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#textdomain wesnoth
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# Side-utils macros for balancing AI behaviour and setting village ownership.
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# You can, for example give an AI side the possibility to recruit high level units but not to have
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# too many of them at the same time. Note: These generate events, so they need
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# to be placed directly under your [scenario] tag, and not within an event
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# such as start or prestart.
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# You can, for example give an AI side the possibility to recruit high
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# level units but not to have too many of them at the same time.
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# Note: These generate events, so they need to be placed directly
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# under your [scenario] tag, and not within an event such as start or
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# prestart.
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#define LIMIT_CONTEMPORANEOUS_RECRUITS SIDE TYPE LIMIT_NUMBER
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# Limit the number of units passing a specified filter that a side
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#enddef
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#define CAPTURE_FILTERED_VILLAGES SIDE FILTER
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# Change ownership of villages matching the location filter.
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# Change ownership of villages matching the specified location filter.
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[store_locations]
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{FILTER}
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variable=temp_target_villages
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#enddef
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#define CAPTURE_VILLAGES_OF_TYPE TYPE SIDE X Y RADIUS
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# Change ownership of the villages from a terrain type near a specified location.
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# Change ownership of the villages on a specified a terrain type
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# near a specified location.
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{CAPTURE_FILTERED_VILLAGES {SIDE}
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(
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terrain={TYPE}
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#define STARTING_VILLAGES SIDE RADIUS
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# Macro to make a side start a scenario with villages
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# Creates an event, so it must be called from within the
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# toplevel scenario tag.
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[event]
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name=prestart
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@ -202,6 +208,8 @@
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#define STARTING_VILLAGES_AREA SIDE X Y RADIUS
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# Make a side start with ownership of villages in a given area.
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# Creates an event, so it must be called from within the
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# toplevel scenario tag.
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[event]
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name=prestart
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