wesnoth/data/core/editor/help.cfg
2024-09-23 19:49:44 -04:00

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#textdomain wesnoth-help
[section]
id=editor
title= _ "Map and Scenario Editor"
topics=..editor, editor_map_format, editor_separate_events_file, editor_addon_id, editor_pbl_editor
sections=editor_mode_terrain, editor_mode_scenario
sort_topics=no
[/section]
[section]
id=editor_mode_terrain
title= _ "Terrain Editor"
topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_terrain_elevation, editor_deprecated_overlay
sort_topics=no
[/section]
[section]
id=editor_mode_scenario
title= _ "Scenario Editor"
topics=..editor_mode_scenario, editor_tool_label, editor_tool_scenery, editor_tool_unit, editor_tool_village, editor_named_area, editor_time_schedule, editor_playlist
sort_topics=no
[/section]
# wmllint: markcheck off
[topic]
id=editor_tool_paint
title= _ "Paint Tool"
text= "<img src=icons/action/editor-tool-paint_60.png align=left box=yes/>" + _ "Paint terrain tiles on the map.
The paint tool utilizes the brush sizes and the terrain palette.
<header>Keyboard Modifiers</header>
• Shift+mouse click: If a base terrain is selected, change the base without changing the overlay. If an overlay is selected, change the overlay without changing the base.
• Control+mouse click: Select the terrain under the mouse cursor, as if it had been selected on the terrain palette (picks up both base and overlay).
<header>Brush Sizes</header>
The selected brush changes the size of the tool:" +
"<table>" +
"<row><col><img src=icons/action/editor-brush-1_30.png align=left box=yes/></col><col>" + _ "Paint single hexes." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-2_30.png align=left box=yes/></col><col>" + _ "Paint seven hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-3_30.png align=left box=yes/></col><col>" + _ "Paint nineteen hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-nw-se_30.png align=left box=yes/></col><col>" + _ "Paint three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-sw-ne_30.png align=left box=yes/></col><col>" + _ "Paint three hexes in a line." + "</col></row>" +
"</table>"
[/topic]
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[topic]
id=editor_tool_fill
title= _ "Fill Tool"
text= "<img 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.
<header>Keyboard Modifiers</header>
• Shift+mouse click: If a base terrain is selected, change the base without changing the overlay. If an overlay is selected, change the overlay without changing the base.
• Control+mouse click: Select the terrain under the mouse cursor, as if it had been selected on the terrain palette (picks up both base and overlay)."
[/topic]
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[topic]
id=editor_tool_select
title= _ "Select Tool"
text= "<img src=icons/action/editor-tool-select_60.png align=left box=yes/>" + _ "Selects a set of hex fields, for use with with the cut, copy and fill-selection buttons below the menu bar.
<header>Keyboard Modifiers</header>
• Shift+mouse click: Magic Wand mode, select the hex under the mouse cursor, and adjoining hexes of the same terrain type.
• Control+mouse click: Unselect hexes.
<bold>Brush Sizes</bold>
The selected brush changes the size of the tool:" +
"<table>" +
"<row><col><img src=icons/action/editor-brush-1_30.png align=left box=yes /></col><col>" + _ "Select single hexes." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-2_30.png align=left box=yes /></col><col>" + _ "Select seven hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-3_30.png align=left box=yes /></col><col>" + _ "Select nineteen hexes at a time." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-nw-se_30.png align=left box=yes /></col><col>" + _ "Select three hexes in a line." + "</col></row>" +
"<row><col><img src=icons/action/editor-brush-sw-ne_30.png align=left box=yes /></col><col>" + _ "Select three hexes in a line." + "</col></row>" +
"</table>"
[/topic]
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[topic]
id=editor_tool_paste
title= _ "Clipboard and Paste Tool"
text= "<img src=icons/action/editor-paste_60.png align=left box=yes />" + _ "Rotate, flip and paste the terrain in the clipboard
Hexes can be cut or copied to the clipboard using the <ref dst='editor_tool_select'>Select Tool</ref>.
The paste tool shows an outline of the clipboard, which can be pasted with a mouse-click. Only the outline is shown, but mistakes can be corrected with the undo function, which is bound to both Control+Z and to the same key as the in-game undo function.
The paste tool also has some clipboard-manipulation functions:" +
"<table>" +
"<row><col><img src=icons/action/editor-clipboard-rotate-cw_30.png align=left box=yes /></col><col>" + _ "Rotate clockwise by 60°." + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-rotate-ccw_30.png align=left box=yes /></col><col>" + _ "Rotate counter-clockwise by 60°." + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-flip-horizontal_30.png align=left box=yes /></col><col>" + _ "Flip horizontally" + "</col></row>" +
"<row><col><img src=icons/action/editor-clipboard-flip-vertical_30.png align=left box=yes /></col><col>" + _ "Flip vertically" + "</col></row>" +
"</table>"
[/topic]
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[topic]
id=editor_tool_starting
title= _ "Starting Locations Tool"
text= "<img src=icons/action/editor-tool-starting-position_60.png align=left box=yes />" +
# po: the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
_ "Defines the side leader starting position.
This tool sets the side leaders default starting locations, and named special locations. Both types of location are enabled in both <ref dst='..editor_mode_terrain'>Terrain Editor</ref> and <ref dst='..editor_mode_scenario'>Scenario Editor</ref> modes. The location names are shown as a list in the editor palette, clicking on the map will place that name on a hex, each location can only be placed on a single hex, and the editor will only allow one location per hex.
To add named special locations, click “Add” at the bottom of the editor palette, and enter the name. These names must start with a letter and may contain numbers and underscores.
More than nine teams can be added to a map, by clicking “Add” and entering a number, for example “10”. The UI will automatically show this as “Player 10”.
Named locations can be accessed from WML using the Standard Location Filters <italic>location_id=</italic>. Player starts can also be accessed from WML using <italic>location_id=1</italic>, <italic>location_id=2</italic>, etc — use only the number, without adding “Player ” in front of the number.
<bold>Keyboard Modifiers</bold>
• Control+mouse click on a hex that already has a location: select that location for placing with a subsequent mouse click, as if it was selected in the editor palette."
[/topic]
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[topic]
id=editor_terrain_overlays
title= _ "Editor Terrain-Overlay Graphics"
text= _ "editor^Maps generally look similar in the editor to their appearance in the game. There are a few exceptions, where different graphics are used in the editor; all the overlays described here are found in the terrain palettes “special” group." + "
" +
# po: The images here have text, while they could be translated I assume editor-only images wont be.
# po: In English the text is “IO” for impassable and “UO” for unwalkable.
_ "editor^<header>Movement Overlays</header>
<img src='terrain/grass/green.png~BLIT(terrain/impassable-editor.png~O(0.5))' box=yes /><img src='terrain/grass/green.png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes /><br/><bold>Impassable and Unwalkable</bold>
While easily noticeable in the editor, these are invisible in the game, so the mixed terrains created by them look like the base terrain. They create a mixed terrain with the movement costs set to “impassable” or “unwalkable” respectively." + "
" +
# po: The images here have text, while they could be translated I assume editor-only images wont be.
# po: In English these images are the literal text “Castle overlay” and “Keep overlay”.
_ "editor^<header>Castle Overlays</header>
<img src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor.png~O(0.5))' align=here box=yes /><img src='terrain/grass/green.png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes />
Adding either of these overlays to a passable hex allows units to be recruited onto a hex. The keep also allows a leader to recruit from there.
These can be added to an impassable hex to connect a castle to a visually-separate keep through an impassable wall. Its also possible to create a castle that seems to have grassland between the keep and towers, however this requires the connecting hexes to be occupied or blocked to prevent units being recruited onto them." + "
" +
# po: The image here has text, while it could be translated I assume editor-only images wont be.
# po: In English this image is the literal text “Village overlay”.
_ "editor^<header>Village Overlay</header>
<img src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-editor.png~O(0.5))' align=here box=yes />
This turns any base terrain into a village, providing income and healing." + "
" +
# po: The image is an “S” on a solid black background.
_ "editor^<header>Fake Shroud</header>
<img src=terrain/void/shroud-editor.png align=left box=yes />
Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the players units can see the hex."
[/topic]
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[topic]
id=editor_terrain_elevation
title= _ "Terrain Elevation Graphics"
text="<img src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes />" +
_ "
A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palettes “elevation” group.
" +
_ "editor^<header>Direct Overlays</header>" +
"<br/><img src='terrain/elevation/bluffs-tile.png' box=yes /><img src='terrain/elevation/regular-tile.png' box=yes /><br/>" +
_ "
<b>Bluffs and Gulch</b>
The bluffs, gulches, and similar variations are much like a standard terrain overlay, and can simply be used that way. However, for larger areas of the map, where you will want to allow the use of other overlay terrains, you will want to combine these with the “markers” described in the next section.
" +
_ "editor^<header>Elevation Floodfill</header>" +
"
" +
"<table>" +
"<row><col><img src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' box=yes /></col><col>" + _ "Raised elevation on-map marker" + "</col></row>" +
"<row><col><img src='terrain/floodfill/marker-high-tile.png' box=yes /></col><col>" + _ "Raised elevation editor palette icon" + "</col></row>" +
"</table>" +
"To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles.
There are two high markers and two low markers, so it is possible to make terraces of up to five levels (lowest, lower, normal, higher, highest). Placing a high region next to a low region does not result in larger cliffs.
" + "
" +
_ "
editor^<header>How to Use</header>
The marker arrows are not very useful by themselves, but the bluffs/gulch-type terrains can be used to contain the floodfilled area.
An example use case would be:
1. Select the Bluffs (^Qhh) from the editor palette and use single-hex paint tool to outline a big blob over an empty, all-grass map.
2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the Bluffs border).
3. The blob should all be raised now, and as long as you don't overwrite the Marker or Bluffs overlays, you can add other terrain overlays as needed.
The graphics used to represent the ledge borders are determined by the base terrain.
" +
_ "editor^<span style='italic' font_size='15'>Note for UMC authors: The flood-filled tiles do not have their terrain codes changed, or any other properties affected, so filtering a location by elevation is not simple.</span>"
[/topic]
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[topic]
id=editor_deprecated_overlay
title= _ "Deprecated Terrain"
# po: The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesnt expect the image to be translated.
# po: The Xol and ^Efs terrains help pages arent given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still wont link to it.
text= _ "editor^<img src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' box=yes/>
The magenta D (for “Deprecated”).
This is shown in the editor over deprecated terrain codes. Examples are:
• the <ref dst='terrain_fungus_grove_old'>“^Uf” mushroom terrain</ref>,
• the “Xol” Lit Stone Wall, which is deprecated because several wall terrains now support the “^Efs” Sconce embellishment.
The help pages for these terrains may have additional text thats only shown in the editor, describing the deprecation and the recommended replacements."
[/topic]
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[topic]
id=editor_tool_label
title= _ "Label Tool"
text= "<img src=icons/action/editor-tool-label_60.png align=left box=yes />" + _ "Put text labels on the map.
• Left-click will open a dialog box to create a new label or edit an existing one.
• Right-click deletes.
• Drag-and-drop with the left mouse button moves labels.
This tool is only available in Scenario Mode; the decorations are implemented in the scenario using WMLs <italic>[label]</italic> tag."
[/topic]
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[topic]
id=editor_tool_scenery
title= _ "Item Tool (Scenery Tool)"
text= "<img src=icons/action/editor-tool-item_60.png align=left box=yes />" + _ "The Item Tool allows placing decorations such as windmills, bookcases and monoliths.
Multiple items can be placed on the same hex.
• Left-click will place a decoration on the clicked hex.
• Right-click will remove the decoration.
<bold>Note:</bold> the tool doesnt support undo.
This tool is only available in Scenario Mode; the decorations are not part of the terrain and are implemented in the scenario using WMLs <italic>[item]</italic> tag."
[/topic]
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[topic]
id=editor_tool_village
title= _ "Village Ownership Tool"
text= "<img src=icons/action/editor-tool-village_60.png align=left box=yes />" + _ "This tool assigns ownership of villages at the start of a scenario.
The villages must first be placed on the terrain with the <ref dst='editor_tool_paint'>Paint Tool</ref>.
• Left-click will assign the village to the currently-selected side.
• Right-click will set the village back to unowned.
This tool is only available in Scenario Mode; ownership information is stored by adding WML <italic>[village]</italic> tags to the appropriate <italic>[side]</italic>."
[/topic]
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[topic]
id=editor_tool_unit
title= _ "Unit Tool"
text= "<img src=icons/action/editor-tool-unit_60.png align=left box=yes />" + _ "Place units belonging to the currently-selected side.
• Left-click will place a unit.
• Left drag-and-drop will move an already-placed unit.
• Various operations are added to the right-click menu when the hex contains a unit.
This tool is only available in Scenario Mode; it adds WML <italic>[unit]</italic> tags to the appropriate <italic>[side]</italic>."
[/topic]
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[topic]
id=editor_named_area
title= _ "Named Areas"
text= _ "This tool creates sets of tiles that can be used in WML scripts Standard Location Filters (a concept explained in detail on the Wiki), by using the areas id in the filters <italic>area=</italic> attribute. For example:
• assigning a local time zone to this set of hexes
• filtering the set of hexes which trigger an event when a unit moves on to them
To use the tool:
• select hexes using the <ref dst='editor_tool_select'>select tool</ref>
• in the Areas menu, select Add New Area
• then in the Areas menu, select Save Selection to Area
• then in the Areas menu, select Rename Selected Area and choose a name for the area
This tool is only available in Scenario Mode; it adds WML <italic>[time_area]</italic> tags to the scenario. Although the tags name implies time, it is now more generic and can be used for other purposes without needing to change the time-of-day schedule in the area."
[/topic]
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[topic]
id=editor_playlist
title= _ "Playlist Manager"
text= "<img src=icons/action/playlist_30.png align=left box=yes />" + _ "Shows a list of music tracks known to the editor, with toggle-boxes to enable them.
This tool is only available in Scenario Mode; it adds WML <italic>[music]</italic> tags to the scenario."
[/topic]
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[topic]
id=editor_addon_id
title= _ "Change Add-on ID"
text= _ "Allows changing the ID of an add-on, which is the name of the folder its in. This will only rename that folder and update any references to it in the _main.cfg file. Any other place will need to be updated manually."
[/topic]
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[topic]
id=editor_pbl_editor
title= _ "Add-on Publishing Editor"
text= _ "Allows setting up an add-ons _server.pbl file, which is required for publishing an add-on to the add-ons server for other players to download. The Validate button will check whether all required fields have valid values."
[/topic]
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[topic]
id=..editor
title= _ "Map/Scenario Editor"
text= "<img src=icons/icon-editor.png align=left box=no float=yes />" + _ "Wesnoths 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 as well as initializing an add-on which can be used to distribute the scenarios you create.
The editor can be launched from the <italic>Map Editor</italic> option at the title screen.
<header>Editing Modes</header>
The editor features two modes of operation: terrain mode and scenario mode.
The <ref dst='..editor_mode_terrain'>Terrain Mode</ref> is similar to a simple paint application, with tools to <ref dst='editor_tool_paint'>paint</ref>, <ref dst='editor_tool_fill'>fill</ref>, <ref dst='editor_tool_select'>select (and copy)</ref>, and <ref dst='editor_tool_paste'>paste</ref>. It also has the tool for setting the leaders <ref dst='editor_tool_starting'>starting locations</ref>.
The <ref dst='..editor_mode_scenario'>Scenario Mode</ref>, in addition to the tools available in terrain mode, adds support for adding <ref dst='editor_tool_label'>labels</ref>, <ref dst='editor_tool_scenery'>scenery items</ref>, <ref dst='editor_tool_unit'>units</ref> in addition to the leader, and assigning <ref dst='editor_tool_village'>village ownership</ref> at the start of the scenario. Theres also a <ref dst='editor_playlist'>playlist manager</ref> for the music." + "
" + _ "In either mode, you will be prompted to choose an add-on to use for the scenarios you create. This can be an existing add-on or a brand new add-on. If you choose to use a brand new add-on, then the add-on will have all the required files and folders automatically created as well as a default ID assigned. Unless you are editing an already existing map file, using scenario mode is required in order for your maps to be selectable during game creation." + "
" + _ "<header>What you do *not* get</header>
• Exactly the same map rendering as in-game
The map wont look exactly the same in the game as it does in the editor, because this depends on the terrain rules. For example, when many mountain hexes are clustered together the terrain rules will try to combine them into mountain ranges and large graphics spanning multiple hexes.
• Event handlers and scripting
The editor is not a tool to help you scripting the scenarios event handlers.
• Infinite Backwards Compatibility
The editor can load most maps from older versions of Wesnoth, but not all. Maps from 1.3.2 and later will normally be supported, unless they use terrains which are no longer in mainline Wesnoth. Maps from add-ons which have their own terrains will need that add-on to tell the editor about their terrains."
[/topic]
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[topic]
id=..editor_mode_terrain
title= _ "Terrain Editor"
text= _ "The terrain editors functionality is similar to a simple paint application.
The right-hand sidebar contains, from top to bottom, the mini-map, the toolkit (see the pages for each tool), tool options, and <ref dst='editor_palette'>Palette</ref>.
When saved using “Save Map As” and saving to the default directory, the resulting map can be found in the “Custom Maps” game type of the multiplayer “Create Game” dialog."
[/topic]
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[topic]
id=..editor_mode_scenario
title= _ "Scenario Editor"
text= _ "The scenario editor mode adds support for some map-related WML features, such as areas and scenery items. Most scenarios will still require additional WML to be written using a different tool; the scenario editor does not support scripting the scenarios events." + "
" + _ "<header>Checking whether the editor is in scenario mode</header>
You can check which mode the editor is in by looking at the menu bar.
• In scenario mode the “Areas” and “Side” menus are enabled.
• In terrain-only mode the “Areas” and “Side” menus are grayed-out." + "
" + _ "<header>Entering scenario mode</header>
To start a new map in scenario mode, choose “New Scenario” from the “File” menu.
If youre already editing a map in terrain mode, use “Save Scenario As” from the “File” menu; this will switch to scenario mode.
To load a map that was created in the scenario editor, use “Load Map” from the “File” menu, and select the .cfg file (not a .map file)." + "
" + _ "<header>The files: .map and .cfg</header>
The map editor saves one file when in terrain mode (a .map) or two files when in scenario mode (both a .map and a .cfg).
Loading a .cfg file has different results depending on the contents of the .cfg file. For .cfg files that were created by the scenario editor, it will open the .cfg in the scenario editor. However, for .cfg files that cannot be opened by the scenario editor, the editor will attempt to find the scenario's map data and open the corresponding .map file in terrain-only mode, as if the .map file was chosen in the file selector. It is recommended in those cases to simply load the .map file directly instead."
[/topic]
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[topic]
id=editor_separate_events_file
title= _ "Using a separate file for WML events"
text= _ "When loading a .cfg file, the scenario editor understands files created by the scenario editor, but is likely to have difficulty with files that have been edited by hand.
One option is to create a separate WML file, also with the .cfg extension, which uses the WML preprocessor to include the editor-created file. This separate file contains both the <span face='monospace'>[scenario]</span> tag and any hand-edited WML such as events. With this workflow, the add-ons file structure could look like this:
<header>Example</header>
If your add-on will only be used on 1.18 and later, it is instead recommended to use the new include_file attribute to load a .cfg file containing additional WML into the scenario.
• <span face='monospace'>_main.cfg</span>
◦ use <span face='monospace'>[binary_path]</span> to add add-ons directories to the binary path, which makes “map_file” search the “maps” directory
• <span face='monospace'>maps/first.map</span>
◦ this is the .map file created by the scenario editor when saving in scenario mode
• <span face='monospace'>scenarios/other.cfg</span>
◦ this is the .cfg file containing everything that the scenario editor doesn't understand
• <span face='monospace'>scenarios/first.cfg</span>
◦ inside the <span face='monospace'>[scenario]</span> element, use <span face='monospace'>map_file=&quot;first.map&quot;</span> to load the map file
◦ inside the <span face='monospace'>[scenario]</span> element, use <span face='monospace'>include_file=&quot;other.cfg&quot;</span> to load the additional cfg file"
[/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
# po: Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
title= _ "ToD and Schedule Editor"
text= "<img src='icons/action/editor-switch-time_30.png' align=left box=yes />" + _ "This button at the top-right of the screen accesses the time-of-day preview and the schedule editor.
In terrain mode, this displays the map as it will be recolored at different times of day.
In scenario mode, the button accesses an editor for individual schedules for <ref dst='editor_named_area'>time areas</ref>."
[/topic]
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[topic]
id=editor_palette
title= _ "Editor Palette"
# po: the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
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. When using the Starting Locations Tool, the palette changes to a list of “Player 1”, “Player 2”, etc.
<bold>Filter</bold>
There is a filter function to show only a subset of the available items — this is the leftmost of the four buttons at the top of the palette, and the graphic changes depending on what is selected. Examples:" +
"<table/><img src=icons/terrain/terrain_group_all_30.png align=left box=yes /></col><col>" + _ "Show all kinds of terrain</col></row>" +
"<img src=icons/terrain/terrain_group_water_deep_30.png align=left box=yes /></col><col>" + _ "Show only water terrains</col></row>" +
"<img src=icons/terrain/terrain_group_village_30.png align=left box=yes /></col><col>" + _ "Show only villages</col></row><endtable/>"
[/topic]
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# This section uses << >> quotes so that curly brackets can be used without being interpreted by the preprocessor
# Note: If you change the following description string or this comment line, run wmllint on this file afterwards and make sure wmllint doesn't "improve" the map_data={...} lines.
[topic]
id=editor_map_format
title= _ "Wesnoth Map Format"
text= _ "Wesnoth stores its maps in human readable plain text files." + "
" + _ "<header>Native</header>
A map file consists of rows with comma separated terrain code strings. The only non-terrain information provided by the map syntax is the set of locations created by the <ref dst='editor_tool_starting'>Starting Locations Tool</ref>. The files can be edited with a general purpose text editor like notepad.
These files can be used directly for multiplayer games, the number of players is automatically determined by the number of starting positions. When saved in the default directory, the map can be found in the “Custom Maps” game type of the multiplayer “Create Game” dialog; you may need to refresh the cache (press F5 on the title screen) before a newly-created map appears.
These files can be used in a scenarios .cfg file, with the scenarios WML providing additional information such as teams, custom events, and complex side setups. The .cfg file loads the map file with either of:
• <span face='monospace'>map_file=maps/01_First_Map.map</span> <italic>— supported since Wesnoth 1.14</italic>
• <span face='monospace'>map_data=&quot;&#0x7B;maps/01_First_Map.map&#0x7D;&quot;</span> <italic>— a WML preprocessor include</italic>
The <italic>map_file</italic> method is preferred over using a preprocessor include." + "
" + _ "<header>Embedded</header>
The map data can stored as part of a scenarios .cfg file, directly in the <italic>map_data</italic> attribute. In other words, in the place that the preprocessor would include it when using the preprocessor-include method.
<header>Using Embedded Format in Terrain Mode</header>
If you are editing the map and not using the Scenario Mode support, then its trivial to move the data to a native map file before opening it in the editor. This conversion is recommended — the editor supports editing the content of map_data while leaving everything else in the file untouched, but this is rarely-used code. Maps opened this way are marked (E) in the Window menu." + "
" + _ "<header>Files created by the Scenario Editor</header>
In scenario mode, the editor saves the scenario data as a .cfg file and the map data as a separate .map file. The scenario then references the .map file via map_file. When loading a .cfg file, the scenario editor understands files created by the scenario editor itself, but is likely to have difficulty with files that have been edited by hand; problems can be avoided by <ref dst='editor_separate_events_file'>using a separate .cfg file</ref> for the hand-edited parts."
[/topic]
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