diff --git a/data/campaigns/World_Conquest/Modding.md b/data/campaigns/World_Conquest/Modding.md index 054288a7775..981aa5649ce 100644 --- a/data/campaigns/World_Conquest/Modding.md +++ b/data/campaigns/World_Conquest/Modding.md @@ -1,58 +1,64 @@ # Modding World Conquest -This section describes how to make eras/modifications to manipulate World Conquest elements. +This file describes how to make your addon work well together with world conquest. ## 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. In particular how to write an era that can be used together with world conquest. +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** set +`require_era=no` for this to work. -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). +Furthermore if your era contains new unit types 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: +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 `wc2_enemy_army` variable that should contain 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] + 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] ``` @@ -72,7 +78,7 @@ Next, continue coding: # load the World Conquest era-specific Lua Code [lua] - code = " wesnoth.dofile('campaigns/World_Conquest//lua/era_main.lua') " + code = " wesnoth.dofile('campaigns/World_Conquest/lua/era_main.lua') " [/lua] # this defines who the commanders, deserters and heroes @@ -296,7 +302,7 @@ Normally, this is what an entire modifications/era file should look like. Notice # load the World Conquest era-specific Lua Code [lua] - code = " wesnoth.dofile('campaigns/World_Conquest//lua/era_main.lua') " + code = " wesnoth.dofile('campaigns/World_Conquest/lua/era_main.lua') " [/lua] # this defines who the commanders, deserters and heroes