Almost all WML files are now uniformly indented.

There are a few exceptions that need further work or careful
examination; UtBS, the tutorial, and the terrain macros.
This commit is contained in:
Eric S. Raymond 2007-06-29 10:36:10 +00:00
parent b1f539b4e4
commit 08c6876453
79 changed files with 9971 additions and 10068 deletions

View file

@ -113,7 +113,6 @@
ellipsis_image="misc/icon-ellipsis.png"
{core/team-colors.cfg}
[/game_config]
[textdomain]
@ -130,14 +129,13 @@
[/textdomain]
#ifdef TUTORIAL
[binary_path]
path=data/campaigns/tutorial
[/binary_path]
[binary_path]
path=data/campaigns/tutorial
[/binary_path]
[+units]
{campaigns/tutorial/units}
[/units]
[+units]
{campaigns/tutorial/units}
[/units]
{campaigns/tutorial/scenarios}
{campaigns/tutorial/scenarios}
#endif

View file

@ -16,4 +16,3 @@
{core/terrain-graphics/}
{core/units.cfg}
#endif

View file

@ -1,189 +1,189 @@
[about]
images=maps/wesnoth.png,maps/wesnoth-httt.jpg
images=maps/wesnoth.png,maps/wesnoth-httt.jpg
[/about]
[about]
title = _ "Programming"
text = "
title = _ "Programming"
text = "
David White (Sirp)"+ # founder, lead developer, scenario designer
+"
+"
*
Alfredo Beaumont (ziberpunk)"+ # autotools
+"
+"
Ali El Gariani (alink)
András Salamon (ott)"+ # QA, bug fixing, subediting, game mechanics
+"
+"
Benoît Timbert (Noyga)
Bram Ridder (Morloth)"+ # editor improvements
+"
+"
Bruno Wolff III"+ # campaign web interface, bug fixing, minor coder
+"
+"
Cédric Duval"+ # coder, internationalization manager
+"
+"
Cyril Bouthors (CyrilB)
Dominic Bolin (Xan)
Elias Pschernig (allefant)
Eric S. Raymond (ESR)
Guillaume Melquiond (silene)"+ # coding, bug fixes
+"
+"
Isaac Clerencia
Jan Zvánovec (jaz)
Jérémy Rosen (Boucman)
John B. Messerly
John W. C. McNabb (Darth Fool)"+ # coder, graphics
+"
+"
Jon Daniel (forcemstr)"+ # coder, bug fixes
+"
+"
Jörg Hinrichs (Yogi Bear/YogiHH)
Justin Zaun (jzaun)"+ # coder, scenario designer
+"
+"
J.R. Blain (Cowboy)
Karol Nowak (grzywacz)"+ # bug fixes, sound sources, gp2x port
+"
+"
Kristoffer Erlandsson (erl)"+ # help system, editor
+"
+"
Maksim Orlovich (SadEagle)
Mark de Wever (Mordante/SkeletonCrew)
Nicolas Weeger (Ryo)"+ # Python API
+"
+"
Patrick Parker (Sapient)"+ # misc. gui changes, orphaned-idea adopter
+"
+"
Philippe Plantier (Ayin)"+ # several parts of the code, notably terrain graphics code
+"
+"
Rusty Russell (rusty)
Yann Dirson"+ # gettext support, tinygui
+"
+"
Zas"
[/about]
[about]
title = _ "General Purpose Administration and Coordination"
text = "
title = _ "General Purpose Administration and Coordination"
text = "
Crossbow/Miyo"+ # administrator, release manager
+"
+"
Isaac Clerencia"+ # administrator, release manager
+"
+"
Nils Kneuper (Ivanovic)" # administrator, release manager
[/about]
[about]
title = _ "Artwork and Graphics"
text = "
title = _ "Artwork and Graphics"
text = "
Francisco Muñoz (fmunoz)"+ # founding artist and former lead artist, worked consistently on all aspects till around v0.7-0.9.
+"
+"
Hogne Håskjold (frame/freim)"+ # director of terrain art, made much of the current terrains (esp. mountains)
+"
+"
J.W. Bjerk (Eleazar)"+ # terrain (esp Chasm, Cave, Water), sprite animations, various visual tweaks
+"
+"
James Woo (Pickslide)"+ # portraits (major focus on orcs and campaigns, especially UtBS, TEI, TSoF)
+"
+"
Jason Lutes"+ # portraits (major focus on humans, some campaign portraits)
+"
+"
Lari Nieminen (zookeeper)"+ # sprite animation director and WML wizard
+"
+"
Neoriceisgood"+ # sprite creator and animator (major focus on drakes, dwarves, saurians)
+"
+"
Pekka Aikio (pekka)"+ # tiles, esp. castles, and attack icons
+"
+"
Peter Geinitz (Shadow/Wayfarer)"+ # sprite creator and animator
+"
+"
Richard Kettering (Jetryl)"+ # art director/slave, major focus on sprites, portraits, buildings, and icons
+"
+"
*
Alex Jarocha-Ernst (Jormungandr)"+ # portraits
+"
+"
Christophe Anjard (Christophe33)"+ # made many of the old (c. v0.6) terrains, and some sprites for the dwarves
+"
+"
Erkki Lonkainen (Eternal)"+ # created and animated many replacement sprites (esp. ogre, orc assassin & spear units, and cockatrice)
+"
+"
Johann de Venecia (Johann)"+ # drew the new campaign story art for HttT
+"
+"
Leonhard"+ # made several of the new attack icons
+"
+"
Mark Goodenough (Ranger M)"+ # sprite animator
+"
+"
Michael Gil de Muro (grp21)"+ # portraits (for the campaign "The Rise of Wesnoth")
+"
+"
Moritz Göbelbecker (mog)"+ # tiles, esp. swamp, encampment, ice, and work with lava/chasm
+"
+"
Robert Bolin (Zebulon)"+ # tiles, sprite editing and animations
+"
+"
*
Andrew James Patterson (Kamahawk)"+ # sprites
+"
+"
antwerpz"+ # sprite creator/animator for old saurian units
+"
+"
Diego Brea (Cobretti)"+ # sprite creator/animator
+"
+"
EEL (EELuminatus)
Eli Dupree (Elvish Pillager)"+ # sprites and animations
+"
+"
Eric Holdos (Rev. V!)
Gareth Miller (Gafgarion)"+ # made some early sprites/tiles
+"
+"
Gerald Clears (Smok'em Jags)"+ # sprite animator
+"
+"
James Barton (Sangel)"+ # sprites
+"
+"
Jesse Holland (Kestenvarn)"+ # map illustrator, designed the current map for HttT
+"
+"
Johanna Manninen (lohari)"+ # edited tiles, ported freeciv tiles used in very early versions of wesnoth
+"
+"
John Muccigrosso (Eponymous Archon)"+ # made some early sprites, such as the human bowmen
+"
+"
Michael Mielewczik (Mille)"+ # sprite animator
+"
+"
Mikko Kraft (Deserter)"+ # sprite animator
+"
+"
Slainte"+ # made sprites for c. v0.6 mages, also made many of the old attack icons
+"
+"
Stephen Stone (Disto)"+ # sprite animator
+"
+"
Svetac"+ # made many of the old attack icons
+"
+"
Tristan Millner (tatmf)"+ # made portrait of dwarven fighter
+"
+"
Zhukov"+ # sprite animator
+"
+"
Musketaquid"+ # animated windmill
+"
+"
*
Mattias Westlund (West)"+ # new color cursors
+"
+"
Anton Ecker (Kaldred)"+ # burnt villages
+"
+"
Joe (battlestar)"+ # - some scenery graphics including burnt tent.
+"
+"
Daniel Borgmann (dborg)"+ # semi-transparent map grid
+"
+"
Evan Crook (Flametrooper)"+ # sprite animator (TC conversion)
+"
+"
Garrett Wessner (Stilgar)"+ # gold coin pile
+"
+"
Gideon Chia (Deonjo)"+ # new "units" icon for general status bar
+"
+"
Highhole"+ # revised storm trident
+"
+"
Irwin Ismail (Swordy)"+ # original projectile/attack icon for chakram
+"
+"
Jason Frailey (Valdroni)"+ # scorpion portrait
+"
+"
Jimmy Olsson (Azlan)"+ # made old icons for windows version
+"
+"
John-Robert Funck (XJaPaN)"+ # sprite animator
+"
+"
Jonatan Alamà (tin)"+ # made red logo used until before v1.0
+"
+"
Nicholas Kerpan (Thrawn)"+ # human theif portrait
+"
+"
Randall Walls (slightcrazed)" # sprite animator
[/about]
[about]
title = _ "Music"
text = "
title = _ "Music"
text = "
Aleksi"+ # music coordinator/composer
+"
+"
Fredrik Lindroth
Joseph Toscano (zhaymusic.com)
Pau Congost
@ -191,43 +191,43 @@ Timothy Pinkham (TimothyP)" # music coordinator/composer
[/about]
[about]
title = _ "Sound Effects"
text = "
title = _ "Sound Effects"
text = "
Corey Woodworth (woodwizzle)"+ # hit and die sounds
+"
+"
J.W. Bjerk (Eleazar)
Lari Nieminen (zookeeper)" # attack and weapon sounds
[/about]
[about]
title = _ "Campaign Design"
text = "
title = _ "Campaign Design"
text = "
Asa Swain (quartex)"+ # Under the Burning Suns
+"
+"
Benjamin Drieu
Dacyn
David White (Sirp)"+ # Heir to the Throne
+"
+"
Eric J. Mesoy (Circon)"+ # A Tale of Two Brothers
+"
+"
esci"+ # Descent into Darkness
+"
+"
Francisco Muñoz (fmunoz)
James Spencer (Shade)"+ # The Rise of Wesnoth
+"
+"
Joseph Simmons (Turin)"+ # The Eastern Invasion
+"
+"
Justin Zaun (jzaun)
Nils Kneuper (Ivanovic)"+ # A Tale of Two Brothers
+"
+"
Scott Klempner"+ # Heir to the Throne, The Rise of Wesnoth
+"
+"
William Carey (aelius)" # The South Guard
[/about]
[about]
title = _ "Multiplayer Maps and Balancing"
text = "
title = _ "Multiplayer Maps and Balancing"
text = "
Bartek Waresiak (Dragonking)
Joshua Northey (Becephalus)
Mike Quiñones (Doc Paterson)
@ -241,31 +241,31 @@ Zack Kleinfeld
[/about]
[about]
title = _ "Packagers"
text = "
title = _ "Packagers"
text = "
Cyril Bouthors (CyrilB)"+ # Debian packager, patron
+"
+"
Darryl Dixon
edge
Isaac Clerencia"+ # Debian packager
+"
+"
Jay Hopping
Laurent Wacrenier (lwa)"+ # Mac OS X packager
+"
+"
Jörg Hinrichs (Yogi Bear/YogiHH)"+ # Windows packager
+"
+"
Marcin Konicki (ahwayakchih)"+ # BeOS packager
+"
+"
Marcus Phillips (Sithrandel)"+ # Mac OS X packager (for v1.0 and before)
+"
+"
Mark Michelsen (skovbaer)"+ # Slackware packager
+"
+"
Vlad Glagolev (Stelz)" # OpenBSD packager
[/about]
[about]
title = _ "Contributors"
text = "
title = _ "Contributors"
text = "
Andrea Palmatè (afxgroup)
Daniel Bruegmann
Ely Levy (Nakee)
@ -295,8 +295,8 @@ Tomasz Sikorski (Tomsik)
[/about]
[about]
title = _ "Miscellaneous"
text = "
title = _ "Miscellaneous"
text = "
Francesco Gigli (Jaramir)
Jordà Polo (ettin)
Jonas Kölker
@ -304,11 +304,11 @@ Jonas Kölker
[/about]
[about]
title = _ "Internationalization Managers"
text = "
title = _ "Internationalization Managers"
text = "
Cédric Duval
David Philippi (Torangan)"+ # internationalization manager, wescamp
+"
+"
Mark Michelsen (skovbaer)
Nils Kneuper (Ivanovic)
Susanna Björverud (sanna)
@ -316,8 +316,8 @@ Susanna Björverud (sanna)
[/about]
[about]
title = _ "Afrikaans Translation"
text = "
title = _ "Afrikaans Translation"
text = "
András Salamon (ott)
Erhard Eiselen
Nico Oliver (nicoza)
@ -326,8 +326,8 @@ Renier Maritz
[/about]
[about]
title = _ "Basque Translation"
text = "
title = _ "Basque Translation"
text = "
Alfredo Beaumont (ziberpunk)
Julen Landa (genars)
Mikel Olasagasti (Hey_neken)
@ -335,8 +335,8 @@ Mikel Olasagasti (Hey_neken)
[/about]
[about]
title = _ "Bulgarian Translation"
text = "
title = _ "Bulgarian Translation"
text = "
Anton Tsigularov (Atilla)
Bono Nonchev
Denica Mincheva (Deni)
@ -346,8 +346,8 @@ Nikolay Vladimirov (Turki)
[/about]
[about]
title = _ "Catalan Translation"
text = "
title = _ "Catalan Translation"
text = "
Carles Company (brrr)
Dan Rosàs Garcia (focks)
Daniel López (Azazelo)
@ -362,16 +362,16 @@ Roberto Garcia (Motxales)
[/about]
[about]
title = _ "Chinese Translation"
text = "
title = _ "Chinese Translation"
text = "
Huang huan (unicon)
Huang Lechuan
"
[/about]
[about]
title = _ "Czech Translation"
text = "
title = _ "Czech Translation"
text = "
Anežka Bubeníčková (Bubu)
David Nečas (Yeti)
Lukáš Faltýnek
@ -389,8 +389,8 @@ Vladimír Slávik
[/about]
[about]
title = _ "Danish Translation"
text = "
title = _ "Danish Translation"
text = "
Anders K. Madsen (madsen)
Ask Hjorth Larsen
Bjarke Sørensen (basher)
@ -404,8 +404,8 @@ Ole Laursen
[/about]
[about]
title = _ "Dutch Translation"
text = "
title = _ "Dutch Translation"
text = "
Arne Deprez
Ernst Segers
Foppe Benedictus
@ -422,16 +422,16 @@ Tobe Deprez
[/about]
[about]
title = _ "English (GB) Translation"
text = "
title = _ "English (GB) Translation"
text = "
András Salamon (ott)
pjr
"
[/about]
[about]
title = _ "Esperanto Translation"
text = "
title = _ "Esperanto Translation"
text = "
Aleksej Korgenkov (Grimpanto)
Francesco Lorenzon (Likso)
Ľubo Fajth
@ -441,22 +441,22 @@ Rastislav Šarišský (Asto)
[/about]
[about]
title = _ "Estonian Translation"
text = "
title = _ "Estonian Translation"
text = "
Mart Tõnso
"
[/about]
[about]
title = _ "Filipino Translation"
text = "
title = _ "Filipino Translation"
text = "
Joset Anthony Zamora (sophie^)
"
[/about]
[about]
title = _ "Finnish Translation"
text = "
title = _ "Finnish Translation"
text = "
Ankka
Jussi Rautio (jgrr)
kko
@ -467,8 +467,8 @@ paxed
[/about]
[about]
title = _ "French Translation"
text = "
title = _ "French Translation"
text = "
Aurélien Brevers (Breversa)
Arnaud Garoux (La vie en wose)
Benoit Astruc
@ -503,8 +503,8 @@ Zas
[/about]
[about]
title = _ "German Translation"
text = "
title = _ "German Translation"
text = "
Andre Schmidt (schmidta)
Boris Stumm (quijote_)
Christoph Berg (chrber)
@ -522,8 +522,8 @@ vonHalenbach
[/about]
[about]
title = _ "Greek Translation"
text = "
title = _ "Greek Translation"
text = "
Katerina Sykioti
Konstantinos Egarhos
Konstantinos Karasavvas
@ -534,16 +534,16 @@ Alexander Alexiou (Santi)
[/about]
[about]
title = _ "Hebrew Translation"
text = "
title = _ "Hebrew Translation"
text = "
Oron Peled
Ely Levy (Nakee)
"
[/about]
[about]
title = _ "Hungarian Translation"
text = "
title = _ "Hungarian Translation"
text = "
adson
Beer (Eddi)
dentro
@ -559,15 +559,15 @@ Széll Tamás (TomJoad)
[/about]
[about]
title = _ "Indonesian Translation"
text = "
title = _ "Indonesian Translation"
text = "
Benny Lin
"
[/about]
[about]
title = _ "Italian Translation"
text = "
title = _ "Italian Translation"
text = "
Alessio D'Ascanio (otaku)
Americo Iacovizzi (DarkAmex)
crys0000
@ -581,8 +581,8 @@ RokStar
[/about]
[about]
title = _ "Japanese Translation"
text = "
title = _ "Japanese Translation"
text = "
BlueStar
いいむらなおき (amatubu) - Naoki Iimura
岡田信人 - Nobuhito Okada
@ -593,22 +593,22 @@ Yuji Matsumoto
[/about]
[about]
title = _ "Korean Translation"
text = "
title = _ "Korean Translation"
text = "
Kim Woong (Kazaya)
"
[/about]
[about]
title = _ "Latin Translation"
text = "
title = _ "Latin Translation"
text = "
Mark Polo (mpolo)
"
[/about]
[about]
title = _ "Norwegian Translation"
text = "
title = _ "Norwegian Translation"
text = "
Asgeir Aakre (YbeRn00b)
Gaute Jao (Bombadil)
Hallvard Norheim Bø (Lysander)
@ -619,8 +619,8 @@ Susanne Mesoy (Rarlgland)
[/about]
[about]
title = _ "Polish Translation"
text = "
title = _ "Polish Translation"
text = "
Agata Chmiel
Arkadiusz Danilecki (szopen)
Artur R. Czechowski
@ -637,15 +637,15 @@ Zbigniew Banach (vonBureck)
[/about]
[about]
title = _ "Portuguese Translation"
text = "
title = _ "Portuguese Translation"
text = "
Luis Passos
"
[/about]
[about]
title = _ "Portuguese (Brazil) Translation"
text = "
title = _ "Portuguese (Brazil) Translation"
text = "
Ambra Viviani Loos
Celso Goya
Claudio Terra
@ -660,8 +660,8 @@ Tiago Souza (Salvador)
[/about]
[about]
title = _ "Russian Translation"
text = "
title = _ "Russian Translation"
text = "
Alexandr Menovchicov
Alexey Remizov
Alexey Zakharchenko
@ -674,8 +674,8 @@ Vlad Glagolev
[/about]
[about]
title = _ "Serbian Translation"
text = "
title = _ "Serbian Translation"
text = "
Branko Kokanovic (kokan)
Caslav Ilic
Srecko Toroman (FreeCraft)
@ -683,8 +683,8 @@ Srecko Toroman (FreeCraft)
[/about]
[about]
title = _ "Slovak Translation"
text = "
title = _ "Slovak Translation"
text = "
Ivan Kovacs
Martin Dzbor
Viliam Bur
@ -692,16 +692,16 @@ Viliam Bur
[/about]
[about]
title = _ "Slovenian Translation"
text = "
title = _ "Slovenian Translation"
text = "
Jaka Kranjc (lynx)
Matej Repinc
"
[/about]
[about]
title = _ "Spanish Translation"
text = "
title = _ "Spanish Translation"
text = "
David Martínez Moreno
Fernando Cerezal
Flamma
@ -717,8 +717,8 @@ Roberto Romero (sildur)
[/about]
[about]
title = _ "Swedish Translation"
text = "
title = _ "Swedish Translation"
text = "
Alexander Kjäll (capitol)
Åse Petersson (tintin)
Hugo Gerlach (Entrimo)
@ -730,8 +730,8 @@ wint3r
[/about]
[about]
title = _ "Turkish Translation"
text = "
title = _ "Turkish Translation"
text = "
Enes Akın (yekialem)
İhsan Akın
Kosif
@ -741,15 +741,15 @@ Selim Farsakoğlu
[/about]
[about]
title = _ "Valencian Translation"
text = "
title = _ "Valencian Translation"
text = "
Mario Rodríguez (Mavorte)
"
[/about]
[about]
title = _ "Bots"
text = "
title = _ "Bots"
text = "
wesbot
"
[/about]

View file

@ -1,27 +1,27 @@
[fonts]
# This is marked as translatable, to allow translators to
# provide different font orders: one just has to install the
# missing fonts without needing to change the gmo files
order=_ "DejaVuSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
# This is marked as translatable, to allow translators to
# provide different font orders: one just has to install the
# missing fonts without needing to change the gmo files
order=_ "DejaVuSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
[font]
name="DejaVuSans.ttf"
codepoints="32-126,160-745,748-750,755,759,768-847,849-851,855-856,860-866,884-885,890-894,900-906,908,910-929,931-974,976-1299,1329-1366,1369-1375,1377-1415,1417-1418,1456-1475,1478-1479,1488-1514,1520-1524,1548,1557,1563,1567,1569-1594,1600-1621,1626,1632-1647,1652,1657-1671,1681-1682,1685,1688,1697,1700,1702,1705,1711,1717,1722,1726-1727,1734,1740,1742,1749,1776-1785,3647,3713-3714,3716,3719-3720,3722,3725,3732-3735,3737-3743,3745-3747,3749,3751,3754-3755,3757-3769,3771-3773,3776-3780,3782,3784-3789,3792-3799,3801,3804-3805,5121-5127,5129-5147,5149-5173,5175-5194,5196-5202,5204-5309,5312-5354,5356-5383,5392-5438,5440-5456,5458-5482,5492-5509,5514-5526,5536-5551,5598,5601,5702-5703,5742-5750,7424-7444,7446-7459,7462-7470,7472-7530,7543-7544,7547,7557,7579-7615,7620-7625,7680-7835,7840-7929,7936-7957,7960-7965,7968-8005,8008-8013,8016-8023,8025,8027,8029,8031-8061,8064-8116,8118-8132,8134-8147,8150-8155,8157-8175,8178-8180,8182-8190,8192-8231,8234-8291,8298-8305,8308-8334,8336-8340,8352-8373,8400-8401,8406-8407,8448-8457,8459-8521,8523,8526,8531-8580,8592-8879,8882-8902,8904-8909,8918-8941,8943,8946-8981,8984-8985,8988-8993,8996-9004,9013,9015-9022,9025-9028,9031-9033,9035-9037,9040,9042-9044,9047-9052,9054-9056,9059-9061,9064-9065,9067-9072,9075-9082,9085,9088-9091,9095-9099,9108-9109,9115-9134,9166-9167,9187,9189,9250-9251,9312-9321,9472-9884,9888-9906,9985-9988,9990-9993,9996-10023,10025-10059,10061,10063-10066,10070,10072-10078,10081-10132,10136-10159,10161-10175,10208,10214-10219,10224-10495,10502-10503,10506-10507,10560-10561,10627-10628,10702-10709,10731,10752-10754,10764-10780,10799,10877-10912,10926-10938,11001-11002,11008-11034,11040-11043,11360-11372,11380-11383,57344-57373,61440-61441,61960,61962,61973-61975,61978-61979,62047,62917,63172-63176,63185,63188,64256-64262,64275-64279,64285-64316,64318,64320-64321,64323-64324,64326-64335,64338-64385,64394-64405,64414-64415,64426-64429,64473-64474,64488-64489,64508-64511,65024-65039,65136-65140,65142-65276,65279,65533"
[/font]
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View file

@ -1,104 +1,104 @@
[help]
[toplevel]
sections=introduction,gameplay,units,abilities_section,traits_section,weapon_specials,terrains,commands
topics=about,license
[/toplevel]
[toplevel]
sections=introduction,gameplay,units,abilities_section,traits_section,weapon_specials,terrains,commands
topics=about,license
[/toplevel]
[section]
id=introduction
title= _ "Introduction"
topics=introduction_topic,about_game
[/section]
[section]
id=introduction
title= _ "Introduction"
topics=introduction_topic,about_game
[/section]
[section]
id=gameplay
title= _ "Gameplay"
topics=fundamentals,recruit_and_recall,hitpoints,orbs,movement,shroud_and_fog,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
[/section]
[section]
id=gameplay
title= _ "Gameplay"
topics=fundamentals,recruit_and_recall,hitpoints,orbs,movement,shroud_and_fog,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
[/section]
[section]
id=traits_section
title= _ "Traits"
topics=traits,traits_fearless,traits_intelligent,traits_resilient,traits_strong,traits_quick,traits_dextrous,traits_healthy,traits_loyal,traits_undead
# Not used since generated text was not really suitable.
#generator=traits
sort_topics=no
[/section]
[section]
id=traits_section
title= _ "Traits"
topics=traits,traits_fearless,traits_intelligent,traits_resilient,traits_strong,traits_quick,traits_dextrous,traits_healthy,traits_loyal,traits_undead
# Not used since generated text was not really suitable.
#generator=traits
sort_topics=no
[/section]
[section]
id=units
title= _ "Units"
generator=units
sort_topics=yes
[/section]
[section]
id=units
title= _ "Units"
generator=units
sort_topics=yes
[/section]
[section]
id=abilities_section
title= _ "Abilities"
topics=abilities
generator=abilities
sort_topics=generated
[/section]
[section]
id=abilities_section
title= _ "Abilities"
topics=abilities
generator=abilities
sort_topics=generated
[/section]
[section]
id=weapon_specials
title= _ "Weapon Specials"
generator=weapon_specials
sort_topics=generated
[/section]
[section]
id=weapon_specials
title= _ "Weapon Specials"
generator=weapon_specials
sort_topics=generated
[/section]
[section]
id=terrains
title= _ "Terrains"
topics=terrain_castle,terrain_village,terrain_water_village,terrain_deep_water,terrain_shallow_water,terrain_swamp_water,terrain_ford,terrain_bridge,terrain_sand,terrain_desert,terrain_savanna,terrain_grassland,terrain_road,terrain_forest,terrain_canyon,terrain_cave,terrain_cavewall,terrain_rockbound_cave,terrain_illuminated_cave,terrain_fungus,terrain_lava,terrain_hills,terrain_mountains,terrain_tundra,terrain_ice,terrain_impassable_mountain
sort_topics=yes
[/section]
[section]
id=terrains
title= _ "Terrains"
topics=terrain_castle,terrain_village,terrain_water_village,terrain_deep_water,terrain_shallow_water,terrain_swamp_water,terrain_ford,terrain_bridge,terrain_sand,terrain_desert,terrain_savanna,terrain_grassland,terrain_road,terrain_forest,terrain_canyon,terrain_cave,terrain_cavewall,terrain_rockbound_cave,terrain_illuminated_cave,terrain_fungus,terrain_lava,terrain_hills,terrain_mountains,terrain_tundra,terrain_ice,terrain_impassable_mountain
sort_topics=yes
[/section]
[section]
id=commands
title= _ "Commands"
topics=general_commands,mp_commands
[/section]
[section]
id=commands
title= _ "Commands"
topics=general_commands,mp_commands
[/section]
[topic]
id=abilities
title= _ "Overview"
text= _ "Certain units have abilities that either directly affect other units, or have an impact on how the unit interacts with other units. These abilities will be listed under this topic as you encounter them."
[/topic]
[topic]
id=abilities
title= _ "Overview"
text= _ "Certain units have abilities that either directly affect other units, or have an impact on how the unit interacts with other units. These abilities will be listed under this topic as you encounter them."
[/topic]
[topic]
id=introduction_topic
title= _ "Overview"
text="<img>src=misc/logo.png align=middle box=no</img>" + _"
[topic]
id=introduction_topic
title= _ "Overview"
text="<img>src=misc/logo.png align=middle box=no</img>" + _"
Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, Battle for Wesnoth strives for simplicity of both rules and gameplay. This does not make the game simple, however - from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master."
[/topic]
[/topic]
[topic]
id=fundamentals
title= _ "Fundamentals of Gameplay"
text= _ "These pages outline all you need to know to play Battle for Wesnoth. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included." + _"
[topic]
id=fundamentals
title= _ "Fundamentals of Gameplay"
text= _ "These pages outline all you need to know to play Battle for Wesnoth. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included." + _"
To begin with, it's best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first - click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "
<img>src=help/tooltip.png align=right float=yes</img>" +
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst=abilities text=abilities</ref> for the first time."
[/topic]
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst=abilities text=abilities</ref> for the first time."
[/topic]
[topic]
id=about_game
title= _ "About the Game"
text=_"The game takes place over a series of battles, called scenarios. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet." + _"
[topic]
id=about_game
title= _ "About the Game"
text=_"The game takes place over a series of battles, called scenarios. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet." + _"
Each scenario has some objectives, shown as the scenario starts. These objectives list what you need to do to win, and what you should do to avoid losing. Often the objective is to defeat all enemies, but other times you need to reach a destination, to rescue someone, to solve a puzzle, or just to survive a certain number of turns." + _"
Campaigns consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign."
[/topic]
[/topic]
[topic]
id=recruit_and_recall
title= _ "Recruiting and Recalling"
text="<img>src=help/recruit.png align=left float=yes</img>" + _"Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit <ref>dst=units text=units</ref> into your army. To recruit, you must have your leader (for instance, Konrad in the Heir to the Throne campaign) on the Keep square of a <ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either choosing Recruit from the menu or right-clicking on a hex and selecting <italic>text=Recruit</italic>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it." + _"
[topic]
id=recruit_and_recall
title= _ "Recruiting and Recalling"
text="<img>src=help/recruit.png align=left float=yes</img>" + _"Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit <ref>dst=units text=units</ref> into your army. To recruit, you must have your leader (for instance, Konrad in the Heir to the Throne campaign) on the Keep square of a <ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either choosing Recruit from the menu or right-clicking on a hex and selecting <italic>text=Recruit</italic>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it." + _"
If you right-clicked on a castle hex and selected recruit, the new unit will appear in that square. Otherwise, it will appear in a free square near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." + _"
@ -107,54 +107,54 @@ Recruited units come with two random <ref>dst=traits text=Traits</ref> which mod
In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." + _"
Units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for more information."
[/topic]
[/topic]
[topic]
id=orbs
title= _ "Orbs"
text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + "
[topic]
id=orbs
title= _ "Orbs"
text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + "
<img>src=help/orb-green.png align=here</img>" + _ "green if it hasn't moved this turn," + "
<img>src=help/orb-yellow.png align=here</img>" + _ "yellow if it has moved, but could still move further or attack, or" + "
<img>src=help/orb-red.png align=here</img>" + _ "red if it has used all its movement this turn." + "
<img>src=help/orb-blue.png align=here</img>" + _ "The orb is blue if the unit is an ally you do not control." + "
<img>src=help/orb-none.png align=here</img>" + _ "Enemy units have no orb on top of their energy bar."
[/topic]
[/topic]
[topic]
id=hitpoints
title= _ "Hitpoints and Experience"
text= "<img>src=help/hpxp.png align=right float=yes</img>" + _"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of experience points (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." +
"
[topic]
id=hitpoints
title= _ "Hitpoints and Experience"
text= "<img>src=help/hpxp.png align=right float=yes</img>" + _"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of experience points (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." +
"
" +
_"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + "
_"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + "
<img>src=help/hp-bars.png align=left float=yes</img>" + _"The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst=experience_and_advancement text=advance</ref>."
[/topic]
[/topic]
[topic]
id=movement
title= _ "Movement"
text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in Battle for Wesnoth is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns. If you don't use up all of a unit's movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don't already own will also use up a unit's movement, but will still allow it to attack." + _"
[topic]
id=movement
title= _ "Movement"
text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in Battle for Wesnoth is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns. If you don't use up all of a unit's movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don't already own will also use up a unit's movement, but will still allow it to attack." + _"
Each unit has a certain number of movement points which are used up when moving into a new hex, depending on the Terrain of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type - in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting Unit Description, and then looking at <italic>text='Terrain Modifiers'</italic>." + _"
Another thing to keep in mind while moving is Zones of Control. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore zones of control." + _"
To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress."
[/topic]
[/topic]
[topic]
id=shroud_and_fog
title= _ "Shroud and Fog of War"
text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The Shroud hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The Fog of War only hides units and ownership of villages (other than by you or your allies). The Fog of War is cleared temporarily when you have units nearby, but returns when they leave. Both the Shroud and the Fog of War are cleared by units. Each unit clears locations adjacent to those within one turn's move (ignoring zones of control and enemy units).
[topic]
id=shroud_and_fog
title= _ "Shroud and Fog of War"
text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The Shroud hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The Fog of War only hides units and ownership of villages (other than by you or your allies). The Fog of War is cleared temporarily when you have units nearby, but returns when they leave. Both the Shroud and the Fog of War are cleared by units. Each unit clears locations adjacent to those within one turn's move (ignoring zones of control and enemy units).
Normaly you can undo a unit's movement, as long as an event with a randomized result has not occurred, such as combat or a recuritment. Exploring hidden terrain by clearing Shroud or Fog will also prevent undos to a previous state. You may wish to activate 'delay shroud updates' in the actions menu. This will prevent units from clearing Shroud or Fog until the next randomized event or a manual update via 'update shroud now' (or the end of your turn) and thereby perserve your ability to undo movement."
[/topic]
[/topic]
[topic]
id=combat
title= _ "Combat"
text= _ "Combat in Battle for Wesnoth always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: melee, which usually involves weapons such as swords, axes or fangs; and ranged, which usually involves weapons such as bows, spears and fireballs." + _"
[topic]
id=combat
title= _ "Combat"
text= _ "Combat in Battle for Wesnoth always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: melee, which usually involves weapons such as swords, axes or fangs; and ranged, which usually involves weapons such as bows, spears and fireballs." + _"
<header>text='Order and number of strikes'</header>" + _"
@ -171,24 +171,24 @@ There are two exceptions to this rule: <ref>dst=weaponspecial_magical text='Magi
Each strike which hits causes a base amount of damage depending on the attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base damage. This is usually modified by two things: <ref>dst=damage_types_and_resistance text=Resistance</ref> and <ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is modified by the circumstances, select <italic>text='Damage Calculations'</italic> in the attack selection menu." + _"
A few units have special <ref>dst=abilities text=abilities</ref> which affect damage dealt in combat. The most common of these is <ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage dealt by both attacker and defender when the unit with Charge attacks."
[/topic]
[/topic]
[topic]
id=damage_types_and_resistance
title= _ "Damage Types and Resistance"
text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: Blade, Pierce and Impact damage. Additionally, there are three further types of damage usually associated with magical attacks: Fire, Cold and Arcane attacks. Different units may have resistances which alter the damage which they take from certain damage types." + _"
[topic]
id=damage_types_and_resistance
title= _ "Damage Types and Resistance"
text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: Blade, Pierce and Impact damage. Additionally, there are three further types of damage usually associated with magical attacks: Fire, Cold and Arcane attacks. Different units may have resistances which alter the damage which they take from certain damage types." + _"
Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has -100% resistance against a damage type, it will suffer 100% more damage when hit by that type." + _"
For example, Skeletons are highly resistant to Blade and Pierce damage, but are vulnerable to Impact and Fire damage, and extremely vulnerable to Arcane damage." + _"
If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type."
[/topic]
[/topic]
[topic]
id=time_of_day
title= _ "Time of Day"
text= _"The time of day affects the damage of certain units as follows:
[topic]
id=time_of_day
title= _ "Time of Day"
text= _"The time of day affects the damage of certain units as follows:
Lawful units get +25% damage in daytime, and -25% damage at night.
Chaotic units get +25% damage at night, and -25% in daytime.
Neutral units are unaffected by the time of day." + _"
@ -202,24 +202,24 @@ The current time of day can be observed under the minimap in the status pane. Fo
" + _"Second Watch" + " <jump>to=160</jump><img>src=misc/schedule-secondwatch.png align=here</img>
" + "
<img>src=misc/schedule-underground.png align=right float=yes</img>" + _"Keep in mind that some scenarios take place underground, where it is perpetually night!"
[/topic]
[/topic]
[topic]
id=experience_and_advancement
title= _ "Experience and Advancement"
text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they're fighting. If a unit kills another in combat, however, it gains much more experience - 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _"
[topic]
id=experience_and_advancement
title= _ "Experience and Advancement"
text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they're fighting. If a unit kills another in combat, however, it gains much more experience - 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _"
Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." + _"
While most units have three levels, not all do. Occasional units (such as <ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached its maximum level, it may have an After Maximum Level Advancement (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3. The first AMLA will normally be reached with 100 XP gained (80 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is often more useful to try to advance your lower level units.
Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
[/topic]
[/topic]
[topic]
id=healing
title= _ "Healing"
text= _ "In combat, your units will inevitably take damage. When a unit <ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action." + _"
[topic]
id=healing
title= _ "Healing"
text= _ "In combat, your units will inevitably take damage. When a unit <ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action." + _"
Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP in its next turn." + _"
Villages: A unit which starts a turn in a village will heal 8HP." + _"
@ -228,12 +228,12 @@ Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability wi
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _"
Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios."
[/topic]
[/topic]
[topic]
id=income_and_upkeep
title= _ "Income and Upkeep"
text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; Income and Upkeep." + _"
[topic]
id=income_and_upkeep
title= _ "Income and Upkeep"
text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; Income and Upkeep." + _"
Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. Thus, if you have ten villages, you would normally gain 12 gold each turn. Your Upkeep costs are subtracted from this income, as detailed below." + _"
@ -241,355 +241,354 @@ Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to it
Upkeep costs are subtracted from your Income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _"
There is one important exception to Upkeep: units with the Loyal trait never incur upkeep. Units you begin the scenario with (such as Konrad or Delfador), or units who join you during a scenario (such as the Horseman in the second scenario of Heir to the Throne) will usually have the Loyal trait."
[/topic]
[/topic]
[topic]
id=wrap_up
title= _ "Wrap Up"
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</ref> and <ref>dst=abilities text=Abilities</ref>, but you now know everything you need to know to play the Heir to the Throne campaign. Have fun, and good luck!"
[/topic]
[topic]
id=wrap_up
title= _ "Wrap Up"
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</ref> and <ref>dst=abilities text=Abilities</ref>, but you now know everything you need to know to play the Heir to the Throne campaign. Have fun, and good luck!"
[/topic]
[topic]
id=about
title= _ "Contributors"
generator=about
[/topic]
[topic]
id=about
title= _ "Contributors"
generator=about
[/topic]
[topic]
id=license
title= _ "License"
text="{COPYING.txt}"
[/topic]
[topic]
id=license
title= _ "License"
text="{COPYING.txt}"
[/topic]
[topic]
id=traits
title= _ "Overview"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
[topic]
id=traits
title= _ "Overview"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
The traits that are available to all non-Undead units are <ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and <ref>dst=traits_strong text=Strong</ref>." + _"
Other traits that may be assigned to units are <ref>dst=traits_dextrous text=Dextrous</ref>, <ref>dst=traits_loyal text=Loyal</ref>, and <ref>dst=traits_undead text=Undead</ref>."
[/topic]
[/topic]
[topic]
id=traits_intelligent
title= _ "Intelligent"
text= _ "Intelligent units require 20% less experience than usual to advance." + _"
[topic]
id=traits_intelligent
title= _ "Intelligent"
text= _ "Intelligent units require 20% less experience than usual to advance." + _"
Intelligent units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the After Maximum Level Advancement (AMLA) is not as significant a change as advancing a level. If you have many 'maximum level' units you may wish to recall units with more desirable traits."
[/topic]
[/topic]
[topic]
id=traits_quick
title= _"Quick"
text= _"Quick units have 1 extra movement point, but 10% less HP than usual." + _"
[topic]
id=traits_quick
title= _"Quick"
text= _"Quick units have 1 extra movement point, but 10% less HP than usual." + _"
Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the Quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, Quick units aren't quite as tough as units without this trait and are subsequently less good at holding contested positions."
[/topic]
[/topic]
[topic]
id=traits_resilient
title= _"Resilient"
text= _"Resilient units have 10% +3 more HP than usual." + _"
[topic]
id=traits_resilient
title= _"Resilient"
text= _"Resilient units have 10% +3 more HP than usual." + _"
Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
[/topic]
[/topic]
[topic]
id=traits_strong
title= _"Strong"
text= _"Strong units do 1 more damage for every successful strike in melee combat, and have 1 more HP." + _"
[topic]
id=traits_strong
title= _"Strong"
text= _"Strong units do 1 more damage for every successful strike in melee combat, and have 1 more HP." + _"
While useful for any close-combat unit, Strong is most effective for units who have a high number of swings such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
[/topic]
[/topic]
[topic]
id=traits_fearless
title= _"Fearless"
text= _"Aversion to light and dark holds no sway over these brave individuals."
[/topic]
[topic]
id=traits_fearless
title= _"Fearless"
text= _"Aversion to light and dark holds no sway over these brave individuals."
[/topic]
[topic]
id=traits_loyal
title= _"Loyal"
text= _"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." + _"
[topic]
id=traits_loyal
title= _"Loyal"
text= _"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." + _"
During campaigns, certain units may opt to join the player's forces of their own volition. These units are marked with the Loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
[/topic]
[/topic]
[topic]
id=traits_undead
title= _"trait^Undead"
text= _"Undead units are immune to poison, also drain and plague doesn't work on them." + _"
[topic]
id=traits_undead
title= _"trait^Undead"
text= _"Undead units are immune to poison, also drain and plague doesn't work on them." + _"
Undead units generally have 'Undead' as their only trait. Since Undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks."
[/topic]
[/topic]
[topic]
id=traits_dextrous
title= _"Dextrous"
text= _"Dextrous units do 1 more damage for every successful strike in ranged combat." + _"
[topic]
id=traits_dextrous
title= _"Dextrous"
text= _"Dextrous units do 1 more damage for every successful strike in ranged combat." + _"
Dextrous is a trait possessed only by Elves. The Elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
[/topic]
[/topic]
[topic]
id=traits_healthy
title= _"Healthy"
text= _"Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling."
[/topic]
[topic]
id=traits_healthy
title= _"Healthy"
text= _"Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling."
[/topic]
[topic]
id=terrain_grassland
title= _ "Grassland"
text= "<img>src=terrain/flat/grass-r1.png align=left box=no</img> <img>src=terrain/flat/grass-flowers2.png align=middle box=no</img><img>src=terrain/flat/farm-veg-spring-icon.png align=right box=no</img>
[topic]
id=terrain_grassland
title= _ "Grassland"
text= "<img>src=terrain/flat/grass-r1.png align=left box=no</img> <img>src=terrain/flat/grass-flowers2.png align=middle box=no</img><img>src=terrain/flat/farm-veg-spring-icon.png align=right box=no</img>
" + _ "Grassland represents open plains, whether cultivated, cut back for grazing, or wild. Being open ground, Grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
Most units have defense of 30 to 40% on grassland."
[/topic]
[/topic]
[topic]
id=terrain_road
title= _ "Road"
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/desert-road.png align=middle box=no</img> <img>src=terrain/flat/dirt.png align=right box=no</img>
[topic]
id=terrain_road
title= _ "Road"
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/desert-road.png align=middle box=no</img> <img>src=terrain/flat/dirt.png align=right box=no</img>
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]
[/topic]
[topic]
id=terrain_forest
title= _ "Forest"
text= "<img>src=terrain/forest/pine-tile.png align=left box=no</img> <img>src=terrain/snow-forest-tile.png align=middle box=no</img> <img>src=terrain/forest/tropical-tile.png align=right box=no</img>
[topic]
id=terrain_forest
title= _ "Forest"
text= "<img>src=terrain/forest/pine-tile.png align=left box=no</img> <img>src=terrain/snow-forest-tile.png align=middle box=no</img> <img>src=terrain/forest/tropical-tile.png align=right box=no</img>
" + _ "Forests represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
Most units have 50% defense in forests, but cavalry are limited to 40%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests.
" + "<img>src=terrain/forest/great-tree-tile.png align=middle box=no</img>"
[/topic]
[/topic]
[topic]
id=terrain_hills
title= _ "Hills"
text= "<img>src=terrain/hills-variation1.png align=left box=no</img> <img>src=terrain/snow-hills.png align=middle box=no</img>
[topic]
id=terrain_hills
title= _ "Hills"
text= "<img>src=terrain/hills-variation1.png align=left box=no</img> <img>src=terrain/snow-hills.png align=middle box=no</img>
" + _ "Hills represent any reasonably rough terrain, with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
[/topic]
[/topic]
[topic]
id=terrain_mountains
title= _ "Mountains"
text= "<img>src=terrain/mountain-tile.png align=left box=no</img>
[topic]
id=terrain_mountains
title= _ "Mountains"
text= "<img>src=terrain/mountain-tile.png align=left box=no</img>
" + _ "Mountains are steep enough that units often have to climb over obstacles to move. By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both Dwarves and Trolls are native to mountainous terrain, and have a very easy time getting around.
Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
[/topic]
[/topic]
[topic]
id=terrain_swamp_water
title= _ "Swamp"
text= "<img>src=terrain/swamp/water-tile.png align=left box=no</img>
[topic]
id=terrain_swamp_water
title= _ "Swamp"
text= "<img>src=terrain/swamp/water-tile.png align=left box=no</img>
" + _ "Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all generally enjoy 60%."
[/topic]
[/topic]
[topic]
id=terrain_shallow_water
title= _ "Shallow Water"
text= "<img>src=terrain/water/coast.png align=left box=no</img>
[topic]
id=terrain_shallow_water
title= _ "Shallow Water"
text= "<img>src=terrain/water/coast.png align=left box=no</img>
" + _ "Shallow water represents any body of water deep enough to come up to roughly a man's waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
Most units make do with 20 to 30% defense in shallow water, whereas both Naga and Mermen enjoy 60%."
[/topic]
[/topic]
[topic]
id=terrain_deep_water
title= _ "Deep Water"
text= "<img>src=terrain/water/ocean.png align=left box=no</img>
[topic]
id=terrain_deep_water
title= _ "Deep Water"
text= "<img>src=terrain/water/ocean.png align=left box=no</img>
" + _ "Deep water represents any body of water deep enough to cover a man's head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
Mermen and Naga both receive 50% defense in deep water, with full movement."
[/topic]
[/topic]
[topic]
id=terrain_tundra
title= _ "Snow"
text= "<img>src=terrain/snow.png align=left box=no</img>
[topic]
id=terrain_tundra
title= _ "Snow"
text= "<img>src=terrain/snow.png align=left box=no</img>
" + _ "Snow represents any flat area that is frozen, either permanently (like tundra), or temporarily (like snow-covered grassland). Most units are slowed down by snow, and have a harder time defending themselves.
Most units have 20 to 40% defense in snow."
[/topic]
[/topic]
[topic]
id=terrain_ice
title= _ "Ice"
text= "<img>src=terrain/ice.png align=left box=no</img>
[topic]
id=terrain_ice
title= _ "Ice"
text= "<img>src=terrain/ice.png align=left box=no</img>
" + _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
[/topic]
[/topic]
[topic]
id=terrain_castle
title= _ "Castle"
text= "<img>src=terrain/castle/castle-tile.png align=left box=no</img> <img>src=terrain/castle/encampment-tile.png align=middle box=no</img> <img>src=terrain/castle/dwarven-castle-tile.png align=right box=no</img>
[topic]
id=terrain_castle
title= _ "Castle"
text= "<img>src=terrain/castle/castle-tile.png align=left box=no</img> <img>src=terrain/castle/encampment-tile.png align=middle box=no</img> <img>src=terrain/castle/dwarven-castle-tile.png align=right box=no</img>
" + _ "Castles are any sort of permanent fortification. Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and all units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
Most units have about 60% defense in a castle.
" + "<img>src=terrain/castle/swamp-ruin-tile.png align=left box=no</img> <img>src=terrain/castle/ruin-tile.png align=middle box=no</img> <img>src=terrain/castle/sunken-ruin-tile.png align=right box=no</img>"
[/topic]
[/topic]
[topic]
id=terrain_sand
title= _ "Sand"
text= "<img>src=terrain/sand.png align=left box=no</img>
[topic]
id=terrain_sand
title= _ "Sand"
text= "<img>src=terrain/sand.png align=left box=no</img>
" + _ "The instability of sand makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the lizardly races make sand much easier for them to navigate.
Most units receive 20 to 40% defense in Sand."
[/topic]
[/topic]
[topic]
id=terrain_desert
title= _ "Desert"
text= "<img>src=terrain/desert.png align=left box=no</img>
[topic]
id=terrain_desert
title= _ "Desert"
text= "<img>src=terrain/desert.png align=left box=no</img>
" + _ "Deserts have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst=terrain_sand text=Sand</ref>."
[/topic]
[/topic]
[topic]
id=terrain_cave
title= _ "Cave"
text= "<img>src=terrain/cave/floor3.png align=left box=no</img>
[topic]
id=terrain_cave
title= _ "Cave"
text= "<img>src=terrain/cave/floor3.png align=left box=no</img>
" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and Trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>.
Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
[/topic]
[/topic]
[topic]
id=terrain_rockbound_cave
title= _ "Rockbound Cave"
text= "<img>src=terrain/cave/hills-variation1.png align=left box=no</img>
[topic]
id=terrain_rockbound_cave
title= _ "Rockbound Cave"
text= "<img>src=terrain/cave/hills-variation1.png align=left box=no</img>
" + _ "Rockbound cave terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and Trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in Rockbound caves."
[/topic]
[/topic]
[topic]
id=terrain_illuminated_cave
title= _ "Illuminated Cave"
text= "<img>src=terrain/cave/beam-tile.png align=left box=no</img> <img>src=terrain/cave/hills-beam-tile.png align=right box=no</img>
[topic]
id=terrain_illuminated_cave
title= _ "Illuminated Cave"
text= "<img>src=terrain/cave/beam-tile.png align=left box=no</img> <img>src=terrain/cave/hills-beam-tile.png align=right box=no</img>
" + _ "Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains."
[/topic]
[/topic]
[topic]
id=terrain_fungus
title= _ "Mushroom Grove"
text= "<img>src=terrain/mushrooms-tile.png align=left box=no</img>
[topic]
id=terrain_fungus
title= _ "Mushroom Grove"
text= "<img>src=terrain/mushrooms-tile.png align=left box=no</img>
" + _ "Mushroom groves are vast underground forests of giant mushrooms, which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.
Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%."
[/topic]
[/topic]
[topic]
id=terrain_savanna
title= _ "Savanna"
text= "<img>src=terrain/flat/savanna.png align=left box=no</img>
[topic]
id=terrain_savanna
title= _ "Savanna"
text= "<img>src=terrain/flat/savanna.png align=left box=no</img>
" + _ "Savannas are plains of tall grass, found in the warmer climates of the world. For gameplay purposes, they are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]
[/topic]
[topic]
id=terrain_village
title= _ "Village"
text= "<img>src=terrain/village/human-tile.png align=left box=no</img> <img>src=terrain/village/elven-tile.png align=middle box=no</img><img>src=terrain/village/swampwater-tile.png align=right box=no</img>
[topic]
id=terrain_village
title= _ "Village"
text= "<img>src=terrain/village/human-tile.png align=left box=no</img> <img>src=terrain/village/elven-tile.png align=middle box=no</img><img>src=terrain/village/swampwater-tile.png align=right box=no</img>
" + _ "Villages represent any group of buildings, human or otherwise. Almost all units, even cavalry, have any easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.
Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
" + "<img>src=terrain/village/human-snow-hills-tile.png align=left box=no</img> <img>src=terrain/village/dwarven-tile.png align=middle box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>"
[/topic]
[/topic]
[topic]
id=terrain_water_village
title= _ "Submerged Village"
text= "<img>src=terrain/village/coast-tile.png align=left box=no</img> <img>src=terrain/village/swamp-merfolk-tile.png align=right box=no</img>
[topic]
id=terrain_water_village
title= _ "Submerged Village"
text= "<img>src=terrain/village/coast-tile.png align=left box=no</img> <img>src=terrain/village/swamp-merfolk-tile.png align=right box=no</img>
" + _ "Submerged villages are the homes of Merfolk and Nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilites are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.
Merfolk and Nagas have 60% defense in submerged villages, whereas land based units usually have a low defence."
[/topic]
[/topic]
[topic]
id=terrain_canyon
title= _ "Chasm"
text= "<img>src=terrain/chasm-tile.png align=left box=no</img>
[topic]
id=terrain_canyon
title= _ "Chasm"
text= "<img>src=terrain/chasm-tile.png align=left box=no</img>
" + _ "A chasm is a gorge in the ground, leading to depths unknown. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying over chasms can cross this terrain."
[/topic]
[/topic]
[topic]
id=terrain_lava
title= _ "Lava"
text= "<img>src=terrain/lava.png align=left box=no</img>
[topic]
id=terrain_lava
title= _ "Lava"
text= "<img>src=terrain/lava.png align=left box=no</img>
" + _ "The dangers inherent in trying to walk on lava are fairly obvious. This terrain can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
[/topic]
[/topic]
[topic]
id=terrain_ford
title= _ "River Ford"
text= "<img>src=terrain/water/ford.png align=left box=no</img>
[topic]
id=terrain_ford
title= _ "River Ford"
text= "<img>src=terrain/water/ford.png align=left box=no</img>
" + _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
[/topic]
[/topic]
[topic]
id=terrain_bridge
title= _ "Bridge"
text= "<img>src=terrain/bridge-deep-ne-sw-tile.png align=left box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle box=no</img><img>src=terrain/bridge-swamp-se-nw-tile.png align=right box=no</img>
[topic]
id=terrain_bridge
title= _ "Bridge"
text= "<img>src=terrain/bridge-deep-ne-sw-tile.png align=left box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle box=no</img><img>src=terrain/bridge-swamp-se-nw-tile.png align=right box=no</img>
" + _ "To those capable of building one, the ability to lay a bridge offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.
For those who go by land or sea, a bridge is the best of both worlds - for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
[/topic]
[/topic]
[topic]
id=terrain_cavewall
title= _ "Cave Wall"
text= "<img>src=terrain/cave/wall-rough1.png align=left box=no</img>
[topic]
id=terrain_cavewall
title= _ "Cave Wall"
text= "<img>src=terrain/cave/wall-rough1.png align=left box=no</img>
" + _ "Cave walls are made of solid stone, renowned for its ability to impede even the most determined traveler."
[/topic]
[/topic]
[topic]
id=terrain_impassable_mountain
title= _ "Impassable Mountain"
text= "<img>src=terrain/cloud-tile.png align=left box=no</img>
[topic]
id=terrain_impassable_mountain
title= _ "Impassable Mountain"
text= "<img>src=terrain/cloud-tile.png align=left box=no</img>
" + _ "Impassable mountains are so tall and steep that they are constantly wreathed in cloud. To cross such moutains is practically impossible. Even flying creatures cannot navigate the jagged peaks at such rarified heights."
[/topic]
[/topic]
[topic]
id=general_commands
title= _ "General commands"
text= "<header>text=':q or :q!'</header>" + _"
[topic]
id=general_commands
title= _ "General commands"
text= "<header>text=':q or :q!'</header>" + _"
Quit the scenario (without prompting).
" + "<header>text=':w'</header>" + _"
@ -606,12 +605,12 @@ Switch debug mode on (does not work in multiplayer). Debug mode is turned off by
" + "<header>text=':theme'</header>
" + _"Bring up theme selection menu."
[/topic]
[/topic]
[topic]
id=mp_commands
title= _ "Multiplayer commands"
text= "<header>text=':droid side'</header>" + _"
[topic]
id=mp_commands
title= _ "Multiplayer commands"
text= "<header>text=':droid side'</header>" + _"
Toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If you don't provide side, '1' is assumed.
" + "<header>text=':muteall'</header>" + _"
@ -631,5 +630,5 @@ Change the controller for side (write here the number of the side) to username (
" + "<header>text=':clear'</header>" + _"
Clear chat messages."
[/topic]
[/topic]
[/help]

View file

@ -3,454 +3,451 @@
#ifdef APPLE
[hotkey]
command=accelerated
key=a
cmd=yes
command=accelerated
key=a
cmd=yes
[/hotkey]
[hotkey]
command=bestenemymoves
key=b
cmd=yes
command=bestenemymoves
key=b
cmd=yes
[/hotkey]
[hotkey]
command=changeside
key=u
shift=yes
command=changeside
key=u
shift=yes
[/hotkey]
[hotkey]
alt=yes
command=chatlog
key=c
alt=yes
command=chatlog
key=c
[/hotkey]
[hotkey]
command=clearlabels
cmd=yes
key=c
command=clearlabels
cmd=yes
key=c
[/hotkey]
[hotkey]
command=createunit
key=c
shift=yes
command=createunit
key=c
shift=yes
[/hotkey]
[hotkey]
command=command
key=:
command=command
key=:
[/hotkey]
[hotkey]
command=continue
key=t
command=continue
key=t
[/hotkey]
[hotkey]
command=cycle
key=n
command=cycle
key=n
[/hotkey]
[hotkey]
command=cycleback
key=n
shift=yes
command=cycleback
key=n
shift=yes
[/hotkey]
[hotkey]
command=delayshroud
key=d
shift=yes
command=delayshroud
key=d
shift=yes
[/hotkey]
[hotkey]
command=describeunit
key=d
command=describeunit
key=d
[/hotkey]
[hotkey]
command=endunitturn
key=" "
command=endunitturn
key=" "
[/hotkey]
[hotkey]
command=endturn
key=" "
alt=yes
command=endturn
key=" "
alt=yes
[/hotkey]
[hotkey]
command=fullscreen
key=f
cmd=yes
command=fullscreen
key=f
cmd=yes
[/hotkey]
[hotkey]
command=help
key=F1
command=help
key=F1
[/hotkey]
[hotkey]
command=holdposition
key=" "
shift=yes
command=holdposition
key=" "
shift=yes
[/hotkey]
[hotkey]
command=labelteamterrain
key=l
shift=yes
command=labelteamterrain
key=l
shift=yes
[/hotkey]
[hotkey]
command=labelterrain
key=l
alt=yes
command=labelterrain
key=l
alt=yes
[/hotkey]
[hotkey]
command=leader
key=l
command=leader
key=l
[/hotkey]
[hotkey]
command=load
key=o
cmd=yes
command=load
key=o
cmd=yes
[/hotkey]
[hotkey]
command=mousescroll
key=l
cmd=yes
command=mousescroll
key=l
cmd=yes
[/hotkey]
[hotkey]
command=mute
key=m
cmd=yes
command=mute
key=m
cmd=yes
[/hotkey]
[hotkey]
command=objectives
key=j
cmd=yes
command=objectives
key=j
cmd=yes
[/hotkey]
[hotkey]
command=preferences
key=p
cmd=yes
command=preferences
key=p
cmd=yes
[/hotkey]
[hotkey]
command=quit
key=q
cmd=yes
command=quit
key=q
cmd=yes
[/hotkey]
[hotkey]
command=recall
key=r
alt=yes
command=recall
key=r
alt=yes
[/hotkey]
[hotkey]
command=recruit
key=r
cmd=yes
command=recruit
key=r
cmd=yes
[/hotkey]
[hotkey]
command=redo
key=r
command=redo
key=r
[/hotkey]
[hotkey]
command=renameunit
key=n
cmd=yes
command=renameunit
key=n
cmd=yes
[/hotkey]
[hotkey]
command=repeatrecruit
key=r
cmd=yes
alt=yes
command=repeatrecruit
key=r
cmd=yes
alt=yes
[/hotkey]
[hotkey]
command=save
key=s
cmd=yes
command=save
key=s
cmd=yes
[/hotkey]
[hotkey]
command=search
key=/
command=search
key=/
[/hotkey]
[hotkey]
command=showenemymoves
key=v
cmd=yes
command=showenemymoves
key=v
cmd=yes
[/hotkey]
[hotkey]
command=speak
key=m
command=speak
key=m
[/hotkey]
[hotkey]
command=speaktoall
key=m
alt=yes
command=speaktoall
key=m
alt=yes
[/hotkey]
[hotkey]
command=speaktoally
key=m
shift=yes
command=speaktoally
key=m
shift=yes
[/hotkey]
[hotkey]
command=statistics
key=s
command=statistics
key=s
[/hotkey]
[hotkey]
command=statustable
key=s
alt=yes
command=statustable
key=s
alt=yes
[/hotkey]
[hotkey]
command=togglegrid
key=g
cmd=yes
command=togglegrid
key=g
cmd=yes
[/hotkey]
[hotkey]
command=toggleshroud
key=k
alt=yes
command=toggleshroud
key=k
alt=yes
[/hotkey]
[hotkey]
command=undo
key=u
command=undo
key=u
[/hotkey]
[hotkey]
alt=yes
command=unitlist
key=u
alt=yes
command=unitlist
key=u
[/hotkey]
[hotkey]
command=updateshroud
key=s
cmd=yes
shift=yes
command=updateshroud
key=s
cmd=yes
shift=yes
[/hotkey]
[hotkey]
command=zoomdefault
key=0
command=zoomdefault
key=0
[/hotkey]
[hotkey]
command=zoomin
key="+"
command=zoomin
key="+"
[/hotkey]
[hotkey]
command=zoomout
key=-
command=zoomout
key=-
[/hotkey]
#else
[hotkey]
command=accelerated
key=a
ctrl=yes
command=accelerated
key=a
ctrl=yes
[/hotkey]
[hotkey]
command=bestenemymoves
key=b
ctrl=yes
command=bestenemymoves
key=b
ctrl=yes
[/hotkey]
[hotkey]
command=changeside
key=u
shift=yes
command=changeside
key=u
shift=yes
[/hotkey]
[hotkey]
alt=yes
command=chatlog
key=c
alt=yes
command=chatlog
key=c
[/hotkey]
[hotkey]
command=clearlabels
ctrl=yes
key=c
command=clearlabels
ctrl=yes
key=c
[/hotkey]
[hotkey]
command=createunit
ctrl=yes
key=c
shift=yes
command=createunit
ctrl=yes
key=c
shift=yes
[/hotkey]
[hotkey]
command=continue
key=t
command=continue
key=t
[/hotkey]
[hotkey]
command=command
key=:
command=command
key=:
[/hotkey]
[hotkey]
command=cycle
key=n
command=cycle
key=n
[/hotkey]
[hotkey]
command=cycleback
key=n
shift=yes
command=cycleback
key=n
shift=yes
[/hotkey]
[hotkey]
command=delayshroud
key=d
shift=yes
command=delayshroud
key=d
shift=yes
[/hotkey]
[hotkey]
command=describeunit
key=d
command=describeunit
key=d
[/hotkey]
[hotkey]
command=endunitturn
key=" "
command=endunitturn
key=" "
[/hotkey]
[hotkey]
command=endturn
key=" "
ctrl=yes
command=endturn
key=" "
ctrl=yes
[/hotkey]
[hotkey]
command=fullscreen
key=f
ctrl=yes
command=fullscreen
key=f
ctrl=yes
[/hotkey]
[hotkey]
command=help
key=F1
command=help
key=F1
[/hotkey]
[hotkey]
command=holdposition
key=" "
shift=yes
command=holdposition
key=" "
shift=yes
[/hotkey]
[hotkey]
command=labelteamterrain
key=l
shift=yes
command=labelteamterrain
key=l
shift=yes
[/hotkey]
[hotkey]
command=labelterrain
key=l
alt=yes
command=labelterrain
key=l
alt=yes
[/hotkey]
[hotkey]
command=leader
key=l
command=leader
key=l
[/hotkey]
[hotkey]
command=load
key=o
ctrl=yes
command=load
key=o
ctrl=yes
[/hotkey]
[hotkey]
command=mousescroll
key=l
ctrl=yes
command=mousescroll
key=l
ctrl=yes
[/hotkey]
[hotkey]
command=mute
key=m
ctrl=yes
command=mute
key=m
ctrl=yes
[/hotkey]
[hotkey]
command=objectives
key=j
ctrl=yes
command=objectives
key=j
ctrl=yes
[/hotkey]
[hotkey]
command=preferences
key=p
ctrl=yes
command=preferences
key=p
ctrl=yes
[/hotkey]
[hotkey]
command=quit
key=q
ctrl=yes
command=quit
key=q
ctrl=yes
[/hotkey]
[hotkey]
command=recall
key=r
alt=yes
command=recall
key=r
alt=yes
[/hotkey]
[hotkey]
command=recruit
key=r
ctrl=yes
command=recruit
key=r
ctrl=yes
[/hotkey]
[hotkey]
command=redo
key=r
command=redo
key=r
[/hotkey]
[hotkey]
command=renameunit
key=n
ctrl=yes
command=renameunit
key=n
ctrl=yes
[/hotkey]
[hotkey]
command=repeatrecruit
key=r
ctrl=yes
alt=yes
command=repeatrecruit
key=r
ctrl=yes
alt=yes
[/hotkey]
[hotkey]
command=resistance
key=d
ctrl=yes
command=resistance
key=d
ctrl=yes
[/hotkey]
[hotkey]
command=save
key=s
ctrl=yes
command=save
key=s
ctrl=yes
[/hotkey]
[hotkey]
command=search
key=/
command=search
key=/
[/hotkey]
[hotkey]
command=showenemymoves
key=v
ctrl=yes
command=showenemymoves
key=v
ctrl=yes
[/hotkey]
[hotkey]
command=speak
key=m
command=speak
key=m
[/hotkey]
[hotkey]
command=speaktoall
key=m
alt=yes
command=speaktoall
key=m
alt=yes
[/hotkey]
[hotkey]
command=speaktoally
key=m
shift=yes
command=speaktoally
key=m
shift=yes
[/hotkey]
[hotkey]
command=statistics
key=s
command=statistics
key=s
[/hotkey]
[hotkey]
command=statustable
key=s
alt=yes
command=statustable
key=s
alt=yes
[/hotkey]
[hotkey]
command=togglegrid
key=g
ctrl=yes
command=togglegrid
key=g
ctrl=yes
[/hotkey]
[hotkey]
command=undo
key=u
command=undo
key=u
[/hotkey]
[hotkey]
alt=yes
command=unitlist
key=u
alt=yes
command=unitlist
key=u
[/hotkey]
[hotkey]
command=updateshroud
key=s
shift=yes
command=updateshroud
key=s
shift=yes
[/hotkey]
[hotkey]
command=zoomdefault
key=0
command=zoomdefault
key=0
[/hotkey]
[hotkey]
command=zoomin
key="+"
command=zoomin
key="+"
[/hotkey]
[hotkey]
command=zoomout
key=-
command=zoomout
key=-
[/hotkey]
#endif

View file

@ -5,62 +5,62 @@
# 4) the color of the markers on the mini-map.
[color_range]
id=1
rgb=FF0000,FFFFFF,000000,FF0000
name= _ "Red"
id=1
rgb=FF0000,FFFFFF,000000,FF0000
name= _ "Red"
[/color_range]
[color_range]
id=2
rgb=2E419B,FFFFFF,0F0F0F,0000FF
name= _ "Blue"
id=2
rgb=2E419B,FFFFFF,0F0F0F,0000FF
name= _ "Blue"
[/color_range]
[color_range]
id=3
rgb=62B664,FFFFFF,000000,00FF00
name= _ "Green"
id=3
rgb=62B664,FFFFFF,000000,00FF00
name= _ "Green"
[/color_range]
[color_range]
id=4
rgb=93009D,FFFFFF,000000,FF00FF
name= _ "Purple"
id=4
rgb=93009D,FFFFFF,000000,FF00FF
name= _ "Purple"
[/color_range]
[color_range]
id=7
rgb=F07200,F0F0F0,000000,FFAA00
name= _ "Orange"
id=7
rgb=F07200,F0F0F0,000000,FFAA00
name= _ "Orange"
[/color_range]
[color_range]
id=5
rgb=5A5A5A,FFFFFF,000000,000000
name= _ "Black"
id=5
rgb=5A5A5A,FFFFFF,000000,000000
name= _ "Black"
[/color_range]
[color_range]
id=8
rgb=E1E1E1,FFFFFF,1E1E1E,FFFFFF
name= _ "White"
id=8
rgb=E1E1E1,FFFFFF,1E1E1E,FFFFFF
name= _ "White"
[/color_range]
[color_range]
id=6
rgb=945027,FFFFFF,000000,AA4600
name= _ "Brown"
id=6
rgb=945027,FFFFFF,000000,AA4600
name= _ "Brown"
[/color_range]
[color_range]
id=9
rgb=30CBC0,FFFFFF,000000,00F0C8
name= _ "Teal"
id=9
rgb=30CBC0,FFFFFF,000000,00F0C8
name= _ "Teal"
[/color_range]
[color_palette]
magenta=F49AC1,3F0016,55002A,690039,7B0045,8C0051,9E005D,B10069,C30074,D6007F,EC008C,EE3D96,EF5BA1,F172AC,F287B6,F6ADCD,F8C1D9,FAD5E5,FDE9F1
green=00C800,00FF00,00FE00,00FD00,00FC00,00FB00,00FA00,00F900,00F800,00F700,00F600,00F500,00F400,00F300,00F200,00F100,00F000,00EF00,00EE00,00ED00,00EC00,00EB00,00EA00,00E900,00E800,00E700,00E600,00E500,00E400,00E300,00E200,00E100,00E000,00DF00,00DE00,00DD00,00DC00,00DB00,00DA00,00D900,00D800,00D700,00D600,00D500,00D400,00D300,00D200,00D100,00D000,00CF00,00CE00,00CD00,00CC00,00CB00,00CA00,00C900,00C700,00C600,00C500,00C400,00C300,00C200,00C100,00C000,00BF00,00BE00,00BD00,00BC00,00BB00,00BA00,00B900,00B800,00B700,00B600,00B500,00B400,00B300,00B200,00B100,00B000,00AF00,00AE00,00AD00,00AC00,00AB00,00AA00,00A900,00A800,00A700,00A600,00A500,00A400,00A300,00A200,00A100,00A000,009F00,009E00,009D00,009C00,009B00,009A00,009900,009800,009700,009600,009500,009400,009300,009200,009100,009000,008F00,008E00,008D00,008C00,008B00,008A00,008900,008800,008700,008600,008500,008400,008300,008200,008100,008000,007F00,007E00,007D00,007C00,007B00,007A00,007900,007800,007700,007600,007500,007400,007300,007200,007100,007000,006F00,006E00,006D00,006C00,006B00,006A00,006900,006800,006700,006600,006500,006400,006300,006200,006100,006000,005F00,005E00,005D00,005C00,005B00,005A00,005900,005800,005700,005600,005500,005400,005300,005200,005100,005000,004F00,004E00,004D00,004C00,004B00,004A00,004900,004800,004700,004600,004500,004400,004300,004200,004100,004000,003F00,003E00,003D00,003C00,003B00,003A00,003900,003800,003700,003600,003500,003400,003300,003200,003100,003000,002F00,002E00,002D00,002C00,002B00,002A00,002900,002800,002700,002600,002500,002400,002300,002200,002100,002000,001F00,001E00,001D00,001C00,001B00,001A00,001900,001800,001700,001600,001500,001400,001300,001200,001100,001000,000F00,000E00,000D00,000C00,000B00,000A00,000900,000800,000700,000600,000500,000400,000300,000200,000100
blue=0000C8,0000FF,0000FE,0000FD,0000FC,0000FB,0000FA,0000F9,0000F8,0000F7,0000F6,0000F5,0000F4,0000F3,0000F2,0000F1,0000F0,0000EF,0000EE,0000ED,0000EC,0000EB,0000EA,0000E9,0000E8,0000E7,0000E6,0000E5,0000E4,0000E3,0000E2,0000E1,0000E0,0000DF,0000DE,0000DD,0000DC,0000DB,0000DA,0000D9,0000D8,0000D7,0000D6,0000D5,0000D4,0000D3,0000D2,0000D1,0000D0,0000CF,0000CE,0000CD,0000CC,0000CB,0000CA,0000C9,0000C7,0000C6,0000C5,0000C4,0000C3,0000C2,0000C1,0000C0,0000BF,0000BE,0000BD,0000BC,0000BB,0000BA,0000B9,0000B8,0000B7,0000B6,0000B5,0000B4,0000B3,0000B2,0000B1,0000B0,0000AF,0000AE,0000AD,0000AC,0000AB,0000AA,0000A9,0000A8,0000A7,0000A6,0000A5,0000A4,0000A3,0000A2,0000A1,0000A0,00009F,00009E,00009D,00009C,00009B,00009A,000099,000098,000097,000096,000095,000094,000093,000092,000091,000090,00008F,00008E,00008D,00008C,00008B,00008A,000089,000088,000087,000086,000085,000084,000083,000082,000081,000080,00007F,00007E,00007D,00007C,00007B,00007A,000079,000078,000077,000076,000075,000074,000073,000072,000071,000070,00006F,00006E,00006D,00006C,00006B,00006A,000069,000068,000067,000066,000065,000064,000063,000062,000061,000060,00005F,00005E,00005D,00005C,00005B,00005A,000059,000058,000057,000056,000055,000054,000053,000052,000051,000050,00004F,00004E,00004D,00004C,00004B,00004A,000049,000048,000047,000046,000045,000044,000043,000042,000041,000040,00003F,00003E,00003D,00003C,00003B,00003A,000039,000038,000037,000036,000035,000034,000033,000032,000031,000030,00002F,00002E,00002D,00002C,00002B,00002A,000029,000028,000027,000026,000025,000024,000023,000022,000021,000020,00001F,00001E,00001D,00001C,00001B,00001A,000019,000018,000017,000016,000015,000014,000013,000012,000011,000010,00000F,00000E,00000D,00000C,00000B,00000A,000009,000008,000007,000006,000005,000004,000003,000002,000001
red=C80000,FF0000,FE0000,FD0000,FC0000,FB0000,FA0000,F90000,F80000,F70000,F60000,F50000,F40000,F30000,F20000,F10000,F00000,EF0000,EE0000,ED0000,EC0000,EB0000,EA0000,E90000,E80000,E70000,E60000,E50000,E40000,E30000,E20000,E10000,E00000,DF0000,DE0000,DD0000,DC0000,DB0000,DA0000,D90000,D80000,D70000,D60000,D50000,D40000,D30000,D20000,D10000,D00000,CF0000,CE0000,CD0000,CC0000,CB0000,CA0000,C90000,C70000,C60000,C50000,C40000,C30000,C20000,C10000,C00000,BF0000,BE0000,BD0000,BC0000,BB0000,BA0000,B90000,B80000,B70000,B60000,B50000,B40000,B30000,B20000,B10000,B00000,AF0000,AE0000,AD0000,AC0000,AB0000,AA0000,A90000,A80000,A70000,A60000,A50000,A40000,A30000,A20000,A10000,A00000,9F0000,9E0000,9D0000,9C0000,9B0000,9A0000,990000,980000,970000,960000,950000,940000,930000,920000,910000,900000,8F0000,8E0000,8D0000,8C0000,8B0000,8A0000,890000,880000,870000,860000,850000,840000,830000,820000,810000,800000,7F0000,7E0000,7D0000,7C0000,7B0000,7A0000,790000,780000,770000,760000,750000,740000,730000,720000,710000,700000,6F0000,6E0000,6D0000,6C0000,6B0000,6A0000,690000,680000,670000,660000,650000,640000,630000,620000,610000,600000,5F0000,5E0000,5D0000,5C0000,5B0000,5A0000,590000,580000,570000,560000,550000,540000,530000,520000,510000,500000,4F0000,4E0000,4D0000,4C0000,4B0000,4A0000,490000,480000,470000,460000,450000,440000,430000,420000,410000,400000,3F0000,3E0000,3D0000,3C0000,3B0000,3A0000,390000,380000,370000,360000,350000,340000,330000,320000,310000,300000,2F0000,2E0000,2D0000,2C0000,2B0000,2A0000,290000,280000,270000,260000,250000,240000,230000,220000,210000,200000,1F0000,1E0000,1D0000,1C0000,1B0000,1A0000,190000,180000,170000,160000,150000,140000,130000,120000,110000,100000,0F0000,0E0000,0D0000,0C0000,0B0000,0A0000,090000,080000,070000,060000,050000,040000,030000,020000,010000
magenta=F49AC1,3F0016,55002A,690039,7B0045,8C0051,9E005D,B10069,C30074,D6007F,EC008C,EE3D96,EF5BA1,F172AC,F287B6,F6ADCD,F8C1D9,FAD5E5,FDE9F1
green=00C800,00FF00,00FE00,00FD00,00FC00,00FB00,00FA00,00F900,00F800,00F700,00F600,00F500,00F400,00F300,00F200,00F100,00F000,00EF00,00EE00,00ED00,00EC00,00EB00,00EA00,00E900,00E800,00E700,00E600,00E500,00E400,00E300,00E200,00E100,00E000,00DF00,00DE00,00DD00,00DC00,00DB00,00DA00,00D900,00D800,00D700,00D600,00D500,00D400,00D300,00D200,00D100,00D000,00CF00,00CE00,00CD00,00CC00,00CB00,00CA00,00C900,00C700,00C600,00C500,00C400,00C300,00C200,00C100,00C000,00BF00,00BE00,00BD00,00BC00,00BB00,00BA00,00B900,00B800,00B700,00B600,00B500,00B400,00B300,00B200,00B100,00B000,00AF00,00AE00,00AD00,00AC00,00AB00,00AA00,00A900,00A800,00A700,00A600,00A500,00A400,00A300,00A200,00A100,00A000,009F00,009E00,009D00,009C00,009B00,009A00,009900,009800,009700,009600,009500,009400,009300,009200,009100,009000,008F00,008E00,008D00,008C00,008B00,008A00,008900,008800,008700,008600,008500,008400,008300,008200,008100,008000,007F00,007E00,007D00,007C00,007B00,007A00,007900,007800,007700,007600,007500,007400,007300,007200,007100,007000,006F00,006E00,006D00,006C00,006B00,006A00,006900,006800,006700,006600,006500,006400,006300,006200,006100,006000,005F00,005E00,005D00,005C00,005B00,005A00,005900,005800,005700,005600,005500,005400,005300,005200,005100,005000,004F00,004E00,004D00,004C00,004B00,004A00,004900,004800,004700,004600,004500,004400,004300,004200,004100,004000,003F00,003E00,003D00,003C00,003B00,003A00,003900,003800,003700,003600,003500,003400,003300,003200,003100,003000,002F00,002E00,002D00,002C00,002B00,002A00,002900,002800,002700,002600,002500,002400,002300,002200,002100,002000,001F00,001E00,001D00,001C00,001B00,001A00,001900,001800,001700,001600,001500,001400,001300,001200,001100,001000,000F00,000E00,000D00,000C00,000B00,000A00,000900,000800,000700,000600,000500,000400,000300,000200,000100
blue=0000C8,0000FF,0000FE,0000FD,0000FC,0000FB,0000FA,0000F9,0000F8,0000F7,0000F6,0000F5,0000F4,0000F3,0000F2,0000F1,0000F0,0000EF,0000EE,0000ED,0000EC,0000EB,0000EA,0000E9,0000E8,0000E7,0000E6,0000E5,0000E4,0000E3,0000E2,0000E1,0000E0,0000DF,0000DE,0000DD,0000DC,0000DB,0000DA,0000D9,0000D8,0000D7,0000D6,0000D5,0000D4,0000D3,0000D2,0000D1,0000D0,0000CF,0000CE,0000CD,0000CC,0000CB,0000CA,0000C9,0000C7,0000C6,0000C5,0000C4,0000C3,0000C2,0000C1,0000C0,0000BF,0000BE,0000BD,0000BC,0000BB,0000BA,0000B9,0000B8,0000B7,0000B6,0000B5,0000B4,0000B3,0000B2,0000B1,0000B0,0000AF,0000AE,0000AD,0000AC,0000AB,0000AA,0000A9,0000A8,0000A7,0000A6,0000A5,0000A4,0000A3,0000A2,0000A1,0000A0,00009F,00009E,00009D,00009C,00009B,00009A,000099,000098,000097,000096,000095,000094,000093,000092,000091,000090,00008F,00008E,00008D,00008C,00008B,00008A,000089,000088,000087,000086,000085,000084,000083,000082,000081,000080,00007F,00007E,00007D,00007C,00007B,00007A,000079,000078,000077,000076,000075,000074,000073,000072,000071,000070,00006F,00006E,00006D,00006C,00006B,00006A,000069,000068,000067,000066,000065,000064,000063,000062,000061,000060,00005F,00005E,00005D,00005C,00005B,00005A,000059,000058,000057,000056,000055,000054,000053,000052,000051,000050,00004F,00004E,00004D,00004C,00004B,00004A,000049,000048,000047,000046,000045,000044,000043,000042,000041,000040,00003F,00003E,00003D,00003C,00003B,00003A,000039,000038,000037,000036,000035,000034,000033,000032,000031,000030,00002F,00002E,00002D,00002C,00002B,00002A,000029,000028,000027,000026,000025,000024,000023,000022,000021,000020,00001F,00001E,00001D,00001C,00001B,00001A,000019,000018,000017,000016,000015,000014,000013,000012,000011,000010,00000F,00000E,00000D,00000C,00000B,00000A,000009,000008,000007,000006,000005,000004,000003,000002,000001
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[/color_palette]

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@ -1,56 +1,56 @@
[language]
EASY= _ "Easy"
NORMAL= _ "Medium"
HARD= _ "Hard"
EASY= _ "Easy"
NORMAL= _ "Medium"
HARD= _ "Hard"
lawful_description= _ "Lawful units fight better during the day, and worse at night.
lawful_description= _ "Lawful units fight better during the day, and worse at night.
Day: +25% Damage
Night: -25% Damage"
neutral_description= _ "Neutral units are unaffected by day and night, fighting equally well under both conditions."
chaotic_description= _ "Chaotic units fight better at night, and worse during the day.
neutral_description= _ "Neutral units are unaffected by day and night, fighting equally well under both conditions."
chaotic_description= _ "Chaotic units fight better at night, and worse during the day.
Day: -25% Damage
Night: +25% Damage"
# Races
elves= _ "Elves"
humans= _ "Humans"
orcs= _ "Orcs"
undead= _ "race^Undead"
dwarves= _ "race^Dwarves"
goblins= _ "race^Goblins"
lizards= _ "race^Lizards"
mechanical= _ "race^Mechanical"
mermen= _ "race^Mermen"
monsters= _ "race^Monsters"
nagas= _ "race^Nagas"
ogres= _ "race^Ogres"
trolls= _ "race^Trolls"
woses= _ "race^Woses"
# Races
elves= _ "Elves"
humans= _ "Humans"
orcs= _ "Orcs"
undead= _ "race^Undead"
dwarves= _ "race^Dwarves"
goblins= _ "race^Goblins"
lizards= _ "race^Lizards"
mechanical= _ "race^Mechanical"
mermen= _ "race^Mermen"
monsters= _ "race^Monsters"
nagas= _ "race^Nagas"
ogres= _ "race^Ogres"
trolls= _ "race^Trolls"
woses= _ "race^Woses"
#naming of terrain features
bridge_name= _ "$name's Bridge,$name's Crossing"
road_name= _ "$name's Highway,$name's Pass,Path of $name"
river_name= _ "$name River,River $name"
forest_name= _ "$name Forest,$name's Forest"
lake_name= _ "$name Lake"
village_name= _ "$name|bury,$name|ham,$name|ton"
village_name_lake= _ "$name|harbor,$name|port"
village_name_river= _ "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross"
village_name_river_bridge= _ "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
village_name_grassland= _ "$name|ham,$name|ton,$name|field"
village_name_forest= _ "$name|ham,$name|ton,$name|wood,$name Forest"
village_name_hill= _ "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
village_name_mountain= _ "$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
#naming of terrain features
bridge_name= _ "$name's Bridge,$name's Crossing"
road_name= _ "$name's Highway,$name's Pass,Path of $name"
river_name= _ "$name River,River $name"
forest_name= _ "$name Forest,$name's Forest"
lake_name= _ "$name Lake"
village_name= _ "$name|bury,$name|ham,$name|ton"
village_name_lake= _ "$name|harbor,$name|port"
village_name_river= _ "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross"
village_name_river_bridge= _ "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
village_name_grassland= _ "$name|ham,$name|ton,$name|field"
village_name_forest= _ "$name|ham,$name|ton,$name|wood,$name Forest"
village_name_hill= _ "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
village_name_mountain= _ "$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
#ranges
range_melee= _ "melee"
range_ranged= _ "ranged"
#ranges
range_melee= _ "melee"
range_ranged= _ "ranged"
#units.wesnoth.org
wesnoth_unit_list= _ "Wesnoth unit list"
based_on_version= _ "Based on version"
race= _ "Race"
advance_from= _ "Advance from:"
#units.wesnoth.org
wesnoth_unit_list= _ "Wesnoth unit list"
based_on_version= _ "Based on version"
race= _ "Race"
advance_from= _ "Advance from:"
[/language]

View file

@ -1,27 +1,27 @@
[fonts]
# This is marked as translatable, to allow translators to
# provide different font orders: one just has to install the
# missing fonts without needing to change the gmo files
order=_ "DejaVuSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
# This is marked as translatable, to allow translators to
# provide different font orders: one just has to install the
# missing fonts without needing to change the gmo files
order=_ "DejaVuSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
[font]
name="DejaVuSans.ttf"
codepoints="32-126,160-745,748-750,755,759,768-847,849-851,855-856,860-866,884-885,890-894,900-906,908,910-929,931-974,976-1299,1329-1366,1369-1375,1377-1415,1417-1418,1456-1475,1478-1479,1488-1514,1520-1524,1548,1557,1563,1567,1569-1594,1600-1621,1626,1632-1647,1652,1657-1671,1681-1682,1685,1688,1697,1700,1702,1705,1711,1717,1722,1726-1727,1734,1740,1742,1749,1776-1785,3647,3713-3714,3716,3719-3720,3722,3725,3732-3735,3737-3743,3745-3747,3749,3751,3754-3755,3757-3769,3771-3773,3776-3780,3782,3784-3789,3792-3799,3801,3804-3805,5121-5127,5129-5147,5149-5173,5175-5194,5196-5202,5204-5309,5312-5354,5356-5383,5392-5438,5440-5456,5458-5482,5492-5509,5514-5526,5536-5551,5598,5601,5702-5703,5742-5750,7424-7444,7446-7459,7462-7470,7472-7530,7543-7544,7547,7557,7579-7615,7620-7625,7680-7835,7840-7929,7936-7957,7960-7965,7968-8005,8008-8013,8016-8023,8025,8027,8029,8031-8061,8064-8116,8118-8132,8134-8147,8150-8155,8157-8175,8178-8180,8182-8190,8192-8231,8234-8291,8298-8305,8308-8334,8336-8340,8352-8373,8400-8401,8406-8407,8448-8457,8459-8521,8523,8526,8531-8580,8592-8879,8882-8902,8904-8909,8918-8941,8943,8946-8981,8984-8985,8988-8993,8996-9004,9013,9015-9022,9025-9028,9031-9033,9035-9037,9040,9042-9044,9047-9052,9054-9056,9059-9061,9064-9065,9067-9072,9075-9082,9085,9088-9091,9095-9099,9108-9109,9115-9134,9166-9167,9187,9189,9250-9251,9312-9321,9472-9884,9888-9906,9985-9988,9990-9993,9996-10023,10025-10059,10061,10063-10066,10070,10072-10078,10081-10132,10136-10159,10161-10175,10208,10214-10219,10224-10495,10502-10503,10506-10507,10560-10561,10627-10628,10702-10709,10731,10752-10754,10764-10780,10799,10877-10912,10926-10938,11001-11002,11008-11034,11040-11043,11360-11372,11380-11383,57344-57373,61440-61441,61960,61962,61973-61975,61978-61979,62047,62917,63172-63176,63185,63188,64256-64262,64275-64279,64285-64316,64318,64320-64321,64323-64324,64326-64335,64338-64385,64394-64405,64414-64415,64426-64429,64473-64474,64488-64489,64508-64511,65024-65039,65136-65140,65142-65276,65279,65533"
[/font]
# [font]
# name="FreeSans.ttf"
# codepoints="32-126,160-384,386-393,395-396,398-403,409,413-415,421,423-425,427,429-430,452-483,486-493,496-501,504-539,542-543,550-563,592-596,598-601,603-604,608-609,613-618,621,623-627,629,633-639,642-645,647-649,652-654,656,668,670,672,710-711,714-715,728-733,768-772,774-776,778-780,783,785-788,806-808,884-885,890,894,900-906,908,910-929,931-974,1024-1119,1164-1220,1223-1224,1227-1228,1232-1269,1272-1273,1329-1366,1370-1374,1377-1415,1417-1418,1456-1465,1467-1476,1488-1514,1792-1805,1808-1836,1840-1866,2305-2306,2309-2315,2317,2320-2321,2323-2355,2357-2361,2364-2371,2373,2375-2377,2379-2381,2384-2385,2406-2416,2433-2435,2437-2444,2447-2448,2451-2472,2474-2480,2482,2486-2489,2492,2494-2500,2503-2504,2507-2509,2519,2524-2525,2527-2531,2534-2554,2565-2570,2575-2576,2579-2600,2602-2608,2610-2611,2613-2614,2616-2617,2620,2622-2626,2631-2632,2635-2637,2649-2652,2654,2662-2672,2674-2676,2689-2690,2693-2699,2709-2728,2730-2736,2738-2739,2741-2745,2749-2755,2759-2760,2763-2764,2768,2790-2799,2818-2819,2821-2823,2825,2827,2831,2835,2837-2840,2842,2844-2845,2847-2849,2858-2859,2863-2864,2866-2867,2870-2873,2878-2883,2887,2912,2918-2927,2946-2947,2949-2954,2958-2960,2962-2965,2969-2970,2972,2974-2975,2979-2980,2984-2986,2990-2997,2999-3001,3006-3009,3014-3016,3018-3021,3031,3034-3037,3041,3203,3205-3210,3214-3216,3218-3226,3228,3230-3240,3248-3251,3302-3311,3458-3459,3461,3465-3467,3473,3476,3481-3484,3486,3488-3490,3492-3493,3495-3499,3501-3505,3507-3515,3517,3520-3526,3530,3535-3540,3542,3544-3545,3551,7936-7957,7960-7965,7968-8005,8008-8013,8016-8023,8025,8027,8029,8031-8061,8064-8116,8118-8132,8134-8147,8150-8155,8157-8175,8178-8180,8182-8190,8208,8211-8212,8216-8227,8230,8240-8247,8249-8253,8260,8263-8265,8267,8304-8305,8308-8313,8320-8329,8359-8360,8362,8364,8459-8460,8464-8466,8470,8475-8476,8482,8486-8488,8490-8493,8496-8499,8531-8575,8592-8597,8629,8656-8660,8704,8706-8707,8709-8713,8719-8723,8727,8730,8733-8734,8736,8743-8750,8756,8764,8766,8769-8771,8777,8800,8804-8805,8853-8855,8869,8960,9674,9834,12289-12291,12293,12295-12305,12308-12309,12353-12435,12441,12443,12449-12542,63033-63041,63166,63171,63196,64256-64262,64285-64310,64312-64316,64318,64320-64321,64323-64324,64326-64335,65533"
# [/font]
[font]
name="sazanami-gothic.ttf"
# Being large for codepoints: include characters
# page-per-page, and non on a per-character basis, or else the
# list would be huge.
codepoints="32-64,91-96,123-126,305,321-322,331,338-339,402,593,602,658,710-711,714-715,728,730,732,913-929,931-937,945-969,977,981,1025,1040-1103,1105,12288-12543,12800-40959,63744-64255,65280-65439,65537-65991"
[/font]
[font]
name="gkai00mp.ttf"
codepoints="32-126,164,167-168,176-177,183,215,224-225,232-234,236-237,242-243,247,249-250,252,257,275,283,299,324,328,333,363,462,464,466,468,470,472,474,476,593,609,711,713,913-929,931-937,945-961,963-969,1025,1040-1103,1105,8212,8214,8216-8217,8220-8221,8230,8240,8242-8243,8251,8451,8470,8544-8555,8560-8569,8592-8595,8712,8719,8721,8730,8733-8734,8736,8741,8743-8747,8750,8756-8759,8765,8776,8780,8800-8801,8804-8805,8814-8815,8857,8869,8978,9312-9321,9332-9371,9472-9547,9632-9633,9650-9651,9670-9671,9675,9678-9679,9733-9734,9792,9794,19968-40959,65073,65075-65092,65281-65374,65504-65505,65507,65509"
[/font]
[font]
name="DejaVuSans.ttf"
codepoints="32-126,160-745,748-750,755,759,768-847,849-851,855-856,860-866,884-885,890-894,900-906,908,910-929,931-974,976-1299,1329-1366,1369-1375,1377-1415,1417-1418,1456-1475,1478-1479,1488-1514,1520-1524,1548,1557,1563,1567,1569-1594,1600-1621,1626,1632-1647,1652,1657-1671,1681-1682,1685,1688,1697,1700,1702,1705,1711,1717,1722,1726-1727,1734,1740,1742,1749,1776-1785,3647,3713-3714,3716,3719-3720,3722,3725,3732-3735,3737-3743,3745-3747,3749,3751,3754-3755,3757-3769,3771-3773,3776-3780,3782,3784-3789,3792-3799,3801,3804-3805,5121-5127,5129-5147,5149-5173,5175-5194,5196-5202,5204-5309,5312-5354,5356-5383,5392-5438,5440-5456,5458-5482,5492-5509,5514-5526,5536-5551,5598,5601,5702-5703,5742-5750,7424-7444,7446-7459,7462-7470,7472-7530,7543-7544,7547,7557,7579-7615,7620-7625,7680-7835,7840-7929,7936-7957,7960-7965,7968-8005,8008-8013,8016-8023,8025,8027,8029,8031-8061,8064-8116,8118-8132,8134-8147,8150-8155,8157-8175,8178-8180,8182-8190,8192-8231,8234-8291,8298-8305,8308-8334,8336-8340,8352-8373,8400-8401,8406-8407,8448-8457,8459-8521,8523,8526,8531-8580,8592-8879,8882-8902,8904-8909,8918-8941,8943,8946-8981,8984-8985,8988-8993,8996-9004,9013,9015-9022,9025-9028,9031-9033,9035-9037,9040,9042-9044,9047-9052,9054-9056,9059-9061,9064-9065,9067-9072,9075-9082,9085,9088-9091,9095-9099,9108-9109,9115-9134,9166-9167,9187,9189,9250-9251,9312-9321,9472-9884,9888-9906,9985-9988,9990-9993,9996-10023,10025-10059,10061,10063-10066,10070,10072-10078,10081-10132,10136-10159,10161-10175,10208,10214-10219,10224-10495,10502-10503,10506-10507,10560-10561,10627-10628,10702-10709,10731,10752-10754,10764-10780,10799,10877-10912,10926-10938,11001-11002,11008-11034,11040-11043,11360-11372,11380-11383,57344-57373,61440-61441,61960,61962,61973-61975,61978-61979,62047,62917,63172-63176,63185,63188,64256-64262,64275-64279,64285-64316,64318,64320-64321,64323-64324,64326-64335,64338-64385,64394-64405,64414-64415,64426-64429,64473-64474,64488-64489,64508-64511,65024-65039,65136-65140,65142-65276,65279,65533"
[/font]
# [font]
# name="FreeSans.ttf"
# codepoints="32-126,160-384,386-393,395-396,398-403,409,413-415,421,423-425,427,429-430,452-483,486-493,496-501,504-539,542-543,550-563,592-596,598-601,603-604,608-609,613-618,621,623-627,629,633-639,642-645,647-649,652-654,656,668,670,672,710-711,714-715,728-733,768-772,774-776,778-780,783,785-788,806-808,884-885,890,894,900-906,908,910-929,931-974,1024-1119,1164-1220,1223-1224,1227-1228,1232-1269,1272-1273,1329-1366,1370-1374,1377-1415,1417-1418,1456-1465,1467-1476,1488-1514,1792-1805,1808-1836,1840-1866,2305-2306,2309-2315,2317,2320-2321,2323-2355,2357-2361,2364-2371,2373,2375-2377,2379-2381,2384-2385,2406-2416,2433-2435,2437-2444,2447-2448,2451-2472,2474-2480,2482,2486-2489,2492,2494-2500,2503-2504,2507-2509,2519,2524-2525,2527-2531,2534-2554,2565-2570,2575-2576,2579-2600,2602-2608,2610-2611,2613-2614,2616-2617,2620,2622-2626,2631-2632,2635-2637,2649-2652,2654,2662-2672,2674-2676,2689-2690,2693-2699,2709-2728,2730-2736,2738-2739,2741-2745,2749-2755,2759-2760,2763-2764,2768,2790-2799,2818-2819,2821-2823,2825,2827,2831,2835,2837-2840,2842,2844-2845,2847-2849,2858-2859,2863-2864,2866-2867,2870-2873,2878-2883,2887,2912,2918-2927,2946-2947,2949-2954,2958-2960,2962-2965,2969-2970,2972,2974-2975,2979-2980,2984-2986,2990-2997,2999-3001,3006-3009,3014-3016,3018-3021,3031,3034-3037,3041,3203,3205-3210,3214-3216,3218-3226,3228,3230-3240,3248-3251,3302-3311,3458-3459,3461,3465-3467,3473,3476,3481-3484,3486,3488-3490,3492-3493,3495-3499,3501-3505,3507-3515,3517,3520-3526,3530,3535-3540,3542,3544-3545,3551,7936-7957,7960-7965,7968-8005,8008-8013,8016-8023,8025,8027,8029,8031-8061,8064-8116,8118-8132,8134-8147,8150-8155,8157-8175,8178-8180,8182-8190,8208,8211-8212,8216-8227,8230,8240-8247,8249-8253,8260,8263-8265,8267,8304-8305,8308-8313,8320-8329,8359-8360,8362,8364,8459-8460,8464-8466,8470,8475-8476,8482,8486-8488,8490-8493,8496-8499,8531-8575,8592-8597,8629,8656-8660,8704,8706-8707,8709-8713,8719-8723,8727,8730,8733-8734,8736,8743-8750,8756,8764,8766,8769-8771,8777,8800,8804-8805,8853-8855,8869,8960,9674,9834,12289-12291,12293,12295-12305,12308-12309,12353-12435,12441,12443,12449-12542,63033-63041,63166,63171,63196,64256-64262,64285-64310,64312-64316,64318,64320-64321,64323-64324,64326-64335,65533"
# [/font]
[font]
name="sazanami-gothic.ttf"
# Being large for codepoints: include characters
# page-per-page, and non on a per-character basis, or else the
# list would be huge.
codepoints="32-64,91-96,123-126,305,321-322,331,338-339,402,593,602,658,710-711,714-715,728,730,732,913-929,931-937,945-969,977,981,1025,1040-1103,1105,12288-12543,12800-40959,63744-64255,65280-65439,65537-65991"
[/font]
[font]
name="gkai00mp.ttf"
codepoints="32-126,164,167-168,176-177,183,215,224-225,232-234,236-237,242-243,247,249-250,252,257,275,283,299,324,328,333,363,462,464,466,468,470,472,474,476,593,609,711,713,913-929,931-937,945-961,963-969,1025,1040-1103,1105,8212,8214,8216-8217,8220-8221,8230,8240,8242-8243,8251,8451,8470,8544-8555,8560-8569,8592-8595,8712,8719,8721,8730,8733-8734,8736,8741,8743-8747,8750,8756-8759,8765,8776,8780,8800-8801,8804-8805,8814-8815,8857,8869,8978,9312-9321,9332-9371,9472-9547,9632-9633,9650-9651,9670-9671,9675,9678-9679,9733-9734,9792,9794,19968-40959,65073,65075-65092,65281-65374,65504-65505,65507,65509"
[/font]
[/fonts]

View file

@ -1,2 +1 @@
{languages}

View file

@ -1,11 +1,11 @@
# Main purpose of this file is to ensure that macros get read in first.
[generic_multiplayer]
id=user_map
name= _ "User Map"
turns=90
id=user_map
name= _ "User Map"
turns=90
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[/generic_multiplayer]
#ifdef MULTIPLAYER

View file

@ -1,42 +1,42 @@
#define RANDOM_SIDE
[multiplayer_side]
id=Random
name={MENU_IMG_TXT "random-enemy.png" _"Random"}
random_faction=yes
[/multiplayer_side]
[multiplayer_side]
id=Random
name={MENU_IMG_TXT "random-enemy.png" _"Random"}
random_faction=yes
[/multiplayer_side]
#enddef
[era]
id=era_default
name= _ "Default"
id=era_default
name= _ "Default"
{RANDOM_SIDE}
{multiplayer/factions/loyalists-default.cfg}
{multiplayer/factions/rebels-default.cfg}
{multiplayer/factions/northerners-default.cfg}
{multiplayer/factions/undead-default.cfg}
{multiplayer/factions/knalgans-default.cfg}
{multiplayer/factions/drakes-default.cfg}
{RANDOM_SIDE}
{multiplayer/factions/loyalists-default.cfg}
{multiplayer/factions/rebels-default.cfg}
{multiplayer/factions/northerners-default.cfg}
{multiplayer/factions/undead-default.cfg}
{multiplayer/factions/knalgans-default.cfg}
{multiplayer/factions/drakes-default.cfg}
[/era]
[era]
id=era_heroes
name= _ "Age of Heroes"
id=era_heroes
name= _ "Age of Heroes"
{RANDOM_SIDE}
{multiplayer/factions/loyalists-aoh.cfg}
{multiplayer/factions/rebels-aoh.cfg}
{multiplayer/factions/northerners-aoh.cfg}
{multiplayer/factions/undead-aoh.cfg}
{multiplayer/factions/knalgans-aoh.cfg}
{multiplayer/factions/drakes-aoh.cfg}
{RANDOM_SIDE}
{multiplayer/factions/loyalists-aoh.cfg}
{multiplayer/factions/rebels-aoh.cfg}
{multiplayer/factions/northerners-aoh.cfg}
{multiplayer/factions/undead-aoh.cfg}
{multiplayer/factions/knalgans-aoh.cfg}
{multiplayer/factions/drakes-aoh.cfg}
[/era]
[era]
id=era_great_war
name= _ "Great War"
id=era_great_war
name= _ "Great War"
{RANDOM_SIDE}
{multiplayer/factions/alliance_of_light.cfg}
{multiplayer/factions/alliance_of_darkness.cfg}
{RANDOM_SIDE}
{multiplayer/factions/alliance_of_light.cfg}
{multiplayer/factions/alliance_of_darkness.cfg}
[/era]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Alliance of Darkness
name={MENU_IMG_TXT "undead-necromancers/dark-sorcerer.png~TC(1,magenta)" (_"Alliance of Darkness")}
type=Dark Sorcerer
leader=Dark Sorcerer,Revenant,Bone Shooter,Deathblade,Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer,Rogue,Bandit,Trapper,Saurian Oracle,Saurian Soothsayer
random_leader=Dark Sorcerer,Revenant,Bone Shooter,Deathblade,Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer,Rogue,Bandit,Trapper
recruit=Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul,Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Saurian Skirmisher,Naga Fighter,Thug,Thief,Poacher,Footpad,Saurian Augur
terrain_liked=Ss, Hh, Ha, Ww
[ai]
recruitment_pattern=fighter,fighter,healer,archer,archer,scout
[/ai]
id=Alliance of Darkness
name={MENU_IMG_TXT "undead-necromancers/dark-sorcerer.png~TC(1,magenta)" (_"Alliance of Darkness")}
type=Dark Sorcerer
leader=Dark Sorcerer,Revenant,Bone Shooter,Deathblade,Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer,Rogue,Bandit,Trapper,Saurian Oracle,Saurian Soothsayer
random_leader=Dark Sorcerer,Revenant,Bone Shooter,Deathblade,Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer,Rogue,Bandit,Trapper
recruit=Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul,Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Saurian Skirmisher,Naga Fighter,Thug,Thief,Poacher,Footpad,Saurian Augur
terrain_liked=Ss, Hh, Ha, Ww
[ai]
recruitment_pattern=fighter,fighter,healer,archer,archer,scout
[/ai]
[/multiplayer_side]

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@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Alliance of Light
name={MENU_IMG_TXT "human-magi/white-mage.png" (_"Alliance of Light")}
type=White Mage
leader=White Mage,Red Mage,Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Lieutenant,Pikeman,Swordsman,Javelineer,Shock Trooper,Longbowman,Dwarvish Steelclad,Dwarvish Stalwart,Dwarvish Thunderguard
random_leader=White Mage,Red Mage,Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Lieutenant,Pikeman,Swordsman,Javelineer,Longbowman,Dwarvish Steelclad,Dwarvish Thunderguard
recruit=Elvish Fighter,Elvish Archer,Mage,Elvish Shaman,Elvish Scout,Merman Fighter,Merman Hunter,Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Dwarvish Fighter,Dwarvish Guardsman,Dwarvish Ulfserker
terrain_liked=Ff, Fa, Ss, Ww
[ai]
recruitment_pattern=fighter,fighter,mixed fighter,archer,archer,healer,scout
[/ai]
id=Alliance of Light
name={MENU_IMG_TXT "human-magi/white-mage.png" (_"Alliance of Light")}
type=White Mage
leader=White Mage,Red Mage,Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Lieutenant,Pikeman,Swordsman,Javelineer,Shock Trooper,Longbowman,Dwarvish Steelclad,Dwarvish Stalwart,Dwarvish Thunderguard
random_leader=White Mage,Red Mage,Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Lieutenant,Pikeman,Swordsman,Javelineer,Longbowman,Dwarvish Steelclad,Dwarvish Thunderguard
recruit=Elvish Fighter,Elvish Archer,Mage,Elvish Shaman,Elvish Scout,Merman Fighter,Merman Hunter,Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Dwarvish Fighter,Dwarvish Guardsman,Dwarvish Ulfserker
terrain_liked=Ff, Fa, Ss, Ww
[ai]
recruitment_pattern=fighter,fighter,mixed fighter,archer,archer,healer,scout
[/ai]
[/multiplayer_side]

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@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Drakes
name={MENU_IMG_TXT "drakes/flameheart.png" _"Drakes"}
type=Drake Flameheart
leader=Drake Flameheart,Inferno Drake,Drake Enforcer,Drake Warden,Drake Blademaster,Saurian Soothsayer,Saurian Oracle
random_leader=Drake Flameheart,Inferno Drake,Drake Enforcer,Drake Warden,Drake Blademaster
recruit=Drake Burner,Fire Drake,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur,Drake Warrior,Drake Flare,Drake Gladiator,Sky Drake,Drake Slasher,Saurian Ambusher,Saurian Soothsayer,Saurian Oracle
terrain_liked=Hh, Ha, Ds, Ss
[ai]
recruitment_pattern=fighter,fighter,archer,healer,scout,scout
[/ai]
id=Drakes
name={MENU_IMG_TXT "drakes/flameheart.png" _"Drakes"}
type=Drake Flameheart
leader=Drake Flameheart,Inferno Drake,Drake Enforcer,Drake Warden,Drake Blademaster,Saurian Soothsayer,Saurian Oracle
random_leader=Drake Flameheart,Inferno Drake,Drake Enforcer,Drake Warden,Drake Blademaster
recruit=Drake Burner,Fire Drake,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur,Drake Warrior,Drake Flare,Drake Gladiator,Sky Drake,Drake Slasher,Saurian Ambusher,Saurian Soothsayer,Saurian Oracle
terrain_liked=Hh, Ha, Ds, Ss
[ai]
recruitment_pattern=fighter,fighter,archer,healer,scout,scout
[/ai]
[/multiplayer_side]

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@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Drakes
name={MENU_IMG_TXT "drakes/flare.png" _"Drakes"}
type=Drake Flare
leader=Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Oracle,Saurian Soothsayer
random_leader=Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior
recruit=Drake Burner,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur
terrain_liked=Hh, Ha, Ds, Ss
[ai]
recruitment_pattern=fighter,fighter,archer,healer,scout,scout
[/ai]
id=Drakes
name={MENU_IMG_TXT "drakes/flare.png" _"Drakes"}
type=Drake Flare
leader=Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Oracle,Saurian Soothsayer
random_leader=Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior
recruit=Drake Burner,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur
terrain_liked=Hh, Ha, Ds, Ss
[ai]
recruitment_pattern=fighter,fighter,archer,healer,scout,scout
[/ai]
[/multiplayer_side]

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@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Knalgan Alliance
name={MENU_IMG_TXT "dwarves/lord.png~TC(1,magenta)" (_"Knalgan Alliance")}
type=Dwarvish Lord
leader=Dwarvish Lord,Dwarvish Dragonguard,Dwarvish Sentinel,Assassin,Trapper
random_leader=Dwarvish Lord,Dwarvish Dragonguard,Assassin
recruit=Dwarvish Guardsman,Dwarvish Stalwart,Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Ulfserker,Dwarvish Berserker,Dwarvish Thunderer,Dwarvish Thunderguard,Thief,Rogue,Poacher,Trapper,Footpad,Outlaw,Gryphon Rider,Gryphon Master
terrain_liked=Hh, Ha, Mm
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter,archer,scout
[/ai]
id=Knalgan Alliance
name={MENU_IMG_TXT "dwarves/lord.png~TC(1,magenta)" (_"Knalgan Alliance")}
type=Dwarvish Lord
leader=Dwarvish Lord,Dwarvish Dragonguard,Dwarvish Sentinel,Assassin,Trapper
random_leader=Dwarvish Lord,Dwarvish Dragonguard,Assassin
recruit=Dwarvish Guardsman,Dwarvish Stalwart,Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Ulfserker,Dwarvish Berserker,Dwarvish Thunderer,Dwarvish Thunderguard,Thief,Rogue,Poacher,Trapper,Footpad,Outlaw,Gryphon Rider,Gryphon Master
terrain_liked=Hh, Ha, Mm
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter,archer,scout
[/ai]
[/multiplayer_side]

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@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Knalgan Alliance
name={MENU_IMG_TXT "dwarves/steelclad.png~TC(1,magenta)" (_"Knalgan Alliance")}
type=Dwarvish Steelclad
leader=Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper
random_leader=Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper
recruit=Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider
terrain_liked=Hh, Ha, Mm
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter,archer,scout
[/ai]
id=Knalgan Alliance
name={MENU_IMG_TXT "dwarves/steelclad.png~TC(1,magenta)" (_"Knalgan Alliance")}
type=Dwarvish Steelclad
leader=Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper
random_leader=Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper
recruit=Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider
terrain_liked=Hh, Ha, Mm
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter,archer,scout
[/ai]
[/multiplayer_side]

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@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Loyalists
name={MENU_IMG_TXT "human-loyalists/general.png~TC(1,magenta)" _"Loyalists"}
type=General
leader=General,Royal Guard,Halbardier,Iron Mauler,Master Bowman,Mage of Light,Arch Mage,Silver Mage,Javelineer
random_leader=General,Royal Guard,Halbardier,Master Bowman,Arch Mage,Silver Mage
recruit=Cavalryman,Dragoon,Horseman,Lancer,Knight,Spearman,Swordsman,Pikeman,Javelineer,Fencer,Duelist,Heavy Infantryman,Shock Trooper,Bowman,Longbowman,Mage,Red Mage,White Mage,Merman Fighter,Merman Warrior,Ogre,Lieutenant
terrain_liked=Gg, Ww, Wo
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,mixed fighter,scout
[/ai]
id=Loyalists
name={MENU_IMG_TXT "human-loyalists/general.png~TC(1,magenta)" _"Loyalists"}
type=General
leader=General,Royal Guard,Halbardier,Iron Mauler,Master Bowman,Mage of Light,Arch Mage,Silver Mage,Javelineer
random_leader=General,Royal Guard,Halbardier,Master Bowman,Arch Mage,Silver Mage
recruit=Cavalryman,Dragoon,Horseman,Lancer,Knight,Spearman,Swordsman,Pikeman,Javelineer,Fencer,Duelist,Heavy Infantryman,Shock Trooper,Bowman,Longbowman,Mage,Red Mage,White Mage,Merman Fighter,Merman Warrior,Ogre,Lieutenant
terrain_liked=Gg, Ww, Wo
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,mixed fighter,scout
[/ai]
[/multiplayer_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Loyalists
name={MENU_IMG_TXT "human-loyalists/lieutenant.png~TC(1,magenta)" _"Loyalists"}
type=Lieutenant
leader=Lieutenant,Swordsman,Pikeman,Javelineer,Shock Trooper,Longbowman,White Mage,Red Mage
random_leader=Lieutenant,Swordsman,Pikeman,Javelineer,Longbowman,Red Mage
recruit=Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Mage,Merman Fighter
terrain_liked=Gg, Ww, Wo
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,mixed fighter,scout
[/ai]
id=Loyalists
name={MENU_IMG_TXT "human-loyalists/lieutenant.png~TC(1,magenta)" _"Loyalists"}
type=Lieutenant
leader=Lieutenant,Swordsman,Pikeman,Javelineer,Shock Trooper,Longbowman,White Mage,Red Mage
random_leader=Lieutenant,Swordsman,Pikeman,Javelineer,Longbowman,Red Mage
recruit=Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Mage,Merman Fighter
terrain_liked=Gg, Ww, Wo
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,mixed fighter,scout
[/ai]
[/multiplayer_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Northerners
name={MENU_IMG_TXT "orcs/warlord.png~TC(1,magenta)" _"Northerners"}
type=Orcish Warlord
leader=Orcish Warlord,Troll Warrior,Orcish Slurbow,Orcish Slayer
random_leader=Orcish Warlord,Troll Warrior,Orcish Slurbow
recruit=Orcish Grunt,Orcish Warrior,Troll Whelp,Troll,Troll Rocklobber,Wolf Rider,Goblin Knight,Goblin Pillager,Orcish Archer,Orcish Crossbowman,Orcish Assassin,Orcish Slayer,Naga Fighter,Naga Warrior,Goblin Spearman,Goblin Impaler,Goblin Rouser
terrain_liked=Hh, Ha, Mm, Ss
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,scout
[/ai]
id=Northerners
name={MENU_IMG_TXT "orcs/warlord.png~TC(1,magenta)" _"Northerners"}
type=Orcish Warlord
leader=Orcish Warlord,Troll Warrior,Orcish Slurbow,Orcish Slayer
random_leader=Orcish Warlord,Troll Warrior,Orcish Slurbow
recruit=Orcish Grunt,Orcish Warrior,Troll Whelp,Troll,Troll Rocklobber,Wolf Rider,Goblin Knight,Goblin Pillager,Orcish Archer,Orcish Crossbowman,Orcish Assassin,Orcish Slayer,Naga Fighter,Naga Warrior,Goblin Spearman,Goblin Impaler,Goblin Rouser
terrain_liked=Hh, Ha, Mm, Ss
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,scout
[/ai]
[/multiplayer_side]

View file

@ -1,12 +1,12 @@
#textdomain wesnoth
[multiplayer_side]
id=Northeners
name={MENU_IMG_TXT "orcs/warrior.png~TC(1,magenta)" _"Northerners"}
type=Orcish Warrior
leader=Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer
recruit=Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Naga Fighter,Goblin Spearman
terrain_liked=Hh, Ha, Mm, Ss
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,scout
[/ai]
id=Northeners
name={MENU_IMG_TXT "orcs/warrior.png~TC(1,magenta)" _"Northerners"}
type=Orcish Warrior
leader=Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer
recruit=Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Naga Fighter,Goblin Spearman
terrain_liked=Hh, Ha, Mm, Ss
[ai]
recruitment_pattern=fighter,fighter,fighter,archer,scout
[/ai]
[/multiplayer_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Rebels
name={MENU_IMG_TXT "elves-wood/marshal.png~TC(1,magenta)" _"Rebels"}
type=Elvish Marshal
leader=Elvish Marshal,Elvish Champion,Elvish Avenger,Elvish Sharpshooter,Mage of Light,Arch Mage,Silver Mage,Elvish Shyde,Elvish Enchantress,Ancient Wose
random_leader=Elvish Marshal,Elvish Champion,Elvish Avenger,Elvish Sharpshooter,Arch Mage,Silver Mage,Elvish Shyde,Elvish Enchantress
recruit=Elvish Fighter,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Marksman,Elvish Ranger,Mage,Red Mage,White Mage,Elvish Shaman,Elvish Druid,Elvish Sorceress,Elvish Scout,Elvish Rider,Wose,Elder Wose,Merman Hunter,Merman Spearman,Merman Netcaster
terrain_liked=Ff, Fa, Ss, Ww
[ai]
recruitment_pattern=fighter,fighter,archer,archer,mixed fighter,healer,scout
[/ai]
id=Rebels
name={MENU_IMG_TXT "elves-wood/marshal.png~TC(1,magenta)" _"Rebels"}
type=Elvish Marshal
leader=Elvish Marshal,Elvish Champion,Elvish Avenger,Elvish Sharpshooter,Mage of Light,Arch Mage,Silver Mage,Elvish Shyde,Elvish Enchantress,Ancient Wose
random_leader=Elvish Marshal,Elvish Champion,Elvish Avenger,Elvish Sharpshooter,Arch Mage,Silver Mage,Elvish Shyde,Elvish Enchantress
recruit=Elvish Fighter,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Marksman,Elvish Ranger,Mage,Red Mage,White Mage,Elvish Shaman,Elvish Druid,Elvish Sorceress,Elvish Scout,Elvish Rider,Wose,Elder Wose,Merman Hunter,Merman Spearman,Merman Netcaster
terrain_liked=Ff, Fa, Ss, Ww
[ai]
recruitment_pattern=fighter,fighter,archer,archer,mixed fighter,healer,scout
[/ai]
[/multiplayer_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Rebels
name={MENU_IMG_TXT "elves-wood/captain.png~TC(1,magenta)" _"Rebels"}
type=Elvish Captain
leader=Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,White Mage,Red Mage,Elder Wose
random_leader=Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Red Mage
recruit=Elvish Fighter,Elvish Archer,Mage,Elvish Shaman,Elvish Scout,Wose,Merman Hunter
terrain_liked=Ff, Fa, Ss, Ww
[ai]
recruitment_pattern=fighter,fighter,archer,archer,mixed fighter,healer,scout
[/ai]
id=Rebels
name={MENU_IMG_TXT "elves-wood/captain.png~TC(1,magenta)" _"Rebels"}
type=Elvish Captain
leader=Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,White Mage,Red Mage,Elder Wose
random_leader=Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Red Mage
recruit=Elvish Fighter,Elvish Archer,Mage,Elvish Shaman,Elvish Scout,Wose,Merman Hunter
terrain_liked=Ff, Fa, Ss, Ww
[ai]
recruitment_pattern=fighter,fighter,archer,archer,mixed fighter,healer,scout
[/ai]
[/multiplayer_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Undead
name={MENU_IMG_TXT "undead-necromancers/lich.png~TC(1,magenta)" _"Undead"}
type=Lich
leader=Lich,Necromancer,Draug,Soul Shooter,Necrophage,Deathblade
random_leader=Lich,Necromancer,Draug,Soul Shooter
recruit=Skeleton,Revenant,Deathblade,Skeleton Archer,Bone Shooter,Walking Corpse,Soulless,Ghost,Wraith,Shadow,Vampire Bat,Blood Bat,Ghoul,Necrophage,Dark Adept,Dark Sorcerer
terrain_liked=Ss, Hh, Ha, Ww
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter,archer,scout
[/ai]
id=Undead
name={MENU_IMG_TXT "undead-necromancers/lich.png~TC(1,magenta)" _"Undead"}
type=Lich
leader=Lich,Necromancer,Draug,Soul Shooter,Necrophage,Deathblade
random_leader=Lich,Necromancer,Draug,Soul Shooter
recruit=Skeleton,Revenant,Deathblade,Skeleton Archer,Bone Shooter,Walking Corpse,Soulless,Ghost,Wraith,Shadow,Vampire Bat,Blood Bat,Ghoul,Necrophage,Dark Adept,Dark Sorcerer
terrain_liked=Ss, Hh, Ha, Ww
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter,archer,scout
[/ai]
[/multiplayer_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth
[multiplayer_side]
id=Undead
name={MENU_IMG_TXT "undead-necromancers/dark-sorcerer.png~TC(1,magenta)" _"Undead"}
type=Dark Sorcerer
leader=Dark Sorcerer,Revenant,Deathblade,Bone Shooter,Necrophage
random_leader=Dark Sorcerer,Revenant,Deathblade,Bone Shooter,Necrophage
recruit=Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul
terrain_liked=Ss, Hh, Ha, Ww
[ai]
recruitment_pattern=fighter,fighter,archer,fighter,scout,archer
[/ai]
id=Undead
name={MENU_IMG_TXT "undead-necromancers/dark-sorcerer.png~TC(1,magenta)" _"Undead"}
type=Dark Sorcerer
leader=Dark Sorcerer,Revenant,Deathblade,Bone Shooter,Necrophage
random_leader=Dark Sorcerer,Revenant,Deathblade,Bone Shooter,Necrophage
recruit=Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul
terrain_liked=Ss, Hh, Ha, Ww
[ai]
recruitment_pattern=fighter,fighter,archer,fighter,scout,archer
[/ai]
[/multiplayer_side]

View file

@ -3,34 +3,34 @@
#
[multiplayer]
id=multiplayer_Blitz
name= _ "2p - Blitz"
map_data="{multiplayer/maps/2p_Blitz.map}"
description= _ "A duel map for super fast play." + _ " Recommended setting of 2 gold per village."
id=multiplayer_Blitz
name= _ "2p - Blitz"
map_data="{multiplayer/maps/2p_Blitz.map}"
description= _ "A duel map for super fast play." + _ " Recommended setting of 2 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,76 +1,74 @@
[multiplayer]
#define UNIT_STONE N X Y
type={N}
description=_ {N}
user_description=_ {N}
x={X}
y={Y}
unrenamable=yes
type={N}
description=_ {N}
user_description=_ {N}
x={X}
y={Y}
unrenamable=yes
[status]
stone=on
[/status]
[status]
stone=on
[/status]
[modifications]
[trait]
id=remove_hp
[effect]
apply_to=hitpoints
increase_total=-100%
[/effect]
[effect]
apply_to=movement
set=0
[/effect]
[/trait]
[/modifications]
[modifications]
[trait]
id=remove_hp
[effect]
apply_to=hitpoints
increase_total=-100%
[/effect]
[effect]
apply_to=movement
set=0
[/effect]
[/trait]
[/modifications]
#enddef
id=multiplayer_Basilisk
name= _ "2p - Caves of the Basilisk"
map_data="{multiplayer/maps/2p_Caves_of_the_Basilisk.map}"
description= _ "Players must maneuver their units through the divisive terrain of this long-feared region, once the home of a legendary Elder Basilisk. The road to victory is punctuated by the petrified forms of some of Wesnoth's greatest heroes."
id=multiplayer_Basilisk
name= _ "2p - Caves of the Basilisk"
map_data="{multiplayer/maps/2p_Caves_of_the_Basilisk.map}"
description= _ "Players must maneuver their units through the divisive terrain of this long-feared region, once the home of a legendary Elder Basilisk. The road to victory is punctuated by the petrified forms of some of Wesnoth's greatest heroes."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
side=7
colour=5
canrecruit=0
controller=null
allow_player=no
no_leader=yes
team_name=statues
[side]
side=7
colour=5
canrecruit=0
controller=null
allow_player=no
no_leader=yes
team_name=statues
[unit]
{UNIT_STONE "Sky Drake" 19 11}
[unit]
{UNIT_STONE "Sky Drake" 19 11}
unit_description=_ "The winds of the dark sky blew so cold,
unit_description=_ "The winds of the dark sky blew so cold,
The moon was high, the night was old,
Brave was the drake that dared forsake
His home to steal the Basilisk's gold.
@ -90,14 +88,12 @@ The years pass by, the days are old,
Here stands that drake, who dared forsake
His home to steal the Basilisk's gold.
(inscribed by Flametrooper)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Elvish Marksman" 2 12}
[unit]
{UNIT_STONE "Elvish Marksman" 2 12}
unit_description=_ "Slim of Stature, dexterous Hands
unit_description=_ "Slim of Stature, dexterous Hands
- - Seven Stones and Eleven
Left his Foes so slim a Chance
- - Seven Stones and Eleven
@ -105,63 +101,51 @@ Marksman known as Dragonbane
'mongst the Statues here was slain
- - Seven Stones - and the Elven
(inscribed by Gauteamus)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Direwolf Rider" 2 16}
[unit]
{UNIT_STONE "Direwolf Rider" 2 16}
unit_description=_ "Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area's goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
unit_description=_ "Blum Duk was renowned among his goblin clan for having tamed one of the Dire Wolves of the mountains, and he had the courage to match. His leadership and skills alone were what kept the area's goblins alive despite human and elvish menaces. Rumor had it that his wolf had slain fifty men and a hundred Elves.
Thus, when he heard of the awful monster that was inhabiting the area, it was only natural that he ride out alone to face it. All the other goblins expected him to slay the creature easily and drag back its carcass to feast on.
He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in fright. He tried to wheel his wolf around to run away, but it wouldn't move. As the creature stalked towards him, he screamed his last words: Good Gog, dog, are yer legs made of stone?!?
(inscribed by Elvish Pillager)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Sea Serpent" 14 11}
facing=sw
unit_description=_ "He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no other's, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpent's eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
[unit]
{UNIT_STONE "Sea Serpent" 14 11}
facing=sw
unit_description=_ "He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no other's, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpent's eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
(inscribed by Turin)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Grand Knight" 17 13}
facing=sw
unit_description=_ "A brave hero of Wesnoth's Golden Age, this great rider and commander of men came to this evil place while on a raid against the orcs. Caught unaware by the foul creatures, many of his fellows were killed, but he fought valiantly, slaying many a foe. But alas! The foul Basilik turned him to stone even as he slew the last orc. Now all that is left is a stark reminder of his once great bearing and strength.
[unit]
{UNIT_STONE "Grand Knight" 17 13}
facing=sw
unit_description=_ "A brave hero of Wesnoth's Golden Age, this great rider and commander of men came to this evil place while on a raid against the orcs. Caught unaware by the foul creatures, many of his fellows were killed, but he fought valiantly, slaying many a foe. But alas! The foul Basilik turned him to stone even as he slew the last orc. Now all that is left is a stark reminder of his once great bearing and strength.
(inscribed by Fynmiir)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Elder Wose" 21 8}
[unit]
{UNIT_STONE "Elder Wose" 21 8}
unit_description=_ "Bramwythl the Wose was always considered a slow, taciturn fellow, even by other Woses. More than any other Wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the sun's glory.
unit_description=_ "Bramwythl the Wose was always considered a slow, taciturn fellow, even by other Woses. More than any other Wose, he enjoyed simply standing alone in the sun, arms upraised, admiring the beauty of the empty sky. Once, even, he confided in a fellow that his greatest wish was to be able to bask forever in the sun's glory.
However, not long after, the local wose community heard of the approach of a horrible monster, powerful enough to easily destroy the few woses that lived in the area. They quickly moved off (quickly for Woses, anyway), but Bramwythl was left behind - in their haste, no one had remembered to find him and tell him of the danger.
He was taken quite unawares by the Basilisk, and turned to stone before he even recognized the beast. His petrified form still stands there today, warmed by the sun's rays, under an open sky. His greatest wish has been granted.
(inscribed by Elvish Pillager)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Naga Myrmidon" 12 11}
[unit]
{UNIT_STONE "Naga Myrmidon" 12 11}
unit_description=_ "This brave warrior, known as Rilhon amoung the Naga, heard tell of a fabulous treasure that had been lost in these watery caves- a spear whose head was said to have been fashioned from the tooth of Chak'kso Ney'yks, an Elder Basilisk slain long ago by the Elvish hero, Eloralduil. According to the legend, the weapon rested somewhere on the bottom of this very lake (Ruaskkolin Lake, named for a well-known Sea Serpent who made it his home). Having prepared himself for battle with the Serpent, Rilhon met with two rather large surprises. The first was the petrified form of Ruaskkolin the Serpent. The second was the very-much-alive Chak'kso Ney'yks, who was, oddly enough, in possession of all of his teeth.
unit_description=_ "This brave warrior, known as Rilhon amoung the Naga, heard tell of a fabulous treasure that had been lost in these watery caves- a spear whose head was said to have been fashioned from the tooth of Chak'kso Ney'yks, an Elder Basilisk slain long ago by the Elvish hero, Eloralduil. According to the legend, the weapon rested somewhere on the bottom of this very lake (Ruaskkolin Lake, named for a well-known Sea Serpent who made it his home). Having prepared himself for battle with the Serpent, Rilhon met with two rather large surprises. The first was the petrified form of Ruaskkolin the Serpent. The second was the very-much-alive Chak'kso Ney'yks, who was, oddly enough, in possession of all of his teeth.
(inscribed by Paterson)"
[/unit]
[/unit]
[unit]
{UNIT_STONE "Mermaid Siren" 9 10}
facing=sw
unit_description=_ "Through waves and rocky channels
[unit]
{UNIT_STONE "Mermaid Siren" 9 10}
facing=sw
unit_description=_ "Through waves and rocky channels
blue and white
she pulled and pushed the tides
and taught the fishes how to speak to planets
@ -176,10 +160,8 @@ for centuries
she hasn't moved her eyes
(inscribed by MJQ)"
[/unit]
[/side]
[/unit]
[/side]
#undef UNIT_STONE
#undef UNIT_STONE
[/multiplayer]

View file

@ -3,34 +3,34 @@
#
[multiplayer]
id=multiplayer_Charge
name= _ "2p - Charge"
map_data="{multiplayer/maps/2p_Charge.map}"
description= _ "A duel map for super fast play." + _ " Recommended setting of 2 gold per village."
id=multiplayer_Charge
name= _ "2p - Charge"
map_data="{multiplayer/maps/2p_Charge.map}"
description= _ "A duel map for super fast play." + _ " Recommended setting of 2 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[/multiplayer]

View file

@ -3,36 +3,36 @@
#
[multiplayer]
id=multiplayer_Cynsaun_Battlefield
name= _ "2p - Cynsaun Battlefield"
map_data="{multiplayer/maps/2p_Cynsaun_Battlefield.map}"
description= _ "There is much to explore in this vast battlefront, designed for players who favor epic, large-scale duel matches." + _ " Recommended settings of 150 gold and 1 gold per village."
id=multiplayer_Cynsaun_Battlefield
name= _ "2p - Cynsaun Battlefield"
map_data="{multiplayer/maps/2p_Cynsaun_Battlefield.map}"
description= _ "There is much to explore in this vast battlefront, designed for players who favor epic, large-scale duel matches." + _ " Recommended settings of 150 gold and 1 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
gold=150
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
gold=150
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
gold=150
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
gold=150
fog=yes
[/side]
[/multiplayer]

View file

@ -1,32 +1,32 @@
[multiplayer]
id=multiplayer_Den_of_Onis
name= _ "2p - Den of Onis"
description= _ "Danger lurks around every corner in this underground battlefield, a duel map where force and subterfuge meet." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Den_of_Onis.map}"
id=multiplayer_Den_of_Onis
name= _ "2p - Den of Onis"
description= _ "Danger lurks around every corner in this underground battlefield, a duel map where force and subterfuge meet." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Den_of_Onis.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,32 +1,32 @@
[multiplayer]
id=multiplayer_Hamlets
name= _ "2p - Hamlets"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Hamlets.map}"
id=multiplayer_Hamlets
name= _ "2p - Hamlets"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Hamlets.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,32 +1,32 @@
[multiplayer]
id=multiplayer_Hornshark_Island
name= _ "2p - Hornshark Island"
description= _ "Players must navigate the dispersive terrain of this small but topographically dense island." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Hornshark_Island.map}"
id=multiplayer_Hornshark_Island
name= _ "2p - Hornshark Island"
description= _ "Players must navigate the dispersive terrain of this small but topographically dense island." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Hornshark_Island.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,32 +1,32 @@
[multiplayer]
id=multiplayer_Meteor_Lake
name= _ "2p - Meteor Lake"
description= _ "Long ago, a great meteor fell from the heavens, leaving its mark on this coniferous region." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Meteor_Lake.map}"
id=multiplayer_Meteor_Lake
name= _ "2p - Meteor Lake"
description= _ "Long ago, a great meteor fell from the heavens, leaving its mark on this coniferous region." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Meteor_Lake.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,32 +1,32 @@
[multiplayer]
id=multiplayer_Sablestone_Delta
name= _ "2p - Sablestone Delta"
description= _ "Two armies collide on this disjointed coastal landscape of hidden caves and jagged rivers." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Sablestone_Delta.map}"
id=multiplayer_Sablestone_Delta
name= _ "2p - Sablestone Delta"
description= _ "Two armies collide on this disjointed coastal landscape of hidden caves and jagged rivers." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Sablestone_Delta.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,32 +1,32 @@
[multiplayer]
id=multiplayer_Silverhead_Crossing
name= _ "2p - Silverhead Crossing"
description= _ "Players must traverse all manner of terrain in pursuit of victory on this multi-fronted duel map." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Silverhead_Crossing.map}"
id=multiplayer_Silverhead_Crossing
name= _ "2p - Silverhead Crossing"
description= _ "Players must traverse all manner of terrain in pursuit of victory on this multi-fronted duel map." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Silverhead_Crossing.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
fog=yes
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
fog=yes
[/side]
[/multiplayer]

View file

@ -1,96 +1,94 @@
[multiplayer]
#define SULLA_STATUE TYPE X Y FACING DESC
type={TYPE}
user_description= "`~`" + {DESC}
x={X}
y={Y}
facing={FACING}
unrenamable=yes
type={TYPE}
user_description= "`~`" + {DESC}
x={X}
y={Y}
facing={FACING}
unrenamable=yes
[status]
stone=on
[/status]
[status]
stone=on
[/status]
[modifications]
[trait]
id=remove_hp
name=_ "statue"
description=_ "This is a sculpture made of stone."
[effect]
apply_to=hitpoints
increase_total=-100%
[/effect]
[effect]
apply_to=movement
set=0
[/effect]
[/trait]
[/modifications]
[modifications]
[trait]
id=remove_hp
name=_ "statue"
description=_ "This is a sculpture made of stone."
[effect]
apply_to=hitpoints
increase_total=-100%
[/effect]
[effect]
apply_to=movement
set=0
[/effect]
[/trait]
[/modifications]
#enddef
id=multiplayer_Sullas_Ruins
name= _ "2p - Sullas Ruins"
description= _ "Flooded by the seas and battered by the winter elements, only ruins, water and ice now remain in the shadow of this once mighty empire." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Sullas_Ruins.map}"
id=multiplayer_Sullas_Ruins
name= _ "2p - Sullas Ruins"
description= _ "Flooded by the seas and battered by the winter elements, only ruins, water and ice now remain in the shadow of this once mighty empire." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/2p_Sullas_Ruins.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=1
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=8
[/ai]
side=2
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
side=3
colour=5
canrecruit=0
controller=null
allow_player=no
no_leader=yes
team_name=statues
[unit]
{SULLA_STATUE (Great Mage) 10 13 se (_"Statue of Sulla")}
gender=female
unit_description=_ "A stone-carved likeness of Sulla the Great, also known as Sulla the Just, Sulla the Tyrant, Empress of the Sinking Tower, Scion of the Crushing Gales, Lady of the Walking Glacier, Keeper of the Burning Wave, Queen of the Leveling Flame, Sulla the Incinerator, Sulla the Proud and Sulla the Righteous."
[/unit]
[unit]
{SULLA_STATUE Yeti 12 9 sw (_"Statue of Lhun-dup")}
unit_description=_ "A stone-carved likeness of Lhun-dup, Servant of Sulla."
[/unit]
[unit]
{SULLA_STATUE Yeti 15 13 sw (_"Statue of Ri-nzen")}
unit_description=_ "A stone-carved likeness of Ri-nzen, Servant of Sulla."
[/unit]
[unit]
{SULLA_STATUE Yeti 5 14 se (_"Statue of Ten-zin")}
unit_description=_ "A stone-carved likeness of Ten-zin, Servant of Sulla."
[/unit]
[unit]
{SULLA_STATUE Yeti 8 17 se (_"Statue of Lo-bsang")}
unit_description=_ "A stone-carved likeness of Lo-bsang, Servant of Sulla."
[/unit]
[/side]
[side]
side=3
colour=5
canrecruit=0
controller=null
allow_player=no
no_leader=yes
team_name=statues
[unit]
{SULLA_STATUE (Great Mage) 10 13 se (_"Statue of Sulla")}
gender=female
unit_description=_ "A stone-carved likeness of Sulla the Great, also known as Sulla the Just, Sulla the Tyrant, Empress of the Sinking Tower, Scion of the Crushing Gales, Lady of the Walking Glacier, Keeper of the Burning Wave, Queen of the Leveling Flame, Sulla the Incinerator, Sulla the Proud and Sulla the Righteous."
[/unit]
[unit]
{SULLA_STATUE Yeti 12 9 sw (_"Statue of Lhun-dup")}
unit_description=_ "A stone-carved likeness of Lhun-dup, Servant of Sulla."
[/unit]
[unit]
{SULLA_STATUE Yeti 15 13 sw (_"Statue of Ri-nzen")}
unit_description=_ "A stone-carved likeness of Ri-nzen, Servant of Sulla."
[/unit]
[unit]
{SULLA_STATUE Yeti 5 14 se (_"Statue of Ten-zin")}
unit_description=_ "A stone-carved likeness of Ten-zin, Servant of Sulla."
[/unit]
[unit]
{SULLA_STATUE Yeti 8 17 se (_"Statue of Lo-bsang")}
unit_description=_ "A stone-carved likeness of Lo-bsang, Servant of Sulla."
[/unit]
[/side]
[/multiplayer]
#undef SULLA_STATUE

File diff suppressed because it is too large Load diff

View file

@ -1,42 +1,42 @@
# no idea who created this (1v1v1hex) or when, revised by Becephalus 01/06
[multiplayer]
id=multiplayer_Island_of_the_Horatii
name= _ "3p - Island of the Horatii"
description= _ "Controlling the central island is often the key to victory in this 21x21hex 3 player free for all map." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/3p_Island_of_the_Horatii.map}"
id=multiplayer_Island_of_the_Horatii
name= _ "3p - Island of the Horatii"
description= _ "Controlling the central island is often the key to victory in this 21x21hex 3 player free for all map." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/3p_Island_of_the_Horatii.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=12
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=3
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=3
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[/multiplayer]

View file

@ -1,40 +1,40 @@
[multiplayer]
id=multiplayer_3p_Morituri
name= _ "3p - Morituri"
description= _ "Only one faction will emerge victorious from this tightly bordered three-player map." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/3p_Morituri.map}"
id=multiplayer_3p_Morituri
name= _ "3p - Morituri"
description= _ "Only one faction will emerge victorious from this tightly bordered three-player map." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/3p_Morituri.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=12
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=3
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=3
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[/multiplayer]

View file

@ -1,40 +1,40 @@
[multiplayer]
id=multiplayer_Triple_Blitz
name= _ "3p - Triple Blitz"
description= _ "Three players come head to head on this water-cut battlefield." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/3p_Triple_Blitz.map}"
id=multiplayer_Triple_Blitz
name= _ "3p - Triple Blitz"
description= _ "Three players come head to head on this water-cut battlefield." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/3p_Triple_Blitz.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=12
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=3
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=2
canrecruit=1
controller=human
team_name=east
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=12
[/ai]
side=3
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[/multiplayer]

View file

@ -1,50 +1,50 @@
[multiplayer]
id=multiplayer_Blue_Water_Province
name= _ "4p - Blue Water Province"
description= _ "It has been said that Bluewater Province has been destroyed and rebuilt some twenty times. Now, as armies once again converge on the rocky streams and snowcapped mountains of this small province, its villagers hardly seem to take notice." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/4p_Blue_Water_Province.map}"
id=multiplayer_Blue_Water_Province
name= _ "4p - Blue Water Province"
description= _ "It has been said that Bluewater Province has been destroyed and rebuilt some twenty times. Now, as armies once again converge on the rocky streams and snowcapped mountains of this small province, its villagers hardly seem to take notice." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/4p_Blue_Water_Province.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
team_name=Team 1
user_team_name= _ "teamname^Team 1"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
team_name=Team 2
user_team_name= _ "teamname^Team 2"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
team_name=Team 2
user_team_name= _ "teamname^Team 2"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
team_name=Team 1
user_team_name= _ "teamname^Team 1"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
team_name=Team 1
user_team_name= _ "teamname^Team 1"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
team_name=Team 2
user_team_name= _ "teamname^Team 2"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
team_name=Team 2
user_team_name= _ "teamname^Team 2"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
team_name=Team 1
user_team_name= _ "teamname^Team 1"
[/side]
[/multiplayer]

View file

@ -1,52 +1,52 @@
# revised by Becephalus 05/06
[multiplayer]
id=multiplayer_Castle_Hopping_Isle
name= _ "4p - Castle Hopping Isle"
map_data="{multiplayer/maps/4p_Castle_Hopping_Isle.map}"
description= _ "Hop from castle to castle while fighting over a central isle." + _ " Recommended setting of 2 gold per village."
id=multiplayer_Castle_Hopping_Isle
name= _ "4p - Castle Hopping Isle"
map_data="{multiplayer/maps/4p_Castle_Hopping_Isle.map}"
description= _ "Hop from castle to castle while fighting over a central isle." + _ " Recommended setting of 2 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
team_name=East
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
team_name=West
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
team_name=West
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
team_name=East
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
team_name=East
user_team_name= _ "teamname^East"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
team_name=West
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
team_name=West
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
team_name=East
user_team_name= _ "teamname^East"
[/side]
[/multiplayer]

View file

@ -1,50 +1,50 @@
[multiplayer]
id=multiplayer_Clash
name= _ "4p - Clash"
map_data="{multiplayer/maps/4p_Clash.map}"
description= _ "Small map for 2 vs. 2." + _ " Recommended setting of 2 gold per village."
id=multiplayer_Clash
name= _ "4p - Clash"
map_data="{multiplayer/maps/4p_Clash.map}"
description= _ "Small map for 2 vs. 2." + _ " Recommended setting of 2 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,54 +1,54 @@
[multiplayer]
id=multiplayer_4p_Hamlets
name= _ "4p - Hamlets"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/4p_Hamlets.map}"
id=multiplayer_4p_Hamlets
name= _ "4p - Hamlets"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/4p_Hamlets.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
gold=75
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
gold=75
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
gold=75
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
gold=75
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
gold=75
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
gold=75
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
gold=75
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
gold=75
team_name=north
user_team_name= _ "teamname^North"
[/side]
[/multiplayer]

View file

@ -1,56 +1,56 @@
# created by Becephalus 01/06, revised by Bec 5/06
[multiplayer]
id=multiplayer_Isars_Cross
name= _ "4p - Isar's Cross"
map_data="{multiplayer/maps/4p_Isars_Cross.map}"
description= _ "A very small 2 vs. 2 map. Close quarters fighting means the successful rotation of units and planning of moves is important. Teams set for players 1&4 vs. 2&3 (northeast vs. southwest). Designed for 75 starting gold, 20 villages."
id=multiplayer_Isars_Cross
name= _ "4p - Isar's Cross"
map_data="{multiplayer/maps/4p_Isars_Cross.map}"
description= _ "A very small 2 vs. 2 map. Close quarters fighting means the successful rotation of units and planning of moves is important. Teams set for players 1&4 vs. 2&3 (northeast vs. southwest). Designed for 75 starting gold, 20 villages."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
gold=75
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
gold=75
[/side]
[/multiplayer]

View file

@ -1,56 +1,56 @@
# original map by telex4, recreated by Becephalus 1/06, revised bex 05/06
[multiplayer]
id=multiplayer_King_of_the_Hill
name= _ "4p - King of the Hill"
map_data="{multiplayer/maps/4p_King_of_the_Hill.map}"
description= _ "Controlling the area around the central keep is very lucrative in this 36X36 4 player FFA map. Works fine 2 vs. 2 as well. There are 36 villages." + _ " Recommended setting of 2 gold per village and 150 starting gold."
id=multiplayer_King_of_the_Hill
name= _ "4p - King of the Hill"
map_data="{multiplayer/maps/4p_King_of_the_Hill.map}"
description= _ "Controlling the area around the central keep is very lucrative in this 36X36 4 player FFA map. Works fine 2 vs. 2 as well. There are 36 villages." + _ " Recommended setting of 2 gold per village and 150 starting gold."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=north-west
user_team_name= _ "teamname^North-West"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=north-west
user_team_name= _ "teamname^North-West"
canrecruit=1
controller=human
gold=150
[/side]
[/multiplayer]

View file

@ -1,42 +1,42 @@
[multiplayer]
id=multiplayer_Lagoon
name= _ "4p - Lagoon"
description= _ "Four factions contend for dominance over this watery settlement." + _ " Recommended setting of 1 gold per village."
map_data="{multiplayer/maps/4p_Lagoon.map}"
id=multiplayer_Lagoon
name= _ "4p - Lagoon"
description= _ "Four factions contend for dominance over this watery settlement." + _ " Recommended setting of 1 gold per village."
map_data="{multiplayer/maps/4p_Lagoon.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,58 +1,58 @@
# created by Becephalus 12/05, revised by Bec 01/06, revised Bec 05/06
[multiplayer]
id=multiplayer_Loris_River
name= _ "4p - Loris River"
map_data="{multiplayer/maps/4p_Loris_River.map}"
description= _ "A 25x25 2 vs. 2 map centered around a river with keeps in opposite corners. Designed for players 1&4 vs. 2&3. There are 28 villages." + _ " Recommended setting of 2 gold per village."
id=multiplayer_Loris_River
name= _ "4p - Loris River"
map_data="{multiplayer/maps/4p_Loris_River.map}"
description= _ "A 25x25 2 vs. 2 map centered around a river with keeps in opposite corners. Designed for players 1&4 vs. 2&3. There are 28 villages." + _ " Recommended setting of 2 gold per village."
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=north-west
user_team_name= _ "teamname^North-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=north-west
user_team_name= _ "teamname^North-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=north-west
user_team_name= _ "teamname^North-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=north-west
user_team_name= _ "teamname^North-West"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,50 +1,50 @@
[multiplayer]
id=multiplayer_4p_Morituri
name= _ "4p - Morituri"
map_data="{multiplayer/maps/4p_Morituri.map}"
description= _ "Who will emerge from the confines of this perilous battlefield?" + _ " Recommended setting of 2 gold per village."
id=multiplayer_4p_Morituri
name= _ "4p - Morituri"
map_data="{multiplayer/maps/4p_Morituri.map}"
description= _ "Who will emerge from the confines of this perilous battlefield?" + _ " Recommended setting of 2 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,52 +1,52 @@
# created by Becephalus 11/05, revised by Bec 1/06
[multiplayer]
id=multiplayer_Paths_of_Daggers
name= _ "4p - Paths of Daggers"
map_data="{multiplayer/maps/4p_Paths_of_Daggers.map}"
description= _ "A 35X27 2 vs. 2 map with 5 separate paths of engagement. Balanced to be played east vs. west (1&4 vs. 2&3), but works well with any teams or FFA." + _ " Recommended setting of 2 gold per village, 28 villages."
id=multiplayer_Paths_of_Daggers
name= _ "4p - Paths of Daggers"
map_data="{multiplayer/maps/4p_Paths_of_Daggers.map}"
description= _ "A 35X27 2 vs. 2 map with 5 separate paths of engagement. Balanced to be played east vs. west (1&4 vs. 2&3), but works well with any teams or FFA." + _ " Recommended setting of 2 gold per village, 28 villages."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,56 +1,56 @@
# no idea who came up with original map or when, recreated by Becephalus 1/06
[multiplayer]
id=multiplayer_Siege_Castles
name= _ "4p - Siege Castles"
map_data="{multiplayer/maps/4p_Siege_Castles.map}"
description= _ "40X30 4 player map where 4 mighty castles face off at the convergence of two rivers. Works well as 2 vs. 2 or FFA. There are approximately 45 villages." + _ " Recommended setting of 2 gold per village and 150 starting gold."
id=multiplayer_Siege_Castles
name= _ "4p - Siege Castles"
map_data="{multiplayer/maps/4p_Siege_Castles.map}"
description= _ "40X30 4 player map where 4 mighty castles face off at the convergence of two rivers. Works well as 2 vs. 2 or FFA. There are approximately 45 villages." + _ " Recommended setting of 2 gold per village and 150 starting gold."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
team_name=north-west
user_team_name= _ "teamname^North-West"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
team_name=north-east
user_team_name= _ "teamname^North-East"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
team_name=south-east
user_team_name= _ "teamname^South-East"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
team_name=south-west
user_team_name= _ "teamname^South-West"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
team_name=north-west
user_team_name= _ "teamname^North-West"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
team_name=north-east
user_team_name= _ "teamname^North-East"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
team_name=south-east
user_team_name= _ "teamname^South-East"
gold=150
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
team_name=south-west
user_team_name= _ "teamname^South-West"
gold=150
[/side]
[/multiplayer]

View file

@ -8,139 +8,138 @@
#enddef
#define MPWILD_WALKING_CORPSE X Y VARIATION
[unit]
type=Walking Corpse
side=5
x={X}
y={Y}
variation={VARIATION}
[/unit]
[unit]
type=Walking Corpse
side=5
x={X}
y={Y}
variation={VARIATION}
[/unit]
#enddef
[multiplayer]
id=multiplayer_The_Wilderlands
name= _ "4p - The Wilderlands"
description= _ "A vast region of wild, untamed wilderness, its terrain dotted with forests, caves, rivers, and the ruins of ancient fortresses." + _ " Recommended setting of 1 gold per village."
map_data="{multiplayer/maps/4p_The_Wilderlands.map}"
id=multiplayer_The_Wilderlands
name= _ "4p - The Wilderlands"
description= _ "A vast region of wild, untamed wilderness, its terrain dotted with forests, caves, rivers, and the ruins of ancient fortresses." + _ " Recommended setting of 1 gold per village."
map_data="{multiplayer/maps/4p_The_Wilderlands.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_value=0
[/ai]
side=5
canrecruit=1
controller=human
description=_ "Monsters"
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_value=0
[/ai]
side=5
canrecruit=1
controller=human
description=_ "Monsters"
[/side]
[event]
name=prestart
[if]
[have_unit]
side=5
[/have_unit]
[then]
[kill]
animate=no
fire_event=no
side=5
[/kill]
{MPWILD_UNIT 38 36 (Sea Serpent)}
{MPWILD_UNIT 6 20 (Cuttle Fish)}
{MPWILD_UNIT 59 60 (Yeti)}
{MPWILD_UNIT 1 48 (Skeletal Dragon)}
{MPWILD_UNIT 32 38 (Giant Scorpion)}
{MPWILD_UNIT 23 43 (Giant Scorpion)}
{MPWILD_UNIT 38 19 (Giant Scorpion)}
{MPWILD_UNIT 27 35 (Giant Scorpion)}
{MPWILD_UNIT 59 23 (Giant Spider)}
{MPWILD_UNIT 58 18 (Giant Spider)}
{MPWILD_UNIT 28 55 (Tentacle of the Deep)}
{MPWILD_UNIT 23 21 (Ogre)}
{MPWILD_UNIT 24 20 (Young Ogre)}
{MPWILD_WALKING_CORPSE 18 18 saurian}
{MPWILD_WALKING_CORPSE 23 13 saurian}
{MPWILD_WALKING_CORPSE 17 14 saurian}
{MPWILD_WALKING_CORPSE 15 14 saurian}
{MPWILD_WALKING_CORPSE 18 15 saurian}
{MPWILD_WALKING_CORPSE 13 14 saurian}
{MPWILD_WALKING_CORPSE 13 16 saurian}
{MPWILD_WALKING_CORPSE 21 16 saurian}
{MPWILD_WALKING_CORPSE 20 13 saurian}
{MPWILD_WALKING_CORPSE 20 14 saurian}
[set_recruit]
side=5
type=""
[/set_recruit]
{MODIFY_UNIT x,y=38,36 canrecruit 1}
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[filter]
canrecruit=1
side=5
[/filter]
[store_unit]
[filter]
side=5
canrecruit=0
[/filter]
variable=newleader
kill=no
[/store_unit]
[if]
[variable]
name=newleader.length
greater_than=0
[/variable]
[then]
{VARIABLE newleader.canrecruit 1}
[unstore_unit]
variable=newleader
[/unstore_unit]
[/then]
[/if]
[/event]
[event]
name=prestart
[if]
[have_unit]
side=5
[/have_unit]
[then]
[kill]
animate=no
fire_event=no
side=5
[/kill]
{MPWILD_UNIT 38 36 (Sea Serpent)}
{MPWILD_UNIT 6 20 (Cuttle Fish)}
{MPWILD_UNIT 59 60 (Yeti)}
{MPWILD_UNIT 1 48 (Skeletal Dragon)}
{MPWILD_UNIT 32 38 (Giant Scorpion)}
{MPWILD_UNIT 23 43 (Giant Scorpion)}
{MPWILD_UNIT 38 19 (Giant Scorpion)}
{MPWILD_UNIT 27 35 (Giant Scorpion)}
{MPWILD_UNIT 59 23 (Giant Spider)}
{MPWILD_UNIT 58 18 (Giant Spider)}
{MPWILD_UNIT 28 55 (Tentacle of the Deep)}
{MPWILD_UNIT 23 21 (Ogre)}
{MPWILD_UNIT 24 20 (Young Ogre)}
{MPWILD_WALKING_CORPSE 18 18 saurian}
{MPWILD_WALKING_CORPSE 23 13 saurian}
{MPWILD_WALKING_CORPSE 17 14 saurian}
{MPWILD_WALKING_CORPSE 15 14 saurian}
{MPWILD_WALKING_CORPSE 18 15 saurian}
{MPWILD_WALKING_CORPSE 13 14 saurian}
{MPWILD_WALKING_CORPSE 13 16 saurian}
{MPWILD_WALKING_CORPSE 21 16 saurian}
{MPWILD_WALKING_CORPSE 20 13 saurian}
{MPWILD_WALKING_CORPSE 20 14 saurian}
[set_recruit]
side=5
type=""
[/set_recruit]
{MODIFY_UNIT x,y=38,36 canrecruit 1}
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[filter]
canrecruit=1
side=5
[/filter]
[store_unit]
[filter]
side=5
canrecruit=0
[/filter]
variable=newleader
kill=no
[/store_unit]
[if]
[variable]
name=newleader.length
greater_than=0
[/variable]
[then]
{VARIABLE newleader.canrecruit 1}
[unstore_unit]
variable=newleader
[/unstore_unit]
[/then]
[/if]
[/event]
[/multiplayer]
#undef MPWILD_UNIT

View file

@ -1,52 +1,52 @@
# created by Becephalus 04/07
[multiplayer]
id=multiplayer_Xanthe_Chaos
name= _ "4p - Xanthe Chaos"
map_data="{multiplayer/maps/4p_Xanthe_Chaos.map}"
description= _ "A 24X28 2 vs. 2 map with auxiliary keeps, and a large messy battle in the center common."
id=multiplayer_Xanthe_Chaos
name= _ "4p - Xanthe Chaos"
map_data="{multiplayer/maps/4p_Xanthe_Chaos.map}"
description= _ "A 24X28 2 vs. 2 map with auxiliary keeps, and a large messy battle in the center common."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=1
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=2
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=3
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=16
[/ai]
side=4
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,65 +1,65 @@
[multiplayer]
id=multiplayer_Auction-X
name= _ "5p - Auction-X"
map_data="{multiplayer/maps/5p_Auction-X.map}"
description= _ "4 players surround a central keep, play vs the AI survival style, or as a FFA or 4 vs. 1. The center player will need more gold in a 4 vs. 1 or FFA, and the best way to determine how much is an auction, LOWEST bid wins. It is a very small map so 75 gold is recommended for the other players."
id=multiplayer_Auction-X
name= _ "5p - Auction-X"
map_data="{multiplayer/maps/5p_Auction-X.map}"
description= _ "4 players surround a central keep, play vs the AI survival style, or as a FFA or 4 vs. 1. The center player will need more gold in a 4 vs. 1 or FFA, and the best way to determine how much is an auction, LOWEST bid wins. It is a very small map so 75 gold is recommended for the other players."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=20
[/ai]
side=1
gold=75
canrecruit=1
controller=human
team_name=northeast
user_team_name= _ "teamname^Northeast"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=2
gold=75
canrecruit=1
controller=human
team_name=southeast
user_team_name= _ "teamname^Southeast"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=3
gold=75
canrecruit=1
controller=human
team_name=southwest
user_team_name= _ "teamname^Southwest"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=4
gold=75
canrecruit=1
controller=human
team_name=northwest
user_team_name= _ "teamname^Northwest"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=5
gold=400
canrecruit=1
controller=human
team_name=center
user_team_name= _ "teamname^Center"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=1
gold=75
canrecruit=1
controller=human
team_name=northeast
user_team_name= _ "teamname^Northeast"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=2
gold=75
canrecruit=1
controller=human
team_name=southeast
user_team_name= _ "teamname^Southeast"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=3
gold=75
canrecruit=1
controller=human
team_name=southwest
user_team_name= _ "teamname^Southwest"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=4
gold=75
canrecruit=1
controller=human
team_name=northwest
user_team_name= _ "teamname^Northwest"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=5
gold=400
canrecruit=1
controller=human
team_name=center
user_team_name= _ "teamname^Center"
[/side]
[/multiplayer]

View file

@ -1,60 +1,60 @@
[multiplayer]
id=multiplayer_Forest_of_Fear
name= _ "5p - Forest of Fear"
map_data="{multiplayer/maps/5p_Forest_of_Fear.map}"
description= _ "In this mixed landscape, five armies battle for supremacy."
id=multiplayer_Forest_of_Fear
name= _ "5p - Forest of Fear"
map_data="{multiplayer/maps/5p_Forest_of_Fear.map}"
description= _ "In this mixed landscape, five armies battle for supremacy."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=20
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=2
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=3
canrecruit=1
controller=human
team_name=south-east
user_team_name= _ "teamname^South-East"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=4
canrecruit=1
controller=human
team_name=north-east
user_team_name= _ "teamname^North-East"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=5
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=1
canrecruit=1
controller=human
team_name=north
user_team_name= _ "teamname^North"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=2
canrecruit=1
controller=human
team_name=west
user_team_name= _ "teamname^West"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=3
canrecruit=1
controller=human
team_name=south-east
user_team_name= _ "teamname^South-East"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=4
canrecruit=1
controller=human
team_name=north-east
user_team_name= _ "teamname^North-East"
[/side]
[side]
[ai]
villages_per_scout=20
[/ai]
side=5
canrecruit=1
controller=human
team_name=south
user_team_name= _ "teamname^South"
[/side]
[/multiplayer]

View file

@ -1,70 +1,69 @@
[multiplayer]
id=multiplayer_Amohsad_Caldera
name= _ "6p - Amohsad Caldera"
description= _ "Only a true tactician will survive in this deadly and confining battlefield, where six boxed-in armies come to a head." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/6p_Amohsad_Caldera.map}"
id=multiplayer_Amohsad_Caldera
name= _ "6p - Amohsad Caldera"
description= _ "Only a true tactician will survive in this deadly and confining battlefield, where six boxed-in armies come to a head." + _ " Recommended setting of 2 gold per village."
map_data="{multiplayer/maps/6p_Amohsad_Caldera.map}"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,71 +1,70 @@
[multiplayer]
id=multiplayer_Crusaders_Field
name= _ "6p - Crusaders' Field"
map_data="{multiplayer/maps/6p_Crusaders_Field.map}"
description= _ "The rallying cries of battle can once again be heard on this time-worn field of war, where the ghosts of thousands of brave warriors float invisibly through the mountains, trees and rivers." + _ " Recommended setting of 1 gold per village."
id=multiplayer_Crusaders_Field
name= _ "6p - Crusaders' Field"
map_data="{multiplayer/maps/6p_Crusaders_Field.map}"
description= _ "The rallying cries of battle can once again be heard on this time-worn field of war, where the ghosts of thousands of brave warriors float invisibly through the mountains, trees and rivers." + _ " Recommended setting of 1 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,71 +1,70 @@
[multiplayer]
id=multiplayer_Hexcake
name= _ "6p - Hexcake"
map_data="{multiplayer/maps/6p_Hexcake.map}"
description= _ "2 vs. 2 or 3 vs. 3 team game."
id=multiplayer_Hexcake
name= _ "6p - Hexcake"
map_data="{multiplayer/maps/6p_Hexcake.map}"
description= _ "2 vs. 2 or 3 vs. 3 team game."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=north-east
user_team_name= _ "teamname^North-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,127 +1,126 @@
#define TS_MAP_DATA
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ss , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ww , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ss , Ss , Gs , Ss , Ww , Xu , Xu , _s , _s , _s , Xu , Xu , Ww , Ww , Dd , Ww , Ww , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ss , Ss , Ss^Vhs , Gs^Ft , Mm , Gs , Gs , Ww , Ww , Xu , Xu , Xu , Ww , Ww , Gs^Ft , Dd , Dd^Do , Dd , Gs , Ww , Ss , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ww , Ss , Ww , Ss , Gs , Hh , Re , Gs , Hh , Gs^Ft , Gs^Ft , Ww , Xu , Ww , Gs^Fp , Gs , Gs , Hd , Md , Hd , Gs^Ft , Ww , Ww , Ss , Ss , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ww , Ww , Gs , Ww , Ds , Ww , Ww^Bw/ , Re , Gs^Ft , Re , Re , Gs^Vht , Gs , Ww , Xu , Ww , Gg^Ve , Gg , Gg , Gs^Ft , Re , Re , Re , Ds , Ww , Ss , Ss^Vhs , Ss , Ss , Xu , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Ww , Dd , Dd , Hd , Gs^Ft , Re , Re , Ds , Ww , Ww , Gs , Re , Gs , Wwf , Ww , Xu , Ww , Gg , Hh , Gg , Re , Gg , Gg , Gg , Re , Ww^Bw\ , Gs , Hh , Gs^Ft , Gs , Ss , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Ww , Dd , Dd^Do , Md , Re , Gg , Gg , Ww , Ww , Ww , Hh , Re , Ww , Gs^Fp , Ww , Xu , Ww , Ww , Gs^Fp , Ww , Re , Ww , Ww^Vm , Ww , Ds , Ww , Re , Re , Mm , Gs , Ss , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Ww , Gs^Ft , Hd , Gs^Ft , Re , Gg , Ww^Vm , Wo , Wo , Ww , Gs^Ft , Ww^Bw| , Ww , Gg , Ww , Xu , Ww , Gs^Fp , Wwf , Gg , Ww^Bw| , Ww , Wo , Wo , Ww , Ww , Gs^Ft , Re , Gs , Gs , Ww , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Ww , Gs , Gs , Gg , Re , Re , Ww , Ww , Ww , Gs^Fp , Ww , Rr , Ww , Wwf , Ww , Xu , Ww , Gg , Gg , Rr , Rr , Hh , Ww , Ww , Ww , Hh , Gs , Re , Hh , Gs^Ft , Ww , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Ww , Gs^Fp , Gg , Hh , Gg , Ww , Ww^Bw\ , Rr , Hh , Mm^Vhh , Hh , Rr , Gs^Fp , Gg , Ww , Xu , Ww , Gg , Hh , Rr , Gs^Fp , Mm^Vhh , Gs^Fp , Ww , Gs^Ft , Re , Re , Gs , Gs^Vht , Gs^Ft , Ww , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , Xu , Ww , Ww , Gg^Ve , Gg , Gs^Fp , Wwf , Gg , Rr , Gs^Fp , Rr , Rr , Gg , Gg , Gg , Ww , Xu , Ww , Gg , Gg , Gg , Rr , Rr , Hh , Rr , Ww^Bw/ , Ww , Ww , Wwf , Gs , Ww , Ww , Xu , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , Xu , Xu , Ww , Xu , Xu , Ww , Ww , Ww , Gs^Fp , Gg , Hh , Rr , Gg , Rr , Ch , Hh , Gg , Ww , Xu , Ww , Gg , Gs^Fp , Ch , Rr , Gg , Rr , Gs^Fp , Ww , Gg , Gs^Fp , Ww , Ww , Xu , Xu , Ww , Xu , Xu , _s , _s , _s , _s , _s
_s , _s , _s , Xu , Xu , Ww , Ww , Gs^Ft , Ww , Ww , Xu , Xu , Ww , Ww , Gg , Gg , Gg , Gs^Fp , Ch , 2 Kh , Ch , Gg , Ww , Xu , Ww , Gg , Ch , 3 Kh , Ch , Hh , Gg , Gg , Wwf , Ww , Ww , Xu , Xu , Ww , Ww , Gs^Fp , Ww , Ww , Xu , Xu , _s , _s , _s
_s , Xu , Xu , Ss , Ww , Gs , Gs^Ft , Gs^Vht , Gs , Wwf , Ww , Ww , Xu , Xu , Ww , Ww , Gg , Gg , Ch , Ww , Ww , Ww , Ww , Xu , Ww , Ww , Ww , Ww , Ch , Gg , Gg , Ww , Ww , Xu , Xu , Ww , Ww , Gg , Gg^Ve , Gg , Gs , Gs^Ft , Ww , Ww , Xu , Xu , _s
_s , Xu , Ss , Gs , Gs , Gs , Hh , Re , Gs , Ww , Gs^Fp , Gg , Ww , Ww , Xu , Xu , Ww , Ww , Gg , Ww , Wo , Xu , Xu , Ql , Xu , Xu , Wo , Ww , Gg , Ww , Ww , Xu , Xu , Ww , Ww , Gs^Fp , Ww , Gs^Fp , Hh , Gg , Gs , Hd , Dd , Dd , Ww , Xu , _s
_s , Xu , Ss , Gs^Ft , Mm , Re , Re , Gs , Re , Re , Ww , Ww , Wwf , Gg , Ww , Ww , Xu , Xu , Ww , Xu , Xu , Xu , Ql , Xu , Ql , Xu , Xu , Xu , Ww , Xu , Xu , Ww , Ww , Gg , Gg , Gg , Wwf , Ww , Gg , Re , Gs^Ft , Md , Dd^Do , Dd , Ww , Xu , _s
_s , Xu , Ss , Ss^Vhs , Hh , Re , Gs^Ft , Ww , Hh , Gs^Ft , Ww^Bw\ , Rr , Gs^Fp , Gg , Gg , Gg , Ww , Ww , Xu , Ql , Ql , Ql , Ql , Xu , Ql , Ql , Ql , Ql , Xu , Ww , Ww , Gg , Gg , Gg , Hh , Rr , Gg , Ww^Bw/ , Re , Gg , Re , Re , Hd , Gs , Ww , Xu , _s
_s , Xu , Ss , Ss , Gs , Ww^Bw| , Ww , Ww , Ww , Ww , Ww , Hh , Rr , Gg , Hh , Ch , Gg , Ww , Xu , Ql , Xu , Xu , Xu , Uu^Ii , Xu , Xu , Xu , Ql , Xu , Ww , Gg , Ch , Gs^Fp , Gg , Rr , Gs^Fp , Rr , Ww , Ww , Ww^Vm , Gg , Re , Gs^Ft , Ww , Ww , Xu , _s
_s , Xu , Ss , Ww , Ww , Re , Ds , Ww , Wo , Ww , Gs^Fp , Mm^Vhh , Rr , Rr , Ch , 7 Kh , Ww , Wo , Xu , Xu , Ql , Xu , Uu^Ii , 1 Kh , Uu^Ii , Xu , Ql , Xu , Xu , Wo , Ww , 4 Kh , Ch , Rr , Rr , Mm^Vhh , Hh , Ww , Wo , Ww , Gg , Re , Ds , Ww , Ss , Xu , _s
_s , Xu , Ss , Ww , Ds , Re , Gg , Ww^Vm , Wo , Ww , Hh , Gs^Fp , Rr , Gg , Ch , Ch , Ww , Ww , Xu , Ql , Ql , Xu , Uu^Ii , Uu^Ii , Uu^Ii , Xu , Ql , Ql , Xu , Ww , Ww , Ch , Ch , Gg , Rr , Hh , Gs^Fp , Ww , Wo , Ww , Ds , Ww^Bw| , Ww , Ss , Ss , Xu , _s
_s , Xu , Ww , Gs , Gs^Ft , Re , Gg , Gg , Ww , Ww^Bw/ , Rr , Rr , Rr , Gg , Gs^Fp , Gg , Gg , Ww , Xu , Ql , Xu , Ql , Xu , Xu , Xu , Ql , Xu , Ql , Xu , Ww , Gg , Gg , Hh , Gg , Rr , Rr , Ww , Gs^Ft , Ww , Ww , Ww , Re , Gs , Ss^Vhs , Ss , Xu , _s
_s , Xu , Ww , Dd , Hd , Md , Re , Re , Re , Ww , Gg , Gg , Hh , Gg , Gg , Ww , Ww , Xu , Xu , Xu , Ql , Xu , Ql , Xu , Ql , Xu , Ql , Xu , Xu , Xu , Ww , Ww , Gg , Gg , Gs^Fp , Ww , Ww^Bw\ , Re , Hh , Gs , Gs^Ft , Re , Hh , Gs^Ft , Ss , Xu , _s
_s , Xu , Ww , Dd , Dd^Do , Hd , Gs^Ft , Gg , Gg , Gs^Fp , Wwf , Gs^Fp , Gg , Ww , Ww , Xu , Xu , Ww , Ww , Ww , Xu , Xu , Ql , Ql , Ql , Xu , Xu , Ww , Ww , Ww , Xu , Xu , Ww , Ww , Wwf , Gg , Ww , Ww , Re , Re , Re , Gs , Mm , Gs , Ss , Xu , _s
_s , Xu , Ww , Ww , Dd , Gs^Ft , Gs , Gg , Hh , Gg , Ww , Ww , Ww , Xu , Xu , Ww , Ww , Gg , Gg , Ww , Wo , Ww , Xu , Xu , Xu , Ww , Wo , Ww , Gg , Gg , Ww , Ww , Xu , Xu , Ww , Ww , Gs^Fp , Wwf , Gs , Gs^Vht , Hh , Gs , Gs , Ss , Ss , Xu , _s
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#enddef
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_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Ww , Ww , Ww , Xu , Xu , _s , _s , _s , _s , _s , Xu , Xu , Ss , Ss , Ss , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , Xu , Xu , Xu , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
#enddef
#define TS_WALL_MASK_NORTH
Ww , Ww , Ww
Gs , Ww , Gg
Ww , Ww , Gg
Gg , Gg , Ww
Mm , Hh , Gg
Gs^Fp , Gg , Gg
Ww , Ww , Gg
Gg , Wwf , Gs^Fp
Gg , Wwf , Gg
Gs^Fp , Ww , Gg
Ww , Xu , Ww
#enddef
Ww , Ww , Ww
Gs , Ww , Gg
Ww , Ww , Gg
Gg , Gg , Ww
Mm , Hh , Gg
Gs^Fp , Gg , Gg
Ww , Ww , Gg
Gg , Wwf , Gs^Fp
Gg , Wwf , Gg
Gs^Fp , Ww , Gg
Ww , Xu , Ww
#enddef
#define TS_WALL_MASK_NORTH_EAST
_s , _s , _s , _s , _s , _s , _s , _s , _s , Gs , Ww , _s
_s , _s , _s , _s , _s , _s , _s , Gg , Ww , Ww , Ww , Ww
_s , _s , _s , _s , _s , Gs^Fp , Mm , Gg , Ww , Gg , Gg , _s
_s , _s , _s , Gg , Ww , Gg , Hh , Gg , Ww , _s , _s , _s
_s , Gs^Fp , Gg , Wwf , Ww , Gg , Gg , _s , _s , _s , _s , _s
Ww , Ww , Wwf , Gg , Gs^Fp , _s , _s , _s , _s , _s , _s , _s
Xu , Ww , Gg , _s , _s , _s , _s , _s , _s , _s , _s , _s
#enddef
_s , _s , _s , _s , _s , _s , _s , _s , _s , Gs , Ww , _s
_s , _s , _s , _s , _s , _s , _s , Gg , Ww , Ww , Ww , Ww
_s , _s , _s , _s , _s , Gs^Fp , Mm , Gg , Ww , Gg , Gg , _s
_s , _s , _s , Gg , Ww , Gg , Hh , Gg , Ww , _s , _s , _s
_s , Gs^Fp , Gg , Wwf , Ww , Gg , Gg , _s , _s , _s , _s , _s
Ww , Ww , Wwf , Gg , Gs^Fp , _s , _s , _s , _s , _s , _s , _s
Xu , Ww , Gg , _s , _s , _s , _s , _s , _s , _s , _s , _s
#enddef
#define TS_WALL_MASK_NORTH_WEST
_s , _s , Ww , Gg , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , Ww , Ww , Ww , Gg , Ww , _s , _s , _s , _s , _s , _s , _s
_s , _s , Gs , Ww , Ww , Gg , Gg , Gg , _s , _s , _s , _s , _s
_s , _s , _s , _s , Gg , Mm , Hh , Gg , Gg , Gs^Fp , _s , _s , _s
_s , _s , _s , _s , _s , _s , Gs^Fp , Ww , Ww , Wwf , Gg , Gg , _s
_s , _s , _s , _s , _s , _s , _s , _s , Gg , Gg , Wwf , Ww , Ww
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Gs^Fp , Ww , Xu
#enddef
_s , _s , Ww , Gg , _s , _s , _s , _s , _s , _s , _s , _s , _s
_s , Ww , Ww , Ww , Gg , Ww , _s , _s , _s , _s , _s , _s , _s
_s , _s , Gs , Ww , Ww , Gg , Gg , Gg , _s , _s , _s , _s , _s
_s , _s , _s , _s , Gg , Mm , Hh , Gg , Gg , Gs^Fp , _s , _s , _s
_s , _s , _s , _s , _s , _s , Gs^Fp , Ww , Ww , Wwf , Gg , Gg , _s
_s , _s , _s , _s , _s , _s , _s , _s , Gg , Gg , Wwf , Ww , Ww
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Gs^Fp , Ww , Xu
#enddef
#define TS_WALL_MASK_SOUTH
_s , Xu , _s
Ww , Ww , Ww
Gg , Wwf , Gs^Fp
Gg , Wwf , Gg
Gs^Fp , Ww , Gg
Gg , Gg , Ww
Gg , Hh , Gs^Fp
Gg , Gg , Mm
Ww , Ww , Gg
Gg , Ww , Ww
Gg , Ww , Gs
Ww , _s , Ww
#enddef
_s , Xu , _s
Ww , Ww , Ww
Gg , Wwf , Gs^Fp
Gg , Wwf , Gg
Gs^Fp , Ww , Gg
Gg , Gg , Ww
Gg , Hh , Gs^Fp
Gg , Gg , Mm
Ww , Ww , Gg
Gg , Ww , Ww
Gg , Ww , Gs
Ww , _s , Ww
#enddef
#define TS_WALL_MASK_SOUTH_EAST
_s , Ww , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
Xu , Ww , Gs^Fp , Gg , _s , _s , _s , _s , _s , _s , _s , _s
Ww , Gg , Wwf , Wwf , Gg , Ww , _s , _s , _s , _s , _s , _s
_s , _s , Gg , Gs^Fp , Ww , Gg , Gs^Fp , Mm , _s , _s , _s , _s
_s , _s , _s , _s , Gg , Gg , Hh , Gg , Gg , Ww , _s , _s
_s , _s , _s , _s , _s , _s , Gg , Ww , Ww , Ww , Gs , Ww
_s , _s , _s , _s , _s , _s , _s , _s , Gg , Gg , Ww , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Ww , _s
#enddef
_s , Ww , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
Xu , Ww , Gs^Fp , Gg , _s , _s , _s , _s , _s , _s , _s , _s
Ww , Gg , Wwf , Wwf , Gg , Ww , _s , _s , _s , _s , _s , _s
_s , _s , Gg , Gs^Fp , Ww , Gg , Gs^Fp , Mm , _s , _s , _s , _s
_s , _s , _s , _s , Gg , Gg , Hh , Gg , Gg , Ww , _s , _s
_s , _s , _s , _s , _s , _s , Gg , Ww , Ww , Ww , Gs , Ww
_s , _s , _s , _s , _s , _s , _s , _s , Gg , Gg , Ww , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Ww , _s
#enddef
#define TS_WALL_MASK_SOUTH_WEST
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Ww , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , Gg , Gg , Ww , Xu
_s , _s , _s , _s , _s , _s , _s , Gg , Gs^Fp , Wwf , Wwf , Gs^Fp , Ww
_s , _s , _s , _s , _s , Gg , Gg , Gg , Ww , Gg , Gg , _s , _s
_s , _s , _s , Gg , Ww , Gg , Hh , Gs^Fp , Ww , _s , _s , _s , _s
_s , Ww , Gg , Ww , Ww , Gg , Mm , _s , _s , _s , _s , _s , _s
_s , _s , Ww , Gs , Ww , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , Ww , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
#enddef
_s , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s , Ww , _s
_s , _s , _s , _s , _s , _s , _s , _s , _s , Gg , Gg , Ww , Xu
_s , _s , _s , _s , _s , _s , _s , Gg , Gs^Fp , Wwf , Wwf , Gs^Fp , Ww
_s , _s , _s , _s , _s , Gg , Gg , Gg , Ww , Gg , Gg , _s , _s
_s , _s , _s , Gg , Ww , Gg , Hh , Gs^Fp , Ww , _s , _s , _s , _s
_s , Ww , Gg , Ww , Ww , Gg , Mm , _s , _s , _s , _s , _s , _s
_s , _s , Ww , Gs , Ww , _s , _s , _s , _s , _s , _s , _s , _s
_s , _s , Ww , _s , _s , _s , _s , _s , _s , _s , _s , _s , _s
#enddef
#define TS_CASTLE_MASK
_s , _s , _s , _s , _s , Gg , _s , _s , _s , Gg , _s , _s , _s , _s , _s
_s , _s , _s , Ch , Ch , Gs^Fp , _s , _s , _s , Gs^Fp , Ch , Ch , _s , _s , _s
_s , _s , Gg , Gs^Fp , Gg , _s , _s , Ww , _s , _s , Gg , Gs^Fp , Gg , _s , _s
_s , _s , _s , _s , _s , Gg , Gs^Fp , Hh , Mm , Gg , _s , _s , _s , _s , _s
_s , _s , _s , Ww , Mm , Gs^Fp , Gg , Ch , Gs^Fp , Gg , Gs^Fp , Ww , _s , _s , _s
Gg , Gs^Fp , _s , Gs^Fp , Hh , Ch , Ch , Ch , Ch , Ch , Hh , Mm , _s , Gs^Fp , Gg
Ch , Gg , _s , Gg , Gg , Ch , Ch , Kh , Ch , Ch , Gs^Fp , Gg , _s , Gg , Ch
Ch , Gs^Fp , _s , Mm , Gs^Fp , Ch , Ch , Ch , Ch , Ch , Gg , Gs^Fp , _s , Gs^Fp , Ch
Gg , _s , _s , Ww , Hh , Gg , Ch , Ch , Ch , Gs^Fp , Hh , Ww , _s , _s , Gg
_s , _s , _s , _s , Gs^Fp , Gg , Gs^Fp , Hh , Gg , Gg , Mm , _s , _s , _s , _s
_s , _s , _s , Gs^Fp , _s , _s , Mm , Ww , Gs^Fp , _s , _s , Gs^Fp , _s , _s , _s
_s , _s , Gg , Ch , Gg , Gs^Fp , _s , _s , _s , Gs^Fp , Gg , Ch , Gg , _s , _s
_s , _s , _s , _s , Ch , Gg , _s , _s , _s , Gg , Ch , _s , _s , _s , _s
#enddef
_s , _s , _s , _s , _s , Gg , _s , _s , _s , Gg , _s , _s , _s , _s , _s
_s , _s , _s , Ch , Ch , Gs^Fp , _s , _s , _s , Gs^Fp , Ch , Ch , _s , _s , _s
_s , _s , Gg , Gs^Fp , Gg , _s , _s , Ww , _s , _s , Gg , Gs^Fp , Gg , _s , _s
_s , _s , _s , _s , _s , Gg , Gs^Fp , Hh , Mm , Gg , _s , _s , _s , _s , _s
_s , _s , _s , Ww , Mm , Gs^Fp , Gg , Ch , Gs^Fp , Gg , Gs^Fp , Ww , _s , _s , _s
Gg , Gs^Fp , _s , Gs^Fp , Hh , Ch , Ch , Ch , Ch , Ch , Hh , Mm , _s , Gs^Fp , Gg
Ch , Gg , _s , Gg , Gg , Ch , Ch , Kh , Ch , Ch , Gs^Fp , Gg , _s , Gg , Ch
Ch , Gs^Fp , _s , Mm , Gs^Fp , Ch , Ch , Ch , Ch , Ch , Gg , Gs^Fp , _s , Gs^Fp , Ch
Gg , _s , _s , Ww , Hh , Gg , Ch , Ch , Ch , Gs^Fp , Hh , Ww , _s , _s , Gg
_s , _s , _s , _s , Gs^Fp , Gg , Gs^Fp , Hh , Gg , Gg , Mm , _s , _s , _s , _s
_s , _s , _s , Gs^Fp , _s , _s , Mm , Ww , Gs^Fp , _s , _s , Gs^Fp , _s , _s , _s
_s , _s , Gg , Ch , Gg , Gs^Fp , _s , _s , _s , Gs^Fp , Gg , Ch , Gg , _s , _s
_s , _s , _s , _s , Ch , Gg , _s , _s , _s , Gg , Ch , _s , _s , _s , _s
#enddef
#define TS_OPEN_MASK_NORTH_WEST
_s, _s, _s, _s, _s
@ -163,129 +162,129 @@ _s , _s , _s , _s , Ch , Gg
#enddef
#define TS_SET_LABELS
{SET_LABEL_PERSISTANT 24 18 (_ "Turn 2: Loyalists")}
{SET_LABEL_PERSISTANT 27 20 (_ "Turn 5: Knalgans")}
{SET_LABEL_PERSISTANT 27 23 (_ "Turn 8: Rebels")}
{SET_LABEL_PERSISTANT 24 24 (_ "Turn 11: Northerners")}
{SET_LABEL_PERSISTANT 21 23 (_ "Turn 14: Drakes")}
{SET_LABEL_PERSISTANT 21 20 (_ "Turn 17: Undead")}
{SET_LABEL_PERSISTANT 24 21 (_ "Tower of Doom")}
{SET_LABEL_PERSISTANT 24 18 (_ "Turn 2: Loyalists")}
{SET_LABEL_PERSISTANT 27 20 (_ "Turn 5: Knalgans")}
{SET_LABEL_PERSISTANT 27 23 (_ "Turn 8: Rebels")}
{SET_LABEL_PERSISTANT 24 24 (_ "Turn 11: Northerners")}
{SET_LABEL_PERSISTANT 21 23 (_ "Turn 14: Drakes")}
{SET_LABEL_PERSISTANT 21 20 (_ "Turn 17: Undead")}
{SET_LABEL_PERSISTANT 24 21 (_ "Tower of Doom")}
#enddef
#define TS_OPEN_WALLS
{EARTHQUAKE (
{IF_ALLIED 7 2 ({MODIFY_TERRAIN_MASK 7 13 ("{TS_WALL_MASK_NORTH_WEST}") ()} )}
{IF_ALLIED 2 3 ({MODIFY_TERRAIN_MASK 23 6 ("{TS_WALL_MASK_NORTH}") ()} )}
{IF_ALLIED 3 4 ({MODIFY_TERRAIN_MASK 29 13 ("{TS_WALL_MASK_NORTH_EAST}") ()} )}
{IF_ALLIED 4 5 ({MODIFY_TERRAIN_MASK 29 23 ("{TS_WALL_MASK_SOUTH_EAST}") ()} )}
{IF_ALLIED 5 6 ({MODIFY_TERRAIN_MASK 23 26 ("{TS_WALL_MASK_SOUTH}") ()} )}
{IF_ALLIED 6 7 ({MODIFY_TERRAIN_MASK 7 23 ("{TS_WALL_MASK_SOUTH_WEST}") ()} )}
)}
{EARTHQUAKE (
{IF_ALLIED 7 2 ({MODIFY_TERRAIN_MASK 7 13 ("{TS_WALL_MASK_NORTH_WEST}") ()} )}
{IF_ALLIED 2 3 ({MODIFY_TERRAIN_MASK 23 6 ("{TS_WALL_MASK_NORTH}") ()} )}
{IF_ALLIED 3 4 ({MODIFY_TERRAIN_MASK 29 13 ("{TS_WALL_MASK_NORTH_EAST}") ()} )}
{IF_ALLIED 4 5 ({MODIFY_TERRAIN_MASK 29 23 ("{TS_WALL_MASK_SOUTH_EAST}") ()} )}
{IF_ALLIED 5 6 ({MODIFY_TERRAIN_MASK 23 26 ("{TS_WALL_MASK_SOUTH}") ()} )}
{IF_ALLIED 6 7 ({MODIFY_TERRAIN_MASK 7 23 ("{TS_WALL_MASK_SOUTH_WEST}") ()} )}
)}
#enddef
#define TS_BUILD_CASTLE
{EARTHQUAKE ({MODIFY_TERRAIN_MASK 17 15 ("{TS_CASTLE_MASK}") ()})}
{EARTHQUAKE ({MODIFY_TERRAIN_MASK 17 15 ("{TS_CASTLE_MASK}") ()})}
#enddef
#define TS_OPEN_CASTLE
{EARTHQUAKE (
{IF_ALIVE 2 ({MODIFY_TERRAIN_MASK 19 16 ("{TS_OPEN_MASK_NORTH_WEST}") ()} )}
{IF_ALIVE 3 ({MODIFY_TERRAIN_MASK 25 17 ("{TS_OPEN_MASK_NORTH_EAST}") ()} )}
{IF_ALIVE 4 ({MODIFY_TERRAIN_MASK 29 20 ("{TS_OPEN_MASK_EAST}") ()} )}
{IF_ALIVE 5 ({MODIFY_TERRAIN_MASK 25 23 ("{TS_OPEN_MASK_SOUTH_EAST}") ()} )}
{IF_ALIVE 6 ({MODIFY_TERRAIN_MASK 19 23 ("{TS_OPEN_MASK_SOUTH_WEST}") ()} )}
{IF_ALIVE 7 ({MODIFY_TERRAIN_MASK 19 20 ("{TS_OPEN_MASK_WEST}") ()} )}
)}
{EARTHQUAKE (
{IF_ALIVE 2 ({MODIFY_TERRAIN_MASK 19 16 ("{TS_OPEN_MASK_NORTH_WEST}") ()} )}
{IF_ALIVE 3 ({MODIFY_TERRAIN_MASK 25 17 ("{TS_OPEN_MASK_NORTH_EAST}") ()} )}
{IF_ALIVE 4 ({MODIFY_TERRAIN_MASK 29 20 ("{TS_OPEN_MASK_EAST}") ()} )}
{IF_ALIVE 5 ({MODIFY_TERRAIN_MASK 25 23 ("{TS_OPEN_MASK_SOUTH_EAST}") ()} )}
{IF_ALIVE 6 ({MODIFY_TERRAIN_MASK 19 23 ("{TS_OPEN_MASK_SOUTH_WEST}") ()} )}
{IF_ALIVE 7 ({MODIFY_TERRAIN_MASK 19 20 ("{TS_OPEN_MASK_WEST}") ()} )}
)}
#enddef
#define TS_SPAWN1 UNIT
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 12 10 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 29 7 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 41 18 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 36 32 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 19 36 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 7 25 () ()})}
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 12 10 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 29 7 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 41 18 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 36 32 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 19 36 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 7 25 () ()})}
#enddef
#define TS_SPAWN2 UNIT
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 19 7 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 36 10 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 41 25 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 29 36 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 12 32 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 7 18 () ()})}
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 19 7 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 36 10 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 41 25 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 29 36 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 12 32 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 7 18 () ()})}
#enddef
#define TS_SWAMP_SPAWN UNIT
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 15 6 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 35 7 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 44 22 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 33 37 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 13 36 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 4 20 () ()})}
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 15 6 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 35 7 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 44 22 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 33 37 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 13 36 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 4 20 () ()})}
#enddef
#define TS_LAKE_SPAWN UNIT
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 17 10 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 32 10 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 39 22 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 31 33 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 16 32 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 9 21 () ()})}
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 17 10 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 32 10 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 39 22 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 31 33 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 16 32 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 9 21 () ()})}
#enddef
#define TS_HOME_SPAWN UNIT
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 18 12 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 30 12 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 36 21 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 30 30 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 18 13 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 12 21 () ()})}
{IF_ALIVE 2 ({CREATE_UNIT 1 ({UNIT}) 18 12 () ()})}
{IF_ALIVE 3 ({CREATE_UNIT 1 ({UNIT}) 30 12 () ()})}
{IF_ALIVE 4 ({CREATE_UNIT 1 ({UNIT}) 36 21 () ()})}
{IF_ALIVE 5 ({CREATE_UNIT 1 ({UNIT}) 30 30 () ()})}
{IF_ALIVE 6 ({CREATE_UNIT 1 ({UNIT}) 18 13 () ()})}
{IF_ALIVE 7 ({CREATE_UNIT 1 ({UNIT}) 12 21 () ()})}
#enddef
#define TS_SPAWNS
{ON_TURN 2 (
{TS_SPAWN1 "Footpad"}{TS_SPAWN1 "Peasant"}
{TS_SPAWN2 "Bowman"}{TS_SPAWN2 "Cavalryman"}
)}
{ON_TURN 5 (
{TS_SPAWN1 "Thief"}{TS_SPAWN1 "Poacher"}
{TS_SPAWN2 "Dwarvish Guardsman"}{TS_SPAWN2 "Dwarvish Fighter"}
)}
{ON_TURN 8 (
{TS_SPAWN1 "Elvish Archer"}{TS_SPAWN1 "Elvish Shaman"}
{TS_LAKE_SPAWN "Merman Hunter"}
{TS_SPAWN2 "Elvish Archer"}
)}
{ON_TURN 11 (
{TS_SPAWN1 "Orcish Slayer"}
{TS_LAKE_SPAWN "Naga Fighter"}
{TS_SPAWN2 "Troll Hero"}{TS_SPAWN2 "Troll Whelp"}
)}
{ON_TURN 14 (
{TS_SPAWN1 "Drake Warrior"}{TS_SPAWN1 "Drake Glider"}
{TS_SPAWN2 "Fire Drake"}{TS_SPAWN2 "Drake Fighter"}
)}
{ON_TURN 17 (
{TS_SPAWN1 "Death Knight"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Vampire Bat"}
{TS_SWAMP_SPAWN "Tentacle of the Deep"}
{TS_SPAWN2 "Lich"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Vampire Bat"}
)}
{ON_TURN 20 (
{TS_SPAWN1 "Drake Enforcer"}
{TS_LAKE_SPAWN "Mermaid Diviner"}{TS_LAKE_SPAWN "Merman Entangler"}
{TS_SPAWN2 "Drake Enforcer"}
)}
{ON_TURN 23 (
{TS_SPAWN1 "Dark Sorcerer"}
{TS_LAKE_SPAWN "Shadow"}{TS_LAKE_SPAWN "Shadow"}{TS_LAKE_SPAWN "Shadow"}
{TS_SPAWN2 "Dark Sorcerer"}
)}
{ON_TURN 26 (
{TS_SPAWN1 "Goblin Rouser"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}
{TS_SWAMP_SPAWN "Cuttle Fish"}
{TS_SPAWN2 "Goblin Rouser"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}
)}
{ON_TURN 2 (
{TS_SPAWN1 "Footpad"}{TS_SPAWN1 "Peasant"}
{TS_SPAWN2 "Bowman"}{TS_SPAWN2 "Cavalryman"}
)}
{ON_TURN 5 (
{TS_SPAWN1 "Thief"}{TS_SPAWN1 "Poacher"}
{TS_SPAWN2 "Dwarvish Guardsman"}{TS_SPAWN2 "Dwarvish Fighter"}
)}
{ON_TURN 8 (
{TS_SPAWN1 "Elvish Archer"}{TS_SPAWN1 "Elvish Shaman"}
{TS_LAKE_SPAWN "Merman Hunter"}
{TS_SPAWN2 "Elvish Archer"}
)}
{ON_TURN 11 (
{TS_SPAWN1 "Orcish Slayer"}
{TS_LAKE_SPAWN "Naga Fighter"}
{TS_SPAWN2 "Troll Hero"}{TS_SPAWN2 "Troll Whelp"}
)}
{ON_TURN 14 (
{TS_SPAWN1 "Drake Warrior"}{TS_SPAWN1 "Drake Glider"}
{TS_SPAWN2 "Fire Drake"}{TS_SPAWN2 "Drake Fighter"}
)}
{ON_TURN 17 (
{TS_SPAWN1 "Death Knight"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Vampire Bat"}
{TS_SWAMP_SPAWN "Tentacle of the Deep"}
{TS_SPAWN2 "Lich"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Vampire Bat"}
)}
{ON_TURN 20 (
{TS_SPAWN1 "Drake Enforcer"}
{TS_LAKE_SPAWN "Mermaid Diviner"}{TS_LAKE_SPAWN "Merman Entangler"}
{TS_SPAWN2 "Drake Enforcer"}
)}
{ON_TURN 23 (
{TS_SPAWN1 "Dark Sorcerer"}
{TS_LAKE_SPAWN "Shadow"}{TS_LAKE_SPAWN "Shadow"}{TS_LAKE_SPAWN "Shadow"}
{TS_SPAWN2 "Dark Sorcerer"}
)}
{ON_TURN 26 (
{TS_SPAWN1 "Goblin Rouser"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}
{TS_SWAMP_SPAWN "Cuttle Fish"}
{TS_SPAWN2 "Goblin Rouser"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}
)}
#enddef
# Ends the game with the result RESULT (can be either victory or defeat)
@ -293,73 +292,72 @@ _s , _s , _s , _s , Ch , Gg
# {ENDGAME victory}
#
#define ENDGAME RESULT
[endlevel]
result={RESULT}
[/endlevel]
[endlevel]
result={RESULT}
[/endlevel]
#enddef
[multiplayer]
id=multiplayer_6p_Team_Survival
name= _ "6p - Team Survival"
map_data="{TS_MAP_DATA}"
id=multiplayer_6p_Team_Survival
name= _ "6p - Team Survival"
map_data="{TS_MAP_DATA}"
description= _ "Scenario where the objective is to survive for as long as possible."
experience_modifier=70
turns=32
turn_at=1
victory_when_enemies_defeated=yes
description= _ "Scenario where the objective is to survive for as long as possible."
experience_modifier=70
turns=32
turn_at=1
victory_when_enemies_defeated=yes
{ON_PRESTART (
{SET_OBJECTIVES 0 (_ "Survive for 32 turns.") (_ "Hint: Learning the enemy spawnpoints and types helps alot.") (
{VICTORY_CONDITION (_ "Survive all enemy attacks.")}
{DEFEAT_CONDITION (_ "Death of your team leaders.")}
)}
)}
{ON_START (
{TS_SET_LABELS}
{TS_OPEN_WALLS}
)}
{ON_PRESTART (
{SET_OBJECTIVES 0 (_ "Survive for 32 turns.") (_ "Hint: Learning the enemy spawnpoints and types helps alot.") (
{VICTORY_CONDITION (_ "Survive all enemy attacks.")}
{DEFEAT_CONDITION (_ "Death of your team leaders.")}
)}
)}
{ON_START (
{TS_SET_LABELS}
{TS_OPEN_WALLS}
)}
{TS_SPAWNS}
{TS_SPAWNS}
{ON_TURN 25 {TS_BUILD_CASTLE}}
{ON_TURN 26 {TS_OPEN_CASTLE}}
{ON_TURN 32 (
{IF_ALIVE 2 ({ENDGAME victory})}
{IF_ALIVE 3 ({ENDGAME victory})}
{IF_ALIVE 4 ({ENDGAME victory})}
{IF_ALIVE 5 ({ENDGAME victory})}
{IF_ALIVE 6 ({ENDGAME victory})}
{IF_ALIVE 7 ({ENDGAME victory})}
)}
{ON_TURN 25 {TS_BUILD_CASTLE}}
{ON_TURN 26 {TS_OPEN_CASTLE}}
{ON_TURN 32 (
{IF_ALIVE 2 ({ENDGAME victory})}
{IF_ALIVE 3 ({ENDGAME victory})}
{IF_ALIVE 4 ({ENDGAME victory})}
{IF_ALIVE 5 ({ENDGAME victory})}
{IF_ALIVE 6 ({ENDGAME victory})}
{IF_ALIVE 7 ({ENDGAME victory})}
)}
{ON_VICTORY (
{MESSAGE narrator (units/elves-wood/shyde.png) (Faery) (_ "Congratulations for surviving the map that so many people claim is impossible. Frankly, I haven't got a clue as to how you did it, so send me the replay by mail to: roze@roze.mine.nu. Thank You!")}
)}
{ON_DEFEAT (
{MESSAGE narrator (units/undead/wraith.png) (Death) (_ "You have lost this game, but fear not. You can always try again. And again. And again. *Muahahaha*")}
)}
{ON_VICTORY (
{MESSAGE narrator (units/elves-wood/shyde.png) (Faery) (_ "Congratulations for surviving the map that so many people claim is impossible. Frankly, I haven't got a clue as to how you did it, so send me the replay by mail to: roze@roze.mine.nu. Thank You!")}
)}
{ON_DEFEAT (
{MESSAGE narrator (units/undead/wraith.png) (Death) (_ "You have lost this game, but fear not. You can always try again. And again. And again. *Muahahaha*")}
)}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_MUSIC_PLAYLIST}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{SIDE_COMPUTER 1 Attacker (_ "Attacker") 1000 47 () (
leader_value=7.0
aggression=0.95
)}
{SIDE_PLAYER 2 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 3 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 4 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 5 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 6 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 7 Defenders (_ "Defender") 125 -2 ()}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{SIDE_COMPUTER 1 Attacker (_ "Attacker") 1000 47 () (
leader_value=7.0
aggression=0.95
)}
{SIDE_PLAYER 2 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 3 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 4 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 5 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 6 Defenders (_ "Defender") 125 -2 ()}
{SIDE_PLAYER 7 Defenders (_ "Defender") 125 -2 ()}
[/multiplayer]
#undef TS_MAP_DATA

View file

@ -1,79 +1,78 @@
# created by becephalus 6/06
[multiplayer]
id=multiplayer_The_Manzivan_Traps
name= _ "6p - The Manzivan Traps"
map_data="{multiplayer/maps/6p_The_Manzivan_Traps.map}"
description= _ "A 40X20 3 vs. 3 map. The Mazivan Traps are widely known as a difficult and confusing area of terrain where it is easy to end up out of position or over extended. Teams set for players 145 vs. 236 (east vs west). Designed for 100 starting gold, has 33 villages."
id=multiplayer_The_Manzivan_Traps
name= _ "6p - The Manzivan Traps"
map_data="{multiplayer/maps/6p_The_Manzivan_Traps.map}"
description= _ "A 40X20 3 vs. 3 map. The Mazivan Traps are widely known as a difficult and confusing area of terrain where it is easy to end up out of position or over extended. Teams set for players 145 vs. 236 (east vs west). Designed for 100 starting gold, has 33 villages."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=east
user_team_name= _ "teamname^East"
canrecruit=1
controller=human
gold=100
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=west
user_team_name= _ "teamname^West"
canrecruit=1
controller=human
gold=100
[/side]
[/multiplayer]

View file

@ -1,79 +1,78 @@
# created by Becephalus 12/05, revised by Bec 5/06
[multiplayer]
id=multiplayer_Waterloo_Sunset
name= _ "6p - Waterloo Sunset"
map_data="{multiplayer/maps/6p_Waterloo_Sunset.map}"
description= _ "A 40X30 3 vs. 3 map. Flexible coordination of your alliance is required to avoid being outnumbered. Teams set for players 145 vs. 236 (north vs. south), but having players 146 or 136 as a team is also interesting. Designed for 150 starting gold, has 44 villages."
id=multiplayer_Waterloo_Sunset
name= _ "6p - Waterloo Sunset"
map_data="{multiplayer/maps/6p_Waterloo_Sunset.map}"
description= _ "A 40X30 3 vs. 3 map. Flexible coordination of your alliance is required to avoid being outnumbered. Teams set for players 145 vs. 236 (north vs. south), but having players 146 or 136 as a team is also interesting. Designed for 150 starting gold, has 44 villages."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=1
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=2
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=3
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=4
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=5
team_name=south
user_team_name= _ "teamname^South"
canrecruit=1
controller=human
gold=150
[/side]
[side]
[ai]
villages_per_scout=24
[/ai]
side=6
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
gold=150
[/side]
[/multiplayer]

View file

@ -1,91 +1,90 @@
[multiplayer]
id=multiplayer_8p_Morituri
name= _ "8p - Morituri"
map_data="{multiplayer/maps/8p_Morituri.map}"
description= _ "Teamwork and tactics are key to victory in this unusual battlefield, where eight armies fight to the finish." + _ " Recommended setting of 2 gold per village."
id=multiplayer_8p_Morituri
name= _ "8p - Morituri"
map_data="{multiplayer/maps/8p_Morituri.map}"
description= _ "Teamwork and tactics are key to victory in this unusual battlefield, where eight armies fight to the finish." + _ " Recommended setting of 2 gold per village."
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=32
[/ai]
side=1
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=2
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=3
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=4
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=5
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=6
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=7
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=8
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=1
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=2
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=3
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=4
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=5
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=6
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=7
team_name=Team 1
user_team_name= _ "teamname^Team 1"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=32
[/ai]
side=8
team_name=Team 2
user_team_name= _ "teamname^Team 2"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,109 +1,108 @@
# created by Becephalus 05/06
[multiplayer]
id=multiplayer_Merkwuerdigliebe
name= _ "9p - Merkwuerdigliebe"
map_data="{multiplayer/maps/9p_Merkwuerdigliebe.map}"
description= _ "A very small 3 vs. 3 vs. 3 map. A 60sec timer is recommended due to the large number of players. The teams are players 159 vs. 267 vs. 348 (north vs. southeast vs. southwest). There are very few villages per player, so 3 gold per villages is recommended."
id=multiplayer_Merkwuerdigliebe
name= _ "9p - Merkwuerdigliebe"
map_data="{multiplayer/maps/9p_Merkwuerdigliebe.map}"
description= _ "A very small 3 vs. 3 vs. 3 map. A 60sec timer is recommended due to the large number of players. The teams are players 159 vs. 267 vs. 348 (north vs. southeast vs. southwest). There are very few villages per player, so 3 gold per villages is recommended."
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_MUSIC_PLAYLIST}
[side]
[ai]
villages_per_scout=36
[/ai]
side=1
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=2
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=3
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=4
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=5
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=6
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=7
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=8
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=9
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=1
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=2
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=3
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=4
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=5
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=6
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=7
team_name=south-east
user_team_name= _ "teamname^South-East"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=8
team_name=south-west
user_team_name= _ "teamname^South-West"
canrecruit=1
controller=human
[/side]
[side]
[ai]
villages_per_scout=36
[/ai]
side=9
team_name=north
user_team_name= _ "teamname^North"
canrecruit=1
controller=human
[/side]
[/multiplayer]

View file

@ -1,247 +1,245 @@
[multiplayer]
id=ranmap
name= _ "Random map"
description= _ "Randomly generated map. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map"
id=ranmap
id=ranmap
name= _ "Random map"
description= _ "Randomly generated map. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map"
id=ranmap
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
temperature_iterations=2000
temperature_size=4
temperature_iterations=2000
temperature_size=4
roads=3
road_windiness=3
roads=3
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=30
terrain=Ds
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=30
terrain=Ds
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=20
from=Ww, Wo
to=Ai
[/convert]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=20
from=Ww, Wo
to=Ai
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=50
from=Gg, Ds
to=Aa
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=50
from=Gg, Ds
to=Aa
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=50
from=Hh
to=Ha
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=50
from=Hh
to=Ha
[/convert]
#swamp appears on low land, at moderate temperatures
[convert]
min_temperature=500
max_temperature=700
max_height=200
from=Gg
to=Ss
[/convert]
#swamp appears on low land, at moderate temperatures
[convert]
min_temperature=500
max_temperature=700
max_height=200
from=Gg
to=Ss
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=300
max_temperature=500
from=Gg
to=Gs^Fp
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=300
max_temperature=500
from=Gg
to=Gs^Fp
[/convert]
#desert appears at high temperatures
[convert]
min_temperature=900
from=Gg
to=Ds
[/convert]
#desert appears at high temperatures
[convert]
min_temperature=900
from=Gg
to=Ds
[/convert]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ds
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ds
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Hh
cost=30
convert_to=Re
[/road_cost]
[road_cost]
terrain=Hh
cost=30
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=50
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=50
convert_to=Re
[/road_cost]
#road going through snow is covered over by
#the snow (presumably the road was built when
#it wasn't snowing)
[road_cost]
terrain=Aa
cost=20
convert_to=Aa
[/road_cost]
#road going through snow is covered over by
#the snow (presumably the road was built when
#it wasn't snowing)
[road_cost]
terrain=Aa
cost=20
convert_to=Aa
[/road_cost]
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
[village]
terrain=Gg
convert_to=Gg^Vh
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=8
[/village]
[village]
terrain=Ds
convert_to=Dd^Vda
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Gg
convert_to=Gg^Vh
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=8
[/village]
[village]
terrain=Ds
convert_to=Dd^Vda
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#swamp villages
[village]
terrain=Ss
convert_to=Ss^Vhs
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#swamp villages
[village]
terrain=Ss
convert_to=Ss^Vhs
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=1
adjacent_liked=Ww, Ww
[/village]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=1
adjacent_liked=Ww, Ww
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh
min_distance=12
[/castle]
[castle]
valid_terrain=Gg, Gs^Fp, Hh
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]

View file

@ -1,190 +1,186 @@
[multiplayer]
id=ranmap2
name= _ "Random map (Desert)"
description= _ "A random map with sand as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
id=ranmap2
name= _ "Random map (Desert)"
description= _ "A random map with sand as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Desert)"
id=ranmap2
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=600
lake_size=120
river_frequency=15
map_generation=default
[generator]
[scenario]
name= _ "Random map (Desert)"
id=ranmap2
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=600
lake_size=120
river_frequency=15
temperature_iterations=2000
temperature_size=4
temperature_iterations=2000
temperature_size=4
roads=3
road_windiness=3
roads=3
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Md
[/height]
[height]
height=450
terrain=Hd
[/height]
[height]
height=150
terrain=Gs
[/height]
[height]
height=120
terrain=Dd
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Md
[/height]
[height]
height=450
terrain=Hd
[/height]
[height]
height=150
terrain=Gs
[/height]
[height]
height=120
terrain=Dd
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
[convert]
min_temperature=150
max_temperature=200
from=Gs
to=Gs^Ft
[/convert]
[convert]
min_temperature=150
max_temperature=600
from=Gs
to=Dd
[/convert]
[convert]
min_temperature=150
max_temperature=200
from=Gs
to=Gs^Ft
[/convert]
#road costs
[road_cost]
terrain=Gs
cost=10
convert_to=Re
[/road_cost]
[convert]
min_temperature=150
max_temperature=600
from=Gs
to=Dd
[/convert]
[road_cost]
terrain=Dd
cost=15
convert_to=Rd
[/road_cost]
#road costs
[road_cost]
terrain=Gs
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Ft
cost=20
convert_to=Rd
[/road_cost]
[road_cost]
terrain=Dd
cost=15
convert_to=Rd
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Gs^Ft
cost=20
convert_to=Rd
[/road_cost]
[road_cost]
terrain=Hd
cost=30
convert_to=Rd
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Md
cost=50
convert_to=Rd
[/road_cost]
[road_cost]
terrain=Hd
cost=30
convert_to=Rd
[/road_cost]
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
[road_cost]
terrain=Md
cost=50
convert_to=Rd
[/road_cost]
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
[village]
terrain=Gs
convert_to=Gg^Vh
adjacent_liked=Gs, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
rating=8
[/village]
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
#villages in desert
[village]
terrain=Dd
convert_to=Dd^Vda
rating=5
adjacent_liked=Dd, Dd, Gs, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
[/village]
#villages in Tropical forest are Jungle huts
[village]
terrain=Gs^Ft
convert_to=Gs^Vht
rating=4
adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Gs^Vht, Hd, Gs^Ft, Gs^Ft, Gs^Ft
[/village]
[village]
terrain=Gs
convert_to=Gg^Vh
adjacent_liked=Gs, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
rating=8
[/village]
#villages in hills
[village]
terrain=Hd
convert_to=Dd^Vdt
rating=4
adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
[/village]
#villages in desert
[village]
terrain=Dd
convert_to=Dd^Vda
rating=5
adjacent_liked=Dd, Dd, Gs, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
[/village]
#villages in mountains
[village]
terrain=Mm
convert_to=Dd^Vdt
rating=3
adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
[/village]
#villages in Tropical forest are Jungle huts
[village]
terrain=Gs^Ft
convert_to=Gs^Vht
rating=4
adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Gs^Vht, Hd, Gs^Ft, Gs^Ft, Gs^Ft
[/village]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=1
adjacent_liked=Ww, Ww
[/village]
#villages in hills
[village]
terrain=Hd
convert_to=Dd^Vdt
rating=4
adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
[/village]
[castle]
valid_terrain=Dd, Gs, Gs^Ft, Hd
min_distance=12
[/castle]
#villages in mountains
[village]
terrain=Mm
convert_to=Dd^Vdt
rating=3
adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
[/village]
[naming]
{VILLAGE_NAMES}
[/naming]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=1
adjacent_liked=Ww, Ww
[/village]
[castle]
valid_terrain=Dd, Gs, Gs^Ft, Hd
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]

View file

@ -1,208 +1,204 @@
[multiplayer]
id=ranmap4
name= _ "Random map (Marsh)"
description= _ "A random map with swamp as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Marsh)"
id=ranmap4
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=100
lake_size=50
river_frequency=200
id=ranmap4
name= _ "Random map (Marsh)"
description= _ "A random map with swamp as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Marsh)"
id=ranmap4
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=100
lake_size=50
river_frequency=200
temperature_iterations=2000
temperature_size=4
temperature_iterations=2000
temperature_size=4
roads=3
road_windiness=3
roads=3
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=30
terrain=Ww
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=30
terrain=Ww
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
[convert]
min_temperature=300
max_temperature=700
max_height=300
from=Gg
to=Gs^Fp
[/convert]
[convert]
min_temperature=300
max_temperature=700
max_height=300
from=Gg
to=Gs^Fp
[/convert]
[convert]
min_temperature=100
max_temperature=600
from=Gg
to=Ss
[/convert]
[convert]
min_temperature=100
max_temperature=600
from=Gg
to=Ss
[/convert]
[convert]
min_temperature=400
from=Gg
to=Gs^Fp
[/convert]
[convert]
min_temperature=400
from=Gg
to=Gs^Fp
[/convert]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ds
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ds
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Ss
cost=40
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Ss
cost=40
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Hh
cost=30
convert_to=Re
[/road_cost]
[road_cost]
terrain=Hh
cost=30
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=50
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=50
convert_to=Re
[/road_cost]
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
[village]
terrain=Gg
convert_to=Gg^Ve
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=8
[/village]
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
[village]
terrain=Ds
convert_to=Vda
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Gg
convert_to=Gg^Ve
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=8
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Ds
convert_to=Vda
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
#swamp villages
[village]
terrain=Ss
convert_to=Ss^Vhs
rating=8
adjacent_liked=Gg, Ss, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=5
adjacent_liked=Ww, Ww
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh, Ss
min_distance=12
[/castle]
#swamp villages
[village]
terrain=Ss
convert_to=Ss^Vhs
rating=8
adjacent_liked=Gg, Ss, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[naming]
{VILLAGE_NAMES}
[/naming]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=5
adjacent_liked=Ww, Ww
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh, Ss
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]

View file

@ -1,228 +1,224 @@
[multiplayer]
id=ranmap3
name= _ "Random map (Winter)"
description= _ "A random map set in the break between spring and winter, mainly with snowy terrains. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Winter)"
id=ranmap3
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
id=ranmap3
name= _ "Random map (Winter)"
description= _ "A random map set in the break between spring and winter, mainly with snowy terrains. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Winter)"
id=ranmap3
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
temperature_iterations=2000
temperature_size=4
temperature_iterations=2000
temperature_size=4
roads=4
road_windiness=3
roads=4
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=150
from=Ww, Wo, Ss
to=Ai
[/convert]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=150
from=Ww, Wo, Ss
to=Ai
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=150
from=Gg, Ds
to=Aa
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=150
from=Gg, Ds
to=Aa
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=200
from=Hh
to=Ha
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=200
from=Hh
to=Ha
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=400
from=Gg
to=Aa^Fpa
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=400
from=Gg
to=Aa^Fpa
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=500
from=Gg
to=Gs^Fp
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=500
from=Gg
to=Gs^Fp
[/convert]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Aa^Fpa
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Aa^Fpa
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
#convert_to=C
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
#convert_to=C
[/road_cost]
[road_cost]
terrain=Hh
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Hh
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ha
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ha
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=40
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=40
convert_to=Re
[/road_cost]
#road going through snow
[road_cost]
terrain=Aa
cost=10
convert_to=Re
[/road_cost]
#road going through snow
[road_cost]
terrain=Aa
cost=10
convert_to=Re
[/road_cost]
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
#define MIN_COST_ROAD X
[road_cost]
terrain={X}
cost=2
convert_to={X}
[/road_cost]
#enddef
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
[village]
terrain=Gg
convert_to=Gg^Vh
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=6
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Gg
convert_to=Gg^Vh
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=6
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Aa^Fpa, Aa^Fpa, Aa^Fpa
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Aa^Fpa, Aa^Fpa, Aa^Fpa
[/village]
[village]
terrain=Ha
convert_to=Ha^Vhha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Ha, Gs^Fp
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Ha
convert_to=Ha^Vhha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Ha, Gs^Fp
[/village]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Aa
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh, Aa^Fpa, Ha, Mm
min_distance=12
[/castle]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Aa
[/village]
[naming]
{VILLAGE_NAMES}
[/naming]
[castle]
valid_terrain=Gg, Gs^Fp, Hh, Aa^Fpa, Ha, Mm
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]

View file

@ -1,11 +1,11 @@
[binary_path]
path=data/campaigns/Heir_To_The_Throne
path=data/campaigns/Heir_To_The_Throne
[/binary_path]
[multiplayer]
id=wesbench_ai
name= _ "Wesnoth Benchmark: AI"
description= _ "A wesnoth benchmark, use --nogui --no-delay --multiplayer --scenario=wesbench_ai --exit-at-end."
map_data="
[multiplayer]
id=wesbench_ai
name= _ "Wesnoth Benchmark: AI"
description= _ "A wesnoth benchmark, use --nogui --no-delay --multiplayer --scenario=wesbench_ai --exit-at-end."
map_data="
Xu , Xu , Xu , Xu , Xu , Uu , Uu , Uu , Uu , Uu^Vu , Uu , Uu , Xu , Xu , Xu , Mm , Ha , Aa^Fpa , Aa , Aa , Aa , Ha , Ha^Vhha , Mm , Mm , Mm , Ha , Ha , Gg , Aa^Fpa , Aa^Fpa , Ha , Ha , Mm , Mm , Mm , Ha , Ha , Aa , Aa
Xu , Cud , Cud , Cud , Uu^Vu , Xu , Xu , Xu , Xu , Xu , Re , Mm , Xu , Mm , Mm , Aa , Gg , Gg , Gg , Ha , Ha , Mm , Mm , Mm , Mm , Mm , Mm , Mm , Ha , Ha , Ha , Mm , Ha , Mm , Mm , Xu , Mm , Mm , Ha , Ha
Mm , Cud , 2 Kud , Cud , Uu , Xu , Mm , Mm , Mm , Mm , Re , Mm , Mm , Ha , Ha , Ha , Ha , Ha , Ha , Ha , Mm , Ha , Mm , Mm , Mm , Ha , Mm , Ha , Ha , Aa , Ha , Ha , Mm , Mm , Xu , Uu , Xu , Mm , Mm , Mm
@ -46,141 +46,139 @@ Aa^Fpa , Gg , Gg , Ha , Mm , Mm
Aa^Fpa , Aa^Fpa , Ha , Mm , Mm , Mm , Ha , Ha^Vhha , Ha , Ha , Ha , Ha , Mm , Mm , Mm , Mm , Ha , Gg , Gg , Ww , Ww , Ai , Ai , Gg , Gg , Aa , Aa , Aa , Gg , Re , Gg , Gg , Gg , Gg , Gg , Aa^Fpa , Aa^Fpa , Aa , Aa , Aa
"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
side=2
type=Elvish Scout
canrecruit=1
controller=ai
team_name=north
shroud=yes
[/side]
[side]
side=1
type=Dwarvish Lord
canrecruit=1
controller=ai
team_name=south
[/side]
[side]
side=2
type=Elvish Scout
canrecruit=1
controller=ai
team_name=north
shroud=yes
[/side]
[side]
side=1
type=Dwarvish Lord
canrecruit=1
controller=ai
team_name=south
[/side]
[event]
name=prestart
[event]
name=prestart
# Horse is surrounded...
[unit]
description="Alanin"
type=Dragoon
side=2
x,y=16,15
[/unit]
# Horse is surrounded...
[unit]
description="Alanin"
type=Dragoon
side=2
x,y=16,15
[/unit]
[unit]
description="TG1"
type=Dwarvish Thunderguard
side=1
x,y=19,12
[/unit]
[unit]
description="TG1"
type=Dwarvish Thunderguard
side=1
x,y=19,12
[/unit]
[unit]
description="TG2"
type=Dwarvish Thunderguard
side=1
x,y=19,14
[/unit]
[unit]
description="TG2"
type=Dwarvish Thunderguard
side=1
x,y=19,14
[/unit]
[unit]
description="TG3"
type=Dwarvish Thunderguard
side=1
x,y=18,17
[/unit]
[unit]
description="TG3"
type=Dwarvish Thunderguard
side=1
x,y=18,17
[/unit]
[unit]
description="TG4"
type=Dwarvish Thunderguard
side=1
x,y=16,18
[/unit]
[unit]
description="TG4"
type=Dwarvish Thunderguard
side=1
x,y=16,18
[/unit]
[unit]
description="TG5"
type=Dwarvish Thunderguard
side=1
x,y=20,16
[/unit]
[unit]
description="TG5"
type=Dwarvish Thunderguard
side=1
x,y=20,16
[/unit]
[unit]
description="TG6"
type=Dwarvish Thunderguard
side=1
x,y=20,17
[/unit]
[unit]
description="TG6"
type=Dwarvish Thunderguard
side=1
x,y=20,17
[/unit]
[unit]
description="TG1"
type=Dwarvish Thunderguard
side=1
x,y=19,12
[/unit]
[unit]
description="TG1"
type=Dwarvish Thunderguard
side=1
x,y=19,12
[/unit]
[unit]
description="T1"
type=Dwarvish Thunderer
side=1
x,y=18,16
[/unit]
[unit]
description="T1"
type=Dwarvish Thunderer
side=1
x,y=18,16
[/unit]
[unit]
description="T2"
type=Dwarvish Thunderer
side=1
x,y=19,16
[/unit]
[unit]
description="T2"
type=Dwarvish Thunderer
side=1
x,y=19,16
[/unit]
[unit]
description="S1"
type=Dwarvish Steelclad
side=1
x,y=14,19
[/unit]
[unit]
description="S1"
type=Dwarvish Steelclad
side=1
x,y=14,19
[/unit]
[unit]
description="S2"
type=Dwarvish Steelclad
side=1
x,y=14,14
[/unit]
[unit]
description="S2"
type=Dwarvish Steelclad
side=1
x,y=14,14
[/unit]
[unit]
description="S3"
type=Dwarvish Steelclad
side=1
x,y=22,15
[/unit]
[unit]
description="S3"
type=Dwarvish Steelclad
side=1
x,y=22,15
[/unit]
[unit]
description="S4"
type=Dwarvish Steelclad
side=1
x,y=19,18
[/unit]
[unit]
description="S4"
type=Dwarvish Steelclad
side=1
x,y=19,18
[/unit]
[unit]
description="S5"
type=Dwarvish Steelclad
side=1
x,y=19,17
[/unit]
[/event]
[event]
name=attack
[endlevel]
result=victory
[/endlevel]
[/event]
[unit]
description="S5"
type=Dwarvish Steelclad
side=1
x,y=19,17
[/unit]
[/event]
[event]
name=attack
[endlevel]
result=victory
[/endlevel]
[/event]
[/multiplayer]

View file

@ -1,11 +1,11 @@
[binary_path]
path=data/campaigns/Heir_To_The_Throne
[/binary_path]
path=data/campaigns/Heir_To_The_Throne
[/binary_path]
[multiplayer]
id=wesbench_scroll
name= _ "Wesnoth Benchmark: Scrolling"
description= _ "A wesnoth benchmark, use --no-delay --multiplayer --scenario=wesbench_scroll --exit-at-end."
map_data="
id=wesbench_scroll
name= _ "Wesnoth Benchmark: Scrolling"
description= _ "A wesnoth benchmark, use --no-delay --multiplayer --scenario=wesbench_scroll --exit-at-end."
map_data="
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, 1 Kh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
@ -109,100 +109,100 @@ map_data="
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, 2 Kh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
side=1
canrecruit=1
controller=ai
team_name=north
shroud=yes
[/side]
[side]
side=2
canrecruit=1
controller=ai
team_name=south
[/side]
[side]
side=1
canrecruit=1
controller=ai
team_name=north
shroud=yes
[/side]
[side]
side=2
canrecruit=1
controller=ai
team_name=south
[/side]
[event]
name=prestart
[event]
name=prestart
# Won't let us scroll to fogged, so put unit there.
[unit]
description=Dummy
type=Elvish Archer
x,y=11,99
side=1
[/unit]
[/event]
# Won't let us scroll to fogged, so put unit there.
[unit]
description=Dummy
type=Elvish Archer
x,y=11,99
side=1
[/unit]
[/event]
[event]
name=start
[event]
name=start
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[endlevel]
result=victory
[/endlevel]
[/event]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[scroll_to]
x,y=11,1
[/scroll_to]
[scroll_to]
x,y=11,100
[/scroll_to]
[endlevel]
result=victory
[/endlevel]
[/event]
[/multiplayer]

View file

@ -1,11 +1,11 @@
[binary_path]
path=data/campaigns/Heir_To_The_Throne
[/binary_path]
path=data/campaigns/Heir_To_The_Throne
[/binary_path]
[multiplayer]
id=wesbench_shroud_walk
name= _ "Wesnoth Benchmark: Walking through Shroud"
description= _ "A wesnoth benchmark, use --no-delay --multiplayer --scenario=wesbench_shroud_walk --exit-at-end."
map_data="
id=wesbench_shroud_walk
name= _ "Wesnoth Benchmark: Walking through Shroud"
description= _ "A wesnoth benchmark, use --no-delay --multiplayer --scenario=wesbench_shroud_walk --exit-at-end."
map_data="
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, 1 Kh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
@ -109,490 +109,490 @@ map_data="
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, 2 Kh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
"
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
[side]
side=1
canrecruit=1
controller=ai
team_name=north
description=Leader1
shroud=yes
# fog=yes
[/side]
[side]
side=2
canrecruit=1
controller=ai
team_name=south
[/side]
[side]
side=1
canrecruit=1
controller=ai
team_name=north
description=Leader1
shroud=yes
# fog=yes
[/side]
[side]
side=2
canrecruit=1
controller=ai
team_name=south
[/side]
#define PLACE_UNIT POS
[unit]
type=Elvish Archer
side=1
x,y={POS}
[/unit]
[unit]
type=Elvish Archer
side=1
x,y={POS}
[/unit]
#enddef
#define PLACE_ENEMY POS
[unit]
type=Elvish Archer
side=2
x,y={POS}
[/unit]
[unit]
type=Elvish Archer
side=2
x,y={POS}
[/unit]
#enddef
[event]
name=prestart
{PLACE_UNIT 1,1}
{PLACE_UNIT 2,1}
{PLACE_UNIT 3,1}
{PLACE_UNIT 4,1}
{PLACE_UNIT 5,1}
{PLACE_UNIT 6,1}
{PLACE_UNIT 7,1}
{PLACE_UNIT 8,1}
{PLACE_UNIT 9,1}
{PLACE_UNIT 10,1}
{PLACE_UNIT 12,1}
{PLACE_UNIT 13,1}
{PLACE_UNIT 14,1}
{PLACE_UNIT 15,1}
{PLACE_UNIT 16,1}
{PLACE_UNIT 17,1}
{PLACE_UNIT 18,1}
{PLACE_UNIT 19,1}
{PLACE_UNIT 1,2}
{PLACE_UNIT 2,2}
{PLACE_UNIT 3,2}
{PLACE_UNIT 4,2}
{PLACE_UNIT 5,2}
{PLACE_UNIT 6,2}
{PLACE_UNIT 7,2}
{PLACE_UNIT 8,2}
{PLACE_UNIT 9,2}
{PLACE_UNIT 10,2}
{PLACE_UNIT 12,2}
{PLACE_UNIT 13,2}
{PLACE_UNIT 14,2}
{PLACE_UNIT 15,2}
{PLACE_UNIT 16,2}
{PLACE_UNIT 17,2}
{PLACE_UNIT 18,2}
{PLACE_UNIT 19,2}
[event]
name=prestart
{PLACE_UNIT 1,1}
{PLACE_UNIT 2,1}
{PLACE_UNIT 3,1}
{PLACE_UNIT 4,1}
{PLACE_UNIT 5,1}
{PLACE_UNIT 6,1}
{PLACE_UNIT 7,1}
{PLACE_UNIT 8,1}
{PLACE_UNIT 9,1}
{PLACE_UNIT 10,1}
{PLACE_UNIT 12,1}
{PLACE_UNIT 13,1}
{PLACE_UNIT 14,1}
{PLACE_UNIT 15,1}
{PLACE_UNIT 16,1}
{PLACE_UNIT 17,1}
{PLACE_UNIT 18,1}
{PLACE_UNIT 19,1}
{PLACE_UNIT 1,2}
{PLACE_UNIT 2,2}
{PLACE_UNIT 3,2}
{PLACE_UNIT 4,2}
{PLACE_UNIT 5,2}
{PLACE_UNIT 6,2}
{PLACE_UNIT 7,2}
{PLACE_UNIT 8,2}
{PLACE_UNIT 9,2}
{PLACE_UNIT 10,2}
{PLACE_UNIT 12,2}
{PLACE_UNIT 13,2}
{PLACE_UNIT 14,2}
{PLACE_UNIT 15,2}
{PLACE_UNIT 16,2}
{PLACE_UNIT 17,2}
{PLACE_UNIT 18,2}
{PLACE_UNIT 19,2}
# Gauntlet of enemies.
{PLACE_ENEMY 1,3}
{PLACE_ENEMY 1,4}
{PLACE_ENEMY 1,5}
{PLACE_ENEMY 1,6}
{PLACE_ENEMY 1,7}
{PLACE_ENEMY 1,8}
{PLACE_ENEMY 1,9}
{PLACE_ENEMY 1,10}
{PLACE_ENEMY 1,11}
{PLACE_ENEMY 1,12}
{PLACE_ENEMY 1,13}
{PLACE_ENEMY 1,14}
{PLACE_ENEMY 1,15}
{PLACE_ENEMY 1,16}
{PLACE_ENEMY 1,17}
{PLACE_ENEMY 1,18}
{PLACE_ENEMY 1,19}
{PLACE_ENEMY 1,20}
{PLACE_ENEMY 1,21}
{PLACE_ENEMY 1,22}
{PLACE_ENEMY 1,23}
{PLACE_ENEMY 1,24}
{PLACE_ENEMY 1,25}
{PLACE_ENEMY 1,26}
{PLACE_ENEMY 1,27}
{PLACE_ENEMY 1,28}
{PLACE_ENEMY 1,29}
{PLACE_ENEMY 1,30}
{PLACE_ENEMY 1,31}
{PLACE_ENEMY 1,32}
{PLACE_ENEMY 1,33}
{PLACE_ENEMY 1,34}
{PLACE_ENEMY 1,35}
{PLACE_ENEMY 1,36}
{PLACE_ENEMY 1,37}
{PLACE_ENEMY 1,38}
{PLACE_ENEMY 1,39}
{PLACE_ENEMY 1,40}
{PLACE_ENEMY 1,41}
{PLACE_ENEMY 1,42}
{PLACE_ENEMY 1,43}
{PLACE_ENEMY 1,44}
{PLACE_ENEMY 1,45}
{PLACE_ENEMY 1,46}
{PLACE_ENEMY 1,47}
{PLACE_ENEMY 1,48}
{PLACE_ENEMY 1,49}
{PLACE_ENEMY 1,50}
{PLACE_ENEMY 1,51}
{PLACE_ENEMY 1,52}
{PLACE_ENEMY 1,53}
{PLACE_ENEMY 1,54}
{PLACE_ENEMY 1,55}
{PLACE_ENEMY 1,56}
{PLACE_ENEMY 1,57}
{PLACE_ENEMY 1,58}
{PLACE_ENEMY 1,59}
{PLACE_ENEMY 1,60}
{PLACE_ENEMY 1,61}
{PLACE_ENEMY 1,62}
{PLACE_ENEMY 1,63}
{PLACE_ENEMY 1,64}
{PLACE_ENEMY 1,65}
{PLACE_ENEMY 1,66}
{PLACE_ENEMY 1,67}
{PLACE_ENEMY 1,68}
{PLACE_ENEMY 1,69}
{PLACE_ENEMY 1,70}
{PLACE_ENEMY 1,71}
{PLACE_ENEMY 1,72}
{PLACE_ENEMY 1,73}
{PLACE_ENEMY 1,74}
{PLACE_ENEMY 1,75}
{PLACE_ENEMY 1,76}
{PLACE_ENEMY 1,77}
{PLACE_ENEMY 1,78}
{PLACE_ENEMY 1,79}
{PLACE_ENEMY 1,80}
{PLACE_ENEMY 1,81}
{PLACE_ENEMY 1,82}
{PLACE_ENEMY 1,83}
{PLACE_ENEMY 1,84}
{PLACE_ENEMY 1,85}
{PLACE_ENEMY 1,86}
{PLACE_ENEMY 1,87}
{PLACE_ENEMY 1,88}
{PLACE_ENEMY 1,89}
{PLACE_ENEMY 1,90}
{PLACE_ENEMY 1,91}
{PLACE_ENEMY 1,92}
{PLACE_ENEMY 1,93}
{PLACE_ENEMY 1,94}
{PLACE_ENEMY 1,95}
{PLACE_ENEMY 1,96}
{PLACE_ENEMY 1,97}
{PLACE_ENEMY 1,98}
{PLACE_ENEMY 1,99}
{PLACE_ENEMY 19,3}
{PLACE_ENEMY 19,4}
{PLACE_ENEMY 19,5}
{PLACE_ENEMY 19,6}
{PLACE_ENEMY 19,7}
{PLACE_ENEMY 19,8}
{PLACE_ENEMY 19,9}
{PLACE_ENEMY 19,10}
{PLACE_ENEMY 19,11}
{PLACE_ENEMY 19,12}
{PLACE_ENEMY 19,13}
{PLACE_ENEMY 19,14}
{PLACE_ENEMY 19,15}
{PLACE_ENEMY 19,16}
{PLACE_ENEMY 19,17}
{PLACE_ENEMY 19,18}
{PLACE_ENEMY 19,19}
{PLACE_ENEMY 19,20}
{PLACE_ENEMY 19,21}
{PLACE_ENEMY 19,22}
{PLACE_ENEMY 19,23}
{PLACE_ENEMY 19,24}
{PLACE_ENEMY 19,25}
{PLACE_ENEMY 19,26}
{PLACE_ENEMY 19,27}
{PLACE_ENEMY 19,28}
{PLACE_ENEMY 19,29}
{PLACE_ENEMY 19,30}
{PLACE_ENEMY 19,31}
{PLACE_ENEMY 19,32}
{PLACE_ENEMY 19,33}
{PLACE_ENEMY 19,34}
{PLACE_ENEMY 19,35}
{PLACE_ENEMY 19,36}
{PLACE_ENEMY 19,37}
{PLACE_ENEMY 19,38}
{PLACE_ENEMY 19,39}
{PLACE_ENEMY 19,40}
{PLACE_ENEMY 19,41}
{PLACE_ENEMY 19,42}
{PLACE_ENEMY 19,43}
{PLACE_ENEMY 19,44}
{PLACE_ENEMY 19,45}
{PLACE_ENEMY 19,46}
{PLACE_ENEMY 19,47}
{PLACE_ENEMY 19,48}
{PLACE_ENEMY 19,49}
{PLACE_ENEMY 19,50}
{PLACE_ENEMY 19,51}
{PLACE_ENEMY 19,52}
{PLACE_ENEMY 19,53}
{PLACE_ENEMY 19,54}
{PLACE_ENEMY 19,55}
{PLACE_ENEMY 19,56}
{PLACE_ENEMY 19,57}
{PLACE_ENEMY 19,58}
{PLACE_ENEMY 19,59}
{PLACE_ENEMY 19,60}
{PLACE_ENEMY 19,61}
{PLACE_ENEMY 19,62}
{PLACE_ENEMY 19,63}
{PLACE_ENEMY 19,64}
{PLACE_ENEMY 19,65}
{PLACE_ENEMY 19,66}
{PLACE_ENEMY 19,67}
{PLACE_ENEMY 19,68}
{PLACE_ENEMY 19,69}
{PLACE_ENEMY 19,70}
{PLACE_ENEMY 19,71}
{PLACE_ENEMY 19,72}
{PLACE_ENEMY 19,73}
{PLACE_ENEMY 19,74}
{PLACE_ENEMY 19,75}
{PLACE_ENEMY 19,76}
{PLACE_ENEMY 19,77}
{PLACE_ENEMY 19,78}
{PLACE_ENEMY 19,79}
{PLACE_ENEMY 19,80}
{PLACE_ENEMY 19,81}
{PLACE_ENEMY 19,82}
{PLACE_ENEMY 19,83}
{PLACE_ENEMY 19,84}
{PLACE_ENEMY 19,85}
{PLACE_ENEMY 19,86}
{PLACE_ENEMY 19,87}
{PLACE_ENEMY 19,88}
{PLACE_ENEMY 19,89}
{PLACE_ENEMY 19,90}
{PLACE_ENEMY 19,91}
{PLACE_ENEMY 19,92}
{PLACE_ENEMY 19,93}
{PLACE_ENEMY 19,94}
{PLACE_ENEMY 19,95}
{PLACE_ENEMY 19,96}
{PLACE_ENEMY 19,97}
{PLACE_ENEMY 19,98}
{PLACE_ENEMY 19,99}
[/event]
# Gauntlet of enemies.
{PLACE_ENEMY 1,3}
{PLACE_ENEMY 1,4}
{PLACE_ENEMY 1,5}
{PLACE_ENEMY 1,6}
{PLACE_ENEMY 1,7}
{PLACE_ENEMY 1,8}
{PLACE_ENEMY 1,9}
{PLACE_ENEMY 1,10}
{PLACE_ENEMY 1,11}
{PLACE_ENEMY 1,12}
{PLACE_ENEMY 1,13}
{PLACE_ENEMY 1,14}
{PLACE_ENEMY 1,15}
{PLACE_ENEMY 1,16}
{PLACE_ENEMY 1,17}
{PLACE_ENEMY 1,18}
{PLACE_ENEMY 1,19}
{PLACE_ENEMY 1,20}
{PLACE_ENEMY 1,21}
{PLACE_ENEMY 1,22}
{PLACE_ENEMY 1,23}
{PLACE_ENEMY 1,24}
{PLACE_ENEMY 1,25}
{PLACE_ENEMY 1,26}
{PLACE_ENEMY 1,27}
{PLACE_ENEMY 1,28}
{PLACE_ENEMY 1,29}
{PLACE_ENEMY 1,30}
{PLACE_ENEMY 1,31}
{PLACE_ENEMY 1,32}
{PLACE_ENEMY 1,33}
{PLACE_ENEMY 1,34}
{PLACE_ENEMY 1,35}
{PLACE_ENEMY 1,36}
{PLACE_ENEMY 1,37}
{PLACE_ENEMY 1,38}
{PLACE_ENEMY 1,39}
{PLACE_ENEMY 1,40}
{PLACE_ENEMY 1,41}
{PLACE_ENEMY 1,42}
{PLACE_ENEMY 1,43}
{PLACE_ENEMY 1,44}
{PLACE_ENEMY 1,45}
{PLACE_ENEMY 1,46}
{PLACE_ENEMY 1,47}
{PLACE_ENEMY 1,48}
{PLACE_ENEMY 1,49}
{PLACE_ENEMY 1,50}
{PLACE_ENEMY 1,51}
{PLACE_ENEMY 1,52}
{PLACE_ENEMY 1,53}
{PLACE_ENEMY 1,54}
{PLACE_ENEMY 1,55}
{PLACE_ENEMY 1,56}
{PLACE_ENEMY 1,57}
{PLACE_ENEMY 1,58}
{PLACE_ENEMY 1,59}
{PLACE_ENEMY 1,60}
{PLACE_ENEMY 1,61}
{PLACE_ENEMY 1,62}
{PLACE_ENEMY 1,63}
{PLACE_ENEMY 1,64}
{PLACE_ENEMY 1,65}
{PLACE_ENEMY 1,66}
{PLACE_ENEMY 1,67}
{PLACE_ENEMY 1,68}
{PLACE_ENEMY 1,69}
{PLACE_ENEMY 1,70}
{PLACE_ENEMY 1,71}
{PLACE_ENEMY 1,72}
{PLACE_ENEMY 1,73}
{PLACE_ENEMY 1,74}
{PLACE_ENEMY 1,75}
{PLACE_ENEMY 1,76}
{PLACE_ENEMY 1,77}
{PLACE_ENEMY 1,78}
{PLACE_ENEMY 1,79}
{PLACE_ENEMY 1,80}
{PLACE_ENEMY 1,81}
{PLACE_ENEMY 1,82}
{PLACE_ENEMY 1,83}
{PLACE_ENEMY 1,84}
{PLACE_ENEMY 1,85}
{PLACE_ENEMY 1,86}
{PLACE_ENEMY 1,87}
{PLACE_ENEMY 1,88}
{PLACE_ENEMY 1,89}
{PLACE_ENEMY 1,90}
{PLACE_ENEMY 1,91}
{PLACE_ENEMY 1,92}
{PLACE_ENEMY 1,93}
{PLACE_ENEMY 1,94}
{PLACE_ENEMY 1,95}
{PLACE_ENEMY 1,96}
{PLACE_ENEMY 1,97}
{PLACE_ENEMY 1,98}
{PLACE_ENEMY 1,99}
{PLACE_ENEMY 19,3}
{PLACE_ENEMY 19,4}
{PLACE_ENEMY 19,5}
{PLACE_ENEMY 19,6}
{PLACE_ENEMY 19,7}
{PLACE_ENEMY 19,8}
{PLACE_ENEMY 19,9}
{PLACE_ENEMY 19,10}
{PLACE_ENEMY 19,11}
{PLACE_ENEMY 19,12}
{PLACE_ENEMY 19,13}
{PLACE_ENEMY 19,14}
{PLACE_ENEMY 19,15}
{PLACE_ENEMY 19,16}
{PLACE_ENEMY 19,17}
{PLACE_ENEMY 19,18}
{PLACE_ENEMY 19,19}
{PLACE_ENEMY 19,20}
{PLACE_ENEMY 19,21}
{PLACE_ENEMY 19,22}
{PLACE_ENEMY 19,23}
{PLACE_ENEMY 19,24}
{PLACE_ENEMY 19,25}
{PLACE_ENEMY 19,26}
{PLACE_ENEMY 19,27}
{PLACE_ENEMY 19,28}
{PLACE_ENEMY 19,29}
{PLACE_ENEMY 19,30}
{PLACE_ENEMY 19,31}
{PLACE_ENEMY 19,32}
{PLACE_ENEMY 19,33}
{PLACE_ENEMY 19,34}
{PLACE_ENEMY 19,35}
{PLACE_ENEMY 19,36}
{PLACE_ENEMY 19,37}
{PLACE_ENEMY 19,38}
{PLACE_ENEMY 19,39}
{PLACE_ENEMY 19,40}
{PLACE_ENEMY 19,41}
{PLACE_ENEMY 19,42}
{PLACE_ENEMY 19,43}
{PLACE_ENEMY 19,44}
{PLACE_ENEMY 19,45}
{PLACE_ENEMY 19,46}
{PLACE_ENEMY 19,47}
{PLACE_ENEMY 19,48}
{PLACE_ENEMY 19,49}
{PLACE_ENEMY 19,50}
{PLACE_ENEMY 19,51}
{PLACE_ENEMY 19,52}
{PLACE_ENEMY 19,53}
{PLACE_ENEMY 19,54}
{PLACE_ENEMY 19,55}
{PLACE_ENEMY 19,56}
{PLACE_ENEMY 19,57}
{PLACE_ENEMY 19,58}
{PLACE_ENEMY 19,59}
{PLACE_ENEMY 19,60}
{PLACE_ENEMY 19,61}
{PLACE_ENEMY 19,62}
{PLACE_ENEMY 19,63}
{PLACE_ENEMY 19,64}
{PLACE_ENEMY 19,65}
{PLACE_ENEMY 19,66}
{PLACE_ENEMY 19,67}
{PLACE_ENEMY 19,68}
{PLACE_ENEMY 19,69}
{PLACE_ENEMY 19,70}
{PLACE_ENEMY 19,71}
{PLACE_ENEMY 19,72}
{PLACE_ENEMY 19,73}
{PLACE_ENEMY 19,74}
{PLACE_ENEMY 19,75}
{PLACE_ENEMY 19,76}
{PLACE_ENEMY 19,77}
{PLACE_ENEMY 19,78}
{PLACE_ENEMY 19,79}
{PLACE_ENEMY 19,80}
{PLACE_ENEMY 19,81}
{PLACE_ENEMY 19,82}
{PLACE_ENEMY 19,83}
{PLACE_ENEMY 19,84}
{PLACE_ENEMY 19,85}
{PLACE_ENEMY 19,86}
{PLACE_ENEMY 19,87}
{PLACE_ENEMY 19,88}
{PLACE_ENEMY 19,89}
{PLACE_ENEMY 19,90}
{PLACE_ENEMY 19,91}
{PLACE_ENEMY 19,92}
{PLACE_ENEMY 19,93}
{PLACE_ENEMY 19,94}
{PLACE_ENEMY 19,95}
{PLACE_ENEMY 19,96}
{PLACE_ENEMY 19,97}
{PLACE_ENEMY 19,98}
{PLACE_ENEMY 19,99}
[/event]
#define TELEPORT POS
[teleport]
[filter]
description=Leader1
[/filter]
x,y={POS}
[/teleport]
[scroll_to]
x,y={POS}
[/scroll_to]
[teleport]
[filter]
description=Leader1
[/filter]
x,y={POS}
[/teleport]
[scroll_to]
x,y={POS}
[/scroll_to]
#enddef
[event]
name=start
[event]
name=start
{TELEPORT 11,2}
{TELEPORT 11,3}
{TELEPORT 11,4}
{TELEPORT 11,5}
{TELEPORT 11,6}
{TELEPORT 11,7}
{TELEPORT 11,8}
{TELEPORT 11,9}
{TELEPORT 11,10}
{TELEPORT 11,11}
{TELEPORT 11,12}
{TELEPORT 11,13}
{TELEPORT 11,14}
{TELEPORT 11,15}
{TELEPORT 11,16}
{TELEPORT 11,17}
{TELEPORT 11,18}
{TELEPORT 11,19}
{TELEPORT 11,20}
{TELEPORT 11,21}
{TELEPORT 11,22}
{TELEPORT 11,23}
{TELEPORT 11,24}
{TELEPORT 11,25}
{TELEPORT 11,26}
{TELEPORT 11,27}
{TELEPORT 11,28}
{TELEPORT 11,29}
{TELEPORT 11,30}
{TELEPORT 11,31}
{TELEPORT 11,32}
{TELEPORT 11,33}
{TELEPORT 11,34}
{TELEPORT 11,35}
{TELEPORT 11,36}
{TELEPORT 11,37}
{TELEPORT 11,38}
{TELEPORT 11,39}
{TELEPORT 11,40}
{TELEPORT 11,41}
{TELEPORT 11,42}
{TELEPORT 11,43}
{TELEPORT 11,44}
{TELEPORT 11,45}
{TELEPORT 11,46}
{TELEPORT 11,47}
{TELEPORT 11,48}
{TELEPORT 11,49}
{TELEPORT 11,50}
{TELEPORT 11,51}
{TELEPORT 11,52}
{TELEPORT 11,53}
{TELEPORT 11,54}
{TELEPORT 11,55}
{TELEPORT 11,56}
{TELEPORT 11,57}
{TELEPORT 11,58}
{TELEPORT 11,59}
{TELEPORT 11,60}
{TELEPORT 11,61}
{TELEPORT 11,62}
{TELEPORT 11,63}
{TELEPORT 11,64}
{TELEPORT 11,65}
{TELEPORT 11,66}
{TELEPORT 11,67}
{TELEPORT 11,68}
{TELEPORT 11,69}
{TELEPORT 11,70}
{TELEPORT 11,71}
{TELEPORT 11,72}
{TELEPORT 11,73}
{TELEPORT 11,74}
{TELEPORT 11,75}
{TELEPORT 11,76}
{TELEPORT 11,77}
{TELEPORT 11,78}
{TELEPORT 11,79}
{TELEPORT 11,80}
{TELEPORT 11,81}
{TELEPORT 11,82}
{TELEPORT 11,83}
{TELEPORT 11,84}
{TELEPORT 11,85}
{TELEPORT 11,86}
{TELEPORT 11,87}
{TELEPORT 11,88}
{TELEPORT 11,89}
{TELEPORT 11,90}
{TELEPORT 11,91}
{TELEPORT 11,92}
{TELEPORT 11,93}
{TELEPORT 11,94}
{TELEPORT 11,95}
{TELEPORT 11,96}
{TELEPORT 11,97}
{TELEPORT 11,98}
{TELEPORT 11,99}
{TELEPORT 11,98}
{TELEPORT 11,97}
{TELEPORT 11,96}
{TELEPORT 11,95}
{TELEPORT 11,94}
{TELEPORT 11,93}
{TELEPORT 11,92}
{TELEPORT 11,91}
{TELEPORT 11,90}
{TELEPORT 11,89}
{TELEPORT 11,88}
{TELEPORT 11,87}
{TELEPORT 11,86}
{TELEPORT 11,85}
{TELEPORT 11,84}
{TELEPORT 11,83}
{TELEPORT 11,82}
{TELEPORT 11,81}
{TELEPORT 11,80}
{TELEPORT 11,79}
{TELEPORT 11,78}
{TELEPORT 11,77}
{TELEPORT 11,76}
{TELEPORT 11,75}
{TELEPORT 11,74}
{TELEPORT 11,73}
{TELEPORT 11,72}
{TELEPORT 11,71}
{TELEPORT 11,70}
{TELEPORT 11,69}
{TELEPORT 11,68}
{TELEPORT 11,67}
{TELEPORT 11,66}
{TELEPORT 11,65}
{TELEPORT 11,64}
{TELEPORT 11,63}
{TELEPORT 11,62}
{TELEPORT 11,61}
{TELEPORT 11,60}
{TELEPORT 11,59}
{TELEPORT 11,58}
{TELEPORT 11,57}
{TELEPORT 11,56}
{TELEPORT 11,55}
{TELEPORT 11,54}
{TELEPORT 11,53}
{TELEPORT 11,52}
{TELEPORT 11,51}
{TELEPORT 11,50}
{TELEPORT 11,49}
{TELEPORT 11,48}
{TELEPORT 11,47}
{TELEPORT 11,46}
{TELEPORT 11,45}
{TELEPORT 11,44}
{TELEPORT 11,43}
{TELEPORT 11,42}
{TELEPORT 11,41}
{TELEPORT 11,40}
{TELEPORT 11,39}
{TELEPORT 11,38}
{TELEPORT 11,37}
{TELEPORT 11,36}
{TELEPORT 11,35}
{TELEPORT 11,34}
{TELEPORT 11,33}
{TELEPORT 11,32}
{TELEPORT 11,31}
{TELEPORT 11,30}
{TELEPORT 11,29}
{TELEPORT 11,28}
{TELEPORT 11,27}
{TELEPORT 11,26}
{TELEPORT 11,25}
{TELEPORT 11,24}
{TELEPORT 11,23}
{TELEPORT 11,22}
{TELEPORT 11,21}
{TELEPORT 11,20}
{TELEPORT 11,19}
{TELEPORT 11,18}
{TELEPORT 11,17}
{TELEPORT 11,16}
{TELEPORT 11,15}
{TELEPORT 11,14}
{TELEPORT 11,13}
{TELEPORT 11,12}
{TELEPORT 11,11}
{TELEPORT 11,10}
{TELEPORT 11,9}
{TELEPORT 11,8}
{TELEPORT 11,7}
{TELEPORT 11,6}
{TELEPORT 11,5}
{TELEPORT 11,4}
{TELEPORT 11,3}
{TELEPORT 11,2}
{TELEPORT 11,1}
[endlevel]
result=victory
[/endlevel]
[/event]
{TELEPORT 11,2}
{TELEPORT 11,3}
{TELEPORT 11,4}
{TELEPORT 11,5}
{TELEPORT 11,6}
{TELEPORT 11,7}
{TELEPORT 11,8}
{TELEPORT 11,9}
{TELEPORT 11,10}
{TELEPORT 11,11}
{TELEPORT 11,12}
{TELEPORT 11,13}
{TELEPORT 11,14}
{TELEPORT 11,15}
{TELEPORT 11,16}
{TELEPORT 11,17}
{TELEPORT 11,18}
{TELEPORT 11,19}
{TELEPORT 11,20}
{TELEPORT 11,21}
{TELEPORT 11,22}
{TELEPORT 11,23}
{TELEPORT 11,24}
{TELEPORT 11,25}
{TELEPORT 11,26}
{TELEPORT 11,27}
{TELEPORT 11,28}
{TELEPORT 11,29}
{TELEPORT 11,30}
{TELEPORT 11,31}
{TELEPORT 11,32}
{TELEPORT 11,33}
{TELEPORT 11,34}
{TELEPORT 11,35}
{TELEPORT 11,36}
{TELEPORT 11,37}
{TELEPORT 11,38}
{TELEPORT 11,39}
{TELEPORT 11,40}
{TELEPORT 11,41}
{TELEPORT 11,42}
{TELEPORT 11,43}
{TELEPORT 11,44}
{TELEPORT 11,45}
{TELEPORT 11,46}
{TELEPORT 11,47}
{TELEPORT 11,48}
{TELEPORT 11,49}
{TELEPORT 11,50}
{TELEPORT 11,51}
{TELEPORT 11,52}
{TELEPORT 11,53}
{TELEPORT 11,54}
{TELEPORT 11,55}
{TELEPORT 11,56}
{TELEPORT 11,57}
{TELEPORT 11,58}
{TELEPORT 11,59}
{TELEPORT 11,60}
{TELEPORT 11,61}
{TELEPORT 11,62}
{TELEPORT 11,63}
{TELEPORT 11,64}
{TELEPORT 11,65}
{TELEPORT 11,66}
{TELEPORT 11,67}
{TELEPORT 11,68}
{TELEPORT 11,69}
{TELEPORT 11,70}
{TELEPORT 11,71}
{TELEPORT 11,72}
{TELEPORT 11,73}
{TELEPORT 11,74}
{TELEPORT 11,75}
{TELEPORT 11,76}
{TELEPORT 11,77}
{TELEPORT 11,78}
{TELEPORT 11,79}
{TELEPORT 11,80}
{TELEPORT 11,81}
{TELEPORT 11,82}
{TELEPORT 11,83}
{TELEPORT 11,84}
{TELEPORT 11,85}
{TELEPORT 11,86}
{TELEPORT 11,87}
{TELEPORT 11,88}
{TELEPORT 11,89}
{TELEPORT 11,90}
{TELEPORT 11,91}
{TELEPORT 11,92}
{TELEPORT 11,93}
{TELEPORT 11,94}
{TELEPORT 11,95}
{TELEPORT 11,96}
{TELEPORT 11,97}
{TELEPORT 11,98}
{TELEPORT 11,99}
{TELEPORT 11,98}
{TELEPORT 11,97}
{TELEPORT 11,96}
{TELEPORT 11,95}
{TELEPORT 11,94}
{TELEPORT 11,93}
{TELEPORT 11,92}
{TELEPORT 11,91}
{TELEPORT 11,90}
{TELEPORT 11,89}
{TELEPORT 11,88}
{TELEPORT 11,87}
{TELEPORT 11,86}
{TELEPORT 11,85}
{TELEPORT 11,84}
{TELEPORT 11,83}
{TELEPORT 11,82}
{TELEPORT 11,81}
{TELEPORT 11,80}
{TELEPORT 11,79}
{TELEPORT 11,78}
{TELEPORT 11,77}
{TELEPORT 11,76}
{TELEPORT 11,75}
{TELEPORT 11,74}
{TELEPORT 11,73}
{TELEPORT 11,72}
{TELEPORT 11,71}
{TELEPORT 11,70}
{TELEPORT 11,69}
{TELEPORT 11,68}
{TELEPORT 11,67}
{TELEPORT 11,66}
{TELEPORT 11,65}
{TELEPORT 11,64}
{TELEPORT 11,63}
{TELEPORT 11,62}
{TELEPORT 11,61}
{TELEPORT 11,60}
{TELEPORT 11,59}
{TELEPORT 11,58}
{TELEPORT 11,57}
{TELEPORT 11,56}
{TELEPORT 11,55}
{TELEPORT 11,54}
{TELEPORT 11,53}
{TELEPORT 11,52}
{TELEPORT 11,51}
{TELEPORT 11,50}
{TELEPORT 11,49}
{TELEPORT 11,48}
{TELEPORT 11,47}
{TELEPORT 11,46}
{TELEPORT 11,45}
{TELEPORT 11,44}
{TELEPORT 11,43}
{TELEPORT 11,42}
{TELEPORT 11,41}
{TELEPORT 11,40}
{TELEPORT 11,39}
{TELEPORT 11,38}
{TELEPORT 11,37}
{TELEPORT 11,36}
{TELEPORT 11,35}
{TELEPORT 11,34}
{TELEPORT 11,33}
{TELEPORT 11,32}
{TELEPORT 11,31}
{TELEPORT 11,30}
{TELEPORT 11,29}
{TELEPORT 11,28}
{TELEPORT 11,27}
{TELEPORT 11,26}
{TELEPORT 11,25}
{TELEPORT 11,24}
{TELEPORT 11,23}
{TELEPORT 11,22}
{TELEPORT 11,21}
{TELEPORT 11,20}
{TELEPORT 11,19}
{TELEPORT 11,18}
{TELEPORT 11,17}
{TELEPORT 11,16}
{TELEPORT 11,15}
{TELEPORT 11,14}
{TELEPORT 11,13}
{TELEPORT 11,12}
{TELEPORT 11,11}
{TELEPORT 11,10}
{TELEPORT 11,9}
{TELEPORT 11,8}
{TELEPORT 11,7}
{TELEPORT 11,6}
{TELEPORT 11,5}
{TELEPORT 11,4}
{TELEPORT 11,3}
{TELEPORT 11,2}
{TELEPORT 11,1}
[endlevel]
result=victory
[/endlevel]
[/event]
[/multiplayer]

View file

@ -1,6 +1,6 @@
[test]
name="Test scenario"
map_data="
name="Test scenario"
map_data="
Mm , Mm , Mm , Mm^Xm , Mm^Xm , Mm^Xm , Gg , Ww^Vm , Gg , Dd^Vda , Gg , Aa^Vea , Gg , Aa^Vha , Gg , Hh^Vhh , Gg , Mm^Vhh , Gg , Uu^Vu , Gg , Wo , Wo , Ch , Wo , Wo , Wo , Gg , Wo , Wo , Wo , Md , Wo , Wo , Wo , Rd , Wo
Mm , Mm , Mm , Mm , Mm^Xm , Gg , Gg , Gg , Uu^Vud , Gg , Dd^Vdt , Gg , Gg^Ve , Gg , Gg^Vh , Gg , Ha^Vhha , Gg , Gs^Vht , Wo , Wo , Cud , Ch , Wo , Wo , Ds , Gg , Wo , Wo , Hd , Md , Wo , Wo , Re , Rd , Wo , Wo
Mm , Gg , Gg , Gg , Gg , Gg , Ch , Ch , Ch , Ch , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Ss^Vhs , Gg , Cud , Wo , Wo , Dd , Ds , Wo , Wo , Ha , Hd , Wo , Wo , Ql , Re , Wo , Wo , Uu , Uu
@ -22,371 +22,368 @@ Xu , Xu , Qxu , Ql , Cud , Uh
Xu , Qxu , Qxu , Ql , Ql , Ql , Xu , Xu , Xu , Xu , Xu , Xu , Xu , Xu , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Gg , Wo , Gg , Wo , Re , Wo , Uu
"
[event]
name=moveto
[filter]
x=11
y=6
side=1
[not]
description=Baldras
[/not]
[/filter]
[event]
name=moveto
[filter]
x=11
y=6
side=1
[not]
description=Baldras
[/not]
[/filter]
[message]
speaker=narrator
message= "You can come if you wish, but the leader is only interested in speaking to Baldras."
[/message]
[/event]
[message]
speaker=narrator
message= "You can come if you wish, but the leader is only interested in speaking to Baldras."
[/message]
[/event]
turns=36
id=test
turns=36
id=test
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{ITM_BOOK1 2 2}
{ITM_BOOK2 3 2}
{ITM_BOOK3 4 2}
{ITM_BOOK4 5 2}
{ITM_FLOWER1 2 3}
{ITM_FLOWER2 3 3}
{ITM_FLOWER3 4 3}
{ITM_FLOWER4 5 3}
{ITM_ROCK1 2 4}
{ITM_ROCK2 3 4}
{ITM_ROCK3 4 4}
{ITM_ROCK4 5 4}
{ITM_DRAGONSTATUE 2 5}
{ITM_ORNATE1 3 5}
{ITM_ORNATE2 4 5}
{ITM_BARREL 5 5}
{ITM_MONOLITH1 2 6}
{ITM_MONOLITH2 3 6}
{ITM_MONOLITH3 4 6}
{ITM_MONOLITH4 5 6}
{ITM_WELL 2 7}
{ITM_LEANTO 3 7}
{ITM_BALL_GREEN 4 7}
{ITM_BALL_BLUE 5 7}
{ITM_BOX 2 8}
{ITM_WISHINGWELL 10 5}
{ITM_BOOK1 2 2}
{ITM_BOOK2 3 2}
{ITM_BOOK3 4 2}
{ITM_BOOK4 5 2}
{ITM_FLOWER1 2 3}
{ITM_FLOWER2 3 3}
{ITM_FLOWER3 4 3}
{ITM_FLOWER4 5 3}
{ITM_ROCK1 2 4}
{ITM_ROCK2 3 4}
{ITM_ROCK3 4 4}
{ITM_ROCK4 5 4}
{ITM_DRAGONSTATUE 2 5}
{ITM_ORNATE1 3 5}
{ITM_ORNATE2 4 5}
{ITM_BARREL 5 5}
{ITM_MONOLITH1 2 6}
{ITM_MONOLITH2 3 6}
{ITM_MONOLITH3 4 6}
{ITM_MONOLITH4 5 6}
{ITM_WELL 2 7}
{ITM_LEANTO 3 7}
{ITM_BALL_GREEN 4 7}
{ITM_BALL_BLUE 5 7}
{ITM_BOX 2 8}
{ITM_WISHINGWELL 10 5}
{OBJ_RING_REGENERATION 10 4 OBJ1}
{OBJ_RING_SLOW 11 4 OBJ2}
{OBJ_POTION_HEALING 12 4 OBJ3}
{OBJ_POTION_POISON 13 4 OBJ4}
{OBJ_POTION_HOLY 14 4 OBJ5}
{OBJ_POTION_STRONG 15 4 OBJ6}
{OBJ_POTION_DECAY 11 5 OBJ7}
{OBJ_TRIDENT_STORM 12 5 OBJ8}
#{OBJ_SWORD_FIRE 13 5 OBJ9}
#{OBJ_SCEPTER_FIRE 14 5 OBJ10}
{OBJ_RING_REGENERATION 10 4 OBJ1}
{OBJ_RING_SLOW 11 4 OBJ2}
{OBJ_POTION_HEALING 12 4 OBJ3}
{OBJ_POTION_POISON 13 4 OBJ4}
{OBJ_POTION_HOLY 14 4 OBJ5}
{OBJ_POTION_STRONG 15 4 OBJ6}
{OBJ_POTION_DECAY 11 5 OBJ7}
{OBJ_TRIDENT_STORM 12 5 OBJ8}
#{OBJ_SWORD_FIRE 13 5 OBJ9}
#{OBJ_SCEPTER_FIRE 14 5 OBJ10}
{ACT_TELEPORT 10 3 27 15}
{ACT_TELEPORT 10 3 27 15}
[side]
type="Mage of Light"
side=1
canrecruit=1
controller=human
hitpoints=80
recruit="Ghost,Troll Whelp,Assassin,Elvish Hero,Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman,Red Mage,Spearman,Swordsman,Duelist,Fencer,Elvish Captain,Elvish Ranger,Elvish Shyde,Thief,Rogue,White Mage,Mage of Light,Elvish Sharpshooter,Silver Mage"
gold=2000
enemy=2
shroud=yes
[unit]
x,y=4,8
type="Elvish Avenger"
generate_description=yes
hitpoints=4
[status]
stone=on
[/status]
[/unit]
[unit]
x,y=12,8
type="Thief"
generate_description=yes
[/unit]
[side]
type="Mage of Light"
side=1
canrecruit=1
controller=human
hitpoints=80
recruit="Ghost,Troll Whelp,Assassin,Elvish Hero,Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman,Red Mage,Spearman,Swordsman,Duelist,Fencer,Elvish Captain,Elvish Ranger,Elvish Shyde,Thief,Rogue,White Mage,Mage of Light,Elvish Sharpshooter,Silver Mage"
gold=2000
enemy=2
shroud=yes
[unit]
x,y=4,8
type="Elvish Avenger"
generate_description=yes
hitpoints=4
[status]
stone=on
[/status]
[/unit]
[unit]
x,y=12,8
type="Thief"
generate_description=yes
[/unit]
[/side]
[/side]
[side]
type=Orcish Warlord
description="Urug-Telfar"
side=2
controller=ai
canrecruit=1
recruit="Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Saurian Skirmisher,Naga Fighter"
gold=40
income=10
enemy=1
[unit]
x,y=12,13
type="Orcish Archer"
generate_description=yes
[/unit]
[unit]
x,y=10,7
type="Orcish Archer"
generate_description=yes
[/unit]
[/side]
[side]
type=Orcish Warlord
description="Urug-Telfar"
side=2
controller=ai
canrecruit=1
recruit="Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Saurian Skirmisher,Naga Fighter"
gold=40
income=10
enemy=1
[unit]
x,y=12,13
type="Orcish Archer"
generate_description=yes
[/unit]
[unit]
x,y=10,7
type="Orcish Archer"
generate_description=yes
[/unit]
[item]
x,y=8,8
image="items/orcish-flag.png"
[/item]
[label]
x,y=8,8
text="Northerners unleashed!"
[/label]
[/side]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=8
y=8
[/filter]
[terrain]
x=28,30,29
y=15,15,17
letter=Ch
[/terrain]
[item]
x,y=8,8
image="items/orcish-flag.png"
[/item]
[label]
x,y=8,8
text="Northerners unleashed!"
[/label]
{VARIABLE_OP xx1 random 10..20}
{VARIABLE_OP yy1 random 10..17}
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=8
y=8
[/filter]
[terrain]
x=28,30,29
y=15,15,17
letter=Ch
[/terrain]
[unit]
side=2
x,y="$xx1","$yy1"
type="Orcish Warlord"
description="Bozo"
generate_description=yes
[/unit]
{VARIABLE_OP xx1 random 10..20}
{VARIABLE_OP yy1 random 10..17}
[message]
speaker="Bozo"
message="Mwahahahahah! I appeared at $xx1, $yy1!"
[/message]
[/event]
[unit]
side=2
x,y="$xx1","$yy1"
type="Orcish Warlord"
description="Bozo"
generate_description=yes
[/unit]
[item]
x,y=4,4
image="items/orcish-flag.png"
[/item]
[label]
x,y=4,4
text="Open, Sesame!"
[/label]
[message]
speaker="Bozo"
message="Mwahahahahah! I appeared at $xx1, $yy1!"
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=4
y=4
[/filter]
[terrain]
x=1,2
y=2,2
letter=Re
[/terrain]
[/event]
[item]
x,y=4,4
image="items/orcish-flag.png"
[/item]
[label]
x,y=4,4
text="Open, Sesame!"
[/label]
[item]
x,y=8,5
image="items/orcish-flag.png"
[/item]
[label]
x,y=8,5
text="Reveal the Way"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=4
y=4
[/filter]
[terrain]
x=1,2
y=2,2
letter=Re
[/terrain]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=8
y=5
[/filter]
[remove_shroud]
side=1
x="0-38"
y="0-20"
[/remove_shroud]
[/event]
[item]
x,y=8,5
image="items/orcish-flag.png"
[/item]
[label]
x,y=8,5
text="Reveal the Way"
[/label]
[item]
x,y=12,6
image="terrain/color-hex.png~RC(red>4)~RC(blue>5)"
[/item]
[label]
x,y=12,6
text="change coloring"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=8
y=5
[/filter]
[remove_shroud]
side=1
x="0-38"
y="0-20"
[/remove_shroud]
[/event]
[color_range]
id=blonde
rgb=255,255,0,255,255,128,0,0,0
[/color_range]
[color_palette]
thief=133,167,202,73,102,151,215,240,240,185,206,228,41,61,95,97,124,171
[/color_palette]
[event]
name=prerecruit
first_time_only=no
[filter]
type="Thief"
[/filter]
{RANDOM "RC(thief>1)","RC(thief>2)","RC(thief>3)","RC(thief>blonde)","RC(thief>mauve_troll)","donothing()"}
[object]
silent=yes
[effect]
apply_to=image_mod
replace=$random
[/effect]
[/object]
[/event]
[item]
x,y=12,6
image="terrain/color-hex.png~RC(red>4)~RC(blue>5)"
[/item]
[label]
x,y=12,6
text="change coloring"
[/label]
[color_range]
id=mauve_troll
rgb=ED6F9B,C63567,380113
[/color_range]
[color_range]
id=aqua_troll
rgb=7AA09A,3B765F,002121
[/color_range]
[color_range]
id=green_troll
rgb=869280,466546,001715
[/color_range]
[color_range]
id=grey_troll
rgb=7E808B,3E5451,00101A
[/color_range]
[color_range]
id=blonde
rgb=255,255,0,255,255,128,0,0,0
[/color_range]
[color_palette]
thief=133,167,202,73,102,151,215,240,240,185,206,228,41,61,95,97,124,171
[/color_palette]
[event]
name=prerecruit
first_time_only=no
[filter]
type="Thief"
[/filter]
{RANDOM "RC(thief>1)","RC(thief>2)","RC(thief>3)","RC(thief>blonde)","RC(thief>mauve_troll)","donothing()"}
[object]
silent=yes
[effect]
apply_to=image_mod
replace=$random
[/effect]
[/object]
[/event]
[color_range]
id=mauve_troll
rgb=ED6F9B,C63567,380113
[/color_range]
[color_range]
id=aqua_troll
rgb=7AA09A,3B765F,002121
[/color_range]
[color_range]
id=green_troll
rgb=869280,466546,001715
[/color_range]
[color_range]
id=grey_troll
rgb=7E808B,3E5451,00101A
[/color_range]
[color_palette]
troll_skin=A8A8A8,747F73,616153,374336,172830,9A9A9A,999999,596F60,596E5F,4E4F3F,4E5040,4D4F3F,1E3325,1F3325,001B22,001A21
[/color_palette]
[event]
name=prerecruit
first_time_only=no
[filter]
type="Troll Whelp"
[/filter]
#define GIVE_TROLLSKIN
{RANDOM "RC(troll_skin>mauve_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>green_troll)","RC(troll_skin>grey_troll)","donothing()"}
[object]
silent=yes
[effect]
apply_to=image_mod
replace=$random
[/effect]
[/object]
[color_palette]
troll_skin=A8A8A8,747F73,616153,374336,172830,9A9A9A,999999,596F60,596E5F,4E4F3F,4E5040,4D4F3F,1E3325,1F3325,001B22,001A21
[/color_palette]
[event]
name=prerecruit
first_time_only=no
[filter]
type="Troll Whelp"
[/filter]
#define GIVE_TROLLSKIN
{RANDOM "RC(troll_skin>mauve_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>green_troll)","RC(troll_skin>grey_troll)","donothing()"}
[object]
silent=yes
[effect]
apply_to=image_mod
replace=$random
[/effect]
[/object]
#enddef
{GIVE_TROLLSKIN}
[/event]
{GIVE_TROLLSKIN}
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=12
y=6
type="Thief"
[/filter]
[object]
id=bleach
name= "Potion of bleach"
image=items/potion-red.png
duration=level
description= "Oooh tingly!!!"
[effect]
apply_to=image_mod
add="RC(thief>blonde)"
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=12
y=6
type="Thief"
[/filter]
[object]
id=bleach
name= "Potion of bleach"
image=items/potion-red.png
duration=level
description= "Oooh tingly!!!"
[effect]
apply_to=image_mod
add="RC(thief>blonde)"
[color_palette]
thief=133,167,202,73,102,151,215,240,240,185,206,228,41,61,95,97,124,171
[/color_palette]
[/effect]
[/object]
[/event]
[color_palette]
thief=133,167,202,73,102,151,215,240,240,185,206,228,41,61,95,97,124,171
[/color_palette]
[/effect]
[/object]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=12
y=6
[not]
type="Thief"
[/not]
[/filter]
[message]
speaker=narrator
image=units/elves-wood/captain.png~RC(magenta>3)
message="Send me a thief to spy on the blondes"
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=12
y=6
[not]
type="Thief"
[/not]
[/filter]
[message]
speaker=narrator
image=units/elves-wood/captain.png~RC(magenta>3)
message="Send me a thief to spy on the blondes"
[/message]
[/event]
[item]
x,y=8,7
image="items/chest-plain-closed.png"
[/item]
[label]
x,y=8,7
text="BOOM!"
[/label]
[item]
x,y=8,7
image="items/chest-plain-closed.png"
[/item]
[label]
x,y=8,7
text="BOOM!"
[/label]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=8,7
[/filter]
[terrain]
x="7,9"
y="7,7"
letter="Gg"
[/terrain]
[/event]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=8,7
[/filter]
[terrain]
x="7,9"
y="7,7"
letter="Gg"
[/terrain]
[/event]
[item]
x,y=9,3
image="items/gohere.png"
[/item]
[label]
x,y=9,3
text="Win"
[/label]
[item]
x,y=9,3
image="items/gohere.png"
[/item]
[label]
x,y=9,3
text="Win"
[/label]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=9,3
[/filter]
[endlevel]
result="victory"
bonus=yes
[/endlevel]
[/event]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=9,3
[/filter]
[endlevel]
result="victory"
bonus=yes
[/endlevel]
[/event]
[event]
[event]
name=prestart
[unit]
@ -408,50 +405,49 @@ name=moveto
[/unit]
[/event]
[terrain_graphics]
x,y=13,13
map="
[terrain_graphics]
x,y=13,13
map="
, *
*, *
, 1
*, *
, *"
[tile]
pos=1
type=*
[/tile]
[image]
name="forest"
position=vertical
base=90,144
[/image]
[/terrain_graphics]
[tile]
pos=1
type=*
[/tile]
[image]
name="forest"
position=vertical
base=90,144
[/image]
[/terrain_graphics]
[label]
x,y=15,15
text="This is not a forest"
[/label]
[label]
x,y=15,15
text="This is not a forest"
[/label]
[label]
x,y = 25,6
text = "Let it snow"
[/label]
[label]
x,y = 25,6
text = "Let it snow"
[/label]
[event]
#when moving the the specified coordinates the
#area will be transformed to a snow landscape
#but the water area should remain as is
name="moveto"
first_time_only=yes
[filter]
x,y=25,6
[/filter]
[event]
#when moving the the specified coordinates the
#area will be transformed to a snow landscape
#but the water area should remain as is
name="moveto"
first_time_only=yes
[filter]
x,y=25,6
[/filter]
[terrain_mask]
x,y=20,1
mask="
[terrain_mask]
x,y=20,1
mask="
_s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
_s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s
_s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s
@ -463,95 +459,93 @@ _s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s
_s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s
_s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
"
[rule]
old=Gg^Vh
new=Aa
terrain=Aa^Vha
[/rule]
[rule]
old=Gs^Fp
new=Aa
terrain=Aa^Fpa
[/rule]
[rule]
old=Hh
new=Aa
terrain=Hh
[/rule]
[rule]
old=Gg, Re
new=Aa
#don't specify terrain and it just uses the new terrain
[/rule]
# #default: Will match everything, since 'old' and 'new' aren't
# #specified. Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]
[/event]
[event]
name=start
[set_menu_item]
id=test1
description="Summon Troll"
[show_if]
[not]
[have_unit]
x,y=$x1,$y1
[/have_unit]
[/not]
[/show_if]
[filter_location]
[/filter_location]
[command]
{UNIT (Troll) (MagicTroll) ( "Magic Troll") $side_number $x1 $y1}
{GIVE_TROLLSKIN}
#undef GIVE_TROLLSKIN
[sound]
name=magic-holy-miss-3.ogg
[/sound]
[/command]
[/set_menu_item]
[set_menu_item]
id=test2
image="buttons/group_all.png"
description="Dismiss Troll"
[show_if]
[have_unit]
x,y=$x1,$y1
type=Troll
side=$side_number
[/have_unit]
[/show_if]
[command]
[kill]
x,y=$x1,$y1
animate=yes
[/kill]
[/command]
[/set_menu_item]
[/event]
[rule]
old=Gg^Vh
new=Aa
terrain=Aa^Vha
[/rule]
[rule]
old=Gs^Fp
new=Aa
terrain=Aa^Fpa
[/rule]
[rule]
old=Hh
new=Aa
terrain=Hh
[/rule]
[rule]
old=Gg, Re
new=Aa
#don't specify terrain and it just uses the new terrain
[/rule]
# #default: Will match everything, since 'old' and 'new' aren't
# #specified. Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]
[/event]
[event]
name=start
[set_menu_item]
id=test1
description="Summon Troll"
[show_if]
[not]
[have_unit]
x,y=$x1,$y1
[/have_unit]
[/not]
[/show_if]
[filter_location]
[/filter_location]
[command]
{UNIT (Troll) (MagicTroll) ( "Magic Troll") $side_number $x1 $y1}
{GIVE_TROLLSKIN}
#undef GIVE_TROLLSKIN
[sound]
name=magic-holy-miss-3.ogg
[/sound]
[/command]
[/set_menu_item]
[set_menu_item]
id=test2
image="buttons/group_all.png"
description="Dismiss Troll"
[show_if]
[have_unit]
x,y=$x1,$y1
type=Troll
side=$side_number
[/have_unit]
[/show_if]
[command]
[kill]
x,y=$x1,$y1
animate=yes
[/kill]
[/command]
[/set_menu_item]
[/event]
[label]
x,y=10,10
text="Keep out!!!"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=10, 10
[/filter]
[deprecated_message]
message="Moveing to this location is no longer supported... bye bye"
[/deprecated_message]
[kill]
x,y=10,10
animate=yes
[/kill]
[/event]
[label]
x,y=10,10
text="Keep out!!!"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=10, 10
[/filter]
[deprecated_message]
message="Moveing to this location is no longer supported... bye bye"
[/deprecated_message]
[kill]
x,y=10,10
animate=yes
[/kill]
[/event]
[/test]

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@ -1,458 +1,456 @@
[theme]
name=null
[resolution]
width=1
height=1
[/resolution]
name=null
[resolution]
width=1
height=1
[/resolution]
[/theme]
[theme]
name=Experimental
name=Experimental
#define EXPERIMENTAL_FONT_NORMAL
14 #enddef
14 #enddef
#define EXPERIMENTAL_FONT_SMALL
12 #enddef
12 #enddef
#define EXPERIMENTAL_FONT_TINY
10 #enddef
10 #enddef
[resolution]
id=1024x768
width=1024
height=768
[resolution]
id=1024x768
width=1024
height=768
[screen]
# this is only useful as a ref for other rects
id=screen
rect="0,0,1024,768"
[/screen]
[screen]
# this is only useful as a ref for other rects
id=screen
rect="0,0,1024,768"
[/screen]
[panel]
id=top-panel
image=misc/top-bg.png
ref=screen
rect="=,=,=,+26"
xanchor=top
yanchor=fixed
[/panel]
[panel]
id=top-panel
image=misc/top-bg.png
ref=screen
rect="=,=,=,+26"
xanchor=top
yanchor=fixed
[/panel]
[main_map]
id=main-map
rect="=,+0,+882,768"
xanchor=left
yanchor=top
[/main_map]
[main_map]
id=main-map
rect="=,+0,+882,768"
xanchor=left
yanchor=top
[/main_map]
# rightside panel
[panel]
id=top-right-panel
image=misc/experimental-rightside.png
rect="+0,0,1024,+305"
xanchor=right
yanchor=fixed
[/panel]
[panel]
id=middle-right-panel
image=misc/rightside-bg.png
rect="=,+0,=,768"
xanchor=right
yanchor=top
[/panel]
# rightside panel
[panel]
id=top-right-panel
image=misc/experimental-rightside.png
rect="+0,0,1024,+305"
xanchor=right
yanchor=fixed
[/panel]
[panel]
id=middle-right-panel
image=misc/rightside-bg.png
rect="=,+0,=,768"
xanchor=right
yanchor=top
[/panel]
[menu]
id=menu-main
title= _ "Menu"
image=lite
items=objectives,statistics,unitlist,separator,statustable,save,savemap,load,preferences,chatlog,help,quit
ref=top-panel
rect="=+3,=+1,+100,=-4"
xanchor=fixed
yanchor=fixed
[/menu]
[menu]
id=menu-main
title= _ "Menu"
image=lite
items=objectives,statistics,unitlist,separator,statustable,save,savemap,load,preferences,chatlog,help,quit
ref=top-panel
rect="=+3,=+1,+100,=-4"
xanchor=fixed
yanchor=fixed
[/menu]
[menu]
id=actions-menu
title= _ "Actions"
image=lite
items=undo,redo,cycle,speak,recruit,recall,showenemymoves,bestenemymoves,delayshroud,updateshroud,endturn
rect="+2,=,+100,="
xanchor=fixed
yanchor=fixed
[/menu]
[menu]
id=actions-menu
title= _ "Actions"
image=lite
items=undo,redo,cycle,speak,recruit,recall,showenemymoves,bestenemymoves,delayshroud,updateshroud,endturn
rect="+2,=,+100,="
xanchor=fixed
yanchor=fixed
[/menu]
[menu]
is_context_menu=true
items=wml,undo,redo,describeunit,renameunit,createunit,changeside,labelteamterrain,labelterrain,clearlabels,speak,continue,recruit,recall,delayshroud,updateshroud,cycle,endturn
[/menu]
[mini_map]
id=mini-map
ref=top-right-panel
rect="=+10,=+5,=-7,+143"
xanchor=right
yanchor=fixed
[/mini_map]
[menu]
is_context_menu=true
items=wml,undo,redo,describeunit,renameunit,createunit,changeside,labelteamterrain,labelterrain,clearlabels,speak,continue,recruit,recall,delayshroud,updateshroud,cycle,endturn
[/menu]
[mini_map]
id=mini-map
ref=top-right-panel
rect="=+10,=+5,=-7,+143"
xanchor=right
yanchor=fixed
[/mini_map]
[menu]
id=button-endturn
image=endturn-button
#title= _ ""
items=endturn
ref=top-right-panel
rect="=+90,=+199,+48,+21"
xanchor=right
anchor=bottom
[/menu]
[menu]
id=button-endturn
image=endturn-button
#title= _ ""
items=endturn
ref=top-right-panel
rect="=+90,=+199,+48,+21"
xanchor=right
anchor=bottom
[/menu]
[panel]
id=gold-panel
image=misc/status-bg.png
ref=actions-menu
rect="+35,=+1,+105,+19"
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=villages-panel
image=misc/status-bg.png
rect="+5,=,+95,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=units-panel
image=misc/status-bg.png
rect="+5,=,+95,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=upkeep-panel
image=misc/status-bg.png
rect="+5,=,+105,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=income-panel
image=misc/status-bg.png
rect="+5,=,+90,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=gold-panel
image=misc/status-bg.png
ref=actions-menu
rect="+35,=+1,+105,+19"
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=villages-panel
image=misc/status-bg.png
rect="+5,=,+95,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=units-panel
image=misc/status-bg.png
rect="+5,=,+95,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=upkeep-panel
image=misc/status-bg.png
rect="+5,=,+105,="
xanchor=proportional
yanchor=fixed
[/panel]
[panel]
id=income-panel
image=misc/status-bg.png
rect="+5,=,+90,="
xanchor=proportional
yanchor=fixed
[/panel]
{COUNTDOWN_THEME}
{COUNTDOWN_THEME}
# HP/XP
[label]
id=label-hp
font_size={EXPERIMENTAL_FONT_TINY}
text= _ "HP"
ref=top-right-panel
rect="=+84,=+230,+54,+12"
xanchor=right
yanchor=fixed
[/label]
[label]
id=label-xp
font_size={EXPERIMENTAL_FONT_TINY}
text= _ "XP"
rect="=,+14,=,+12"
xanchor=right
yanchor=fixed
[/label]
# HP/XP
[label]
id=label-hp
font_size={EXPERIMENTAL_FONT_TINY}
text= _ "HP"
ref=top-right-panel
rect="=+84,=+230,+54,+12"
xanchor=right
yanchor=fixed
[/label]
[label]
id=label-xp
font_size={EXPERIMENTAL_FONT_TINY}
text= _ "XP"
rect="=,+14,=,+12"
xanchor=right
yanchor=fixed
[/label]
[label]
id=gold-icon
icon=misc/gold.png
text= _ "gold"
ref=gold-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=villages-icon
icon=misc/villages.png
text= _ "villages"
ref=villages-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=units-icon
icon=misc/units.png
text= _ "units"
ref=units-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=upkeep-icon
icon=misc/upkeep.png
text= _ "upkeep"
ref=upkeep-panel
rect="=+5,=+1,+32,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=income-icon
icon=misc/income.png
text= _ "income"
ref=income-panel
rect="=+5,=+1,+32,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=gold-icon
icon=misc/gold.png
text= _ "gold"
ref=gold-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=villages-icon
icon=misc/villages.png
text= _ "villages"
ref=villages-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=units-icon
icon=misc/units.png
text= _ "units"
ref=units-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=upkeep-icon
icon=misc/upkeep.png
text= _ "upkeep"
ref=upkeep-panel
rect="=+5,=+1,+32,+17"
xanchor=proportional
yanchor=fixed
[/label]
[label]
id=income-icon
icon=misc/income.png
text= _ "income"
ref=income-panel
rect="=+5,=+1,+32,+17"
xanchor=proportional
yanchor=fixed
[/label]
[status]
# the time of day image
[time_of_day]
id=image-tod
ref=top-right-panel
rect="=+10,=+155,=-7,+39"
xanchor=right
yanchor=fixed
[/time_of_day]
[status]
# the time of day image
[time_of_day]
id=image-tod
ref=top-right-panel
rect="=+10,=+155,=-7,+39"
xanchor=right
yanchor=fixed
[/time_of_day]
# put the side playing indicator next to the turn indicator
[side_playing]
id=icon-sideplaying
ref=top-right-panel
rect="=+11,=+203,+25,+17"
xanchor=right
yanchor=fixed
[/side_playing]
# put the side playing indicator next to the turn indicator
[side_playing]
id=icon-sideplaying
ref=top-right-panel
rect="=+11,=+203,+25,+17"
xanchor=right
yanchor=fixed
[/side_playing]
# the game status
[turn]
id=turn
ref=top-right-panel
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=+40,=+203,+65,+16"
xanchor=right
yanchor=fixed
prefix=
prefix_literal=""
[/turn]
[gold]
id=gold
font_size={EXPERIMENTAL_FONT_SMALL}
ref=gold-icon
rect="+4,=+1,+75,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/gold]
[villages]
id=villages
font_size={EXPERIMENTAL_FONT_SMALL}
ref=villages-icon
rect="+4,=+1,+65,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/villages]
[num_units]
id=num-units
font_size={EXPERIMENTAL_FONT_SMALL}
ref=units-icon
rect="+4,=+1,+65,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/num_units]
[upkeep]
id=status-upkeep
font_size={EXPERIMENTAL_FONT_SMALL}
ref=upkeep-icon
rect="+4,=+1,+60,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/upkeep]
[income]
id=status-income
font_size={EXPERIMENTAL_FONT_SMALL}
ref=income-icon
rect="+4,=+1,+45,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/income]
# the game status
[turn]
id=turn
ref=top-right-panel
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=+40,=+203,+65,+16"
xanchor=right
yanchor=fixed
prefix=
prefix_literal=""
[/turn]
[gold]
id=gold
font_size={EXPERIMENTAL_FONT_SMALL}
ref=gold-icon
rect="+4,=+1,+75,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/gold]
[villages]
id=villages
font_size={EXPERIMENTAL_FONT_SMALL}
ref=villages-icon
rect="+4,=+1,+65,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/villages]
[num_units]
id=num-units
font_size={EXPERIMENTAL_FONT_SMALL}
ref=units-icon
rect="+4,=+1,+65,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/num_units]
[upkeep]
id=status-upkeep
font_size={EXPERIMENTAL_FONT_SMALL}
ref=upkeep-icon
rect="+4,=+1,+60,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/upkeep]
[income]
id=status-income
font_size={EXPERIMENTAL_FONT_SMALL}
ref=income-icon
rect="+4,=+1,+45,+16"
xanchor=proportional
yanchor=fixed
prefix=
prefix_literal=""
[/income]
{COUNTDOWN_THEME_STATUS EXPERIMENTAL_FONT_SMALL}
{COUNTDOWN_THEME_STATUS EXPERIMENTAL_FONT_SMALL}
[observers]
id=observers
ref=actions-menu
font_size={EXPERIMENTAL_FONT_SMALL}
rect="+9,=+3,+16,+16"
xanchor=proportional
yanchor=fixed
[/observers]
[observers]
id=observers
ref=actions-menu
font_size={EXPERIMENTAL_FONT_SMALL}
rect="+9,=+3,+16,+16"
xanchor=proportional
yanchor=fixed
[/observers]
#unit stats here
[unit_image]
id=unit-image
ref=top-right-panel
rect="=+9,=+232,+72,+72"
xanchor=right
yanchor=fixed
[/unit_image]
[unit_description]
id=unit-description
font_size={EXPERIMENTAL_FONT_NORMAL}
ref=middle-right-panel
rect="=+9,=+3,=-2,+18"
xanchor=right
yanchor=fixed
[/unit_description]
[unit_type]
id=unit-type
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_type]
[unit_level]
id=unit-level
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
prefix= _ "statuspanel^level"
prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_level]
[unit_alignment]
id=unit-alignment
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_alignment]
[unit_traits]
id=unit-traits
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_traits]
[unit_abilities]
id=unit-abilities
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_abilities]
[unit_moves]
id=unit-moves
font_size={EXPERIMENTAL_FONT_SMALL}
ref=unit-abilities
rect="=,+0,=+2,+16"
prefix= _ "statuspanel^movement"
prefix_literal=": "
xanchor=right
yanchor=fixed
[/unit_moves]
[unit_hp]
id=unit-hp
font_size={EXPERIMENTAL_FONT_SMALL}
ref=label-hp
rect="=,+0,+54,+14"
#prefix=hp
#prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_hp]
[unit_xp]
id=unit-xp
font_size={EXPERIMENTAL_FONT_SMALL}
ref=label-xp
rect="=,+0,+54,+14"
#prefix=xp
#prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_xp]
[unit_weapons]
id=unit-weapons
font_size={EXPERIMENTAL_FONT_SMALL}
ref=unit-moves
rect="=,+0,=,560"
xanchor=right
yanchor=fixed
[/unit_weapons]
[unit_status]
id=unit-status
font_size={EXPERIMENTAL_FONT_SMALL}
ref=unit-xp
rect="=+1,+3,=,+16"
xanchor=right
yanchor=fixed
[/unit_status]
[terrain]
id=status-terrain
ref=top-right-panel
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=+9,730,=-2,+16"
xanchor=right
yanchor=bottom
[/terrain]
[position]
id=status-position
ref=top-right-panel
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=+9,747,=-2,+16"
xanchor=right
yanchor=bottom
[/position]
#unit stats here
[unit_image]
id=unit-image
ref=top-right-panel
rect="=+9,=+232,+72,+72"
xanchor=right
yanchor=fixed
[/unit_image]
[unit_description]
id=unit-description
font_size={EXPERIMENTAL_FONT_NORMAL}
ref=middle-right-panel
rect="=+9,=+3,=-2,+18"
xanchor=right
yanchor=fixed
[/unit_description]
[unit_type]
id=unit-type
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_type]
[unit_level]
id=unit-level
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
prefix= _ "statuspanel^level"
prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_level]
[unit_alignment]
id=unit-alignment
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_alignment]
[unit_traits]
id=unit-traits
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_traits]
[unit_abilities]
id=unit-abilities
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_abilities]
[unit_moves]
id=unit-moves
font_size={EXPERIMENTAL_FONT_SMALL}
ref=unit-abilities
rect="=,+0,=+2,+16"
prefix= _ "statuspanel^movement"
prefix_literal=": "
xanchor=right
yanchor=fixed
[/unit_moves]
[unit_hp]
id=unit-hp
font_size={EXPERIMENTAL_FONT_SMALL}
ref=label-hp
rect="=,+0,+54,+14"
#prefix=hp
#prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_hp]
[unit_xp]
id=unit-xp
font_size={EXPERIMENTAL_FONT_SMALL}
ref=label-xp
rect="=,+0,+54,+14"
#prefix=xp
#prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_xp]
[unit_weapons]
id=unit-weapons
font_size={EXPERIMENTAL_FONT_SMALL}
ref=unit-moves
rect="=,+0,=,560"
xanchor=right
yanchor=fixed
[/unit_weapons]
[unit_status]
id=unit-status
font_size={EXPERIMENTAL_FONT_SMALL}
ref=unit-xp
rect="=+1,+3,=,+16"
xanchor=right
yanchor=fixed
[/unit_status]
[terrain]
id=status-terrain
ref=top-right-panel
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=+9,730,=-2,+16"
xanchor=right
yanchor=bottom
[/terrain]
[position]
id=status-position
ref=top-right-panel
font_size={EXPERIMENTAL_FONT_SMALL}
rect="=+9,747,=-2,+16"
xanchor=right
yanchor=bottom
[/position]
[/status]
[/status]
{REPLAY_THEME EXPERIMENTAL_FONT_SMALL}
[/resolution]
{REPLAY_THEME EXPERIMENTAL_FONT_SMALL}
[/resolution]
[partialresolution]
id=800x600
inherits=1024x768
idth=800
height=600
[partialresolution]
id=800x600
inherits=1024x768
idth=800
height=600
[change]
id=observers
rect="+65,=+2,+16,+16"
[/change]
[change]
id=observers
rect="+65,=+2,+16,+16"
[/change]
[change]
id=gold-panel
rect="+88,=+1,+105,+19"
[/change]
[change]
id=gold-panel
rect="+88,=+1,+105,+19"
[/change]
[change]
id=upkeep-panel
rect="+5,=,+110,="
[/change]
[change]
id=income-panel
rect="+5,=,+100,="
[/change]
[change]
id=status-upkeep
rect="+4,=+1,+65,+17"
[/change]
[change]
id=status-income
rect="+3,=+1,+55,+17"
[/change]
[/partialresolution]
[change]
id=upkeep-panel
rect="+5,=,+110,="
[/change]
[change]
id=income-panel
rect="+5,=,+100,="
[/change]
[change]
id=status-upkeep
rect="+4,=+1,+65,+17"
[/change]
[change]
id=status-income
rect="+3,=+1,+55,+17"
[/change]
[/partialresolution]
[/theme]

View file

@ -1,169 +1,167 @@
#define COUNTDOWN_THEME
[panel]
id=timeout-panel
image=misc/status-bg.png
rect="+5,=,+70,="
xanchor=proportional
yanchor=fixed
[/panel]
[label]
id=time-icon
#icon=misc/units.png
icon=misc/sand-clock.png
text= _ "time left"
ref=timeout-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
[panel]
id=timeout-panel
image=misc/status-bg.png
rect="+5,=,+70,="
xanchor=proportional
yanchor=fixed
[/panel]
[label]
id=time-icon
#icon=misc/units.png
icon=misc/sand-clock.png
text= _ "time left"
ref=timeout-panel
rect="=+5,=+1,+17,+17"
xanchor=proportional
yanchor=fixed
[/label]
#enddef
#define COUNTDOWN_THEME_STATUS FONT_SMALL
[report_countdown]
id=report_timeout
font_size={FONT_SMALL}
ref=time-icon
rect="+0,=,+50,+20"
xanchor=proportional
yanchor=fixed
[/report_countdown]
[report_countdown]
id=report_timeout
font_size={FONT_SMALL}
ref=time-icon
rect="+0,=,+50,+20"
xanchor=proportional
yanchor=fixed
[/report_countdown]
#enddef
#define REPLAY_THEME FONT_SMALL
[replay]
[change]
id=main-map
ref=top-panel
rect="=,+26,+882,768"
[/change]
[add]
[panel]
id=replay-panel
image=misc/top-bg.png
ref=top-panel
rect="=,+0,+882,+26"
xanchor=left
yanchor=fixed
[/panel]
[/add]
[add]
[label]
id=replay-label
text= _ "Replay"
ref=replay-panel
rect="=+3,=+3,+60,=-4"
font_size={FONT_SMALL}
font_rgb=160,160,160
xanchor=fixed
yanchor=fixed
[/label]
[/add]
[add]
[menu]
id=button-playreplay
ref=replay-label
type=image
image=play
title= _ "Play"
tooltip= _ "continous replay"
items=playreplay
rect="+4,=-4,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-stopreplay
ref=button-playreplay
type=image
image=pause
title= _ "Stop"
tooltip= _ "pause at end of turn"
items=stopreplay
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-resetreplay
ref=button-stopreplay
type=image
image=stop
title= _ "Reset"
tooltip= _ "reset to beginning"
items=resetreplay
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-nextturn
ref=button-resetreplay
type=image
image=play-turn
title= _ "Next Turn"
tooltip= _ "play turn"
items=replaynextturn
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-nextside
ref=button-nextturn
type=image
image=play-side
title= _ "Next Side"
tooltip= _ "play side turn"
items=replaynextside
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=check-shroud
ref=button-nextside
type=checkbox
title= _ "Shroud"
items=replayswitchshroud
rect="+15,=+3,+180,+10"
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=check-fog
ref=check-shroud
type=checkbox
title= _ "Fog"
items=replayswitchfog
rect="+5,=,+80,+10"
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=skip-animation
ref=check-fog
type=checkbox
title= _ "Skip animation"
items=replayskipanimation
rect="+5,=,+80,+10"
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[/replay]
[replay]
[change]
id=main-map
ref=top-panel
rect="=,+26,+882,768"
[/change]
[add]
[panel]
id=replay-panel
image=misc/top-bg.png
ref=top-panel
rect="=,+0,+882,+26"
xanchor=left
yanchor=fixed
[/panel]
[/add]
[add]
[label]
id=replay-label
text= _ "Replay"
ref=replay-panel
rect="=+3,=+3,+60,=-4"
font_size={FONT_SMALL}
font_rgb=160,160,160
xanchor=fixed
yanchor=fixed
[/label]
[/add]
[add]
[menu]
id=button-playreplay
ref=replay-label
type=image
image=play
title= _ "Play"
tooltip= _ "continous replay"
items=playreplay
rect="+4,=-4,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-stopreplay
ref=button-playreplay
type=image
image=pause
title= _ "Stop"
tooltip= _ "pause at end of turn"
items=stopreplay
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-resetreplay
ref=button-stopreplay
type=image
image=stop
title= _ "Reset"
tooltip= _ "reset to beginning"
items=resetreplay
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-nextturn
ref=button-resetreplay
type=image
image=play-turn
title= _ "Next Turn"
tooltip= _ "play turn"
items=replaynextturn
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=button-nextside
ref=button-nextturn
type=image
image=play-side
title= _ "Next Side"
tooltip= _ "play side turn"
items=replaynextside
rect="+4,=,+23,="
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=check-shroud
ref=button-nextside
type=checkbox
title= _ "Shroud"
items=replayswitchshroud
rect="+15,=+3,+180,+10"
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=check-fog
ref=check-shroud
type=checkbox
title= _ "Fog"
items=replayswitchfog
rect="+5,=,+80,+10"
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[add]
[menu]
id=skip-animation
ref=check-fog
type=checkbox
title= _ "Skip animation"
items=replayskipanimation
rect="+5,=,+80,+10"
xanchor=fixed
yanchor=fixed
[/menu]
[/add]
[/replay]
#enddef