Reindented all macros except utils.cfg,

that has unbalanced FOREACH/NEXT in it and will need to be
hand-checked.
This commit is contained in:
Eric S. Raymond 2007-06-29 11:19:19 +00:00
parent 984971b0c3
commit 5f58e50664
16 changed files with 2405 additions and 2430 deletions

File diff suppressed because it is too large Load diff

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@ -1,40 +1,39 @@
#this file contains macros for After Max Level Advancement (AMLA)
#define AMLA_TOUGH HP_ADVANCE
# Canned definition of an AMLA adding HP.
[advancement]
strict_amla=yes
max_times=100
id=tough_{HP_ADVANCE}
description= _ "Max HP bonus +" {HP_ADVANCE} _", MAX XP +25%"
icon="misc/icon-amla-tough.png"
image="misc/icon-amla-tough.png"
[effect]
apply_to=hitpoints
increase={HP_ADVANCE}
increase_total={HP_ADVANCE}
[/effect]
[effect]
apply_to=max_experience
increase=25%
[/effect]
[/advancement]
#enddef
#define AMLA_NECROHEAL
# Canned definition of an AMLA that does full healing.
[advancement]
strict_amla=yes
max_times=100
id=necroheal
description= _ "Full Heal"
image="misc/icon-amla-fullheal.png"
icon="misc/icon-amla-fullheal.png"
[effect]
apply_to=hitpoints
increase_total=0%
heal_full=yes
[/effect]
[/advancement]
#enddef
#this file contains macros for After Max Level Advancement (AMLA)
#define AMLA_TOUGH HP_ADVANCE
# Canned definition of an AMLA adding HP.
[advancement]
strict_amla=yes
max_times=100
id=tough_{HP_ADVANCE}
description= _ "Max HP bonus +" {HP_ADVANCE} _", MAX XP +25%"
icon="misc/icon-amla-tough.png"
image="misc/icon-amla-tough.png"
[effect]
apply_to=hitpoints
increase={HP_ADVANCE}
increase_total={HP_ADVANCE}
[/effect]
[effect]
apply_to=max_experience
increase=25%
[/effect]
[/advancement]
#enddef
#define AMLA_NECROHEAL
# Canned definition of an AMLA that does full healing.
[advancement]
strict_amla=yes
max_times=100
id=necroheal
description= _ "Full Heal"
image="misc/icon-amla-fullheal.png"
icon="misc/icon-amla-fullheal.png"
[effect]
apply_to=hitpoints
increase_total=0%
heal_full=yes
[/effect]
[/advancement]
#enddef

View file

@ -3,10 +3,10 @@
# These don't rely on any other macros. Please don't change this.
#define DEFENSE_ANIM REACTION BASEFRAME HITSOUND
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs.
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs.
[defend]
start_time=-126
start_time=-126
[frame]
duration=1
image={BASEFRAME}
@ -37,13 +37,12 @@
[/defend]
#enddef
#define DEFENSE_ANIM_FILTERED REACTION BASEFRAME HITSOUND FILTER
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs. This
# fires only if FILTER is matched.
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs. This
# fires only if FILTER is matched.
[defend]
start_time=-126
start_time=-126
{FILTER}
[frame]
duration=1
@ -75,15 +74,14 @@
[/defend]
#enddef
#define DEFENSE_ANIM_RANGE REACTION BASEFRAME HITSOUND RANGE
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs. This
# fires only on the class of attacks specified by RANGE.
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs. This
# fires only on the class of attacks specified by RANGE.
[defend]
start_time=-126
start_time=-126
[attack_filter]
range={RANGE}
range={RANGE}
[/attack_filter]
[frame]
duration=1
@ -115,220 +113,219 @@
[/defend]
#enddef
#define DEFENSE_ANIM_ELVEN_FILTERED REACTION BASEFRAME HITSOUND FILTER
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs and an
# elven halo waxing and waning during the animation. This fires
# only if FILTER is matched.
[defend]
{FILTER}
[frame]
begin=-175
end=-150
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-20pct.png
[/frame]
[frame]
begin=-150
end=-125
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-40pct.png
[/frame]
[frame]
begin=-125
end=-75
image={REACTION}
halo=halo/elven/elven-shield-halo-60pct.png
[/frame]
[frame]
begin=-75
end=-25
image={REACTION}
halo=halo/elven/elven-shield-halo-80pct.png
[/frame]
[if]
hits=hit
[frame]
begin=-25
end=75
image={REACTION}
sound={HITSOUND}
halo=halo/elven/elven-shield-halo-100pct.png
[/frame]
[/if]
[else]
hits=miss,kill
[frame]
begin=-25
end=75
image={REACTION}
halo=halo/elven/elven-shield-halo-100pct.png
[/frame]
[/else]
[frame]
begin=75
end=125
image={REACTION}
halo=halo/elven/elven-shield-halo-80pct.png
[/frame]
[frame]
begin=125
end=150
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-60pct.png
[/frame]
[frame]
begin=150
end=175
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-40pct.png
[/frame]
[frame]
begin=175
end=200
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-20pct.png
[/frame]
[/defend]
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs and an
# elven halo waxing and waning during the animation. This fires
# only if FILTER is matched.
[defend]
{FILTER}
[frame]
begin=-175
end=-150
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-20pct.png
[/frame]
[frame]
begin=-150
end=-125
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-40pct.png
[/frame]
[frame]
begin=-125
end=-75
image={REACTION}
halo=halo/elven/elven-shield-halo-60pct.png
[/frame]
[frame]
begin=-75
end=-25
image={REACTION}
halo=halo/elven/elven-shield-halo-80pct.png
[/frame]
[if]
hits=hit
[frame]
begin=-25
end=75
image={REACTION}
sound={HITSOUND}
halo=halo/elven/elven-shield-halo-100pct.png
[/frame]
[/if]
[else]
hits=miss,kill
[frame]
begin=-25
end=75
image={REACTION}
halo=halo/elven/elven-shield-halo-100pct.png
[/frame]
[/else]
[frame]
begin=75
end=125
image={REACTION}
halo=halo/elven/elven-shield-halo-80pct.png
[/frame]
[frame]
begin=125
end=150
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-60pct.png
[/frame]
[frame]
begin=150
end=175
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-40pct.png
[/frame]
[frame]
begin=175
end=200
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-20pct.png
[/frame]
[/defend]
#enddef
# this macro is called on top of every idle animation,
# to provide a standard set of conditions to play the idle animation
#define STANDARD_IDLE_FILTER
# Poisoned units should have no idle animation. This macro defines a
# filter that excludes them.
[unit_filter]
[not]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/not]
[/unit_filter]
# Poisoned units should have no idle animation. This macro defines a
# filter that excludes them.
[unit_filter]
[not]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/not]
[/unit_filter]
#enddef
#define FRAME_ON_SLOW CONTENTS
# When a unit is slowed, the slowed sound (slowed.wav) should be
# played by the attack animation. Wrap the [frame] containing
# the sound= key inside this macro, and the sound will not get
# played if the attack misses or the target already is slowed.
[if]
hits=yes
[secondary_unit_filter]
[not]
[wml_filter]
[status]
slowed="yes"
[/status]
[/wml_filter]
[/not]
[/secondary_unit_filter]
# When a unit is slowed, the slowed sound (slowed.wav) should be
# played by the attack animation. Wrap the [frame] containing
# the sound= key inside this macro, and the sound will not get
# played if the attack misses or the target already is slowed.
[if]
hits=yes
[secondary_unit_filter]
[not]
[wml_filter]
[status]
slowed="yes"
[/status]
[/wml_filter]
[/not]
[/secondary_unit_filter]
{CONTENTS}
[/if]
[else]
hits=yes
[secondary_unit_filter]
[wml_filter]
[status]
slowed="yes"
[/status]
[/wml_filter]
[/secondary_unit_filter]
{CONTENTS}
[/if]
[else]
hits=yes
[secondary_unit_filter]
[wml_filter]
[status]
slowed="yes"
[/status]
[/wml_filter]
[/secondary_unit_filter]
{CONTENTS}
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
[else]
hits=no
[+frame]
sound=
[/frame]
[/else]
[else]
hits=no
{CONTENTS}
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
[+frame]
sound=
[/frame]
[/else]
#enddef
#define FRAME_ON_POISON CONTENTS
# When a unit is poisoned, the poison sound (poison.ogg) should
# be played by the attack animation. Wrap the [frame] containing
# the sound= key inside this macro, and the sound will not get
# played if the attack misses or the target already is poisoned.
[if]
hits=yes
[secondary_unit_filter]
[not]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/not]
[/secondary_unit_filter]
# When a unit is poisoned, the poison sound (poison.ogg) should
# be played by the attack animation. Wrap the [frame] containing
# the sound= key inside this macro, and the sound will not get
# played if the attack misses or the target already is poisoned.
[if]
hits=yes
[secondary_unit_filter]
[not]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/not]
[/secondary_unit_filter]
{CONTENTS}
[/if]
[else]
hits=yes
[secondary_unit_filter]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/secondary_unit_filter]
{CONTENTS}
[/if]
[else]
hits=yes
[secondary_unit_filter]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/secondary_unit_filter]
{CONTENTS}
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
[else]
hits=no
[+frame]
sound=
[/frame]
[/else]
[else]
hits=no
{CONTENTS}
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
[+frame]
sound=
[/frame]
[/else]
#enddef
#define HIT_MISS_SOUNDS HITSOUND MISSSOUND CONTENTS
# A more convenient way of wiring in hit and miss sounds to an
# attack animation. Use by wrapping a [frame] inside this macro.
# Then, if the attack misses, HITSOUND will be played and if it
# misses, MISSSOUND will be played instead.
[if]
hits=yes
# A more convenient way of wiring in hit and miss sounds to an
# attack animation. Use by wrapping a [frame] inside this macro.
# Then, if the attack misses, HITSOUND will be played and if it
# misses, MISSSOUND will be played instead.
[if]
hits=yes
{CONTENTS}
{CONTENTS}
[+frame]
sound={HITSOUND}
[/frame]
[/if]
[else]
hits=no
[+frame]
sound={HITSOUND}
[/frame]
[/if]
[else]
hits=no
{CONTENTS}
{CONTENTS}
[+frame]
sound={MISSSOUND}
[/frame]
[/else]
[+frame]
sound={MISSSOUND}
[/frame]
[/else]
#enddef
#define MISSILE_FRAME_WAIL
# Animate a projectile for a wail attack.
# Animate a projectile for a wail attack.
[if]
direction=n,ne,nw
@ -371,7 +368,7 @@
[/if]
[else]
direction=s,se,sw
### The price of asymmetrical projectiles - here, we use a conditional because the game automatically flips the images for the south frame. We have a separate set of images for the south part, which are not only flipped vertically, but also have their angle corrected for the sw direction.
### The price of asymmetrical projectiles - here, we use a conditional because the game automatically flips the images for the south frame. We have a separate set of images for the south part, which are not only flipped vertically, but also have their angle corrected for the sw direction.
[missile_frame]
begin=-300
@ -413,7 +410,7 @@
#enddef
#define MISSILE_FRAME_FIRE_BREATH N_OFFSET S_OFFSET N_DIAGONAL_OFFSET S_DIAGONAL_OFFSET
# Animate a projectile for a fire-breath attack.
# Animate a projectile for a fire-breath attack.
[if]
direction=n
@ -457,7 +454,7 @@
#enddef
#define MISSILE_FRAME_FAERIE_FIRE
# Animate a projectile for a faerie-fire attack.
# Animate a projectile for a faerie-fire attack.
[missile_frame]
begin=-500
end=-350
@ -517,7 +514,7 @@
#enddef
#define MISSILE_FRAME_FIREBALL
# Animate a projectile for a fireball attack.
# Animate a projectile for a fireball attack.
[missile_frame]
begin=-220
end=-100
@ -539,88 +536,88 @@
#enddef
#define MISSILE_FRAME_HATCHET
# Animate a projectile for a thrown-hatchet attack.
[missile_frame]
begin=-200
end=-150
image="projectiles/hatchet-2.png"
image_diagonal="projectiles/hatchet-2.png"
[/missile_frame]
[missile_frame]
begin=-150
end=-100
image="projectiles/hatchet-3.png"
image_diagonal="projectiles/hatchet-3.png"
[/missile_frame]
[missile_frame]
begin=-100
end=-50
image="projectiles/hatchet-4.png"
image_diagonal="projectiles/hatchet-4.png"
[/missile_frame]
[missile_frame]
begin=-50
end=0
image="projectiles/hatchet-1.png"
image_diagonal="projectiles/hatchet-1.png"
[/missile_frame]
# Animate a projectile for a thrown-hatchet attack.
[missile_frame]
begin=-200
end=-150
image="projectiles/hatchet-2.png"
image_diagonal="projectiles/hatchet-2.png"
[/missile_frame]
[missile_frame]
begin=-150
end=-100
image="projectiles/hatchet-3.png"
image_diagonal="projectiles/hatchet-3.png"
[/missile_frame]
[missile_frame]
begin=-100
end=-50
image="projectiles/hatchet-4.png"
image_diagonal="projectiles/hatchet-4.png"
[/missile_frame]
[missile_frame]
begin=-50
end=0
image="projectiles/hatchet-1.png"
image_diagonal="projectiles/hatchet-1.png"
[/missile_frame]
#enddef
#define FIRE_BURST_SMALL
[missile_frame]
begin=0
end=75
image="projectiles/fire-burst-small-1.png"
image_diagonal="projectiles/fire-burst-small-1.png"
offset=0.8
[/missile_frame]
[missile_frame]
begin=75
end=150
image="projectiles/fire-burst-small-2.png"
image_diagonal="projectiles/fire-burst-small-2.png"
offset=0.83
[/missile_frame]
[missile_frame]
begin=150
end=225
image="projectiles/fire-burst-small-3.png"
image_diagonal="projectiles/fire-burst-small-3.png"
offset=0.86
[/missile_frame]
[missile_frame]
begin=225
end=300
image="projectiles/fire-burst-small-4.png"
image_diagonal="projectiles/fire-burst-small-4.png"
offset=0.89
[/missile_frame]
[missile_frame]
begin=300
end=375
image="projectiles/fire-burst-small-5.png"
image_diagonal="projectiles/fire-burst-small-5.png"
offset=0.92
[/missile_frame]
[missile_frame]
begin=375
end=450
image="projectiles/fire-burst-small-6.png"
image_diagonal="projectiles/fire-burst-small-6.png"
offset=0.95
[/missile_frame]
[missile_frame]
begin=450
end=525
image="projectiles/fire-burst-small-7.png"
image_diagonal="projectiles/fire-burst-small-7.png"
offset=0.98
[/missile_frame]
[missile_frame]
begin=525
end=600
image="projectiles/fire-burst-small-8.png"
image_diagonal="projectiles/fire-burst-small-8.png"
offset=1.0
[/missile_frame]
[missile_frame]
begin=0
end=75
image="projectiles/fire-burst-small-1.png"
image_diagonal="projectiles/fire-burst-small-1.png"
offset=0.8
[/missile_frame]
[missile_frame]
begin=75
end=150
image="projectiles/fire-burst-small-2.png"
image_diagonal="projectiles/fire-burst-small-2.png"
offset=0.83
[/missile_frame]
[missile_frame]
begin=150
end=225
image="projectiles/fire-burst-small-3.png"
image_diagonal="projectiles/fire-burst-small-3.png"
offset=0.86
[/missile_frame]
[missile_frame]
begin=225
end=300
image="projectiles/fire-burst-small-4.png"
image_diagonal="projectiles/fire-burst-small-4.png"
offset=0.89
[/missile_frame]
[missile_frame]
begin=300
end=375
image="projectiles/fire-burst-small-5.png"
image_diagonal="projectiles/fire-burst-small-5.png"
offset=0.92
[/missile_frame]
[missile_frame]
begin=375
end=450
image="projectiles/fire-burst-small-6.png"
image_diagonal="projectiles/fire-burst-small-6.png"
offset=0.95
[/missile_frame]
[missile_frame]
begin=450
end=525
image="projectiles/fire-burst-small-7.png"
image_diagonal="projectiles/fire-burst-small-7.png"
offset=0.98
[/missile_frame]
[missile_frame]
begin=525
end=600
image="projectiles/fire-burst-small-8.png"
image_diagonal="projectiles/fire-burst-small-8.png"
offset=1.0
[/missile_frame]
#enddef

View file

@ -4,23 +4,23 @@
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define OWN_VILLAGE X Y SIDE
# Test if a given side owns the village at the specified location
[have_location]
owner_side={SIDE}
x={X}
y={Y}
[/have_location]
# Test if a given side owns the village at the specified location
[have_location]
owner_side={SIDE}
x={X}
y={Y}
[/have_location]
#enddef
#define IF VAR OP VAL CONTENTS
# Shortcut for IF statements testing the value of a variable. Need to write
# [then] and [else] tags manually.
# Use like this:
#! {IF some_variable equals yes (
#! [then]
#! ...
#! [/then]
#! )}
# Shortcut for IF statements testing the value of a variable. Need to write
# [then] and [else] tags manually.
# Use like this:
#! {IF some_variable equals yes (
#! [then]
#! ...
#! [/then]
#! )}
[if]
[variable]
name={VAR}
@ -31,15 +31,14 @@
[/if]
#enddef
#define IF_ALIVE PLAYER ACTION
# Condition triggering of ACTION om whether PLAYER has at least one unit left.
# For example, if the player 2 is still alive, kill all his units.
#! {IF_ALIVE 2 (
#! [kill]
#! side=2
#! [/kill]
#! )}
# Condition triggering of ACTION om whether PLAYER has at least one unit left.
# For example, if the player 2 is still alive, kill all his units.
#! {IF_ALIVE 2 (
#! [kill]
#! side=2
#! [/kill]
#! )}
[if]
[have_unit]
side={PLAYER}
@ -50,16 +49,15 @@
[/if]
#enddef
#define IF_DEAD PLAYER ACTION
# Condition triggering of ACTION on whether PLAYER has no units left.
# For example, give player 2 gold if player 1 is dead
#! {IF_DEAD 1 (
#! [gold]
#! side=2
#! amount=25
#! [/gold]
#! )}
# Condition triggering of ACTION on whether PLAYER has no units left.
# For example, give player 2 gold if player 1 is dead
#! {IF_DEAD 1 (
#! [gold]
#! side=2
#! amount=25
#! [/gold]
#! )}
[if]
[have_unit]
side={PLAYER}
@ -73,20 +71,20 @@
#enddef
#define IF_ALLIED PLAYER1 PLAYER2 ACTION
# Condition that triggers if PLAYER1 and PLAYER2 belong to the same team.
# NOTE: only works if leaders are alive, are the same leader as the game
# started and haven't changed teams.
# For example, if player 3 and 4 is allied, steal 10 gold from each:
#! {IF_ALLIED 3 4 (
#! [gold]
#! side=3
#! amount=-10
#! [/gold]
#! [gold]
#! side=4
#! amount=-10
#! [/gold]
#! )}
# Condition that triggers if PLAYER1 and PLAYER2 belong to the same team.
# NOTE: only works if leaders are alive, are the same leader as the game
# started and haven't changed teams.
# For example, if player 3 and 4 is allied, steal 10 gold from each:
#! {IF_ALLIED 3 4 (
#! [gold]
#! side=3
#! amount=-10
#! [/gold]
#! [gold]
#! side=4
#! amount=-10
#! [/gold]
#! )}
[store_unit]
[filter]
side={PLAYER1}

View file

@ -8,9 +8,8 @@
# These don't depend on any other macros. Please don't change this.
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define ON_EVENT NAME ACTION
# Creates a generic event. Strictly a syntactic shortcut
# Creates a generic event. Strictly a syntactic shortcut
[event]
name={NAME}
{ACTION}
@ -18,43 +17,41 @@
#enddef
#define ON_PRESTART ACTION
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output. Strictly a syntactic shortcut.
#
# For example, you can make side 2 start the scenario with ownership of the
# village at 13,15:
#
#! {ON_PRESTART (
#! [capture_village]
#! side=2
#! x,y=13,15
#! [/capture_village]
#! )}
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output. Strictly a syntactic shortcut.
#
# For example, you can make side 2 start the scenario with ownership of the
# village at 13,15:
#
#! {ON_PRESTART (
#! [capture_village]
#! side=2
#! x,y=13,15
#! [/capture_village]
#! )}
[event]
name=prestart
{ACTION}
[/event]
#enddef
#define ON_START ACTION
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act. Strictly a syntactic shortcut.
#
# For example you could display some dialogue when the scenario starts:
#
#! {ON_START (
#! [message]
#! speaker=Konrad
#! message= _ "Hey, I can see some enemies up ahead!"
#! [/message]
#!
#! [message]
#! speaker=Delfador
#! message= _ "Yes, so it would seem. Charge!"
#! [/message]
#! )}
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act. Strictly a syntactic shortcut.
#
# For example you could display some dialogue when the scenario starts:
#
#! {ON_START (
#! [message]
#! speaker=Konrad
#! message= _ "Hey, I can see some enemies up ahead!"
#! [/message]
#!
#! [message]
#! speaker=Delfador
#! message= _ "Yes, so it would seem. Charge!"
#! [/message]
#! )}
[event]
name=start
{ACTION}
@ -80,14 +77,14 @@
#enddef
#define ON_NEXT_TURN_ONCE ACTION
# Creates an event that triggers at the end of the current turn.
# For example you could give a player some gold before his/hers next turn.:
#! {ON_NEXT_TURN (
#! [gold]
#! amount=100
#! side=1
#! [/gold]
#! )}
# Creates an event that triggers at the end of the current turn.
# For example you could give a player some gold before his/hers next turn.:
#! {ON_NEXT_TURN (
#! [gold]
#! amount=100
#! side=1
#! [/gold]
#! )}
[event]
name=new turn
first_time_only=yes
@ -96,14 +93,14 @@
#enddef
#define ON_SIDETURN ACTION
# Creates an event that triggers at the start of every players turn
# For example, you could set each players gold to a fixed amount every turn.
#! {ON_SIDETURN (
#! [modify_side]
#! side=3
#! gold=0
#! [/modify_side]
#! )}
# Creates an event that triggers at the start of every players turn
# For example, you could set each players gold to a fixed amount every turn.
#! {ON_SIDETURN (
#! [modify_side]
#! side=3
#! gold=0
#! [/modify_side]
#! )}
[event]
name=side turn
first_time_only=no
@ -111,18 +108,17 @@
[/event]
#enddef
#define ON_TURN TURN ACTION
# Creates an event that triggers at the start of turn TURN
# For example you can create a Wose belonging to player 1 at turn 3:
# Strictly a syntactic shortcut.
#! {ON_TURN 3 (
#! [unit]
#! side=1
#! type=wose
#! x,y=12,4
#! [/unit]
#! )}
# Creates an event that triggers at the start of turn TURN
# For example you can create a Wose belonging to player 1 at turn 3:
# Strictly a syntactic shortcut.
#! {ON_TURN 3 (
#! [unit]
#! side=1
#! type=wose
#! x,y=12,4
#! [/unit]
#! )}
[event]
name=turn {TURN}
{ACTION}
@ -130,16 +126,16 @@
#enddef
#define ON_LAST_TURN ACTION
# Creates an event that triggers when the last turn ends.
# Strictly a syntactic shortcut.
#
# For example you could display a message saying they suck:
#! {ON_LAST_TURN (
#! [message]
#! speaker=narrator
#! message="They suck!"
#! [/message]
#! )}
# Creates an event that triggers when the last turn ends.
# Strictly a syntactic shortcut.
#
# For example you could display a message saying they suck:
#! {ON_LAST_TURN (
#! [message]
#! speaker=narrator
#! message="They suck!"
#! [/message]
#! )}
[event]
name=time over
{ACTION}
@ -147,16 +143,16 @@
#enddef
#define ON_VICTORY ACTION
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could congratulate the player:
#! {ON_VICTORY (
#! [message]
#! speaker=narrator
#! message="Congratulations!"
#! [/message]
#! )}
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could congratulate the player:
#! {ON_VICTORY (
#! [message]
#! speaker=narrator
#! message="Congratulations!"
#! [/message]
#! )}
[event]
name=victory
{ACTION}
@ -164,17 +160,17 @@
#enddef
#define ON_DEFEAT ACTION
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could suggest an easier difficulty
# the player:
#! {ON_DEFEAT (
#! [message]
#! speaker=narrator
#! message="Aww.. you lost. Try again with 800g and +40g income?"
#! [/message]
#! )}
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could suggest an easier difficulty
# the player:
#! {ON_DEFEAT (
#! [message]
#! speaker=narrator
#! message="Aww.. you lost. Try again with 800g and +40g income?"
#! [/message]
#! )}
[event]
name=defeat
{ACTION}
@ -182,158 +178,158 @@
#enddef
#define ON_TILE X Y FILTER ACTION
# Creates an event that triggers anytime a unit steps on a given tile.
# The filter can be used to only affect special units, or units of a
# given player.
#
# For example, we could make a tree where the first player's leader can
# read a note, but nobody else:
#! {ON_TILE 5 7 (
#! side=1
#! canrecruit=1
#! ) (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
# Creates an event that triggers anytime a unit steps on a given tile.
# The filter can be used to only affect special units, or units of a
# given player.
#
# For example, we could make a tree where the first player's leader can
# read a note, but nobody else:
#! {ON_TILE 5 7 (
#! side=1
#! canrecruit=1
#! ) (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
{FILTER}
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ALLOW_UNDO
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
#
# For example, let's allow undoing reading a note:
#! {ON_TILE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! {ALLOW_UNDO}
#! )}
[allow_undo]
[/allow_undo]
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
#
# For example, let's allow undoing reading a note:
#! {ON_TILE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! {ALLOW_UNDO}
#! )}
[allow_undo]
[/allow_undo]
#enddef
#define ON_TILE_ONCE X Y FILTER ACTION
# Creates an event that triggers the first time a unit steps on a
# given tile. The filter can be used to only affect special units, or
# units of a given player.
# Creates an event that triggers the first time a unit steps on a
# given tile. The filter can be used to only affect special units, or
# units of a given player.
For example we could make a text-message
# that is only readable once:
#! {ON_TILE_ONCE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
For example we could make a text-message
# that is only readable once:
#! {ON_TILE_ONCE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
[event]
name=moveto
first_time_only=yes
[filter]
x={X}
y={Y}
{FILTER}
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_DEATH FILTER ACTION
# Creates an event that triggers anytime a unit matching FILTER dies.
# Strictly a syntactic shortcut.
#
# For example we can make all units scream in pain upon death:
#! {ON_DEATH () (
#! [message]
#! speaker=unit
#! message="AAaaaaAAaaAAaarrrghh!!!"
#! [/message]
#! )}
# Creates an event that triggers anytime a unit matching FILTER dies.
# Strictly a syntactic shortcut.
#
# For example we can make all units scream in pain upon death:
#! {ON_DEATH () (
#! [message]
#! speaker=unit
#! message="AAaaaaAAaaAAaarrrghh!!!"
#! [/message]
#! )}
[event]
name=die
first_time_only=no
[filter]
{FILTER}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_DEATH_ONCE FILTER ACTION
# Creates an event that triggers the first time a unit matching FILTER
# dies. Strictly a syntactic shortcut.
#
# For example we can make only player 3s leader units scream in
# pain upon death:
#! {ON_DEATH_ONCE (
#! side=3
#! canrecruit=1
#! ) (
#! [message]
#! speaker=unit
#! message="AAaaaaAAaaAAaarrrghh!!!"
#! [/message]
#! )}
# Creates an event that triggers the first time a unit matching FILTER
# dies. Strictly a syntactic shortcut.
#
# For example we can make only player 3s leader units scream in
# pain upon death:
#! {ON_DEATH_ONCE (
#! side=3
#! canrecruit=1
#! ) (
#! [message]
#! speaker=unit
#! message="AAaaaaAAaaAAaarrrghh!!!"
#! [/message]
#! )}
[event]
name=die
first_time_only=yes
[filter]
{FILTER}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_ADVANCEMENT FILTER ACTION
# Creates an event that triggers before any unit matching FILTER
# advances to a new class. Strictly a syntactic shortcut.
#
# For example we could make it smile:
#! {ON_ADVANCEMENT () (
#! [message]
#! speaker=unit
#! message=":D"
#! [/message]
#! )}
# Creates an event that triggers before any unit matching FILTER
# advances to a new class. Strictly a syntactic shortcut.
#
# For example we could make it smile:
#! {ON_ADVANCEMENT () (
#! [message]
#! speaker=unit
#! message=":D"
#! [/message]
#! )}
[event]
name=advance
first_time_only=no
[filter]
{FILTER}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_POSTADVANCEMENT FILTER ACTION
# Creates an event that triggers after any unit matching FILTER
# advanced to a new class. Strictly a syntactic shortcut.
#
# For example we could make it claim to be
# the strongest one alive:
#! {ON_POSTADVANCEMENT () (
#! [message]
#! speaker=unit
#! message="I'm the strongest one alive!"
#! [/message]
#! )}
# Creates an event that triggers after any unit matching FILTER
# advanced to a new class. Strictly a syntactic shortcut.
#
# For example we could make it claim to be
# the strongest one alive:
#! {ON_POSTADVANCEMENT () (
#! [message]
#! speaker=unit
#! message="I'm the strongest one alive!"
#! [/message]
#! )}
[event]
name=post_advance
first_time_only=no
[filter]
{FILTER}
{FILTER}
[/filter]
{ACTION}
[/event]

View file

@ -3,50 +3,50 @@
# These don't depend on any other macros. Please don't change this.
#define MAGENTA_IS_THE_TEAM_COLOR
# A macro to define a common set of magenta color values which different
# units can be color shifted by using the team color system.
flag_rgb=magenta
# A macro to define a common set of magenta color values which different
# units can be color shifted by using the team color system.
flag_rgb=magenta
#enddef
#define COLOR_HEAL
green=255
green=255
#enddef
#define COLOR_HARM
red=255
red=255
#enddef
#define COLOR_WHITE
red=255
green=255
blue=255
red=255
green=255
blue=255
#enddef
#define IS_HERO
# Embed this into a unit declaration to add a hero icon to the unit.
overlays="misc/hero-icon.png"
# Embed this into a unit declaration to add a hero icon to the unit.
overlays="misc/hero-icon.png"
#enddef
#define DOT X Y
# Mark the specified map hex with a dot.
[image]
x,y={X},{Y}
file=misc/dot.png
delay=500
[/image]
# Mark the specified map hex with a dot.
[image]
x,y={X},{Y}
file=misc/dot.png
delay=500
[/image]
#enddef
#define CROSS X Y
# Mark the specified map hex with a cross.
[image]
x,y={X},{Y}
file=misc/cross.png
delay=500
[/image]
# Mark the specified map hex with a cross.
[image]
x,y={X},{Y}
file=misc/cross.png
delay=500
[/image]
#enddef
#define PLACE_IMAGE IMAGE_FILE X Y
# Place an image at a specified location on the map.
# Place an image at a specified location on the map.
[item]
x={X}
y={Y}
@ -55,30 +55,25 @@ delay=500
#enddef
#define PRESTART_FILTER_EFFECT FILTER EFFECT
# Apply an image mod to filter-selected units at prestart time
[event]
name=prestart
first_time_only=yes
[object]
silent=yes
[filter]
{FILTER}
[/filter]
[effect]
apply_to=image_mod
add={EFFECT}
[/effect]
[/object]
[/event]
# Apply an image mod to filter-selected units at prestart time
[event]
name=prestart
first_time_only=yes
[object]
silent=yes
[filter]
{FILTER}
[/filter]
[effect]
apply_to=image_mod
add={EFFECT}
[/effect]
[/object]
[/event]
#enddef
#define TEAM_COLOR_OVERRIDE FILTER TEAMCOLOR
# Override the team color of filtered units.
# This is an example of how to use PRESTART_FILTER_EFFECT.
{PRESTART_FILTER_EFFECT {FILTER} "RC(magenta>{TEAMCOLOR})"}
# Override the team color of filtered units.
# This is an example of how to use PRESTART_FILTER_EFFECT.
{PRESTART_FILTER_EFFECT {FILTER} "RC(magenta>{TEAMCOLOR})"}
#enddef

View file

@ -4,11 +4,11 @@
# ! in comments is used to generate HTML documentation; ignore it otherwise.
#define MESSAGE SPEAKER IMAGE CAPTION TEXT
# Displays a text message spoken by SPEAKER.
# Speaker can be any of: narrator, unit and second_unit
# For example, let's have the narrator, which looks like a faery
# express some feelings on the undead:
#! {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}
# Displays a text message spoken by SPEAKER.
# Speaker can be any of: narrator, unit and second_unit
# For example, let's have the narrator, which looks like a faery
# express some feelings on the undead:
#! {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}
[message]
speaker={SPEAKER}
message={TEXT}
@ -18,11 +18,11 @@
#enddef
#define FLOATING_TEXT FILTER COLOUR TEXT
# Floats the given text above the given unit in the same manner as damage
# numbers are displayed in combat.
# For example when a unit steps on a hidden trap and is dealt 8 damage, let's
# show this to the player like all other damage is:
#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
# Floats the given text above the given unit in the same manner as damage
# numbers are displayed in combat.
# For example when a unit steps on a hidden trap and is dealt 8 damage, let's
# show this to the player like all other damage is:
#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
[store_unit]
[filter]
{FILTER}
@ -43,10 +43,10 @@
#enddef
#define SET_LABEL X Y TEXT
# Puts TEXT on the map at X,Y. Strictly a syntactic shortcut.
#
# For example:
#! {SET_LABEL 4 7 _ "There be dragons here!"}
# Puts TEXT on the map at X,Y. Strictly a syntactic shortcut.
#
# For example:
#! {SET_LABEL 4 7 _ "There be dragons here!"}
[label]
x={X}
y={Y}
@ -55,10 +55,10 @@
#enddef
#define REMOVE_LABEL X Y
# Removes a label from a given tile.
#
# For example, remove it from 4,7
#! {REMOVE_LABEL 4 7}
# Removes a label from a given tile.
#
# For example, remove it from 4,7
#! {REMOVE_LABEL 4 7}
[label]
x={X}
y={Y}
@ -67,22 +67,22 @@
#enddef
#define SET_LABEL_PERSISTANT X Y TEXT
# Sets a label on tile x,y that gets reset every sideturn in case
# someone clears it.
#
# Example:
#! {SET_LABEL_PERSISTANT 4 7 _ "There really will be dragons here!!"}
# Sets a label on tile x,y that gets reset every sideturn in case
# someone clears it.
#
# Example:
#! {SET_LABEL_PERSISTANT 4 7 _ "There really will be dragons here!!"}
{SET_LABEL {X} {Y} ({TEXT}) }
{ON_SIDETURN (
{SET_LABEL {X} {Y} ({TEXT}) }
{SET_LABEL {X} {Y} ({TEXT}) }
)}
#enddef
#define SET_IMAGE X Y IMAGE
# Places an image at a given tile, shrinking it to fit the tile
#
# For example, let's put a tent on tile 14,5
#! {SET_IMAGE 14 5 "terrain/tent.png"}
# Places an image at a given tile, shrinking it to fit the tile
#
# For example, let's put a tent on tile 14,5
#! {SET_IMAGE 14 5 "terrain/tent.png"}
[item]
x,y={X},{Y}
image={IMAGE}
@ -90,39 +90,38 @@
#enddef
#define REMOVE_IMAGE X Y
# Removes a previously set image from a tile.
#
# Example:
#! {REMOVE_IMAGE 14 5}
# Removes a previously set image from a tile.
#
# Example:
#! {REMOVE_IMAGE 14 5}
[removeitem]
x,y={X},{Y}
[/removeitem]
#enddef
#define SET_IMAGE_AND_LABEL X Y IMAGE TEXT
# Shorthand for setting both an image and a label at once.
# Shorthand for setting both an image and a label at once.
{SET_LABEL {X} {Y} ({TEXT}) }
{SET_IMAGE {X} {Y} ({IMAGE}) }
#enddef
#define SET_IMAGE_AND_LABEL_PERSISTANT X Y IMAGE TEXT
# Shorthand for setting both a persistant label and image at once.
# Shorthand for setting both a persistant label and image at once.
{SET_LABEL_PERSISTANT {X} {Y} ({TEXT}) }
{SET_IMAGE {X} {Y} ({IMAGE}) }
#enddef
#define REMOVE_IMAGE_AND_LABEL X Y
# Shorthand for removing both image and label at once
# Shorthand for removing both image and label at once
{REMOVE_IMAGE {X} {Y}}
{REMOVE_LABEL {X} {Y}}
#enddef
#define SCROLL X Y
# Scrolls the screen to the given coordinates.
#
# For example, let's focus on 26,35:
#! {SCROLL 26 35}
# Scrolls the screen to the given coordinates.
#
# For example, let's focus on 26,35:
#! {SCROLL 26 35}
[scroll]
x={X}
y={Y}
@ -130,9 +129,9 @@
#enddef
#define TREMOR
# Visuals and sound for an earth tremor.
# Visuals and sound for an earth tremor.
[sound]
name="rumble.ogg"
name="rumble.ogg"
[/sound]
[scroll]
x=5
@ -157,14 +156,14 @@
#enddef
#define EARTHQUAKE ACTION
# Creates an earthquake-effect while performing ACTION
# For example we could kill all non-leader units in the earthquake:
#! {EARTHQUAKE (
#! [kill]
#! canrecruit=0
#! animate=yes
#! [/kill]
#! )}
# Creates an earthquake-effect while performing ACTION
# For example we could kill all non-leader units in the earthquake:
#! {EARTHQUAKE (
#! [kill]
#! canrecruit=0
#! animate=yes
#! [/kill]
#! )}
[sound]
name=lightning.ogg
[/sound]
@ -177,9 +176,9 @@
#enddef
#define COLOR_ADJUST RED GREEN BLUE
# Adjusts the color of the screen by a tint or red, green and blue
# for example, let's make it very blueish:
#! {COLOR_ADJUST 0 0 100}
# Adjusts the color of the screen by a tint or red, green and blue
# for example, let's make it very blueish:
#! {COLOR_ADJUST 0 0 100}
[colour_adjust]
red={RED}
green={GREEN}
@ -198,7 +197,7 @@
#! {FLASH_WHITE ()}
#define FLASH_WHITE ACTION
# Flash the screen momentarily white.
# Flash the screen momentarily white.
{COLOR_ADJUST 67 67 67}
{COLOR_ADJUST 100 100 100}
{ACTION}
@ -207,7 +206,7 @@
#enddef
#define FLASH_RED ACTION
# Flash the screen momentarily red.
# Flash the screen momentarily red.
{COLOR_ADJUST 67 0 0}
{COLOR_ADJUST 100 0 0}
{ACTION}
@ -216,7 +215,7 @@
#enddef
#define FLASH_GREEN ACTION
# Flash the screen momentarily green.
# Flash the screen momentarily green.
{COLOR_ADJUST 0 67 0}
{COLOR_ADJUST 0 100 0}
{ACTION}
@ -225,7 +224,7 @@
#enddef
#define FLASH_BLUE ACTION
# Flash the screen momentarily blue.
# Flash the screen momentarily blue.
{COLOR_ADJUST 0 0 67}
{COLOR_ADJUST 0 0 100}
{ACTION}
@ -234,17 +233,17 @@
#enddef
#define THUNDER ACTION
# Creates a thunder-and-lightning effect while performing ACTION.
# For example, player 3 might disappear in the flash of lightning:
#! {THUNDER (
#! [store_unit]
#! [filter]
#! side=3
#! [/filter]
#! variable=player3
#! kill=yes
#! [/store_unit]
#! )}
# Creates a thunder-and-lightning effect while performing ACTION.
# For example, player 3 might disappear in the flash of lightning:
#! {THUNDER (
#! [store_unit]
#! [filter]
#! side=3
#! [/filter]
#! variable=player3
#! kill=yes
#! [/store_unit]
#! )}
[sound]
name=lightning.ogg
[/sound]

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@ -1,53 +1,52 @@
#define ELVISH_NAMES
male_names= _ "Tinarariand,Elándil,Mebrin,Tinindil,Deléng,Isirion,Pyldur,Caladrielas,Elebrindel,Unárion,Unadrier,Isorfindir,Urymir,Celóril,Unaril,Horfindel,Amowyn,Háriand,Beliril,Mylith,Giombor,Fer,Roldur,Cithraldur,Elvaramir,Sénd,Cylas,Thrilmandel,Rorfindil,Uradrielas,Sénd,Hil-Garion,Fithraril,Unorfiril,Eäryldur,Eärithrandil,Cithrand,Unálas,Elyrion,Glul,Vebrilas,Lómorfindil,Hithrandel,Gil-Gang,Hilas,Gil-Gandel,Eowarar,Carang,Lómariand,Isilmandel,Uril-Gambor,Hénduil,Unaraldur,Galithrariand,Hirion,Anilmambor,Celadrieriand,Róldur,Eärérion,Calónduil,Anerion,Elvélith,Eliondil,Lómebrind,Isándir,Eowówyn,Belel,Cáldur,Tadriendir,Vunduil,Belólad,Thrélad,Isadrieng,Eowil-Garion,Tinyl,Tinun,Lómémbor,Urálith,Celong,Horfilad,Iselas,Galálad,Norfildor,Thrithran,Unil-Gan,Gloldor,Celarandil,Delánd,Maldur,Celyndel,Ról,Vandir,Glómir,Unadrieldor,Elvandir,Vebril,Unólith,Maraldur,Elvilmaril,Isól,Legaran,Farandir,Nél,Glandil,Galalith,Galálas,Elebrildor,Sóriand,Elvóriand,Pindir,Anán,Amiorion,Amorfimir,Isarandel,Thril-Gamir,Taraldur,Amundil,Unorfildor,Glararil,Sólad,Fáwyn,Tinarambor,Tinil-Ganduil,Padrieriand,Ameldor,Gyl,Unebrind,Celebririon,Corfildur,Canduil,Glámbor,Urul,Elran,Glilmal,Porfildur,Cadrieriand,Delaraldur,Galelas,Hebril,Varalas,Celér,Nóndel,Eladrieng,Elvorfiriand,Delandel,Delorfilad,Méng,Lómowyn,Elélas,Unebrin,Anithranduil,Celáriand,Threbring,Belyrion,Belilmand,Numbor,Vóldur,Tinorfind,Gambor,Thrambor,Táriand,Eäradriendel,Rówyn,Elvémir,Elvorfiril,Calioriand,Delóldor,Tinóriand,Eowaraldor,Vel,Galémbor,Elrithralith,Elánd,Fadriendel,Deláril,Fandel,Cindil,Unalas,Delawyn,Fyrion,Eowylas,Eowithrawyn,Elvombor,Vuldur,Legorfindil,Unombor,Gadrieng,Amilmandir,Elrioldor,Calil-Gawyn,Eäréldor,Glólas,Norfindir,Unorfiwyn,Amind,Sóriand,Isóndel,Caliril,Eowaran,Elolas,Fendel,Tówyn,Hiong,Elvebrindel,Eowar,Vulas,Legémir,Torfildur,Col,Isorfilad,Elilmaldur,Celuwyn,Gymbor,Hundel,Elen,Isarar,Delán,Thrimir,Tinilmand,Tinithrar,Elvioldur,Tendel,Harariand,Rithrandil,Garaldor,Lómarand,Celór,Elvorfimir,Galar,Paraldor,Morfiriand,Celang,Amóldor,Vararion,Belondel,Hywyn,Legiondel,Elyldor,Eärorfiriand,Glarang,Gor,Throlas,Gararil,Norfilith,Deliwyn,Nyldur,Vólas,Isér,Eowanduil,Eowiomir,Belithraldor,Elemir,Amiol,Urálas,Belil-Gandil,Nalith,Thréldur,Gán,Eowimbor,Padrieril,Anorfing,Rebrir,Anilmariand,Rilmandil,Thryriand,Isyndel,Celorion,Isóng,Sadrielas,Pór,Thraral,Miolith,Elil-Garil,Vándel,Cówyn,Unóndel,Uniolith,Legówyn,Vylas,Unulad,Legal,Celelas,Galeldur,Amendel,Amorfir,Elvilmaldur,Eäránduil,Til-Gan,Nilmar,Eäradrier,Celior,Sebrin,Pyldur,Urér,Fioril,Anebrin,Hemir,Thrón,Glal,Mondir,Cénduil,Galur,Glimir,Anior,Tinoldor,Ván,Hilmariand,Lómebrilad,Gyn,Legyn,Vol,Cun,Lómadrieril,Amadrieriand,Eowémir,Belómir,Elrithranduil,Gumbor,Célad,Anebrir,Téwyn,Táriand,Géril,Elreldur,Legil-Gal,Eärebrindel,Elvund,Unil,Pilmalad,Deléng,Tinowyn,Cundir,Gadriendil,Eowariand,Ciong,Morfin,Nadrieldor,Elrorfir,Hymir,Elvebrind,Urambor,Thrund,Anénduil,Anon,Elrilmand,Cithraril,Mithrand,Caraldur,Eowóldur,Glior,Elváwyn,Legithralith,Vólas,Calándel,Caldur,Lómariand,Elebriril,Celundir,Eoworfildor,Celiorion,Elor,Elváwyn,Lómilmaril,Delilmaldor,Amelad,Tion,Unál,Calebrindel,Amilmalith,Eäryriand,Unondir,Isuwyn,Elralith,Belilmang,Eowarar,Sil-Gal,Calil-Gandir,Glon,Deliol,Sebriril,Elémbor,Calebrindir,Celilmalas,Elverion,Cithrandel,Anémbor,Uradrierion,Ganduil,Parariand,Pumbor,Githral,Galoldur,Rorfilad,Tinorfiriand,Vondel,Tinimir,Sorfind,Uróldor,Delithrar,Galurion,Elval,Tinond,Delorion,Taral,Thróng,Madrieril,Isithral,Belarandel,Celendel,Gladriendil,Lómiriand,Legéril,Nán,Vilith,Belén,Elriolith,Delundil,Anilad,Celaral,Ameng,Mérion,Eowarion,Tilmalad,Elvil-Garion,Cithralad,Ryn,Tinén,Elólas,Belandil,Golad,Miomir,Tolas,Urilmalith,Norfindil,Mánduil,Githralad,Legorfirion,Móndir,Hyrion,Anundil,Tinilmawyn,Legyl,Elradrien,Anil-Gawyn,Tinandir,Uneldor,Amulas,Válad,Amulas,Celiondir,Thradrieriand,Réndir,Elvónduil,Urorfildor,Vyldor,Galelith,Caloril,Amáril,Belithrawyn,Cadriembor,Tilmalas,Thril-Gar,Elálith,Vorfin,Eowebrind,Nil-Galas,Eowambor,Morfilas,Thrion,Róldor,Filman,Unioril,Forfilas,Galadrieldor,Elorfilad,Eäraralad,Eäreng,Thril-Gandir,Belán,Gelad,Nil-Galith,Eäromir,Delorfilith,Tylad,Eliomir,Vebrinduil,Pamir,Amilmaldur,Nil-Gar,Vorfindil,Cándir,Eäránduil,Galuldur,Calénduil,Corfil,Beliondil,Anol,Amithrarion,Cálad,Legilad"
female_names= _ "Vil-Gandra,Legaraclya,Tináclya,Elvowien,Delydien,Celilith,Tinil-Gawiel,Niodien,Uniodë,Tinithrathiel,Unorfiwen,Fathien,Urebriclya,Unil-Gadia,Belaraviel,Vódia,Vadriewen,Legadien,Glithiel,Nowen,Elviondra,Cithrania,Isithradien,Legithrandra,Tilmaclya,Galadriethien,Rorfiviel,Thryng,Unindra,Lómeniel,Deliowen,Corfiviel,Eärániel,Eärélia,Feclya,Vorfing,Tinóng,Celith,Celelith,Sadrienia,Deléthien,Uradriedia,Pulia,Lómuthiel,Elvyniel,Réviel,Parandra,Galaraniel,Til-Gandra,Isilindë,Belendra,Galorfiwiel,Mil-Gathien,Lómilindë,Elvithrang,Uránia,Cádë,Eäradriedien,Belarania,Legelith,Lómythien,Legethiel,Godien,Goclya,Elywen,Githrawiel,Galowen,Glilmawiel,Fadrielia,Galedien,Miowen,Tinorfilith,Amuwen,Silmathiel,Hódia,Hiwien,Anilmarith,Sáng,Amionia,Miowiel,Gadrieclya,Celódith,Amorith,Amodë,Thrália,Fil-Gathiel,Eäréwiel,Delil-Ganiel,Unynia,Belithraniel,Caladrieng,Eäriolith,Celarandra,Elorfing,Sothien,Amiwen,Deloviel,Celália,Glália,Anaraclya,Mithradë,Eowylia,Celindë,Legádë,Amiolith,Urilmawiel,Elvil-Gawien,Thrulith,Padriedith,Viowiel,Elrithradith,Elvánia,Violindë,Lómániel,Pong,Mithralindë,Amithrawien,Mil-Gathiel,Celioniel,Uryrith,Soniel,Lómulindë,Eärilmathien,Hódia,Tithrathien,Tówiel,Glowiel,Aniorith,Uniong,Tinorfithien,Madrieclya,Sadrierith,Vówien,Reniel,Legil-Galindë,Amewien,Nithrarith,Vebrithien,Ril-Gawien,Fólindë,Galebrindra,Pilindë,Nithraniel,Gólia,Medien,Munia,Cithralith,Eärithrang,Throng,Eledë,Cithrawen,Thrithradia,Calóniel,Elilmalia,Rindra,Eladriedë,Lómebriniel,Ceclya,Calówien,Hiodë,Calewen,Gebririth,Tinerith,Sarandra,Eowebridith,Eärarawien,Eluviel,Sendra,Héclya,Sálindë,Fódë,Throlith,Varawiel,Elrithiel,Celebriniel,Hythien,Myndra,Urithralindë,Calándra,Delorfilindë,Fil-Galia,Gloviel,Eowidien,Delebrinia,Puthien,Elvádia,Elrilindë,Legadriedë,Vithraniel,Módia,Lómithradë,Elradrierith,Hythiel,Glilmadien,Thradia,Vadrierith,Beliolia,Gil-Gawien,Lómuniel,Milindë,Elóndra,Elvyviel,Glorfilith,Pebridien,Galándra,Fulindë,Galiothiel,Gléndra,Calánia,Eowedith,Elrebridith,Anuthiel,Gioviel,Mywiel,Tinawiel,Hedia,Amebrilindë,Eärewen,Isendra,Lómudia,Tiorith,Lómorfing,Anythien,Eowil-Galindë,Thrithraniel,Amil-Garith,Belowen,Elynia,Elvithrathien,Tinálindë,Helith,Beladriewien,Fáwien,Lómithrarith,Calorfiniel,Galéwiel,Lómebriclya,Lómolith,Anáthien,Módë,Hunia,Tinaraniel,Vithrang,Pil-Gadia,Eluviel,Fáthiel,Elarawiel,Unénia,Sithrang,Celadë,Beladrielith,Elriwen,Meclya,Pádia,Lómóndra,Elvil-Gawien,Tiniolith,Elelith,Thraraviel,Eowarawien,Giowen,Eärorfiwien,Amarang,Newen,Náviel,Amithrawien,Caluclya,Galothiel,Paralindë,Celorfing,Elránia,Mebriwiel,Anebriniel,Tilmaviel,Fadriendra,Unulindë,Haviel,Elilmawien,Celylia,Thrithrandra,Lómiclya,Féthiel,Celália,Eowalia,Huclya,Horfiwien,Elrilmathien,Unionia,Gioniel,Elrilmandra,Delararith,Uraclya,Huthien,Celéng,Isil-Garith,Lómudia,Thrérith,Amadrielindë,Eladrielia,Amuviel,Legadrieclya,Legilmadith,Belebrindra,Lómódë,Uniolia,Gadrieviel,Galilmadia,Filmaclya,Naraniel,Calilmalith,Hil-Gania,Anuthien,Elviniel,Elebrindra,Legadrieniel,Galundra,Anylindë,Celówien,Thridith,Niolia,Falindë,Milith,Anundra,Lómorith,Delararith,Anywien,Saradith,Galédë,Háwien,Celérith,Niothien,Elvilmathiel,Hewen,Isóthien,Hóthiel,Celebriviel,Moniel,Elithradien,Vorficlya,Glebrithien,Golindë,Viwiel,Sethien,Sioclya,Hodia,Taradien,Fadrienia,Githrania,Calil-Galith,Elréthiel,Legithrania,Calewiel,Isebridien,Thredien,Tinudia,Tinadriethien,Galithrathien,Mádia,Isadrieng,Celárith,Isebrinia,Amorfilith,Sédith,Eärudë,Eärenia,Belithrawien,Amil-Gadith,Vadrieviel,Lómilmathiel,Tinebrithiel,Eowilindë,Terith,Calang,Celararith,Glodith,Siorith,Beladriewen,Fioniel,Amulia,Nydith,Lómilmawiel,Gáviel,Belulindë,Legorfidë,Unáthien,Porfindra,Calithraclya,Celorfiwien,Analia,Elithraclya,Delóndra,Unóndra,Nilmadia,Riothien,Guviel,Elrorfidia,Horfinia,Uriolia,Delithrathiel,Legéniel,Calebriwien,Delorfithien,Unebridë,Legeng,Thrinia,Galolindë,Galyniel,Vorfirith,Syniel,Harawiel,Vorfiwiel,Porfiwien,Isithrarith,Maraclya,Amadriendra,Gilia,Fadriedith,Amedë,Celidien,Legolith,Unuviel,Nil-Gang,Celithradith,Pindra,Póviel,Elil-Gang,Galebrilia,Tathiel,Unadrieng,Isithrawiel,Amadrielia,Nawen,Tang,Cydia,Silmaclya,Cadriewen,Threbriniel,Urilmadia,Thruthien,Ureclya,Galólia,Sithrawen,Elródith,Throthiel,Lómedia,Pawen,Legilmawiel,Legebrilia,Urárith,Unilmadia,Morfilindë,Iseviel,Améthien,Gloclya,Cing,Legithralindë,Isáwen,Sothiel,Eowiowien,Uruthien,Amadriewen,Vóng,Róng,Eärilmadë,Anówien,Tuniel,Tarathiel,Lómynia,Celiodë,Pil-Gadien,Belithrawiel,Gathien,Anang,Vorfing,Tinarathien,Fil-Gawien,Amilmadia,Amithraniel,Cethien,Gloclya,Hyclya,Isithradë,Legidia,Celálindë,Galil-Gania,Tinil-Gania,Eowyniel,Cólindë,Belaclya,Narania,Gewen,Elorfithien,Sadrierith,Aning,Tadrierith,Deléthien,Eowathiel,Iséng,Legondra,Celorfilindë"
#enddef
#define HUMAN_NAMES
male_names= _ "Cunry,Bluran,Marcyn,Addraenvan,Gudd,Aetheollyn,Rhenyc,Gyllyn,Dircyn,Owaecyn,Blollyn,Glyran,Vygwyn,Yracyn,Rhaecyn,Rheor,Aethagwyn,Vennyn,Yryrcyn,Glynvan,Ryddry,Saemyr,Dibryn,Owuddry,Gloddyn,Gladoc,Yroddry,Bladoc,Addreonyc,Rheoran,Tiryn,Glynry,Rhaemyr,Gweddyn,Cemyr,Mimyr,Caraennyn,Careorraent,Gwor,Cin,Goc,Glydd,Oweomyr,Carraent,Gubryn,Gannyn,Aethadry,Aethonnyn,Blygwyn,Laellyn,Carudoc,Ladoc,Blercyn,Carocyn,Aetheoc,Rumyr,Gaercyn,Careogwyn,Caryn,Careddry,Owarcyn,Daeddry,Mubryn,Gwymyr,Blaedry,Owaryn,Addreddry,Owaryn,Taedoc,Addraecyn,Morcyn,Vugwyn,Rhenry,Blullyn,Dycyn,Daeddry,Blydd,Seddyn,Teoddyn,Gwaec,Rycyn,Rhobryn,Gwyddry,Tudoc,Roddyn,Oweran,Ceoddyn,Blubryn,Glonry,Sedry,Owecyn,Blydd,Owinyc,Gwuran,Yryllyn,Tunvan,Gwan,Carac,Cebryn,Murcyn,Ronry,Geodry,Midry,Gweogwyn,Aethec,Blinvan,Rhyrraent,Aethaeryn,Seoddry,Caradoc,Aethenvan,Sanyc,Aethaec,Gwumyr,Teorcyn,Lenvan,Rabryn,Yrynyc,Murcyn,Mydoc,Yrannyn,Rhobryn,Oworraent,Owac,Vuddyn,Gwellyn,Glaercyn,Yregwyn,Oweorcyn,Addrenyc,Rhaedoc,Carocyn,Rhonvan,Owercyn,Dadd,Corcyn,Addrocyn,Yreryn,Tinry,Rharcyn,Rar,Addroryn,Tabryn,Blinvan,Addrunvan,Derraent,Leogwyn,Virraent,Gwudoc,Lercyn,Glarraent,Caren,Liryn,Gwegwyn,Ligwyn,Gwybryn,Lin,Veoddyn,Owodd,Cariddry,Glonvan,Gymyr,Aethuc,Careonvan,Aethudry,Addreoddyn,Gweocyn,Vonry,Rhygwyn,Rhyrcyn,Rhur,Deonyc,Veocyn,Siryn,Teobryn,Yraec,Gweodry,Caroran,Caraedry,Vaennyn,Moddry,Vaeddyn,Caredd,Siddry,Aethacyn,Rheorraent,Rhubryn,Addrurcyn,Sodry,Rhunyc,Gweodd,Reoddyn,Vinyc,Glydoc,Sodd,Dyddyn,Dinnyn,Ruddry,Addraryn,Gwollyn,Rurcyn,Glinry,Blyr,Aetharcyn,Blybryn,Addraercyn,Cararyn,Carygwyn,Menvan,Caric,Turraent,Oworcyn,Gwennyn,Meorraent,Ludoc,Aethoddyn,Glyc,Oworan,Simyr,Aethugwyn,Gwynnyn,Glunry,Cynyc,Addregwyn,Maddyn,Gecyn,Deollyn,Gwidoc,Meon,Goc,Sudd,Yredd,Addredry,Caeran,Vobryn,Saellyn,Surcyn,Taercyn,Labryn,Yran,Ceomyr,Caroddyn,Deodd,Glunvan,Gwoddyn,Addrocyn,Aethydry,Carygwyn,Aethynyc,Aetheorcyn,Taec,Rocyn,Laellyn,Tinvan,Owaedry,Teor,Ceonnyn,Rynry,Lunnyn,Myn,Rynnyn,Dac,Owaddyn,Vyc,Bliddry,Gur,Gwumyr,Owinvan,Maennyn,Veogwyn,Blenvan,Owur,Curyn,Gleoddyn,Aethec,Aethanry,Lec,Blanry,Vaddyn,Modd,Gaddry,Yrinvan,Blidd,Rheran,Veomyr,Owadd,Saran,Gullyn,Owollyn,Aethiddry,Gloddry,Carullyn,Secyn,Manyc,Romyr,Vinvan,Careoryn,Gegwyn,Gleddry,Tennyn,Manry,Syran,Gor,Ceoddry,Aethobryn,Yrunvan,Yraryn,Oweor,Daellyn,Mec,Lannyn,Owyran,Lemyr,Rhaedoc,Yrullyn,Syryn,Bludry,Bledoc,Caregwyn,Tuddry,Careobryn,Addrenyc,Aethellyn,Veodry,Meonnyn,Myrraent,Addraer,Aethun,Coc,Sarraent,Rheollyn,Reodry,Blucyn,Caedry,Mudoc,Sydd,Carygwyn,Cadry,Gwucyn,Ten,Ron,Lan,Owoddry,Owugwyn,Tarcyn,Owuddyn,Rhenvan,Tanry,Aetheonyc,Caraddry,Blaec,Yrunnyn,Glircyn,Aetherraent,Rheoddyn,Cennyn,Ginvan,Gweoran,Gumyr,Blymyr,Rygwyn,Gagwyn,Addrynvan,Rherraent,Yrymyr,Laran,Rubryn,Ceoc,Gwodd,Gwadoc,Gwenyc,Corcyn,Gaebryn,Gwydoc,Yrumyr,Caregwyn,Rheollyn,Rhollyn,Gliddyn,Owedry,Aethercyn,Caryn,Saec,Vogwyn,Lorraent,Mygwyn,Cac,Mac,Tarcyn,Tenvan,Ronry,Gwaec,Seorcyn,Soran,Luddry,Addreran,Yranvan,Gwidoc,Ceonry,Glacyn,Varcyn,Vyrcyn,Terraent,Blillyn,Run,Ligwyn,Rhyllyn,Sercyn,Denvan,Convan,Owogwyn,Gar,Glumyr,Rheodd,Cicyn,Blac,Daedoc,Gweodoc,Addreorcyn,Caercyn,Rhynyc,Lunnyn,Dadoc,Sellyn,Aethaeran,Gydoc,Sodry,Tyddyn,Rhaerraent,Gan,Lunvan,Saercyn,Gaedry,Rhodry,Taenvan,Radd,Caror,Monry,Mugwyn,Meollyn,Glun,Moran,Rybryn,Aethibryn,Gwaec,Addryllyn,Caebryn,Cinry,Ranvan,Blemyr,Addriddyn,Rhugwyn,Gwycyn,Blebryn,Yranvan,Teddyn,Vaedry,Addreoddry,Taedd,Cyryn,Yrirraent,Aethercyn,Middry,Lurraent,Bleollyn,Aethircyn,Ven,Modd,Ceoryn,Carercyn,Lonnyn,Car,Taemyr,Owidry,Geddyn,Aethunry,Yreddyn,Addribryn,Suc,Gleran,Addredry,Cubryn,Veocyn,Caryn,Demyr,Tudd,Romyr,Lenvan,Glillyn,Sennyn,Rhanry,Blennyn,Gwaeddyn,Saenvan,Todd,Tegwyn"
female_names= _ "Jongwen,Dullyra,Alena,Nwryan,Elycla,Sulonna,Bruryan,Caengwen,Nwvyan,Lwcla,Jarka,Rwlla,Alwcla,Breall,Nylyan,Cylyan,Syssa,Jolla,Gwoll,Lynoic,Elwllyra,Clarka,Clwlla,Cira,Lylla,Elavyan,Meroniver,Lwlla,Reacla,Neallyra,Mudda,Brirka,Alyryan,Reangwen,Sorka,Nalyan,Ysilyan,Realla,Lyna,Rwllyra,Elyrka,Nera,Gwwcla,Caella,Gwwvyan,Nuvyan,Sona,Merolla,Nyssa,Sera,Lwryan,Ysell,Elulonna,Raerka,Saell,Dwnoic,Clissa,Medda,Lessa,Rwllyra,Ledda,Jeabrylla,Brera,Meanoic,Lelyan,Clobrylla,Brellyra,Nucla,Jalyan,Dydda,Cyvyan,Revyan,Nyll,Clillyra,Langwen,Jyvyan,Saellyra,Sera,Sara,Rucla,Ryngwen,Cicla,Lolonna,Lycla,Merydda,Naecla,Aleara,Rwlla,Curyan,Lina,Mylla,Rarka,Merubrylla,Clwdda,Gwerka,Saessa,Brungwen,Jonoic,Elalonna,Elwlonna,Lidda,Dyssa,Cassa,Relyan,Gworyan,Dwdda,Alengwen,Lill,Raebrylla,Elwra,Joll,Brerka,Mengwen,Caevyan,Mwnoic,Nivyan,Merina,Rilonna,Gwangwen,Gwussa,Lealonna,Cwdda,Jaerka,Jassa,Sassa,Elerka,Elaedda,Sull,Elyngwen,Mwbrylla,Livyan,Maecla,Cwlonna,Ysodda,Elurka,Clylla,Clilyan,Daenoic,Naell,Brynoic,Syssa,Nulla,Merebrylla,Breabrylla,Call,Jycla,Dulonna,Gwirka,Dollyra,Alybrylla,Elaell,Jura,Dalla,Mereangwen,Cinoic,Naell,Ysyrka,Alearka,Jiryan,Ysonoic,Ysycla,Merilyan,Brorka,Jull,Alwllyra,Cealonna,Gwonoic,Gwobrylla,Brellyra,Curyan,Moniver,Cleall,Elara,Lylyan,Daelyan,Relyan,Sallyra,Cleacla,Alalonna,Elealla,Ysyssa,Clacla,Rilyan,Jeniver,Aleaniver,Meraelyan,Gweacla,Jwll,Elealla,Lirka,Milonna,Lealyan,Messa,Nabrylla,Lollyra,Merona,Meressa,Bravyan,Elaevyan,Ceryan,Mereaniver,Ysaenoic,Gwaessa,Alearka,Myra,Nobrylla,Jona,Jyrka,Cyniver,Lulyan,Rerka,Swlla,Nybrylla,Yswniver,Dangwen,Gwicla,Yseacla,Eleanoic,Mwngwen,Neavyan,Larka,Brealonna,Gwycla,Aluryan,Meacla,Brona,Jyvyan,Brwra,Coryan,Cudda,Elivyan,Nyryan,Alyra,Alilonna,Merana,Merylyan,Cydda,Diniver,Merolyan,Myll,Rwlonna,Gweacla,Ysylla,Alaebrylla,Naebrylla,Clenoic,Daengwen,Reana,Alynoic,Jissa,Myvyan,Brora,Alaryan,Rengwen,Clavyan,Ryna,Jull,Brollyra,Brobrylla,Ysedda,Alingwen,Ysell,Jealla,Liryan,Merurka,Elallyra,Clinoic,Ninoic,Merudda,Gwongwen,Jacla,Nungwen,Clalla,Gwona,Gwaera,Rora,Ninoic,Brycla,Clwvyan,Clurka,Clill,Merella,Ysylyan,Rwdda,Lelonna,Yselonna,Claella,Clallyra,Dassa,Clealyan,Merydda,Cibrylla,Deanoic,Claenoic,Rassa,Gwwvyan,Cucla,Lwnoic,Aluniver,Dwbrylla,Dybrylla,Merissa,Ysealyan,Clydda,Maeniver,Dallyra,Nessa,Gwydda,Merall,Clill,Clungwen,Ysongwen,Cucla,Jora,Elyniver,Meana,Sallyra,Ysinoic,Clara,Meradda,Dwra,Nolla,Nera,Merealonna,Clibrylla,Alaeniver,Nonoic,Jacla,Rara,Cwngwen,Dara,Ysura,Sulonna,Dissa,Clona,Ralonna,Cwvyan,Mulyan,Lungwen,Mwlyan,Meralonna,Lerka,Noryan,Curyan,Mealyan,Nera,Sylyan,Merivyan,Lwnoic,Sanoic,Ysanoic,Cyllyra,Ysyrka,Cleanoic,Bronoic,Devyan,Ysaerka,Rwngwen,Nwllyra,Ysycla,Swngwen,Nyvyan,Cleana,Merylyan,Alwlyan,Lassa,Locla,Meniver,Laenoic,Mullyra,Judda,Mycla,Brassa,Ysacla,Elacla,Muryan,Clollyra,Ysanoic,Senoic,Rwngwen,Merwlla,Brera,Saeniver,Deassa,Meranoic,Bronoic,Aleacla,Mavyan,Alora,Jarka,Elaelonna,Merwryan,Lengwen,Alilonna,Meangwen,Claelyan,Silonna,Ysealyan,Alora,Revyan,Cera,Merwnoic,Dicla,Laeryan,Alubrylla,Lycla,Mavyan,Jull,Syllyra,Swlyan,Elaessa,Caena,Cluvyan,Breryan,Laeniver,Jorka,Raera,Gwedda,Lodda,Brell,Rybrylla,Meanoic,Niryan,Cylla,Bricla,Cudda,Alabrylla,Nealonna,Alolla,Rirka,Jyniver,Elearka,Jaevyan,Melonna,Alengwen,Sura,Cissa,Mossa,Norka,Nangwen,Saerka,Elycla,Della,Merallyra,Elyllyra,Elenoic,Alussa,Elwngwen,Calla,Merina,Jynoic,Ysealonna,Sussa,Sulyan,Mossa,Dissa,Daedda,Merinoic,Searka,Rella,Sira,Clillyra,Alwna,Lulla,Nulyan,Jwlyan,Swnoic,Clongwen,Alalla,Siryan,Braedda,Jealla,Gwwna,Gwullyra,Merengwen,Molyan,Dwna,Lunoic,Brealla,Ruryan,Alabrylla,Deassa,Jovyan,Subrylla,Breana,Ysura,Alolonna,Nealla,Nessa,Swvyan,Cora,Luryan,Jana,Meraecla,Jeanoic,Sena,Alolla,Jaena,Julonna"
#enddef
#define MERMAN_NAMES
male_names= _ "Neptune,Poseidon,Triton,Oceanus,Nereus,Pontus,Phorcys,Scylla,Thaumas,Tangaroa,Tangaloa,Kulullu,Nethuns,Proteus,Okeanos,Maui,Ryujin,Njord,Barinthus,Llyr,Lir,Aigaion,Melicertes,Dylan,Tanaoa,Tikitiki,Alastyn,Apam,Natat,Vourukasa,Vodnik,Faro,Nun,Habaek,Apsu,Abzu,Absu,Sisiutl,Atlaua,Atlahua,Jamm,Vizi,Ember,Toniwha,Apalala,Dhakhan,Nechtan,Elcmar,Mimir,Enki,Makara,Aremata,Rorua,Popoa,Tinirau,Tini,Rau,Kinilau,Sinilau,Tinilau,Nudimmud,Tagaloa,Labuna,Jin,Laut,Raja,Ikatere,Nuada,Nudd,Ludd"
female_names= _ "Derceto,Mama Wata,Jengu,Miranda,Lori Lamaris,Ariel,Amphitrite,Atargatis,Rân,Sedna,Tirgata,Aphrodite,Pelagia,Delphine,Marina,Stella Maris,Miriam,Thelxiepia,Aglaopheme,Pisinoe,Molpe,Leucosia,Ligia,Parthenope,Himeropa,Calypso,Electra,Galatea,Ved-Ava,Vete-ema,Veen emo,Vatea,Diktynna"
#enddef
#define ORCISH_NAMES
male_names= _ "Erang,Bugdish,Eradash,Vrigor,Gruol,Gugdush,Gort,Grunk,Rurag,Poshnak,Goshnak,Rarbag,Prirbag,Biol,Vridish,Erok,Grurt,Vrorg,Grirk,Rodush,Pruk,Hunk,Goshnak,Bogor,Varbag,Hort,Graol,Gork,Vrugdush,Gagor,Gadash,Prong,Prodush,Pidush,Grorag,Grolg,Pung,Hurbag,Bink,Grort,Erugar,Vilo,Pagor,Vak,Prarg,Hurag,Eragdush,Gulg,Pragdush,Grugdush,Erirg,Gridush,Hulo,Vrogar,Eronk,Erulo,Rok,Prurk,Prurg,Grulo,Prirg,Prugar,Bogar,Prudish,Prunk,Groshnak,Eronk,Prilg,Erik,Rodush,Vulo,Pork,Prilo,Horbag,Bong,Prarag,Vourk,Vrik,Boshnak,Prong,Rugdish,Erulo,Palo,Vrik,Hak,Vrurg,Gurbag,Vrang,Pilg,Bogdush,Erurag,Vadush,Eruurk,Vank,Ruk,Vrogor,Vrurg,Bagar,Vink,Prinak,Vraurk,Prarbag,Hidush,Ruol,Grugdish,Prodash,Gridish,Pulo,Bik,Rinak,Halg,Erudish,Pirbag,Gank,Galo,Burk,Hunk,Bagdish,Pink,Bort,Gridash,Valo,Eruol,Radash,Erarg,Vigor,Vudish,Vak,Grirg,Groshnak,Pronak,Punk,Grigar,Prolg,Pigdush,Ging,Vong,Hulg,Bashnak,Vork,Ruol,Vogdish,Rinak,Gagar,Borg,Virt,Bunak,Hushnak,Ganak,Barbag,Vralo,Hidash,Vrirt,Gurt,Erarag,Rugar,Pridish,Prugdish,Eruol,Vriurk,Grudash,Vurg,Eriol,Bok,Granak,Vrodish,Hoshnak,Grogdish,Bork,Hushnak,Hagdush,Parag,Eriurk,Vuk,Rirg,Rok,Bolg,Vrishnak,Vilo,Vragar,Budush,Gruk,Bidish,Praurk,Gunak,Hinak,Hak,Grork,Grong,Erogdish,Rolo,Vadash,Pulg,Vilg,Vrodash,Vurg,Gink,Grilg,Birt,Biol,Vrudish,Hagor,Vragdush,Vogor,Vulg,Erong,Rashnak,Garag,Grink,Vogdish,Badush,Rodish,Gradash,Erart,Purbag,Pralo,Grigar,Badush,Priurk,Rink,Puurk,Vonak,Eradish,Vridash,Podush,Pruurk,Pronk,Hiol,Gushnak,Gugdish,Hashnak,Eragor,Rarbag,Gagdush,Granak,Budush,Vilg,Hort,Pulg,Gaol,Podash,Punak,Gogdush,Porg,Pogdish,Prigar,Gushnak,Prarbag,Gagar,Bogor,Gogdish,Eranak,Gralo,Palg,Virag,Grishnak,Rank,Hing,Grak,Pirbag,Prarag,Virag,Hink,Buk,Burg,Prodish,Prashnak,Ragar,Purag,Bugdish,Vigdish,Grogdish,Huol,Hank,Gruurk,Rak,Rudash,Ginak,Huol,Erigdush,Vraurk,Prool,Pragor,Grirag,Vishnak,Grorg,Eronk,Vraurk,Erishnak,Erunk,Bilo,Hodush,Vrork,Eriurk,Vrarbag,Hagar,Vorg,Pidush,Pigdish,Bidush,Prashnak,Virag,Bunk,Vrurg,Hong,Rik,Hirg,Rushnak,Gink,Hadish,Vilo,Vrork,Rak,Huk,Ronak,Vrulg,Vilg,Rogdish,Prodash,Erirt,Gragar,Gigor,Burag,Priol,Rodush,Rirg,Vruurk,Barag,Podish,Vunak,Hork,Grilg,Bogdish,Vadash,Raurk,Puurk,Rark,Ronak,Grogar,Hashnak,Bink,Grodish,Hidish,Bagar,Erinak,Vrugdush,Rarag,Eragdish,Hirag,Vrolo,Hogor,Erirbag,Vruol,Gulg,Pralo,Hogar,Hadush,Budush,Hadash,Gigor,Goshnak,Hugor,Hudash,Biol,Vrurg,Pradish,Pralg,Bilg,Vrart,Prunak,Prigdish,Vrung,Vrugdush,Grudash,Ging,Puk,Graol,Prigor,Buurk,Pagdish,Hirg,Prang,Eragor,Gralg,Prart,Vrolo,Prark,Pashnak,Pradish,Vilg,Pulo,Gunak,Paol,Gridash,Erirag,Bart,Burag,Vrinak,Vushnak,Prilo,Vragor,Rigor,Bung,Prourk,Vrork,Burg,Erugdush,Bogdish,Prurg,Prigor,Binak,Vadish,Grilo,Ruol,Vrodish,Pinak,Pradish,Eragor,Higdush,Parag,Pink,Vrong,Port,Bok,Porbag,Grilo,Bung,Grugar,Rak,Gulo,Grork,Bik,Grodish,Polg,Pung,Grarbag,Vurg,Vurbag,Pung,Prolo,Voshnak,Ruk,Vigdish,Vradash,Vrarg,Gong,Gragor,Varbag,Erogdush,Erorbag,Bidish,Prirt,Hadush,Rirk,Vrurt,Hing,Gronk,Rung,Girt,Gronk,Vigar,Prugar,Raol,Eronk,Hurk,Purg,Hilg,Vrudish,Grurk,Gigor,Grurg,Polg,Erurag,Erudush,Vadush,Vrulg,Varag,Huurk,Vadush,Grok,Rank,Bashnak,Praol,Vrarg,Grigor,Hank,Hool,Rang,Grolg,Hudish,Gashnak,Ragdish,Pidush,Pulg,Vring,Vurag,Vrurg,Rilg,Pigdush,Hagor"
#enddef
#define DWARVISH_NAMES
male_names= _ "Althaas,Glomin,Glamcatus,Trithaithis,Gomdrol,Andurus,Pelaithol,Trithaithus,Andris,Trithatsol,Gomcatis,Pelcatol,Augcatil,Alating,Augaithing,Anthaas,Gomaithsol,Trithaithas,Aigdris,Althalos,Analil,Trithdurol,Glamcatil,Augthail,Trithduril,Dulthalos,Glamthasol,Aldrsol,Glamaithol,Glamalil,Analus,Nardril,Augating,Dulaithsol,Aldrlos,Alalus,Aigcatsol,Ancatas,Trithdris,Pelatol,Aigthasil,Anthais,Narcatis,Trithatil,Aigaithing,Althail,Trithaithil,Naraithol,Duldrlos,Gomatas,Alcatis,Naraithsil,Althalos,Aigdursol,Glamalsil,Nardrus,Aigalis,Aldurlos,Augcatsil,Aigthaing,Augduril,Aigaithas,Anthais,Glamthaas,Dulcatsol,Gomatil,Gomcatlos,Augdrsil,Trithdril,Duldrsil,Duldrol,Peldrsol,Pelalsol,Gomthaas,Dulcatsil,Aigcating,Aldril,Glamcating,Anatsol,Augdris,Anthasol,Glamcatsil,Aldras,Aigatsol,Naraithol,Anthaus,Gomdrsil,Pelalis,Gomatlos,Narcating,Trithdrlos,Aigdrlos,Narcatsil,Glamdras,Aigthaing,Gomcatil,Andurus,Pelthail,Triththaus,Augalas,Alalol,Aigalas,Pelatis,Anating,Alaithsol,Andrus,Aigalsil,Dulatil,Aigdris,Augatsil,Glamduring,Trithduril,Trithdrsol,Alalus,Glamatus,Aldrol,Glamdril,Pelcatsil,Glamaithis,Trithdring,Peldril,Trithdurus,Gomaithil,Trithcatsol,Glamdrsol,Augthais,Dulaithlos,Althasil,Aigaithil,Andrlos,Dulatil,Dulalas,Dulatsol,Analol,Trithcatlos,Althasol,Alcatis,Glamduril,Peldursol,Pelalus,Glamthaas,Aldurol,Aigatsil,Aigatus,Trithduril,Pelaithsol,Aigcatis,Andursol,Naralsil,Althaol,Aldrsol,Dulalas,Triththaas,Augatol,Pelaling,Dulcatlos,Augduril,Glamthaol,Ancatus,Augcatol,Peldrus,Pelatil,Gomcatil,Anallos,Anaithing,Naraithsil,Aldris,Gomdris,Andril,Naratsil,Aigcating,Triththaas,Narduril,Aigdurlos,Aigaithol,Glamaithol,Pelatil,Nardris,Augthaol,Augatol,Glamallos,Anthaing,Aigcatis,Pelthasil,Dulcatil,Dulatol,Dulduring,Alalil,Peldrus,Gomdursil,Nardras,Peldril,Gomcatlos,Gomalis,Glamthaus,Duldurus,Dulcating,Anatol,Augdrsil,Analsil,Trithdrus,Augaithus,Trithaithsol,Aigcatus,Augaling,Alating,Glamatil,Anaithus,Gomatis,Augdris,Pelaithing,Augaithing,Gomdursol,Naraithus,Trithatsol,Ancatil,Glamaithil,Augdurus,Gomalus,Aigduras,Nardrol,Nardurol,Pelalil,Gomalil,Aigatis,Analil,Dulthaus,Gomaithil,Alduras,Trithduril,Ancatol,Alduras,Pelduril,Narcatsol,Pelating,Dulcatsil,Augatol,Glamthasil,Gomthasol,Naraithsil,Alatsil,Dulcatol,Gomthalos,Aigaling,Aigcatas,Pelalus,Augcatsil,Trithatas,Aigthais,Gomaithas,Alcatsil,Ancatus,Pelatis,Ancatas,Dulating,Gomdras,Naraithsol,Augcatis,Alaithis,Pelalsol,Duldursil,Pelcating,Dulaling,Gomating,Aigaithol,Alaithas,Peldras,Triththaing,Augdurol,Augaithas,Augcatsil,Glamdrlos,Peldurol,Aigdris,Pelaithas,Augcatas,Alalas,Anthaing,Naratlos,Augdursol,Gomdril,Dulcatlos,Anthasil,Triththasol,Naralus,Pelthaas,Augcatsil,Anaithis,Andurus,Gomdring,Glamduras,Pelalsil,Augthalos,Augduras,Pelaling,Gomalis,Augalol,Gomdris,Glamalis,Augdrus,Alatlos,Trithdril,Augthalos,Glamdril,Aigatlos,Alatas,Pelaithsol,Anthaus,Trithdril,Aldrsol,Triththail,Glamaithsol,Augduring,Aigthaus,Anaithsil,Pelatus,Naratol,Glamalsil,Trithcatus,Trithatil,Anallos,Augdras,Trithaithsil,Narduril,Dulatsol,Naralus,Narcatol,Alcatlos,Trithalol,Dulthasil,Andrus,Pelduring,Naraithil,Aigatsil,Trithdurlos,Augdursol,Trithaithol,Gomatol,Aigcatas,Pelcatlos,Glamduris,Anaithas,Peldurus,Glamduris,Naralil,Trithdursil,Pelthasil,Gomatis,Aldril,Augatol,Anaithus,Anatsol,Trithaithlos,Duldrus,Narduras,Dulaithlos,Duldris,Dulaithsil,Anthais,Gomduris,Narthalos,Ancatus,Anduril,Alaithol,Aigalis,Trithaithas,Aigcatil,Trithaithil,Naraithing,Augatsol,Trithaithol,Dulalsil,Dulthasol,Glamcatas,Glamthaol,Gomaithsol,Dulaithing,Naratlos,Naraithol,Gomthasol,Ancatas,Aigcatsil,Pelduris,Trithdrus,Andurus,Trithdring,Glamthaas,Aigcating,Nardrsol,Glamaithol,Dulaithsol,Althaus,Augduras,Aigaithas,Gomdurlos,Glamalus,Gomdrsil,Trithdrol,Pelating,Pelatus,Aigdrsol,Trithdurol,Glamaling,Dulduras,Dulating,Naraithing,Dulalis,Alaithus,Gomdurus,Glamcatus,Trithduring,Anatis,Anaithsil,Glamduril,Gomdursol,Narcatol,Trithaithis,Naratlos,Nardring,Aigalol,Althail,Anatas,Anthasol,Aigatus,Dulaithil,Althalos,Aldring,Glamalil,Anating,Aigdring,Duldril,Andurol,Pelaithsil,Gomdurus,Gomcatil,Glamthaas,Alalsol,Augdurus,Trithduril,Anthaol,Augalas,Pelcatol,Nardrsil,Alatil,Glamdrsol,Alaithlos,Pelatsil,Gomdurus,Dulatus,Alalsol,Glamaling,Dulatus,Alcatil,Aigthaus,Duldril,Pelaithlos,Pelaithis,Dulatil,Trithalis,Naraithol,Pelating,Augcatol,Gomatis,Andrus,Pelduris,Aigdrsil,Alatlos,Augdrsil,Anduril,Gomaithol,Glamdursol,Trithaithil,Gomdril,Glamcatil,Trithdrus,Naralas,Dulatol,Anaithil,Anatol,Augating,Peldursol,Narcatis,Glamatus,Aigaithas,Aigatas,Trithatlos,Gomatil,Gomthalos,Dulaling,Aigatsil,Augcatus,Trithaithus,Gomcatlos,Aigaithol,Naratsil,Narthaol,Narcatol,Augatlos,Pelaithil,Gomaithsol,Augaithsil"
#enddef
#define NAGA_NAMES
female_names= _ "Xamalia,Brissal,Saxiala,Liabra,Riaa,Griama,Gaxmail,Harxias,Axmailia,Saxririaa,Vlanissa,Malina,Nildlasi,Xinasia,Xina,Mila,Milbra,Bli,Bliana,Brassas,Vilaila,Aliasse,Amailis,Haina,Haila,Lamai,Lamaissa,Maissa,Sassalia,Lilin,Linassa,Inai,Inalai,Issalai,Vissalai,Blai,Blanalai,Grissa,Grissilai,Sral,Skal,Sla,Sall,Srak,Szak,Psen,Psal,Sek,Snelia,Skepz,Zpsek,Zsekp,Kzap,Pzakp,Krezkps,Zalsp,Kras,Xabrak,Lexpek,Xnamas,Xopkne,Oxpel,Huzi,Poniazal,Klez,Zlek,Trixzed"
male_names= _ "Abraxas,Xamalel,Briss,Saxil,Lobor,Reii,Griam,Gaxmol,Harxos,Axmail,Saxrireii,Silas,Vlanis,Malinos,Nildloss,Xinas,Mileii,Milbor,Blo,Bress,Vilail,Aleiss,Amail,Hainoss,Hailoss,Lameii,Lamaiss,Maissol,Sassal,Liness,Ineii,Inaloss,Issal,Vissal,Bleii,Blanal,Griss,Grissileii,Srell,Skell,Slell,Soill,Sorkol,Pson,Psell,Sekol,Snol,Skepz,Zpsek,Zsekp,Kzap,Pzakp,Krezkps,Zalsp,Kras,Xabrak,Lexpek,Xnamos,Xopkon,Oxpeii,Huzel,Poniaz,Klezel,Zlek,Trixoz"
#enddef
#define WOSE_NAMES
male_names= _ "Buomdumdenlol,Muldondindal,Lolmandindel,Danmonlulbam,Nunmaldildun,Dolmannumbil,Nanmildaldum,Wonrunmaldin,Bolwuldelman,Landunwonbam,Munnamdulbon,Monlamwimdan,Dulwulmendom,Delmduelmdelom,Mundionalafla,Laffalialomdium,Rithramcamhan,Bregalad,Orofarnië,Lassemista,Carnimirië,Tumtonnongatum,Tumtentantarun,Tantondernintan,Bombempomgontor,Pomtamkomtrobum,Brommantendronnor,Dammantongonnur,Brumennarunom,Dumdumdumatum,Tumtumgamtomtom,Tondenkontenkon,Bumbadadabum,Dabumdabumtam,Bomtanbomkenton,Bomtanbomtonum,Brumbendublun,Brenbasnudnem,Temtunnongetem,Debundbemun,Diblembumnde,Bremdebubde,Pambedrumne,Drongnoblemdu,Bludebalmen,Temtundembenn,Lefnublemdde,Libleddnumm,Mundumblemdum,Brendumadoak,Dulmandarook,Brummdlebroak,Troombadoom,Gulladroamadoak,Boladrumbadrum,Elmaroomadrum,Gumabeladrelm,Grelmadrumbumadum,Wudadoonopl"
#enddef
#define OGRE_NAMES
male_names= _ "Blokkar,Merknik,Akoark,Delkkak,Kalknix,Akzalk,Corkkar,Reknak,Krukrak,Markaak,Kelkrar,Kilkrar,Grak,Nargak,Kargnak,Korgnak,Gnukk,Kuknuk,Kurkur,Kingrok,Takolak,Kolk,Kork,Kirk,Karak,Kurmak,Markuk,Kerta,Trabuk,Bukkak,Borkuk,Orkut,Trakkon,Makron,Kokkan,Akort,Urkark,Klud,Olk,Garkuk,Komak,Kramak,Goruk,Krog,Krumuk,Karterak,Arkarm,Bulruk,Barkuk,Karbuk,Kork,Gurk,Koruck,Gurm,Kayrak,Urkar"
#enddef
#define TROLL_NAMES
male_names= _ "Krak,Gark,Trok,Nuk Kar,Ka,Hak,Tuh,Thur,Ruk,Dak,Thruf,Frok,Kuh,Tuk Ruh,Grar,Shuf,Stuh,Hoth,Nak,Urk,Lok,Hu Kah,Luk,Hask,Gulk,Thog,Urg,Torg,Targ,Borb,Ugg,Sark,Drog,Gah,Rok,Reck,Shak,Brag,Krug,Brok,Grokk,Brag Goh,Zog,Hug Bah,Kub,Tohg,Agh,Zof Tä,Tso,Va,Zuug,Pag,Bog Äh,Üh,Äg,Ga,Gnarf,Grumph,Urgh"
#enddef
#define LIZARD_NAMES
male_names= _ "Arix,Kezz,Plaxis,Krex,Trezz,Tarex,Frikes,Klexaz,Kerx,Tirix,Merax,Sprizz,Satras,Anitraz,Hezzis,Plesix,Presch,Tirax,Tirasch,Saprazz,Irix,Inexis,Anexir,Vriss,Waks,Fazzis,Sterizz,Krarax,Kersezz,Krinex,Krenarex,Jizz,Hix,Jezzix,Heffez,Talerez,Krisess,Zedrix,Mexiss,Axiz,Zilrix,Amprixta,Zzalkz,Flixta,Moxanzz,Bzz'Kza,Flizzil,Tarnix,Xerxix,Xirasz,Xirtras,Xirz,Xirr,Xartrez,Xirtrez,Kernix,Kertrasz,Kerxenix,Naxisz,Hertrazzir,Hezzir,Hasz,Hesz,Xasz,Xaztex,Tezzaz,Nix,Xaffrasz,Fizztrax,Zizzasz,Sszasz,Ssizer,Ssorix,Ssexur,Skrez,Zslap,Pekzs,Kepzs,Zzupde,Venezz,Clezz,Klezyx,Skeezix,Lixeez,Sklizle,Slizilx,Skalix,Skazix,Laizix,Skeely,Salik,Skandix,Lazki,Sailik,Salanix,Cleezi,Kaliez,Frizzle,Chamil,Zandler,Sandix"
#enddef
#define DRAKE_NAMES
male_names= _ "Kraag,Gillan,Gisharri,Karigan,Gron ih,Krenli,Kegrid,Mah Toa,Grish,Garushi,Gaushii,Murr,Gakré Ohm,Kahn Ih,Kun,Garchin,Omataké,Krash,Grada,Morusté,Garadin,Krall Ohn,Merkush,Gridda,Garlan,Græt Ihn,Ka,Karron,Markinos,Gashöl,Grenn ohn,Gegchi,Gadé Ihn,Marrito,Grelnit,Kraslar,Marritos,Kran Kor,Kerath Kor,Kerath Ihn,Galsh,Garrutin,Gray,Garlin ohn,Merritos Gark,Gark,Gelknick,Goyst,Gravlan,Marhildian,Margian,Gart'lo,Reshan,Mal,Karri Kon,Kon Garashé,Egar,Elch,Mar Ohn,Gelka Kon,Markan,Gretz,Gashinar,Gribbel,Vladnir,Velnick,Vashitt,Veralon,Vertick,Vermay,Verkon,Verath,Verlinn,Veramo,Grashen,Galeck,Gaustun,Marra Di'lek,Klash,Kruggen,Kasp,Verditt,Ga'ash"
female_names= _ "Velisp,Valnitt,Vushtin,Eshyi,Dell,Vallin,Demla,Auuglann,Auginet Ka,Vellin Ka,Omage,Orriday,Weshter,Wilniss,Werra,Damell,Dinsill,Orridan,Oshibi,Valnirra,Olath,Omagrra,Ashijt,Alen Ka,Alinash Mal,Orra Ka"
#enddef
#define VILLAGE_NAMES
male_names= _ "Ox,Hol,Il,Del,El,York,Corn,Hel,Sel,Sil,Sal,Bal,Water,Sen,Sed,Hex,Hox,Fox,Bal,Wet,Earl,Fren,Kin,Tal,Gel,Nam,Sam,Olf,Old,New,Ol,Nes,Cam,Rook,Rock,Oul"
#enddef
#define ELVISH_NAMES
male_names= _ "Tinarariand,Elándil,Mebrin,Tinindil,Deléng,Isirion,Pyldur,Caladrielas,Elebrindel,Unárion,Unadrier,Isorfindir,Urymir,Celóril,Unaril,Horfindel,Amowyn,Háriand,Beliril,Mylith,Giombor,Fer,Roldur,Cithraldur,Elvaramir,Sénd,Cylas,Thrilmandel,Rorfindil,Uradrielas,Sénd,Hil-Garion,Fithraril,Unorfiril,Eäryldur,Eärithrandil,Cithrand,Unálas,Elyrion,Glul,Vebrilas,Lómorfindil,Hithrandel,Gil-Gang,Hilas,Gil-Gandel,Eowarar,Carang,Lómariand,Isilmandel,Uril-Gambor,Hénduil,Unaraldur,Galithrariand,Hirion,Anilmambor,Celadrieriand,Róldur,Eärérion,Calónduil,Anerion,Elvélith,Eliondil,Lómebrind,Isándir,Eowówyn,Belel,Cáldur,Tadriendir,Vunduil,Belólad,Thrélad,Isadrieng,Eowil-Garion,Tinyl,Tinun,Lómémbor,Urálith,Celong,Horfilad,Iselas,Galálad,Norfildor,Thrithran,Unil-Gan,Gloldor,Celarandil,Delánd,Maldur,Celyndel,Ról,Vandir,Glómir,Unadrieldor,Elvandir,Vebril,Unólith,Maraldur,Elvilmaril,Isól,Legaran,Farandir,Nél,Glandil,Galalith,Galálas,Elebrildor,Sóriand,Elvóriand,Pindir,Anán,Amiorion,Amorfimir,Isarandel,Thril-Gamir,Taraldur,Amundil,Unorfildor,Glararil,Sólad,Fáwyn,Tinarambor,Tinil-Ganduil,Padrieriand,Ameldor,Gyl,Unebrind,Celebririon,Corfildur,Canduil,Glámbor,Urul,Elran,Glilmal,Porfildur,Cadrieriand,Delaraldur,Galelas,Hebril,Varalas,Celér,Nóndel,Eladrieng,Elvorfiriand,Delandel,Delorfilad,Méng,Lómowyn,Elélas,Unebrin,Anithranduil,Celáriand,Threbring,Belyrion,Belilmand,Numbor,Vóldur,Tinorfind,Gambor,Thrambor,Táriand,Eäradriendel,Rówyn,Elvémir,Elvorfiril,Calioriand,Delóldor,Tinóriand,Eowaraldor,Vel,Galémbor,Elrithralith,Elánd,Fadriendel,Deláril,Fandel,Cindil,Unalas,Delawyn,Fyrion,Eowylas,Eowithrawyn,Elvombor,Vuldur,Legorfindil,Unombor,Gadrieng,Amilmandir,Elrioldor,Calil-Gawyn,Eäréldor,Glólas,Norfindir,Unorfiwyn,Amind,Sóriand,Isóndel,Caliril,Eowaran,Elolas,Fendel,Tówyn,Hiong,Elvebrindel,Eowar,Vulas,Legémir,Torfildur,Col,Isorfilad,Elilmaldur,Celuwyn,Gymbor,Hundel,Elen,Isarar,Delán,Thrimir,Tinilmand,Tinithrar,Elvioldur,Tendel,Harariand,Rithrandil,Garaldor,Lómarand,Celór,Elvorfimir,Galar,Paraldor,Morfiriand,Celang,Amóldor,Vararion,Belondel,Hywyn,Legiondel,Elyldor,Eärorfiriand,Glarang,Gor,Throlas,Gararil,Norfilith,Deliwyn,Nyldur,Vólas,Isér,Eowanduil,Eowiomir,Belithraldor,Elemir,Amiol,Urálas,Belil-Gandil,Nalith,Thréldur,Gán,Eowimbor,Padrieril,Anorfing,Rebrir,Anilmariand,Rilmandil,Thryriand,Isyndel,Celorion,Isóng,Sadrielas,Pór,Thraral,Miolith,Elil-Garil,Vándel,Cówyn,Unóndel,Uniolith,Legówyn,Vylas,Unulad,Legal,Celelas,Galeldur,Amendel,Amorfir,Elvilmaldur,Eäránduil,Til-Gan,Nilmar,Eäradrier,Celior,Sebrin,Pyldur,Urér,Fioril,Anebrin,Hemir,Thrón,Glal,Mondir,Cénduil,Galur,Glimir,Anior,Tinoldor,Ván,Hilmariand,Lómebrilad,Gyn,Legyn,Vol,Cun,Lómadrieril,Amadrieriand,Eowémir,Belómir,Elrithranduil,Gumbor,Célad,Anebrir,Téwyn,Táriand,Géril,Elreldur,Legil-Gal,Eärebrindel,Elvund,Unil,Pilmalad,Deléng,Tinowyn,Cundir,Gadriendil,Eowariand,Ciong,Morfin,Nadrieldor,Elrorfir,Hymir,Elvebrind,Urambor,Thrund,Anénduil,Anon,Elrilmand,Cithraril,Mithrand,Caraldur,Eowóldur,Glior,Elváwyn,Legithralith,Vólas,Calándel,Caldur,Lómariand,Elebriril,Celundir,Eoworfildor,Celiorion,Elor,Elváwyn,Lómilmaril,Delilmaldor,Amelad,Tion,Unál,Calebrindel,Amilmalith,Eäryriand,Unondir,Isuwyn,Elralith,Belilmang,Eowarar,Sil-Gal,Calil-Gandir,Glon,Deliol,Sebriril,Elémbor,Calebrindir,Celilmalas,Elverion,Cithrandel,Anémbor,Uradrierion,Ganduil,Parariand,Pumbor,Githral,Galoldur,Rorfilad,Tinorfiriand,Vondel,Tinimir,Sorfind,Uróldor,Delithrar,Galurion,Elval,Tinond,Delorion,Taral,Thróng,Madrieril,Isithral,Belarandel,Celendel,Gladriendil,Lómiriand,Legéril,Nán,Vilith,Belén,Elriolith,Delundil,Anilad,Celaral,Ameng,Mérion,Eowarion,Tilmalad,Elvil-Garion,Cithralad,Ryn,Tinén,Elólas,Belandil,Golad,Miomir,Tolas,Urilmalith,Norfindil,Mánduil,Githralad,Legorfirion,Móndir,Hyrion,Anundil,Tinilmawyn,Legyl,Elradrien,Anil-Gawyn,Tinandir,Uneldor,Amulas,Válad,Amulas,Celiondir,Thradrieriand,Réndir,Elvónduil,Urorfildor,Vyldor,Galelith,Caloril,Amáril,Belithrawyn,Cadriembor,Tilmalas,Thril-Gar,Elálith,Vorfin,Eowebrind,Nil-Galas,Eowambor,Morfilas,Thrion,Róldor,Filman,Unioril,Forfilas,Galadrieldor,Elorfilad,Eäraralad,Eäreng,Thril-Gandir,Belán,Gelad,Nil-Galith,Eäromir,Delorfilith,Tylad,Eliomir,Vebrinduil,Pamir,Amilmaldur,Nil-Gar,Vorfindil,Cándir,Eäránduil,Galuldur,Calénduil,Corfil,Beliondil,Anol,Amithrarion,Cálad,Legilad"
female_names= _ "Vil-Gandra,Legaraclya,Tináclya,Elvowien,Delydien,Celilith,Tinil-Gawiel,Niodien,Uniodë,Tinithrathiel,Unorfiwen,Fathien,Urebriclya,Unil-Gadia,Belaraviel,Vódia,Vadriewen,Legadien,Glithiel,Nowen,Elviondra,Cithrania,Isithradien,Legithrandra,Tilmaclya,Galadriethien,Rorfiviel,Thryng,Unindra,Lómeniel,Deliowen,Corfiviel,Eärániel,Eärélia,Feclya,Vorfing,Tinóng,Celith,Celelith,Sadrienia,Deléthien,Uradriedia,Pulia,Lómuthiel,Elvyniel,Réviel,Parandra,Galaraniel,Til-Gandra,Isilindë,Belendra,Galorfiwiel,Mil-Gathien,Lómilindë,Elvithrang,Uránia,Cádë,Eäradriedien,Belarania,Legelith,Lómythien,Legethiel,Godien,Goclya,Elywen,Githrawiel,Galowen,Glilmawiel,Fadrielia,Galedien,Miowen,Tinorfilith,Amuwen,Silmathiel,Hódia,Hiwien,Anilmarith,Sáng,Amionia,Miowiel,Gadrieclya,Celódith,Amorith,Amodë,Thrália,Fil-Gathiel,Eäréwiel,Delil-Ganiel,Unynia,Belithraniel,Caladrieng,Eäriolith,Celarandra,Elorfing,Sothien,Amiwen,Deloviel,Celália,Glália,Anaraclya,Mithradë,Eowylia,Celindë,Legádë,Amiolith,Urilmawiel,Elvil-Gawien,Thrulith,Padriedith,Viowiel,Elrithradith,Elvánia,Violindë,Lómániel,Pong,Mithralindë,Amithrawien,Mil-Gathiel,Celioniel,Uryrith,Soniel,Lómulindë,Eärilmathien,Hódia,Tithrathien,Tówiel,Glowiel,Aniorith,Uniong,Tinorfithien,Madrieclya,Sadrierith,Vówien,Reniel,Legil-Galindë,Amewien,Nithrarith,Vebrithien,Ril-Gawien,Fólindë,Galebrindra,Pilindë,Nithraniel,Gólia,Medien,Munia,Cithralith,Eärithrang,Throng,Eledë,Cithrawen,Thrithradia,Calóniel,Elilmalia,Rindra,Eladriedë,Lómebriniel,Ceclya,Calówien,Hiodë,Calewen,Gebririth,Tinerith,Sarandra,Eowebridith,Eärarawien,Eluviel,Sendra,Héclya,Sálindë,Fódë,Throlith,Varawiel,Elrithiel,Celebriniel,Hythien,Myndra,Urithralindë,Calándra,Delorfilindë,Fil-Galia,Gloviel,Eowidien,Delebrinia,Puthien,Elvádia,Elrilindë,Legadriedë,Vithraniel,Módia,Lómithradë,Elradrierith,Hythiel,Glilmadien,Thradia,Vadrierith,Beliolia,Gil-Gawien,Lómuniel,Milindë,Elóndra,Elvyviel,Glorfilith,Pebridien,Galándra,Fulindë,Galiothiel,Gléndra,Calánia,Eowedith,Elrebridith,Anuthiel,Gioviel,Mywiel,Tinawiel,Hedia,Amebrilindë,Eärewen,Isendra,Lómudia,Tiorith,Lómorfing,Anythien,Eowil-Galindë,Thrithraniel,Amil-Garith,Belowen,Elynia,Elvithrathien,Tinálindë,Helith,Beladriewien,Fáwien,Lómithrarith,Calorfiniel,Galéwiel,Lómebriclya,Lómolith,Anáthien,Módë,Hunia,Tinaraniel,Vithrang,Pil-Gadia,Eluviel,Fáthiel,Elarawiel,Unénia,Sithrang,Celadë,Beladrielith,Elriwen,Meclya,Pádia,Lómóndra,Elvil-Gawien,Tiniolith,Elelith,Thraraviel,Eowarawien,Giowen,Eärorfiwien,Amarang,Newen,Náviel,Amithrawien,Caluclya,Galothiel,Paralindë,Celorfing,Elránia,Mebriwiel,Anebriniel,Tilmaviel,Fadriendra,Unulindë,Haviel,Elilmawien,Celylia,Thrithrandra,Lómiclya,Féthiel,Celália,Eowalia,Huclya,Horfiwien,Elrilmathien,Unionia,Gioniel,Elrilmandra,Delararith,Uraclya,Huthien,Celéng,Isil-Garith,Lómudia,Thrérith,Amadrielindë,Eladrielia,Amuviel,Legadrieclya,Legilmadith,Belebrindra,Lómódë,Uniolia,Gadrieviel,Galilmadia,Filmaclya,Naraniel,Calilmalith,Hil-Gania,Anuthien,Elviniel,Elebrindra,Legadrieniel,Galundra,Anylindë,Celówien,Thridith,Niolia,Falindë,Milith,Anundra,Lómorith,Delararith,Anywien,Saradith,Galédë,Háwien,Celérith,Niothien,Elvilmathiel,Hewen,Isóthien,Hóthiel,Celebriviel,Moniel,Elithradien,Vorficlya,Glebrithien,Golindë,Viwiel,Sethien,Sioclya,Hodia,Taradien,Fadrienia,Githrania,Calil-Galith,Elréthiel,Legithrania,Calewiel,Isebridien,Thredien,Tinudia,Tinadriethien,Galithrathien,Mádia,Isadrieng,Celárith,Isebrinia,Amorfilith,Sédith,Eärudë,Eärenia,Belithrawien,Amil-Gadith,Vadrieviel,Lómilmathiel,Tinebrithiel,Eowilindë,Terith,Calang,Celararith,Glodith,Siorith,Beladriewen,Fioniel,Amulia,Nydith,Lómilmawiel,Gáviel,Belulindë,Legorfidë,Unáthien,Porfindra,Calithraclya,Celorfiwien,Analia,Elithraclya,Delóndra,Unóndra,Nilmadia,Riothien,Guviel,Elrorfidia,Horfinia,Uriolia,Delithrathiel,Legéniel,Calebriwien,Delorfithien,Unebridë,Legeng,Thrinia,Galolindë,Galyniel,Vorfirith,Syniel,Harawiel,Vorfiwiel,Porfiwien,Isithrarith,Maraclya,Amadriendra,Gilia,Fadriedith,Amedë,Celidien,Legolith,Unuviel,Nil-Gang,Celithradith,Pindra,Póviel,Elil-Gang,Galebrilia,Tathiel,Unadrieng,Isithrawiel,Amadrielia,Nawen,Tang,Cydia,Silmaclya,Cadriewen,Threbriniel,Urilmadia,Thruthien,Ureclya,Galólia,Sithrawen,Elródith,Throthiel,Lómedia,Pawen,Legilmawiel,Legebrilia,Urárith,Unilmadia,Morfilindë,Iseviel,Améthien,Gloclya,Cing,Legithralindë,Isáwen,Sothiel,Eowiowien,Uruthien,Amadriewen,Vóng,Róng,Eärilmadë,Anówien,Tuniel,Tarathiel,Lómynia,Celiodë,Pil-Gadien,Belithrawiel,Gathien,Anang,Vorfing,Tinarathien,Fil-Gawien,Amilmadia,Amithraniel,Cethien,Gloclya,Hyclya,Isithradë,Legidia,Celálindë,Galil-Gania,Tinil-Gania,Eowyniel,Cólindë,Belaclya,Narania,Gewen,Elorfithien,Sadrierith,Aning,Tadrierith,Deléthien,Eowathiel,Iséng,Legondra,Celorfilindë"
#enddef
#define HUMAN_NAMES
male_names= _ "Cunry,Bluran,Marcyn,Addraenvan,Gudd,Aetheollyn,Rhenyc,Gyllyn,Dircyn,Owaecyn,Blollyn,Glyran,Vygwyn,Yracyn,Rhaecyn,Rheor,Aethagwyn,Vennyn,Yryrcyn,Glynvan,Ryddry,Saemyr,Dibryn,Owuddry,Gloddyn,Gladoc,Yroddry,Bladoc,Addreonyc,Rheoran,Tiryn,Glynry,Rhaemyr,Gweddyn,Cemyr,Mimyr,Caraennyn,Careorraent,Gwor,Cin,Goc,Glydd,Oweomyr,Carraent,Gubryn,Gannyn,Aethadry,Aethonnyn,Blygwyn,Laellyn,Carudoc,Ladoc,Blercyn,Carocyn,Aetheoc,Rumyr,Gaercyn,Careogwyn,Caryn,Careddry,Owarcyn,Daeddry,Mubryn,Gwymyr,Blaedry,Owaryn,Addreddry,Owaryn,Taedoc,Addraecyn,Morcyn,Vugwyn,Rhenry,Blullyn,Dycyn,Daeddry,Blydd,Seddyn,Teoddyn,Gwaec,Rycyn,Rhobryn,Gwyddry,Tudoc,Roddyn,Oweran,Ceoddyn,Blubryn,Glonry,Sedry,Owecyn,Blydd,Owinyc,Gwuran,Yryllyn,Tunvan,Gwan,Carac,Cebryn,Murcyn,Ronry,Geodry,Midry,Gweogwyn,Aethec,Blinvan,Rhyrraent,Aethaeryn,Seoddry,Caradoc,Aethenvan,Sanyc,Aethaec,Gwumyr,Teorcyn,Lenvan,Rabryn,Yrynyc,Murcyn,Mydoc,Yrannyn,Rhobryn,Oworraent,Owac,Vuddyn,Gwellyn,Glaercyn,Yregwyn,Oweorcyn,Addrenyc,Rhaedoc,Carocyn,Rhonvan,Owercyn,Dadd,Corcyn,Addrocyn,Yreryn,Tinry,Rharcyn,Rar,Addroryn,Tabryn,Blinvan,Addrunvan,Derraent,Leogwyn,Virraent,Gwudoc,Lercyn,Glarraent,Caren,Liryn,Gwegwyn,Ligwyn,Gwybryn,Lin,Veoddyn,Owodd,Cariddry,Glonvan,Gymyr,Aethuc,Careonvan,Aethudry,Addreoddyn,Gweocyn,Vonry,Rhygwyn,Rhyrcyn,Rhur,Deonyc,Veocyn,Siryn,Teobryn,Yraec,Gweodry,Caroran,Caraedry,Vaennyn,Moddry,Vaeddyn,Caredd,Siddry,Aethacyn,Rheorraent,Rhubryn,Addrurcyn,Sodry,Rhunyc,Gweodd,Reoddyn,Vinyc,Glydoc,Sodd,Dyddyn,Dinnyn,Ruddry,Addraryn,Gwollyn,Rurcyn,Glinry,Blyr,Aetharcyn,Blybryn,Addraercyn,Cararyn,Carygwyn,Menvan,Caric,Turraent,Oworcyn,Gwennyn,Meorraent,Ludoc,Aethoddyn,Glyc,Oworan,Simyr,Aethugwyn,Gwynnyn,Glunry,Cynyc,Addregwyn,Maddyn,Gecyn,Deollyn,Gwidoc,Meon,Goc,Sudd,Yredd,Addredry,Caeran,Vobryn,Saellyn,Surcyn,Taercyn,Labryn,Yran,Ceomyr,Caroddyn,Deodd,Glunvan,Gwoddyn,Addrocyn,Aethydry,Carygwyn,Aethynyc,Aetheorcyn,Taec,Rocyn,Laellyn,Tinvan,Owaedry,Teor,Ceonnyn,Rynry,Lunnyn,Myn,Rynnyn,Dac,Owaddyn,Vyc,Bliddry,Gur,Gwumyr,Owinvan,Maennyn,Veogwyn,Blenvan,Owur,Curyn,Gleoddyn,Aethec,Aethanry,Lec,Blanry,Vaddyn,Modd,Gaddry,Yrinvan,Blidd,Rheran,Veomyr,Owadd,Saran,Gullyn,Owollyn,Aethiddry,Gloddry,Carullyn,Secyn,Manyc,Romyr,Vinvan,Careoryn,Gegwyn,Gleddry,Tennyn,Manry,Syran,Gor,Ceoddry,Aethobryn,Yrunvan,Yraryn,Oweor,Daellyn,Mec,Lannyn,Owyran,Lemyr,Rhaedoc,Yrullyn,Syryn,Bludry,Bledoc,Caregwyn,Tuddry,Careobryn,Addrenyc,Aethellyn,Veodry,Meonnyn,Myrraent,Addraer,Aethun,Coc,Sarraent,Rheollyn,Reodry,Blucyn,Caedry,Mudoc,Sydd,Carygwyn,Cadry,Gwucyn,Ten,Ron,Lan,Owoddry,Owugwyn,Tarcyn,Owuddyn,Rhenvan,Tanry,Aetheonyc,Caraddry,Blaec,Yrunnyn,Glircyn,Aetherraent,Rheoddyn,Cennyn,Ginvan,Gweoran,Gumyr,Blymyr,Rygwyn,Gagwyn,Addrynvan,Rherraent,Yrymyr,Laran,Rubryn,Ceoc,Gwodd,Gwadoc,Gwenyc,Corcyn,Gaebryn,Gwydoc,Yrumyr,Caregwyn,Rheollyn,Rhollyn,Gliddyn,Owedry,Aethercyn,Caryn,Saec,Vogwyn,Lorraent,Mygwyn,Cac,Mac,Tarcyn,Tenvan,Ronry,Gwaec,Seorcyn,Soran,Luddry,Addreran,Yranvan,Gwidoc,Ceonry,Glacyn,Varcyn,Vyrcyn,Terraent,Blillyn,Run,Ligwyn,Rhyllyn,Sercyn,Denvan,Convan,Owogwyn,Gar,Glumyr,Rheodd,Cicyn,Blac,Daedoc,Gweodoc,Addreorcyn,Caercyn,Rhynyc,Lunnyn,Dadoc,Sellyn,Aethaeran,Gydoc,Sodry,Tyddyn,Rhaerraent,Gan,Lunvan,Saercyn,Gaedry,Rhodry,Taenvan,Radd,Caror,Monry,Mugwyn,Meollyn,Glun,Moran,Rybryn,Aethibryn,Gwaec,Addryllyn,Caebryn,Cinry,Ranvan,Blemyr,Addriddyn,Rhugwyn,Gwycyn,Blebryn,Yranvan,Teddyn,Vaedry,Addreoddry,Taedd,Cyryn,Yrirraent,Aethercyn,Middry,Lurraent,Bleollyn,Aethircyn,Ven,Modd,Ceoryn,Carercyn,Lonnyn,Car,Taemyr,Owidry,Geddyn,Aethunry,Yreddyn,Addribryn,Suc,Gleran,Addredry,Cubryn,Veocyn,Caryn,Demyr,Tudd,Romyr,Lenvan,Glillyn,Sennyn,Rhanry,Blennyn,Gwaeddyn,Saenvan,Todd,Tegwyn"
female_names= _ "Jongwen,Dullyra,Alena,Nwryan,Elycla,Sulonna,Bruryan,Caengwen,Nwvyan,Lwcla,Jarka,Rwlla,Alwcla,Breall,Nylyan,Cylyan,Syssa,Jolla,Gwoll,Lynoic,Elwllyra,Clarka,Clwlla,Cira,Lylla,Elavyan,Meroniver,Lwlla,Reacla,Neallyra,Mudda,Brirka,Alyryan,Reangwen,Sorka,Nalyan,Ysilyan,Realla,Lyna,Rwllyra,Elyrka,Nera,Gwwcla,Caella,Gwwvyan,Nuvyan,Sona,Merolla,Nyssa,Sera,Lwryan,Ysell,Elulonna,Raerka,Saell,Dwnoic,Clissa,Medda,Lessa,Rwllyra,Ledda,Jeabrylla,Brera,Meanoic,Lelyan,Clobrylla,Brellyra,Nucla,Jalyan,Dydda,Cyvyan,Revyan,Nyll,Clillyra,Langwen,Jyvyan,Saellyra,Sera,Sara,Rucla,Ryngwen,Cicla,Lolonna,Lycla,Merydda,Naecla,Aleara,Rwlla,Curyan,Lina,Mylla,Rarka,Merubrylla,Clwdda,Gwerka,Saessa,Brungwen,Jonoic,Elalonna,Elwlonna,Lidda,Dyssa,Cassa,Relyan,Gworyan,Dwdda,Alengwen,Lill,Raebrylla,Elwra,Joll,Brerka,Mengwen,Caevyan,Mwnoic,Nivyan,Merina,Rilonna,Gwangwen,Gwussa,Lealonna,Cwdda,Jaerka,Jassa,Sassa,Elerka,Elaedda,Sull,Elyngwen,Mwbrylla,Livyan,Maecla,Cwlonna,Ysodda,Elurka,Clylla,Clilyan,Daenoic,Naell,Brynoic,Syssa,Nulla,Merebrylla,Breabrylla,Call,Jycla,Dulonna,Gwirka,Dollyra,Alybrylla,Elaell,Jura,Dalla,Mereangwen,Cinoic,Naell,Ysyrka,Alearka,Jiryan,Ysonoic,Ysycla,Merilyan,Brorka,Jull,Alwllyra,Cealonna,Gwonoic,Gwobrylla,Brellyra,Curyan,Moniver,Cleall,Elara,Lylyan,Daelyan,Relyan,Sallyra,Cleacla,Alalonna,Elealla,Ysyssa,Clacla,Rilyan,Jeniver,Aleaniver,Meraelyan,Gweacla,Jwll,Elealla,Lirka,Milonna,Lealyan,Messa,Nabrylla,Lollyra,Merona,Meressa,Bravyan,Elaevyan,Ceryan,Mereaniver,Ysaenoic,Gwaessa,Alearka,Myra,Nobrylla,Jona,Jyrka,Cyniver,Lulyan,Rerka,Swlla,Nybrylla,Yswniver,Dangwen,Gwicla,Yseacla,Eleanoic,Mwngwen,Neavyan,Larka,Brealonna,Gwycla,Aluryan,Meacla,Brona,Jyvyan,Brwra,Coryan,Cudda,Elivyan,Nyryan,Alyra,Alilonna,Merana,Merylyan,Cydda,Diniver,Merolyan,Myll,Rwlonna,Gweacla,Ysylla,Alaebrylla,Naebrylla,Clenoic,Daengwen,Reana,Alynoic,Jissa,Myvyan,Brora,Alaryan,Rengwen,Clavyan,Ryna,Jull,Brollyra,Brobrylla,Ysedda,Alingwen,Ysell,Jealla,Liryan,Merurka,Elallyra,Clinoic,Ninoic,Merudda,Gwongwen,Jacla,Nungwen,Clalla,Gwona,Gwaera,Rora,Ninoic,Brycla,Clwvyan,Clurka,Clill,Merella,Ysylyan,Rwdda,Lelonna,Yselonna,Claella,Clallyra,Dassa,Clealyan,Merydda,Cibrylla,Deanoic,Claenoic,Rassa,Gwwvyan,Cucla,Lwnoic,Aluniver,Dwbrylla,Dybrylla,Merissa,Ysealyan,Clydda,Maeniver,Dallyra,Nessa,Gwydda,Merall,Clill,Clungwen,Ysongwen,Cucla,Jora,Elyniver,Meana,Sallyra,Ysinoic,Clara,Meradda,Dwra,Nolla,Nera,Merealonna,Clibrylla,Alaeniver,Nonoic,Jacla,Rara,Cwngwen,Dara,Ysura,Sulonna,Dissa,Clona,Ralonna,Cwvyan,Mulyan,Lungwen,Mwlyan,Meralonna,Lerka,Noryan,Curyan,Mealyan,Nera,Sylyan,Merivyan,Lwnoic,Sanoic,Ysanoic,Cyllyra,Ysyrka,Cleanoic,Bronoic,Devyan,Ysaerka,Rwngwen,Nwllyra,Ysycla,Swngwen,Nyvyan,Cleana,Merylyan,Alwlyan,Lassa,Locla,Meniver,Laenoic,Mullyra,Judda,Mycla,Brassa,Ysacla,Elacla,Muryan,Clollyra,Ysanoic,Senoic,Rwngwen,Merwlla,Brera,Saeniver,Deassa,Meranoic,Bronoic,Aleacla,Mavyan,Alora,Jarka,Elaelonna,Merwryan,Lengwen,Alilonna,Meangwen,Claelyan,Silonna,Ysealyan,Alora,Revyan,Cera,Merwnoic,Dicla,Laeryan,Alubrylla,Lycla,Mavyan,Jull,Syllyra,Swlyan,Elaessa,Caena,Cluvyan,Breryan,Laeniver,Jorka,Raera,Gwedda,Lodda,Brell,Rybrylla,Meanoic,Niryan,Cylla,Bricla,Cudda,Alabrylla,Nealonna,Alolla,Rirka,Jyniver,Elearka,Jaevyan,Melonna,Alengwen,Sura,Cissa,Mossa,Norka,Nangwen,Saerka,Elycla,Della,Merallyra,Elyllyra,Elenoic,Alussa,Elwngwen,Calla,Merina,Jynoic,Ysealonna,Sussa,Sulyan,Mossa,Dissa,Daedda,Merinoic,Searka,Rella,Sira,Clillyra,Alwna,Lulla,Nulyan,Jwlyan,Swnoic,Clongwen,Alalla,Siryan,Braedda,Jealla,Gwwna,Gwullyra,Merengwen,Molyan,Dwna,Lunoic,Brealla,Ruryan,Alabrylla,Deassa,Jovyan,Subrylla,Breana,Ysura,Alolonna,Nealla,Nessa,Swvyan,Cora,Luryan,Jana,Meraecla,Jeanoic,Sena,Alolla,Jaena,Julonna"
#enddef
#define MERMAN_NAMES
male_names= _ "Neptune,Poseidon,Triton,Oceanus,Nereus,Pontus,Phorcys,Scylla,Thaumas,Tangaroa,Tangaloa,Kulullu,Nethuns,Proteus,Okeanos,Maui,Ryujin,Njord,Barinthus,Llyr,Lir,Aigaion,Melicertes,Dylan,Tanaoa,Tikitiki,Alastyn,Apam,Natat,Vourukasa,Vodnik,Faro,Nun,Habaek,Apsu,Abzu,Absu,Sisiutl,Atlaua,Atlahua,Jamm,Vizi,Ember,Toniwha,Apalala,Dhakhan,Nechtan,Elcmar,Mimir,Enki,Makara,Aremata,Rorua,Popoa,Tinirau,Tini,Rau,Kinilau,Sinilau,Tinilau,Nudimmud,Tagaloa,Labuna,Jin,Laut,Raja,Ikatere,Nuada,Nudd,Ludd"
female_names= _ "Derceto,Mama Wata,Jengu,Miranda,Lori Lamaris,Ariel,Amphitrite,Atargatis,Rân,Sedna,Tirgata,Aphrodite,Pelagia,Delphine,Marina,Stella Maris,Miriam,Thelxiepia,Aglaopheme,Pisinoe,Molpe,Leucosia,Ligia,Parthenope,Himeropa,Calypso,Electra,Galatea,Ved-Ava,Vete-ema,Veen emo,Vatea,Diktynna"
#enddef
#define ORCISH_NAMES
male_names= _ "Erang,Bugdish,Eradash,Vrigor,Gruol,Gugdush,Gort,Grunk,Rurag,Poshnak,Goshnak,Rarbag,Prirbag,Biol,Vridish,Erok,Grurt,Vrorg,Grirk,Rodush,Pruk,Hunk,Goshnak,Bogor,Varbag,Hort,Graol,Gork,Vrugdush,Gagor,Gadash,Prong,Prodush,Pidush,Grorag,Grolg,Pung,Hurbag,Bink,Grort,Erugar,Vilo,Pagor,Vak,Prarg,Hurag,Eragdush,Gulg,Pragdush,Grugdush,Erirg,Gridush,Hulo,Vrogar,Eronk,Erulo,Rok,Prurk,Prurg,Grulo,Prirg,Prugar,Bogar,Prudish,Prunk,Groshnak,Eronk,Prilg,Erik,Rodush,Vulo,Pork,Prilo,Horbag,Bong,Prarag,Vourk,Vrik,Boshnak,Prong,Rugdish,Erulo,Palo,Vrik,Hak,Vrurg,Gurbag,Vrang,Pilg,Bogdush,Erurag,Vadush,Eruurk,Vank,Ruk,Vrogor,Vrurg,Bagar,Vink,Prinak,Vraurk,Prarbag,Hidush,Ruol,Grugdish,Prodash,Gridish,Pulo,Bik,Rinak,Halg,Erudish,Pirbag,Gank,Galo,Burk,Hunk,Bagdish,Pink,Bort,Gridash,Valo,Eruol,Radash,Erarg,Vigor,Vudish,Vak,Grirg,Groshnak,Pronak,Punk,Grigar,Prolg,Pigdush,Ging,Vong,Hulg,Bashnak,Vork,Ruol,Vogdish,Rinak,Gagar,Borg,Virt,Bunak,Hushnak,Ganak,Barbag,Vralo,Hidash,Vrirt,Gurt,Erarag,Rugar,Pridish,Prugdish,Eruol,Vriurk,Grudash,Vurg,Eriol,Bok,Granak,Vrodish,Hoshnak,Grogdish,Bork,Hushnak,Hagdush,Parag,Eriurk,Vuk,Rirg,Rok,Bolg,Vrishnak,Vilo,Vragar,Budush,Gruk,Bidish,Praurk,Gunak,Hinak,Hak,Grork,Grong,Erogdish,Rolo,Vadash,Pulg,Vilg,Vrodash,Vurg,Gink,Grilg,Birt,Biol,Vrudish,Hagor,Vragdush,Vogor,Vulg,Erong,Rashnak,Garag,Grink,Vogdish,Badush,Rodish,Gradash,Erart,Purbag,Pralo,Grigar,Badush,Priurk,Rink,Puurk,Vonak,Eradish,Vridash,Podush,Pruurk,Pronk,Hiol,Gushnak,Gugdish,Hashnak,Eragor,Rarbag,Gagdush,Granak,Budush,Vilg,Hort,Pulg,Gaol,Podash,Punak,Gogdush,Porg,Pogdish,Prigar,Gushnak,Prarbag,Gagar,Bogor,Gogdish,Eranak,Gralo,Palg,Virag,Grishnak,Rank,Hing,Grak,Pirbag,Prarag,Virag,Hink,Buk,Burg,Prodish,Prashnak,Ragar,Purag,Bugdish,Vigdish,Grogdish,Huol,Hank,Gruurk,Rak,Rudash,Ginak,Huol,Erigdush,Vraurk,Prool,Pragor,Grirag,Vishnak,Grorg,Eronk,Vraurk,Erishnak,Erunk,Bilo,Hodush,Vrork,Eriurk,Vrarbag,Hagar,Vorg,Pidush,Pigdish,Bidush,Prashnak,Virag,Bunk,Vrurg,Hong,Rik,Hirg,Rushnak,Gink,Hadish,Vilo,Vrork,Rak,Huk,Ronak,Vrulg,Vilg,Rogdish,Prodash,Erirt,Gragar,Gigor,Burag,Priol,Rodush,Rirg,Vruurk,Barag,Podish,Vunak,Hork,Grilg,Bogdish,Vadash,Raurk,Puurk,Rark,Ronak,Grogar,Hashnak,Bink,Grodish,Hidish,Bagar,Erinak,Vrugdush,Rarag,Eragdish,Hirag,Vrolo,Hogor,Erirbag,Vruol,Gulg,Pralo,Hogar,Hadush,Budush,Hadash,Gigor,Goshnak,Hugor,Hudash,Biol,Vrurg,Pradish,Pralg,Bilg,Vrart,Prunak,Prigdish,Vrung,Vrugdush,Grudash,Ging,Puk,Graol,Prigor,Buurk,Pagdish,Hirg,Prang,Eragor,Gralg,Prart,Vrolo,Prark,Pashnak,Pradish,Vilg,Pulo,Gunak,Paol,Gridash,Erirag,Bart,Burag,Vrinak,Vushnak,Prilo,Vragor,Rigor,Bung,Prourk,Vrork,Burg,Erugdush,Bogdish,Prurg,Prigor,Binak,Vadish,Grilo,Ruol,Vrodish,Pinak,Pradish,Eragor,Higdush,Parag,Pink,Vrong,Port,Bok,Porbag,Grilo,Bung,Grugar,Rak,Gulo,Grork,Bik,Grodish,Polg,Pung,Grarbag,Vurg,Vurbag,Pung,Prolo,Voshnak,Ruk,Vigdish,Vradash,Vrarg,Gong,Gragor,Varbag,Erogdush,Erorbag,Bidish,Prirt,Hadush,Rirk,Vrurt,Hing,Gronk,Rung,Girt,Gronk,Vigar,Prugar,Raol,Eronk,Hurk,Purg,Hilg,Vrudish,Grurk,Gigor,Grurg,Polg,Erurag,Erudush,Vadush,Vrulg,Varag,Huurk,Vadush,Grok,Rank,Bashnak,Praol,Vrarg,Grigor,Hank,Hool,Rang,Grolg,Hudish,Gashnak,Ragdish,Pidush,Pulg,Vring,Vurag,Vrurg,Rilg,Pigdush,Hagor"
#enddef
#define DWARVISH_NAMES
male_names= _ "Althaas,Glomin,Glamcatus,Trithaithis,Gomdrol,Andurus,Pelaithol,Trithaithus,Andris,Trithatsol,Gomcatis,Pelcatol,Augcatil,Alating,Augaithing,Anthaas,Gomaithsol,Trithaithas,Aigdris,Althalos,Analil,Trithdurol,Glamcatil,Augthail,Trithduril,Dulthalos,Glamthasol,Aldrsol,Glamaithol,Glamalil,Analus,Nardril,Augating,Dulaithsol,Aldrlos,Alalus,Aigcatsol,Ancatas,Trithdris,Pelatol,Aigthasil,Anthais,Narcatis,Trithatil,Aigaithing,Althail,Trithaithil,Naraithol,Duldrlos,Gomatas,Alcatis,Naraithsil,Althalos,Aigdursol,Glamalsil,Nardrus,Aigalis,Aldurlos,Augcatsil,Aigthaing,Augduril,Aigaithas,Anthais,Glamthaas,Dulcatsol,Gomatil,Gomcatlos,Augdrsil,Trithdril,Duldrsil,Duldrol,Peldrsol,Pelalsol,Gomthaas,Dulcatsil,Aigcating,Aldril,Glamcating,Anatsol,Augdris,Anthasol,Glamcatsil,Aldras,Aigatsol,Naraithol,Anthaus,Gomdrsil,Pelalis,Gomatlos,Narcating,Trithdrlos,Aigdrlos,Narcatsil,Glamdras,Aigthaing,Gomcatil,Andurus,Pelthail,Triththaus,Augalas,Alalol,Aigalas,Pelatis,Anating,Alaithsol,Andrus,Aigalsil,Dulatil,Aigdris,Augatsil,Glamduring,Trithduril,Trithdrsol,Alalus,Glamatus,Aldrol,Glamdril,Pelcatsil,Glamaithis,Trithdring,Peldril,Trithdurus,Gomaithil,Trithcatsol,Glamdrsol,Augthais,Dulaithlos,Althasil,Aigaithil,Andrlos,Dulatil,Dulalas,Dulatsol,Analol,Trithcatlos,Althasol,Alcatis,Glamduril,Peldursol,Pelalus,Glamthaas,Aldurol,Aigatsil,Aigatus,Trithduril,Pelaithsol,Aigcatis,Andursol,Naralsil,Althaol,Aldrsol,Dulalas,Triththaas,Augatol,Pelaling,Dulcatlos,Augduril,Glamthaol,Ancatus,Augcatol,Peldrus,Pelatil,Gomcatil,Anallos,Anaithing,Naraithsil,Aldris,Gomdris,Andril,Naratsil,Aigcating,Triththaas,Narduril,Aigdurlos,Aigaithol,Glamaithol,Pelatil,Nardris,Augthaol,Augatol,Glamallos,Anthaing,Aigcatis,Pelthasil,Dulcatil,Dulatol,Dulduring,Alalil,Peldrus,Gomdursil,Nardras,Peldril,Gomcatlos,Gomalis,Glamthaus,Duldurus,Dulcating,Anatol,Augdrsil,Analsil,Trithdrus,Augaithus,Trithaithsol,Aigcatus,Augaling,Alating,Glamatil,Anaithus,Gomatis,Augdris,Pelaithing,Augaithing,Gomdursol,Naraithus,Trithatsol,Ancatil,Glamaithil,Augdurus,Gomalus,Aigduras,Nardrol,Nardurol,Pelalil,Gomalil,Aigatis,Analil,Dulthaus,Gomaithil,Alduras,Trithduril,Ancatol,Alduras,Pelduril,Narcatsol,Pelating,Dulcatsil,Augatol,Glamthasil,Gomthasol,Naraithsil,Alatsil,Dulcatol,Gomthalos,Aigaling,Aigcatas,Pelalus,Augcatsil,Trithatas,Aigthais,Gomaithas,Alcatsil,Ancatus,Pelatis,Ancatas,Dulating,Gomdras,Naraithsol,Augcatis,Alaithis,Pelalsol,Duldursil,Pelcating,Dulaling,Gomating,Aigaithol,Alaithas,Peldras,Triththaing,Augdurol,Augaithas,Augcatsil,Glamdrlos,Peldurol,Aigdris,Pelaithas,Augcatas,Alalas,Anthaing,Naratlos,Augdursol,Gomdril,Dulcatlos,Anthasil,Triththasol,Naralus,Pelthaas,Augcatsil,Anaithis,Andurus,Gomdring,Glamduras,Pelalsil,Augthalos,Augduras,Pelaling,Gomalis,Augalol,Gomdris,Glamalis,Augdrus,Alatlos,Trithdril,Augthalos,Glamdril,Aigatlos,Alatas,Pelaithsol,Anthaus,Trithdril,Aldrsol,Triththail,Glamaithsol,Augduring,Aigthaus,Anaithsil,Pelatus,Naratol,Glamalsil,Trithcatus,Trithatil,Anallos,Augdras,Trithaithsil,Narduril,Dulatsol,Naralus,Narcatol,Alcatlos,Trithalol,Dulthasil,Andrus,Pelduring,Naraithil,Aigatsil,Trithdurlos,Augdursol,Trithaithol,Gomatol,Aigcatas,Pelcatlos,Glamduris,Anaithas,Peldurus,Glamduris,Naralil,Trithdursil,Pelthasil,Gomatis,Aldril,Augatol,Anaithus,Anatsol,Trithaithlos,Duldrus,Narduras,Dulaithlos,Duldris,Dulaithsil,Anthais,Gomduris,Narthalos,Ancatus,Anduril,Alaithol,Aigalis,Trithaithas,Aigcatil,Trithaithil,Naraithing,Augatsol,Trithaithol,Dulalsil,Dulthasol,Glamcatas,Glamthaol,Gomaithsol,Dulaithing,Naratlos,Naraithol,Gomthasol,Ancatas,Aigcatsil,Pelduris,Trithdrus,Andurus,Trithdring,Glamthaas,Aigcating,Nardrsol,Glamaithol,Dulaithsol,Althaus,Augduras,Aigaithas,Gomdurlos,Glamalus,Gomdrsil,Trithdrol,Pelating,Pelatus,Aigdrsol,Trithdurol,Glamaling,Dulduras,Dulating,Naraithing,Dulalis,Alaithus,Gomdurus,Glamcatus,Trithduring,Anatis,Anaithsil,Glamduril,Gomdursol,Narcatol,Trithaithis,Naratlos,Nardring,Aigalol,Althail,Anatas,Anthasol,Aigatus,Dulaithil,Althalos,Aldring,Glamalil,Anating,Aigdring,Duldril,Andurol,Pelaithsil,Gomdurus,Gomcatil,Glamthaas,Alalsol,Augdurus,Trithduril,Anthaol,Augalas,Pelcatol,Nardrsil,Alatil,Glamdrsol,Alaithlos,Pelatsil,Gomdurus,Dulatus,Alalsol,Glamaling,Dulatus,Alcatil,Aigthaus,Duldril,Pelaithlos,Pelaithis,Dulatil,Trithalis,Naraithol,Pelating,Augcatol,Gomatis,Andrus,Pelduris,Aigdrsil,Alatlos,Augdrsil,Anduril,Gomaithol,Glamdursol,Trithaithil,Gomdril,Glamcatil,Trithdrus,Naralas,Dulatol,Anaithil,Anatol,Augating,Peldursol,Narcatis,Glamatus,Aigaithas,Aigatas,Trithatlos,Gomatil,Gomthalos,Dulaling,Aigatsil,Augcatus,Trithaithus,Gomcatlos,Aigaithol,Naratsil,Narthaol,Narcatol,Augatlos,Pelaithil,Gomaithsol,Augaithsil"
#enddef
#define NAGA_NAMES
female_names= _ "Xamalia,Brissal,Saxiala,Liabra,Riaa,Griama,Gaxmail,Harxias,Axmailia,Saxririaa,Vlanissa,Malina,Nildlasi,Xinasia,Xina,Mila,Milbra,Bli,Bliana,Brassas,Vilaila,Aliasse,Amailis,Haina,Haila,Lamai,Lamaissa,Maissa,Sassalia,Lilin,Linassa,Inai,Inalai,Issalai,Vissalai,Blai,Blanalai,Grissa,Grissilai,Sral,Skal,Sla,Sall,Srak,Szak,Psen,Psal,Sek,Snelia,Skepz,Zpsek,Zsekp,Kzap,Pzakp,Krezkps,Zalsp,Kras,Xabrak,Lexpek,Xnamas,Xopkne,Oxpel,Huzi,Poniazal,Klez,Zlek,Trixzed"
male_names= _ "Abraxas,Xamalel,Briss,Saxil,Lobor,Reii,Griam,Gaxmol,Harxos,Axmail,Saxrireii,Silas,Vlanis,Malinos,Nildloss,Xinas,Mileii,Milbor,Blo,Bress,Vilail,Aleiss,Amail,Hainoss,Hailoss,Lameii,Lamaiss,Maissol,Sassal,Liness,Ineii,Inaloss,Issal,Vissal,Bleii,Blanal,Griss,Grissileii,Srell,Skell,Slell,Soill,Sorkol,Pson,Psell,Sekol,Snol,Skepz,Zpsek,Zsekp,Kzap,Pzakp,Krezkps,Zalsp,Kras,Xabrak,Lexpek,Xnamos,Xopkon,Oxpeii,Huzel,Poniaz,Klezel,Zlek,Trixoz"
#enddef
#define WOSE_NAMES
male_names= _ "Buomdumdenlol,Muldondindal,Lolmandindel,Danmonlulbam,Nunmaldildun,Dolmannumbil,Nanmildaldum,Wonrunmaldin,Bolwuldelman,Landunwonbam,Munnamdulbon,Monlamwimdan,Dulwulmendom,Delmduelmdelom,Mundionalafla,Laffalialomdium,Rithramcamhan,Bregalad,Orofarnië,Lassemista,Carnimirië,Tumtonnongatum,Tumtentantarun,Tantondernintan,Bombempomgontor,Pomtamkomtrobum,Brommantendronnor,Dammantongonnur,Brumennarunom,Dumdumdumatum,Tumtumgamtomtom,Tondenkontenkon,Bumbadadabum,Dabumdabumtam,Bomtanbomkenton,Bomtanbomtonum,Brumbendublun,Brenbasnudnem,Temtunnongetem,Debundbemun,Diblembumnde,Bremdebubde,Pambedrumne,Drongnoblemdu,Bludebalmen,Temtundembenn,Lefnublemdde,Libleddnumm,Mundumblemdum,Brendumadoak,Dulmandarook,Brummdlebroak,Troombadoom,Gulladroamadoak,Boladrumbadrum,Elmaroomadrum,Gumabeladrelm,Grelmadrumbumadum,Wudadoonopl"
#enddef
#define OGRE_NAMES
male_names= _ "Blokkar,Merknik,Akoark,Delkkak,Kalknix,Akzalk,Corkkar,Reknak,Krukrak,Markaak,Kelkrar,Kilkrar,Grak,Nargak,Kargnak,Korgnak,Gnukk,Kuknuk,Kurkur,Kingrok,Takolak,Kolk,Kork,Kirk,Karak,Kurmak,Markuk,Kerta,Trabuk,Bukkak,Borkuk,Orkut,Trakkon,Makron,Kokkan,Akort,Urkark,Klud,Olk,Garkuk,Komak,Kramak,Goruk,Krog,Krumuk,Karterak,Arkarm,Bulruk,Barkuk,Karbuk,Kork,Gurk,Koruck,Gurm,Kayrak,Urkar"
#enddef
#define TROLL_NAMES
male_names= _ "Krak,Gark,Trok,Nuk Kar,Ka,Hak,Tuh,Thur,Ruk,Dak,Thruf,Frok,Kuh,Tuk Ruh,Grar,Shuf,Stuh,Hoth,Nak,Urk,Lok,Hu Kah,Luk,Hask,Gulk,Thog,Urg,Torg,Targ,Borb,Ugg,Sark,Drog,Gah,Rok,Reck,Shak,Brag,Krug,Brok,Grokk,Brag Goh,Zog,Hug Bah,Kub,Tohg,Agh,Zof Tä,Tso,Va,Zuug,Pag,Bog Äh,Üh,Äg,Ga,Gnarf,Grumph,Urgh"
#enddef
#define LIZARD_NAMES
male_names= _ "Arix,Kezz,Plaxis,Krex,Trezz,Tarex,Frikes,Klexaz,Kerx,Tirix,Merax,Sprizz,Satras,Anitraz,Hezzis,Plesix,Presch,Tirax,Tirasch,Saprazz,Irix,Inexis,Anexir,Vriss,Waks,Fazzis,Sterizz,Krarax,Kersezz,Krinex,Krenarex,Jizz,Hix,Jezzix,Heffez,Talerez,Krisess,Zedrix,Mexiss,Axiz,Zilrix,Amprixta,Zzalkz,Flixta,Moxanzz,Bzz'Kza,Flizzil,Tarnix,Xerxix,Xirasz,Xirtras,Xirz,Xirr,Xartrez,Xirtrez,Kernix,Kertrasz,Kerxenix,Naxisz,Hertrazzir,Hezzir,Hasz,Hesz,Xasz,Xaztex,Tezzaz,Nix,Xaffrasz,Fizztrax,Zizzasz,Sszasz,Ssizer,Ssorix,Ssexur,Skrez,Zslap,Pekzs,Kepzs,Zzupde,Venezz,Clezz,Klezyx,Skeezix,Lixeez,Sklizle,Slizilx,Skalix,Skazix,Laizix,Skeely,Salik,Skandix,Lazki,Sailik,Salanix,Cleezi,Kaliez,Frizzle,Chamil,Zandler,Sandix"
#enddef
#define DRAKE_NAMES
male_names= _ "Kraag,Gillan,Gisharri,Karigan,Gron ih,Krenli,Kegrid,Mah Toa,Grish,Garushi,Gaushii,Murr,Gakré Ohm,Kahn Ih,Kun,Garchin,Omataké,Krash,Grada,Morusté,Garadin,Krall Ohn,Merkush,Gridda,Garlan,Græt Ihn,Ka,Karron,Markinos,Gashöl,Grenn ohn,Gegchi,Gadé Ihn,Marrito,Grelnit,Kraslar,Marritos,Kran Kor,Kerath Kor,Kerath Ihn,Galsh,Garrutin,Gray,Garlin ohn,Merritos Gark,Gark,Gelknick,Goyst,Gravlan,Marhildian,Margian,Gart'lo,Reshan,Mal,Karri Kon,Kon Garashé,Egar,Elch,Mar Ohn,Gelka Kon,Markan,Gretz,Gashinar,Gribbel,Vladnir,Velnick,Vashitt,Veralon,Vertick,Vermay,Verkon,Verath,Verlinn,Veramo,Grashen,Galeck,Gaustun,Marra Di'lek,Klash,Kruggen,Kasp,Verditt,Ga'ash"
female_names= _ "Velisp,Valnitt,Vushtin,Eshyi,Dell,Vallin,Demla,Auuglann,Auginet Ka,Vellin Ka,Omage,Orriday,Weshter,Wilniss,Werra,Damell,Dinsill,Orridan,Oshibi,Valnirra,Olath,Omagrra,Ashijt,Alen Ka,Alinash Mal,Orra Ka"
#enddef
#define VILLAGE_NAMES
male_names= _ "Ox,Hol,Il,Del,El,York,Corn,Hel,Sel,Sil,Sal,Bal,Water,Sen,Sed,Hex,Hox,Fox,Bal,Wet,Earl,Fren,Kin,Tal,Gel,Nam,Sam,Olf,Old,New,Ol,Nes,Cam,Rook,Rock,Oul"
#enddef

View file

@ -4,92 +4,92 @@
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define SET_OBJECTIVES SIDE SUMMARY NOTE CONDITIONS
# Sets the objectives for a given player
# Side 0 means every player. Does not affect gameplay,
# except that it tells the player what the objectives of a scenario are.
#
# For example, we could set the objective for all players to: "survive for
# 3 turns" wuth this:
#! {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}
#
[objectives]
side = {SIDE}
summary = {SUMMARY}
note = {NOTE}
{CONDITIONS}
[/objectives]
# Sets the objectives for a given player
# Side 0 means every player. Does not affect gameplay,
# except that it tells the player what the objectives of a scenario are.
#
# For example, we could set the objective for all players to: "survive for
# 3 turns" wuth this:
#! {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}
#
[objectives]
side = {SIDE}
summary = {SUMMARY}
note = {NOTE}
{CONDITIONS}
[/objectives]
#enddef
#define VICTORY_CONDITION DESCRIPTION
# Used in conjunction with SET_OBJECTIVES this sets a victory condition
# (marked green).
#
# For example we could tell player 2 to win by killing all other players
#! {SET_OBJECTIVES 0 "Kill eachother." (
#! {VICTORY_CONDITION "Kill all other players."}
#! )}
#
[objective]
condition = "win"
description = {DESCRIPTION}
[/objective]
# Used in conjunction with SET_OBJECTIVES this sets a victory condition
# (marked green).
#
# For example we could tell player 2 to win by killing all other players
#! {SET_OBJECTIVES 0 "Kill eachother." (
#! {VICTORY_CONDITION "Kill all other players."}
#! )}
#
[objective]
condition = "win"
description = {DESCRIPTION}
[/objective]
#enddef
#define DEFEAT_CONDITION DESCRIPTION
# Used in conjunction with SET_OBJECTIVES this sets a defeat condition
# (marked red).
#
# For example we could tell all players that they lose if they die.
#! {SET_OBJECTIVES 0 "Survive." (
#! {DEFEAT_CONDITION "Death of your leader."}
#! )}
#
[objective]
condition = "lose"
description = {DESCRIPTION}
[/objective]
# Used in conjunction with SET_OBJECTIVES this sets a defeat condition
# (marked red).
#
# For example we could tell all players that they lose if they die.
#! {SET_OBJECTIVES 0 "Survive." (
#! {DEFEAT_CONDITION "Death of your leader."}
#! )}
#
[objective]
condition = "lose"
description = {DESCRIPTION}
[/objective]
#enddef
#define SIDE_PLAYER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS
# Defines a multiplayer side in a scenario that is controllable by the player.
#
# For example we can set side 1 to be a player belonging to team "Good Guys"
# starting with 200g and no income:
#! {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}
[side]
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
canrecruit=1
controller=human
gold={GOLD}
income={INCOME}
{SIDE_PARMS}
[/side]
# Defines a multiplayer side in a scenario that is controllable by the player.
#
# For example we can set side 1 to be a player belonging to team "Good Guys"
# starting with 200g and no income:
#! {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}
[side]
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
canrecruit=1
controller=human
gold={GOLD}
income={INCOME}
{SIDE_PARMS}
[/side]
#enddef
#define SIDE_COMPUTER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS AI_PARMS
# Defines a multiplayer side in a scenario that is controllad by the computer.
#
# For example, we can set side 4 to be a computer belonging to team "Evil Guys"
# starting with 666g and no 99 income.
# We also make it more aggressive:
#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 99 (
#! aggression=0.95
#! )}
#
[side]
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
canrecruit=1
controller=ai
allow_player=no
gold={GOLD}
income={INCOME}
{SIDE_PARMS}
[ai]
{AI_PARMS}
[/ai]
[/side]
# Defines a multiplayer side in a scenario that is controllad by the computer.
#
# For example, we can set side 4 to be a computer belonging to team "Evil Guys"
# starting with 666g and no 99 income.
# We also make it more aggressive:
#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 99 (
#! aggression=0.95
#! )}
#
[side]
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
canrecruit=1
controller=ai
allow_player=no
gold={GOLD}
income={INCOME}
{SIDE_PARMS}
[ai]
{AI_PARMS}
[/ai]
[/side]
#enddef

View file

@ -1,123 +1,123 @@
#define DAWN
[time]
#textdomain wesnoth
id=dawn
name= _ "Dawn"
image=misc/schedule-dawn.png
red=-20
green=-20
lighter=morning
darker=second_watch
[/time]
#enddef
#define MORNING
[time]
#textdomain wesnoth
id=morning
name= _ "Morning"
image=misc/schedule-morning.png
lawful_bonus=25
darker=dawn
sound=ambient/morning.ogg
[/time]
#enddef
#define AFTERNOON
[time]
#textdomain wesnoth
id=afternoon
name= _ "Afternoon"
image=misc/schedule-afternoon.png
lawful_bonus=25
darker=dusk
[/time]
#enddef
#define DUSK
[time]
#textdomain wesnoth
id=dusk
name= _ "Dusk"
image=misc/schedule-dusk.png
green=-20
blue=-20
lighter=afternoon
darker=first_watch
[/time]
#enddef
#define FIRST_WATCH
[time]
#textdomain wesnoth
id=first_watch
name= _ "First Watch"
image=misc/schedule-firstwatch.png
lawful_bonus=-25
red=-40
green=-40
blue=-10
lighter=dusk
sound=ambient/night.ogg
[/time]
#enddef
#define SECOND_WATCH
[time]
#textdomain wesnoth
id=second_watch
name= _ "Second Watch"
image=misc/schedule-secondwatch.png
lawful_bonus=-25
red=-40
green=-40
blue=-10
lighter=dawn
[/time]
#enddef
#define UNDERGROUND
[time]
#textdomain wesnoth
id=underground
name= _ "Underground"
image=misc/schedule-underground.png
lawful_bonus=-25
lighter=underground_illum
[/time]
[illuminated_time]
#textdomain wesnoth
id=underground_illum
name= _ "Underground"
image=misc/schedule-underground-illum.png
[/illuminated_time]
#enddef
#define DEEP_UNDERGROUND
[time]
#textdomain wesnoth
id=deep_underground
name= _ "Deep Underground"
image=misc/schedule-underground.png
lawful_bonus=-30
red=-40
green=-40
blue=-10
lighter=deep_underground_illum
[/time]
[illuminated_time]
#textdomain wesnoth
id=deep_underground_illum
name= _ "Deep Underground"
image=misc/schedule-underground-illum.png
[/illuminated_time]
#enddef
#define DEFAULT_SCHEDULE
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
#enddef
#define DAWN
[time]
#textdomain wesnoth
id=dawn
name= _ "Dawn"
image=misc/schedule-dawn.png
red=-20
green=-20
lighter=morning
darker=second_watch
[/time]
#enddef
#define MORNING
[time]
#textdomain wesnoth
id=morning
name= _ "Morning"
image=misc/schedule-morning.png
lawful_bonus=25
darker=dawn
sound=ambient/morning.ogg
[/time]
#enddef
#define AFTERNOON
[time]
#textdomain wesnoth
id=afternoon
name= _ "Afternoon"
image=misc/schedule-afternoon.png
lawful_bonus=25
darker=dusk
[/time]
#enddef
#define DUSK
[time]
#textdomain wesnoth
id=dusk
name= _ "Dusk"
image=misc/schedule-dusk.png
green=-20
blue=-20
lighter=afternoon
darker=first_watch
[/time]
#enddef
#define FIRST_WATCH
[time]
#textdomain wesnoth
id=first_watch
name= _ "First Watch"
image=misc/schedule-firstwatch.png
lawful_bonus=-25
red=-40
green=-40
blue=-10
lighter=dusk
sound=ambient/night.ogg
[/time]
#enddef
#define SECOND_WATCH
[time]
#textdomain wesnoth
id=second_watch
name= _ "Second Watch"
image=misc/schedule-secondwatch.png
lawful_bonus=-25
red=-40
green=-40
blue=-10
lighter=dawn
[/time]
#enddef
#define UNDERGROUND
[time]
#textdomain wesnoth
id=underground
name= _ "Underground"
image=misc/schedule-underground.png
lawful_bonus=-25
lighter=underground_illum
[/time]
[illuminated_time]
#textdomain wesnoth
id=underground_illum
name= _ "Underground"
image=misc/schedule-underground-illum.png
[/illuminated_time]
#enddef
#define DEEP_UNDERGROUND
[time]
#textdomain wesnoth
id=deep_underground
name= _ "Deep Underground"
image=misc/schedule-underground.png
lawful_bonus=-30
red=-40
green=-40
blue=-10
lighter=deep_underground_illum
[/time]
[illuminated_time]
#textdomain wesnoth
id=deep_underground_illum
name= _ "Deep Underground"
image=misc/schedule-underground-illum.png
[/illuminated_time]
#enddef
#define DEFAULT_SCHEDULE
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
#enddef

View file

@ -16,9 +16,9 @@
# These macros do not rely on any other macros. Please don't change this.
#define DEFAULT_MUSIC_PLAYLIST
# A macro to define a standard playlist suitable for any level. The
# music is defined twice to catch instances where music is changed in
# a story and not set back.
# A macro to define a standard playlist suitable for any level. The
# music is defined twice to catch instances where music is changed in
# a story and not set back.
[music]
name=knolls.ogg
ms_before=12000
@ -49,35 +49,35 @@
append=yes
[/music]
[event]
name=prestart
name=prestart
[music]
name=knolls.ogg
ms_before=12000
name=knolls.ogg
ms_before=12000
[/music]
[music]
name=wanderer.ogg
ms_before=12000
append=yes
name=wanderer.ogg
ms_before=12000
append=yes
[/music]
[music]
name=battle.ogg
ms_before=12000
append=yes
name=battle.ogg
ms_before=12000
append=yes
[/music]
[music]
name=main_menu.ogg
ms_before=12000
append=yes
name=main_menu.ogg
ms_before=12000
append=yes
[/music]
[music]
name=revelation.ogg
ms_before=12000
append=yes
name=revelation.ogg
ms_before=12000
append=yes
[/music]
[music]
name=loyalists.ogg
ms_before=12000
append=yes
name=loyalists.ogg
ms_before=12000
append=yes
[/music]
[/event]
#enddef
@ -86,22 +86,22 @@
#
#define SCENARIO_MUSIC MUSIC
# This music macro ensures that the correct music is selected
# for a scenario just in case it is changed by [story].
# It should be positioned at the top of the scenario file
# so it can be overridden by other prestart or start events.
#
# It also allows for the convenient use of standardized
# intra-scenario music, should we decide to use one.
[music]
name="loyalists.ogg"
[/music]
[event]
name=prestart
[music]
name={MUSIC}
[/music]
[/event]
# This music macro ensures that the correct music is selected
# for a scenario just in case it is changed by [story].
# It should be positioned at the top of the scenario file
# so it can be overridden by other prestart or start events.
#
# It also allows for the convenient use of standardized
# intra-scenario music, should we decide to use one.
[music]
name="loyalists.ogg"
[/music]
[event]
name=prestart
[music]
name={MUSIC}
[/music]
[/event]
#enddef
# For some animations some units use a list of sounds, from which one is
@ -121,97 +121,97 @@
#! [/frame]
#define SOUND_LIST:HOLY
magic-holy-1.ogg,magic-holy-2.ogg,magic-holy-3.ogg,magic-holy-4.ogg #enddef
magic-holy-1.ogg,magic-holy-2.ogg,magic-holy-3.ogg,magic-holy-4.ogg #enddef
#define SOUND_LIST:HOLY_MISS
magic-holy-miss-1.ogg,magic-holy-miss-2.ogg,magic-holy-miss-3.ogg,magic-holy-miss-4.ogg #enddef
magic-holy-miss-1.ogg,magic-holy-miss-2.ogg,magic-holy-miss-3.ogg,magic-holy-miss-4.ogg #enddef
#define SOUND_LIST:MISS
miss-1.ogg,miss-2.ogg,miss-3.ogg #enddef
miss-1.ogg,miss-2.ogg,miss-3.ogg #enddef
#define SOUND_LIST:THROW
throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav #enddef
throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav #enddef
#define SOUND_LIST:SWORD_SWISH
sword-1.ogg #enddef
sword-1.ogg #enddef
#define SOUND_LIST:DRAKE_HIT
drake-hit-1.ogg,drake-hit-2.ogg,drake-hit-3.ogg #enddef
drake-hit-1.ogg,drake-hit-2.ogg,drake-hit-3.ogg #enddef
#define SOUND_LIST:DWARF_HIT
dwarf-hit-1.ogg,dwarf-hit-2.ogg,dwarf-hit-3.ogg,dwarf-hit-4.ogg #enddef
dwarf-hit-1.ogg,dwarf-hit-2.ogg,dwarf-hit-3.ogg,dwarf-hit-4.ogg #enddef
#define SOUND_LIST:DWARF_DIE
dwarf-die-1.ogg,dwarf-die-2.ogg #enddef
dwarf-die-1.ogg,dwarf-die-2.ogg #enddef
#define SOUND_LIST:ELF_HIT
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,elf-hit-2.ogg,elf-hit-4.ogg #enddef
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,elf-hit-2.ogg,elf-hit-4.ogg #enddef
#define SOUND_LIST:ELF_FEMALE_HIT
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
#define SOUND_LIST:GOBLIN_HIT
goblin-hit-1.ogg,goblin-hit-2.ogg,goblin-hit-3.ogg #enddef
goblin-hit-1.ogg,goblin-hit-2.ogg,goblin-hit-3.ogg #enddef
#define SOUND_LIST:GOBLIN_DIE
goblin-die-1.ogg,goblin-die-2.ogg #enddef
goblin-die-1.ogg,goblin-die-2.ogg #enddef
#define SOUND_LIST:GRYPHON_HIT
gryphon-hit-1.ogg,gryphon-hit-2.ogg,gryphon-hit-3.ogg #enddef
gryphon-hit-1.ogg,gryphon-hit-2.ogg,gryphon-hit-3.ogg #enddef
#define SOUND_LIST:GRYPHON_DIE
gryphon-die-1.ogg,gryphon-die-2.ogg #enddef
gryphon-die-1.ogg,gryphon-die-2.ogg #enddef
#define SOUND_LIST:HORSE_HIT
horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg #enddef
horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg #enddef
#define SOUND_LIST:HUMAN_HIT
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,human-hit-5.ogg #enddef
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,human-hit-5.ogg #enddef
#define SOUND_LIST:HUMAN_FEMALE_HIT
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
#define SOUND_LIST:HUMAN_OLD_HIT
human-old-hit-1.ogg,human-old-hit-2.ogg,human-old-hit-3.ogg,human-old-hit-4.ogg #enddef
human-old-hit-1.ogg,human-old-hit-2.ogg,human-old-hit-3.ogg,human-old-hit-4.ogg #enddef
#define SOUND_LIST:HUMAN_OLD_DIE
human-old-die-1.ogg,human-old-die-2.ogg,human-old-die-3.ogg #enddef
human-old-die-1.ogg,human-old-die-2.ogg,human-old-die-3.ogg #enddef
#define SOUND_LIST:HUMAN_DIE
human-die-1.ogg,human-die-2.ogg,human-die-3.ogg #enddef
human-die-1.ogg,human-die-2.ogg,human-die-3.ogg #enddef
#define SOUND_LIST:HUMAN_FEMALE_DIE
human-female-die-1.ogg,human-female-die-2.ogg,human-female-die-3.ogg #enddef
human-female-die-1.ogg,human-female-die-2.ogg,human-female-die-3.ogg #enddef
#define SOUND_LIST:LICH_HIT
lich-hit-1.ogg,lich-hit-2.ogg #enddef
lich-hit-1.ogg,lich-hit-2.ogg #enddef
#define SOUND_LIST:NAGA_HIT
naga-hit-1.ogg,naga-hit-2.ogg,naga-hit-3.ogg #enddef
naga-hit-1.ogg,naga-hit-2.ogg,naga-hit-3.ogg #enddef
#define SOUND_LIST:ORC_HIT
orc-hit-1.ogg,orc-hit-2.ogg,orc-hit-3.ogg,orc-hit-4.ogg #enddef
orc-hit-1.ogg,orc-hit-2.ogg,orc-hit-3.ogg,orc-hit-4.ogg #enddef
#define SOUND_LIST:ORC_DIE
orc-die-1.ogg,orc-die-2.ogg,orc-die-3.ogg #enddef
orc-die-1.ogg,orc-die-2.ogg,orc-die-3.ogg #enddef
#define SOUND_LIST:ORC_SMALL_HIT
orc-small-hit-1.ogg,orc-small-hit-2.ogg,orc-small-hit-3.ogg,orc-small-hit-4.ogg #enddef
orc-small-hit-1.ogg,orc-small-hit-2.ogg,orc-small-hit-3.ogg,orc-small-hit-4.ogg #enddef
#define SOUND_LIST:ORC_SMALL_DIE
orc-small-die-1.ogg,orc-small-die-2.ogg #enddef
orc-small-die-1.ogg,orc-small-die-2.ogg #enddef
#define SOUND_LIST:TROLL_HIT
troll-hit-1.wav,troll-hit-2.wav,troll-hit-3.wav,troll-hit-4.wav #enddef
troll-hit-1.wav,troll-hit-2.wav,troll-hit-3.wav,troll-hit-4.wav #enddef
#define SOUND_LIST:TROLL_DIE
troll-die-1.wav,troll-die-2.wav,troll-die-3.wav #enddef
troll-die-1.wav,troll-die-2.wav,troll-die-3.wav #enddef
#define SOUND_LIST:ZOMBIE_WEAK_HIT
zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
#define SOUND_LIST:ZOMBIE_HIT
zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg,zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg,zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
#define SOUND_LIST:ZOMBIE_STRONG_HIT
zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg #enddef
zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg #enddef

View file

@ -1,74 +1,74 @@
#define SPECIAL_NOTES_SPIRIT
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
#define SPECIAL_NOTES_ARCANE
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
#define SPECIAL_NOTES_HEALS
_" This unit is capable of basic healing, though it can only delay the effects of poison, not cure them entirely."#enddef
#define SPECIAL_NOTES_CURES
_" This unit is capable of healing those around it, and curing them of poison."#enddef
#define SPECIAL_NOTES_REGENERATES
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
#define SPECIAL_NOTES_STEADFAST
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
#define SPECIAL_NOTES_LEADERSHIP
_" The leadership of this unit enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level."#enddef
#define SPECIAL_NOTES_SKIRMISHER
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
#define SPECIAL_NOTES_ILLUMINATES
_" Illumination increases the lighting level in adjacent areas."#enddef
#define SPECIAL_NOTES_TELEPORT
_" This unit can teleport between any two villages instantly, though the player must control both, and the destination village must be unoccupied."#enddef
#define SPECIAL_NOTES_AMBUSH
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
#define SPECIAL_NOTES_NIGHTSTALK
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
#define SPECIAL_NOTES_SUBMERGE
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
#define SPECIAL_NOTES_BERSERK
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
#define SPECIAL_NOTES_BACKSTAB
_" If someone with the same allegiance distracts an enemy, this unit may backstab, inflicting double damage, by creeping around behind that enemy."#enddef
#define SPECIAL_NOTES_PLAGUE
_" Foes who lose their life to the plague will rise again in unlife."#enddef
#define SPECIAL_NOTES_SLOW
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
#define SPECIAL_NOTES_STONE
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
#define SPECIAL_NOTES_MARKSMAN
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
#define SPECIAL_NOTES_MAGICAL
_" The ranged attacks of this unit are magical, and always have a high chance of hitting an opponent."#enddef
#define SPECIAL_NOTES_SWARM
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
#define SPECIAL_NOTES_CHARGE
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
#define SPECIAL_NOTES_DRAIN
_" During battle, this unit can drain life from victims to renew its own health."#enddef
#define SPECIAL_NOTES_FIRSTSTRIKE
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef
#define SPECIAL_NOTES_POISON
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
#define SPECIAL_NOTES_SPIRIT
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
#define SPECIAL_NOTES_ARCANE
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
#define SPECIAL_NOTES_HEALS
_" This unit is capable of basic healing, though it can only delay the effects of poison, not cure them entirely."#enddef
#define SPECIAL_NOTES_CURES
_" This unit is capable of healing those around it, and curing them of poison."#enddef
#define SPECIAL_NOTES_REGENERATES
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
#define SPECIAL_NOTES_STEADFAST
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
#define SPECIAL_NOTES_LEADERSHIP
_" The leadership of this unit enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level."#enddef
#define SPECIAL_NOTES_SKIRMISHER
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
#define SPECIAL_NOTES_ILLUMINATES
_" Illumination increases the lighting level in adjacent areas."#enddef
#define SPECIAL_NOTES_TELEPORT
_" This unit can teleport between any two villages instantly, though the player must control both, and the destination village must be unoccupied."#enddef
#define SPECIAL_NOTES_AMBUSH
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
#define SPECIAL_NOTES_NIGHTSTALK
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
#define SPECIAL_NOTES_SUBMERGE
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
#define SPECIAL_NOTES_BERSERK
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
#define SPECIAL_NOTES_BACKSTAB
_" If someone with the same allegiance distracts an enemy, this unit may backstab, inflicting double damage, by creeping around behind that enemy."#enddef
#define SPECIAL_NOTES_PLAGUE
_" Foes who lose their life to the plague will rise again in unlife."#enddef
#define SPECIAL_NOTES_SLOW
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
#define SPECIAL_NOTES_STONE
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
#define SPECIAL_NOTES_MARKSMAN
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
#define SPECIAL_NOTES_MAGICAL
_" The ranged attacks of this unit are magical, and always have a high chance of hitting an opponent."#enddef
#define SPECIAL_NOTES_SWARM
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
#define SPECIAL_NOTES_CHARGE
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
#define SPECIAL_NOTES_DRAIN
_" During battle, this unit can drain life from victims to renew its own health."#enddef
#define SPECIAL_NOTES_FIRSTSTRIKE
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef
#define SPECIAL_NOTES_POISON
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef

View file

@ -4,38 +4,37 @@
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define TELEPORT_UNIT FILTER NEWX NEWY
# Teleports a unit matching FILTER to NEWX,NEWY
#
# For example, teleport player 3's leader to 4,5
#! {TELEPORT_UNIT (
#! side=3
#! canrecruit=1
#! ) 4 5}
[teleport]
[filter]
{FILTER}
[/filter]
x={NEWX}
y={NEWY}
[/teleport]
[redraw]
[/redraw]
# Teleports a unit matching FILTER to NEWX,NEWY
#
# For example, teleport player 3's leader to 4,5
#! {TELEPORT_UNIT (
#! side=3
#! canrecruit=1
#! ) 4 5}
[teleport]
[filter]
{FILTER}
[/filter]
x={NEWX}
y={NEWY}
[/teleport]
[redraw]
[/redraw]
#enddef
#define TELEPORT_TILE OLDX OLDY NEWX NEWY
# Teleports a unit on tile OLDX,OLDY to NEWX,NEWY
#
# For example, teleport any unit thats currently on 1,1 to 4,5
#! {TELEPORT_TILE 1 1 4 5}
[teleport]
[filter]
x={OLDX}
y={OLDY}
[/filter]
x={NEWX}
y={NEWY}
[/teleport]
[redraw]
[/redraw]
# Teleports a unit on tile OLDX,OLDY to NEWX,NEWY
#
# For example, teleport any unit thats currently on 1,1 to 4,5
#! {TELEPORT_TILE 1 1 4 5}
[teleport]
[filter]
x={OLDX}
y={OLDY}
[/filter]
x={NEWX}
y={NEWY}
[/teleport]
[redraw]
[/redraw]
#enddef

View file

@ -4,31 +4,30 @@
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define MODIFY_TERRAIN LETTER X Y
# Changes the terrain at a given list of coordinates
#
# For example, we could make 14,15 and 14,16 grassland:
#! {MODIFY_TERRAIN g (14,14) (15,16)}
[terrain]
letter={LETTER}
x={X}
y={Y}
[/terrain]
# Changes the terrain at a given list of coordinates
#
# For example, we could make 14,15 and 14,16 grassland:
#! {MODIFY_TERRAIN g (14,14) (15,16)}
[terrain]
letter={LETTER}
x={X}
y={Y}
[/terrain]
#enddef
#define MODIFY_TERRAIN_MASK X Y MASK RULES
# Changes the terrain for a given area
#
# For example, we could create a castle at 10,12:
#! {MODIFY_TERRAIN_MASK 10 12 (
#! CC
#! CKC
#! CC
#! )}
[terrain_mask]
x={X}
y={Y}
mask={MASK}
{RULES}
[/terrain_mask]
# Changes the terrain for a given area
#
# For example, we could create a castle at 10,12:
#! {MODIFY_TERRAIN_MASK 10 12 (
#! CC
#! CKC
#! CC
#! )}
[terrain_mask]
x={X}
y={Y}
mask={MASK}
{RULES}
[/terrain_mask]
#enddef

View file

@ -1,130 +1,129 @@
# Traits for the [modifications] clause of SingleWML descriptions
#textdomain wesnoth
#define TRAIT_LOYAL
# Units with trait Loyal have no upkeep.
[trait]
id=loyal
male_name= _ "loyal"
female_name= _ "female^loyal"
description= _ "Zero upkeep"
[effect]
apply_to=loyal
[/effect]
[/trait]
#enddef
#define TRAIT_UNDEAD
# Units with trait Undead cannot be poisoned.
[trait]
id=undead
male_name= _ "undead"
female_name= _ "female^undead"
description= _ "Immune to poison"
[/trait]
#enddef
#define TRAIT_STRONG
# Units with trait Strong get a +1 increment in hitpoints and melee damage.
[trait]
id=strong
male_name= _ "strong"
female_name= _ "female^strong"
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=1
[/effect]
[/trait]
#enddef
#define TRAIT_DEXTROUS
# Units with trait Dextrous get a +1 to ranged damage.
[trait]
id=dextrous
male_name= _ "dextrous"
female_name= _ "female^dextrous"
[effect]
apply_to=attack
range=ranged
increase_damage=1
[/effect]
[/trait]
#enddef
#define TRAIT_QUICK
# Units with trait Quick have +1 movement.
[trait]
id=quick
male_name= _ "quick"
female_name= _ "female^quick"
[effect]
apply_to=movement
increase=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=-10%
[/effect]
[/trait]
#enddef
#define TRAIT_INTELLIGENT
# Units with trait Intelligent get a 20% decrease in XP required to advance.
[trait]
id=intelligent
male_name= _ "intelligent"
female_name= _ "female^intelligent"
[effect]
apply_to=max_experience
increase=-20%
[/effect]
[/trait]
#enddef
#define TRAIT_RESILIENT
# Units with trait Resilient get 10% more HP plus 3.
[trait]
id=resilient
male_name= _ "resilient"
female_name= _ "female^resilient"
[effect]
apply_to=hitpoints
increase_total=10%
[/effect]
[effect]
apply_to=hitpoints
increase_total=3
[/effect]
[/trait]
#enddef
#define TRAIT_HEALTHY
# Units with trait Healthy get 3 more HP and can move and rest in the same turn.
[trait]
id=healthy
male_name= _ "healthy"
female_name= _ "female^healthy"
description= _ "Can rest while moving"
[effect]
apply_to=hitpoints
increase_total=3
[/effect]
[/trait]
#enddef
#define TRAIT_FEARLESS
# Units with trait Fearless fight normally during unfavorable day/night times.
[trait]
id=fearless
male_name= _ "fearless"
female_name= _ "female^fearless"
description= _ "Fights normally during unfavorable times of day/night"
[/trait]
#enddef
# Traits for the [modifications] clause of SingleWML descriptions
#textdomain wesnoth
#define TRAIT_LOYAL
# Units with trait Loyal have no upkeep.
[trait]
id=loyal
male_name= _ "loyal"
female_name= _ "female^loyal"
description= _ "Zero upkeep"
[effect]
apply_to=loyal
[/effect]
[/trait]
#enddef
#define TRAIT_UNDEAD
# Units with trait Undead cannot be poisoned.
[trait]
id=undead
male_name= _ "undead"
female_name= _ "female^undead"
description= _ "Immune to poison"
[/trait]
#enddef
#define TRAIT_STRONG
# Units with trait Strong get a +1 increment in hitpoints and melee damage.
[trait]
id=strong
male_name= _ "strong"
female_name= _ "female^strong"
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=1
[/effect]
[/trait]
#enddef
#define TRAIT_DEXTROUS
# Units with trait Dextrous get a +1 to ranged damage.
[trait]
id=dextrous
male_name= _ "dextrous"
female_name= _ "female^dextrous"
[effect]
apply_to=attack
range=ranged
increase_damage=1
[/effect]
[/trait]
#enddef
#define TRAIT_QUICK
# Units with trait Quick have +1 movement.
[trait]
id=quick
male_name= _ "quick"
female_name= _ "female^quick"
[effect]
apply_to=movement
increase=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=-10%
[/effect]
[/trait]
#enddef
#define TRAIT_INTELLIGENT
# Units with trait Intelligent get a 20% decrease in XP required to advance.
[trait]
id=intelligent
male_name= _ "intelligent"
female_name= _ "female^intelligent"
[effect]
apply_to=max_experience
increase=-20%
[/effect]
[/trait]
#enddef
#define TRAIT_RESILIENT
# Units with trait Resilient get 10% more HP plus 3.
[trait]
id=resilient
male_name= _ "resilient"
female_name= _ "female^resilient"
[effect]
apply_to=hitpoints
increase_total=10%
[/effect]
[effect]
apply_to=hitpoints
increase_total=3
[/effect]
[/trait]
#enddef
#define TRAIT_HEALTHY
# Units with trait Healthy get 3 more HP and can move and rest in the same turn.
[trait]
id=healthy
male_name= _ "healthy"
female_name= _ "female^healthy"
description= _ "Can rest while moving"
[effect]
apply_to=hitpoints
increase_total=3
[/effect]
[/trait]
#enddef
#define TRAIT_FEARLESS
# Units with trait Fearless fight normally during unfavorable day/night times.
[trait]
id=fearless
male_name= _ "fearless"
female_name= _ "female^fearless"
description= _ "Fights normally during unfavorable times of day/night"
[/trait]
#enddef