UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.8) Gecko/20050517 Firefox/1.0.4 (Debian package 1.0.4-2) IP: 64.81.113.168 URI: http://wesnoth.slack.it/?CampaignWML - - - - - Index: CampaignWML =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/CampaignWML,v retrieving revision 1.8 diff -u -r1.8 CampaignWML --- CampaignWML 14 Jan 2005 21:01:28 -0000 1.8 +++ CampaignWML 2 Jul 2005 17:54:24 -0000 @@ -2,23 +2,35 @@ this tag describes a campaign, and is used for the "Campaign" menu in the title screen. the ||[campaign]|| tag has the following keys: - -* //icon// the image of the campaign in the campaign selection menu -* //id// the internationalization key to use for the campaign name (obsoleted by GetText, now has no effect (as far as I know)) -* //define// when this campaign is played, -the preprocessor symbol ||//define//|| will be stored . -* //name// (translatable) the name of the campaign; displayed in the campaign selection menu -* //difficulty_descriptions// the menu to display if no translation string is found under ||//id//_difficulties|| -key, this is a list of descriptions(see DescriptionWML) that correspond to different difficulty levels. +* //icon//,//name// the image and name of the campaign; displayed in the campaign selection menu. +Note that these are separate keys which function as a description. +* //image//,//description// the image and text +that will appear to the right of the campaign selection menu when this campaign is selected. +Again, these are separate keys which function as a description. +* //define// when this campaign is played, the preprocessor symbol ||define|| will be stored. +(See ||#ifdef||, PreprocessorRef for information on storing symbols.) +This symbol should be used to prevent the contents of the campaign from being read +when the campaign is not being played. +However, the [campaign] tag itself should not be in the #ifdef, which would make it unplayable. +Also, if the campaign uses a custom icon or difficulty description image, +the [binary_path] tag (see BinaryPathWML) must be put outside the #ifdef in order to display the images. +* //difficulty_descriptions// the menu to display when the player is deciding which difficulty level to play, +this is a list of descriptions(see DescriptionWML) that correspond to different difficulty levels. +Since each description is a menu option for a difficulty level, +this must take the same number of arguments as //difficulties//. * //difficulties// a comma(||,||) separated list of preprocessor symbols that will be stored -depending on the chosen difficulty setting. -It is assumed that all campaigns will use the symbols ||EASY||, ||NORMAL||, and ||HARD||, but this is not required. -The //difficulties// key must have the same number of arguments as the //difficulty_descriptions// key. -* //first_scenario// the ID of the first scenario in the campaign -* //description// (translatable) this will appear next to the campaign when it is selected in the campaign selection menu -* //image// the image that will appear next to the campaign when it is selected in the campaign selection menu -* //rank// a number that determines the order of campaigns in the campaign selection menu. Lower //rank// campaigns appear earlier; if not specified, it -will appear at the end. Currently the mainline campaigns use multiples of 10 from 10 to 50; if you specify this, it should probably not be less than 50. +(see ||#ifdef||, PreprocessorWML) depending on the chosen difficulty setting. +These symbols are used to make some difficulty levels harder than others. +Certain macros in utils.cfg (see UtilWML) can be used +to have an attribute take a different value for each difficulty level; +however, they can only be used with campaigns that use the symbols +||EASY||, ||NORMAL||, and ||HARD|| as their difficulty levels. +* //first_scenario// the ID of the first scenario in the campaign; +see //id//, ScenarioWML +* //rank// determines the order of campaigns in the campaign selection menu. +Campaigns are ordered from lowest //rank// to highest, with unranked campaigns at the end. +Currently the mainline campaigns use multiples of 10 from 10 to 50; +if you specify this, it probably should not be less than 50. ||See Also||
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