#textdomain wesnoth-help
[section]
id=editor
title= _ "Map and Scenario Editor"
topics=..editor, editor_modes, editor_toolkit, editor_palette, editor_brush, editor_terrain, editor_masks, editor_named_area, editor_playlist, editor_tool_paint, editor_tool_fill, editor_tool_label, editor_tool_select, editor_tool_paste, editor_tool_item, editor_tool_soundsource, editor_tool_village, editor_tool_unit, editor_tool_starting, editor_clipboard
sort_topics=no
[/section]
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[topic]
id=editor_brush
title= _ "Editor Brush"
text= _ "TODO"
[/topic]
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[topic]
id=editor_clipboard
title= _ "Terrain Clipboard"
text= _ "TODO"
[/topic]
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[topic]
id=editor_tool_paint
title= _ "Paint Tool"
text= "
src=icons/action/editor-tool-paint_60.png align=left box=yes" + _ "Paint terrain tiles on the map.
The paint tool utilizes the brushes and the terrain palette."
[/topic]
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[topic]
id=editor_tool_fill
title= _ "Fill Tool"
text= "
src=icons/action/editor-tool-fill_60.png align=left box=yes" + _ "Fill continuous regions of terrain with a different one!
The fill tool utilizes the terrain palette."
[/topic]
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[topic]
id=editor_tool_select
title= _ "Select Tool"
text= "
src=icons/action/editor-tool-select_60.png align=left box=yes" + _ "Selects a set of hex fields. The best tool ever!
This tool utilizes the brushes."
[/topic]
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[topic]
id=editor_tool_paste
title= _ "Paste Tool"
text= "
src=icons/action/editor-paste_60.png align=left box=yes" + _ "Paste the terrain in the clipboard"
[/topic]
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[topic]
id=editor_tool_starting
title= _ "Starting Tool"
text= "
src=icons/action/editor-tool-starting-position_60.png align=left box=yes" + _"Defines the side leader starting position
This tool sets the side leaders' default starting locations, and named special locations."
[/topic]
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[topic]
id=editor_tool_label
title= _ "Label Tool"
text= "
src=icons/action/editor-tool-label_60.png align=left box=yes" + _"TODO"
[/topic]
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[topic]
id=editor_tool_item
title= _ "Item Tool"
text= "
src=icons/action/editor-tool-item_60.png align=left box=yes" + _"TODO"
[/topic]
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[topic]
id=editor_tool_soundsource
title= _ "Soundsource Tool"
text= "
src=icons/action/editor-tool-soundsource_60.png align=left box=yes" + _ "Places Soundsources on your maps!
This tool has not been implemented yet."
[/topic]
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[topic]
id=editor_tool_village
title= _ "Village Ownership Tool"
text= "
src=icons/action/editor-tool-village_60.png align=left box=yes" + _"TODO"
[/topic]
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[topic]
id=editor_tool_unit
title= _ "Unit Tool"
text= "
src=icons/action/editor-tool-unit_60.png align=left box=yes" + _"TODO"
[/topic]
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[topic]
id=editor_named_area
title= _ "Named Areas"
text= _ "Named Areas are sets of gamefields which can be addressed during scenario scripting by a given name.
It can be used to abstract between the implementation of an effect and the map specific setting.
This is a very powerful mechanism since it allows generic scenario codings working with different maps providing the needed named locations."
[/topic]
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[topic]
id=editor_playlist
title= _ "Playlist Manager"
text= "
src=icons/action/playlist_30.png align=left box=yes" + _ "Saves a list of music tracks defining a random playlist to the scenario.
Have a look at the addon server for easy to use additional music tracks."
[/topic]
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[topic]
id=..editor
title= _ "Map/Scenario Editor"
# generator="contents:editor"
text= "
src=icons/icon-editor.png align=left box=no float=yes" + _ "Wesnoth's Map and Scenario Editor allows users to create and edit the maps on which every Wesnoth scenario takes place. It also provides a limited set of features for setting up a basic scenario.
The editor can be launched from the Map Editor" + _ " option at the title screen.
What you get" + _ "
• [dst='editor_terrain' text='Terrain Editor']
An easy to use map editor, similar to simple paint applications.
• Scenario Editor
• [dst='editor_playlist' text='Playlist Manager']" + _ "
Predefine the scenario's music track playlist.
• Time Schedule Editor
" + "What you do *not* get" + _ "
• What-you-see-is-what-you-get
The editor is not a WYSIWYG application.
Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map won't look exactly the same.
• Event handlers and scripting
The editor is not a tool to help you scripting the scenario's event handlers.
• Infinite Backwards Compatibility
The editor can't load maps from versions prior to 1.10.
TODO is that true?
" + "Basic Concepts" + _ "
• [dst='editor_modes' text='Editing Modes']
• [dst='editor_toolkit' text='Editor Toolkit']
• [dst='editor_palette' text='Editor Palette']
• [dst='editor_brush' text='Editor Brushes'] TODO: not sure if it needs a topic on its own
• [dst='editor_clipboard' text='Editor Clipboard']"
[/topic]
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[topic]
id=editor_modes
title= _ "Editing Modes"
text= _ "The editor features two separate modes of operation:" + _ "
Pure Map Mode" + _ "
Allows only the composing of the terrain map itself and the definition of leader starting positions." + _ "
How the information is saved depends on the loaded file:
Native" + _ "
A new map or file containing only the arguments to the map_data attribute.
The produced map can be played in the “User Maps” game type at the create multiplayer game dialog if saved to the default directory.
Embedded" + _ "
Scenario files containing a valid map_data attribute (not a file include) will be opened in this submode. The editor replaces only the content of map_data and leaves everything else in the scenario untouched. Maps opened this way are marked [e] in the Maps menu." + _ "
Scenario Mode" + _ "
The Scenario mode allows several extra tools to be used, such as the Unit tool. At least one side must be defined in order to use these tools, however.
In this mode, terrain data is stored in the map_data attribute and saved into a file with any applicable WML."
[/topic]
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[topic]
id=editor_toolkit
title= _ "Editor Tools"
text= _ "The editor provides several tools for editing your maps and scenarios. At all times, one of the editor tools is active. The active tool's context determines the content of the editor palette and context menu.
These following tools are provided:
• [dst='editor_tool_paint' text='Paint Tool']
• [dst='editor_tool_fill' text='Fill Tool']
• [dst='editor_tool_select' text='Select Tool']
• [dst='editor_tool_paste' text='Paste Tool']
• [dst='editor_tool_starting' text='Starting Tool']
• [dst='editor_tool_label' text='Label Tool']
• [dst='editor_tool_item' text='Item Tool']
• [dst='editor_tool_soundsource' text='Soundsource Tool']
• [dst='editor_tool_village' text='Village Tool']
• [dst='editor_tool_unit' text='Unit Tool']
"
[/topic]
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[topic]
id=editor_terrain
title= _ "Terrain Editor"
text= _ "The terrain editor's functionality is covered by the [dst='editor_tool_paint' text='Paint'] and [dst='editor_tool_fill' text='Fill Tool']."
[/topic]
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[topic]
id=editor_masks
title= _ "Editor Mask Usage"
text= _ "Masks can be applied to a base map for reusal in several scenarios playing at the same locations."
[/topic]
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[topic]
id=editor_time_schedule
title= _ "Time Schedule Editor"
text= _ "TODO"
[/topic]
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[topic]
id=editor_palette
title= _ "Editor Palette"
text= _ "The editor palette contains the applicable items you may use with the currently selected tool. For example, the Paint tool will display a full list of all available terrains, and the unit tool will provide a list of available units."
[/topic]
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[topic]
id=map_format
title= _ "Wesnoth Map Format"
text= _ "Wesnoth stores its maps in human readable plain text files.
A map file consists of rows with comma separated terrain code strings. The files can be edited with a general purpose text editor like notepad.
The only additional information provided by the map syntax are the starting positions of the scenario's sides.
Additional information, such as teams, custom events, and complex side setups still need to be manually coded in WML."
[/topic]
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[topic]
id=scenario_format
title= _ "Scenario Format"
text= _ " "
[/topic]
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[topic]
id=editor_starting_positions_in_general
title= _ "Starting Positions Howto"
text= _ "TODO"
[/topic]
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