Fix description and formatting
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# Modding World Conquest
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This section describes how to make eras/modifications to manipulate World Conquest elements.
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This file describes how to make your addon work well together with world conquest.
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## How to add an era's units to World Conquest's enemy selection pool
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This file describes how to make your addon work well together with world conquest. In particular how to write an era that can be used together with world conquest.
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Making an era that works well together with world conquest, is quite easy: just add the `[world_conquest_data]` tag to
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your `[multiplayer_side]` tag just as the standard world conquest era does, important: your era may **not** set
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`require_era=no` for this to work.
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Making an era that works well together with world conquest, is quite easy: just add the `[world_conquest_data]` tag to your `[multiplayer_side]` tag just as the standard world conquest 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).
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Furthermore if your era contains new unit types don't forget to put an additional `[world_conquest_data]` in `[era]`
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to describe which traits these unit types should get when they are selected as heroes (use this to compensate weaker
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unit types).
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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:
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To make an era/modification that also changes the enemy army unit types, make sure to define the `wc2_init_enemy` event
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and use it to set the `wc2_enemy_army` variable that should contain the pool of 'armies' that the enemies are chosen
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from:
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```ini
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[event]
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name = "wc2_init_enemy"
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[filter_conditional]
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[variable]
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name="wc2_enemy_army.length"
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equals=0
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[/variable]
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[/filter_conditional]
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[set_variables]
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name = "wc2_enemy_army"
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[literal]
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# last digit has to be the total number of factions you want to [group]
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factions_available = "1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4"
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[group]
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# allies will be the factions who should be paired with this one
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allies_available="2,3,4"
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id = "enemyfaction_id"
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recruit= "Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin,Troll Whelp"
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[recall]
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level2 = "Orcish Ruler, Orcish Slayer,..."
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level2 = "Orcish Warlord, Troll Warrior,..."
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[/recall]
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[commander]
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level1 = "Orcish Leader, Orcish Grunt,..."
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level2 = "Orcish Ruler, Orcish Slayer,..."
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level2 = "Orcish Warlord, Troll Warrior,..."
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[/commander]
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[leader]
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level2 = "Troll"
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level3 = "Troll Warrior"
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recruit = "Orcish Grunt,Orcish Archer,Troll Whelp"
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[/leader]
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[leader]
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level2 = "Orcish Warrior"
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level3 = "Orcish Warlord"
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recruit = "Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin"
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[/leader]
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# add more leader specifics here
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[/group]
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# make another group and copy-paste the previous one to make more factions
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[/literal]
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[/set_variables]
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name = "wc2_init_enemy"
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[filter_conditional]
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[variable]
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name="wc2_enemy_army.length"
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equals=0
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[/variable]
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[/filter_conditional]
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[set_variables]
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name = "wc2_enemy_army"
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[literal]
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# last digit has to be the total number of factions you want to [group]
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factions_available = "1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4"
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[group]
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# allies will be the factions who should be paired with this one
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allies_available="2,3,4"
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id = "enemyfaction_id"
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recruit= "Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin,Troll Whelp"
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[recall]
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level2 = "Orcish Ruler, Orcish Slayer,..."
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level2 = "Orcish Warlord, Troll Warrior,..."
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[/recall]
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[commander]
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level1 = "Orcish Leader, Orcish Grunt,..."
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level2 = "Orcish Ruler, Orcish Slayer,..."
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level2 = "Orcish Warlord, Troll Warrior,..."
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[/commander]
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[leader]
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level2 = "Troll"
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level3 = "Troll Warrior"
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recruit = "Orcish Grunt,Orcish Archer,Troll Whelp"
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[/leader]
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[leader]
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level2 = "Orcish Warrior"
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level3 = "Orcish Warlord"
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recruit = "Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin"
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[/leader]
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# add more leader specifics here
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[/group]
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# make another group and copy-paste the previous one to make more factions
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[/literal]
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[/set_variables]
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[/event]
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```
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@ -72,7 +78,7 @@ Next, continue coding:
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# load the World Conquest era-specific Lua Code
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[lua]
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code = " wesnoth.dofile('campaigns/World_Conquest//lua/era_main.lua') "
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code = " wesnoth.dofile('campaigns/World_Conquest/lua/era_main.lua') "
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[/lua]
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# this defines who the commanders, deserters and heroes
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@ -296,7 +302,7 @@ Normally, this is what an entire modifications/era file should look like. Notice
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# load the World Conquest era-specific Lua Code
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[lua]
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code = " wesnoth.dofile('campaigns/World_Conquest//lua/era_main.lua') "
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code = " wesnoth.dofile('campaigns/World_Conquest/lua/era_main.lua') "
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[/lua]
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# this defines who the commanders, deserters and heroes
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