key in the top set of keys is //turns//.
 This sets an event on the specified turn causing the player to lose.
 
 The next section is a set of IDs. This section tell the game how a day should
@@ -72,9 +72,9 @@
 or night, not many days as the majority currently are.
 
 The final two keys are not really related to one another in any way.
-The ||music|| key is a filename pointing to the music which plays.
+The //music// key is a filename pointing to the music which plays.
 This music file must be in the <i>music/</i> directory and must be in .ogg 
format.
-The ||objectives|| key is nothing more than the text displayed in the Scenario 
Objectives box in-game.
+The //objectives// key is nothing more than the text displayed in the Scenario 
Objectives box in-game.
 The ' _ ' facilitates translation using Gettext (see GetText).
 You can type anything you want to within this key.
 Note that having one of the symbols
@@ -83,7 +83,7 @@
 
 Conventions for Objectives:
 
-The ||objectives|| key is conventionally used as a way of telling the player 
how to win the scenario.
+The //objectives// key is conventionally used as a way of telling the player 
how to win the scenario.
 The following common objectives are often implied rather than stated:
 
  Objectives:
@@ -110,15 +110,13 @@
  [side]
  side=1
  controller=human
-
- enemy=2,3
-
- canrecruit=1
- recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman
+ team_name=2
 
  type=Commander
  description=Konrad
- controller=human
+ canrecruit=1
+
+ recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman
 
  {GOLD 100 50 0}
  {INCOME 10 5 0}
@@ -126,44 +124,49 @@
 
  [/scenario]
 
-From the above example above you can see a sample ||[side]|| for the human
-player (Konrad).
-||Side|| is the location where this player starts on the map, and
-is also the ID for this side.
+From the above example above you can see
+a sample ||[side]|| for the human player, Konrad.
+The first key, //side//,
+is the location where this player starts on the map,
+and is also the ID for this side.
 It is a number from 1 to 9.
-The final key that describes this player is ||controller||.
-The possible values are //human//
-and //ai//, with //ai// as the default.
-
-The ||enemy|| key
-is the name of the numbers of the ||side||s of enemies of this player.
-This can be simplified by using ||team_name|| keys instead.
-If a side has a ||team_name|| key,
-then its enemies are all sides with a different team name or no team name.
-
-The next set of keys describe what it is this player does. First we have
-||canrecruit||. This key can be //0// or //1//, which is no or yes 
respectively.
-If you say no, then this player can only recall old units, he or she will not 
be
-able to hire new units. Also, sides with ||canrecruit=0|| do not need to be
-defeated to win the scenario. Next we have the ||recruit|| key which is a 
comma separated
-list of units. The possible values are located //here//.
-
-The next keys describe the leader of the side. ||type|| is the type of unit 
the leader will
-be. The possible  values are listed //here//. The ||description|| is the name 
and
-description of the leader. The list of current leaders are located //here//. 
Both keys are
-ignored on campaign scenarios(except the first), but the ||type|| key is still 
neccesary.
-
-The last two things are IDs. ||GOLD|| inputs any 3 positive numbers. These 
indicate the
-amount of money the player will start with. The first value indicates the 
value on the
-EASY difficulty level; second NORMAL, third HARD. When this is inside the
-//controller=human// in a campaign file then the actual gold the player gets 
will be
-the maximum of this value, and the amount of gold the player retained from the 
previous
-scenario. The ||INCOME|| id is similar, but indicates the base income instead 
of the base
-gold. The defaults for each of these values are 100 gold and 2 base income.
-
-Now, to make this scenario playable, we need to make a campaign for it. This 
can be stored
-anywhere in the //data/ //directory, but is usually stored in game.cfg or the 
first
-scenario of the campaign.
+The next key that describes this player is //controller//.
+The possible values are 'human'
+and 'ai', with 'ai' as the default.
+After this, the //team_name// key describes which team the side is on.
+In this example Konrad is on team "2", which by default contains side 2.
+However, if you change the team_name of side 2,
+Konrad will no longer be allied with it.
+
+The next set of keys describe the player's leader.
+First we have //canrecruit//.
+This key can be '0' or '1', which is "no" or "yes" respectively.
+If you say no, then the player's leader will not be able to recruit.
+And if he can't recruit, he's not really a leader, is he?
+Any team without a canrecruit=1 unit automatically loses, so be sure to use 
this key.
+The next key, //type//, is the type of unit the leader will be.
+The possible  values are listed at UnitListWML.
+The //description// is the name and description of the leader.
+All of these keys are ignored for the human player on all campaign scenarios 
except the first,
+since the leader from the previous scenario is used instead.
+However, the //type// key is still neccesary to prevent the scenario from 
crashing.
+
+Next we have the ||recruit|| key which is a comma-separated
+list of units. The possible values are listed in UnitListWML.
+
+The last two things are IDs.
+||{GOLD}|| inputs any 3 positive numbers.
+These indicate the amount of money the player will start with.
+The first value indicates the value on the EASY difficulty level;
+second NORMAL, third HARD.
+When this is inside the //controller=human// in a campaign file
+hen the actual gold the player gets will be the maximum of this value,
+and the amount of gold the player retained from the previous scenario.
+The ||INCOME|| id is similar, but indicates the base income instead of the 
base gold.
+The defaults for each of these values are 100 gold and 2 base income.
+
+Now, to make this scenario playable, we need to make a campaign for it.
+This should usually be stored in its own file in ||data/campaigns/||.
 
  [campaign]
  name= _ "Test Campaign"
@@ -174,27 +177,30 @@
  icon=elvish-fighter.png
  [/campaign]
 
-Campaigns are enclosed in the ||[campaign]|| tag. The first key is ||name||, 
which is
-displayed on the campaign selector box. The second key is ||first_scenario||, 
which is
+Campaigns are enclosed in the ||[campaign]|| tag. The first key is //name//, 
which is
+displayed on the campaign selector box. The second key is //first_scenario//, 
which is
 the ID of the first scenario of the campaign (Other scenarios are indicated 
using
-||next_scenario||).
+//next_scenario//).
 
 The attribute ||difficulties=EASY,NORMAL,HARD||
 tells the computer to give the macro ||EASY|| a value
 if the first difficulty choice is chosen,
 ||NORMAL|| if the second is chosen, and ||HARD|| if the third is chosen.
 The expression ||#ifdef|| can be used later to test these macros.
-
-Two optional keys in ||[campaign]|| are ||difficulty_description|| and 
||icon||.
-||icon|| has value equal to an image.
-||difficulty_description|| must have three* inputs seperated by semicolons,
+It is recommended that you do not use any names other than
+||EASY||, ||NORMAL||, and ||HARD|| for your macros,
+because if you do then the macros ||{GOLD}|| and ||{INCOME}|| will not work 
properly.
+
+Two optional keys in ||[campaign]|| are //difficulty_descriptions// and 
//icon//.
+//icon// has value equal to an image.
+//difficulty_descriptions// must have three inputs seperated by semicolons,
 which are the difficulty displays on easy, then medium, then hard.
-Each difficulty display is
-an ||&|| sign, then the image to display, then a comma, then the text to 
display.
-The ||*|| sign before the medium display !(does what?).
-
-*actually, it must have the same number of inputs as ||difficulties|| does
+Each difficulty display is an ||&|| sign, then the image to display,
+then a comma, then the text to display.
+The ||*|| sign before the medium display seems to have no purpose.
 
 ||See Also||
+* BuildingMaps
+* ScenarioWML
 * BuildingScenarios
 






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