#textdomain wesnoth # title screen and no_gui mode do not need terrain_graphics #ifdef TITLE_SCREEN #define NO_TERRAIN_GFX #enddef #endif #ifdef NO_GUI #define NO_TERRAIN_GFX #enddef #endif {english.cfg} {themes/} {core/} [multiplayer_side] id=Custom name= _"Custom" image="units/unknown-unit.png" [/multiplayer_side] #ifdef MULTIPLAYER {multiplayer/} #ifdef MP_TEST {test/multiplayer/} #endif #endif # Using different default eras in SP and MP forces a config reload which we don't want. {multiplayer/eras.cfg} {campaigns/} {modifications.cfg} [ais] default_ai_algorithm=ai_default_rca [default_config] {ai/utils/default_config.cfg} [/default_config] {ai/ais/} #ifdef DEBUG_MODE {ai/dev/} #endif [/ais] #ifdef EDITOR [textdomain] name="wesnoth-editor" [/textdomain] #endif #ifdef TEST # Manual demonstrations or tests of the AI code. Most of these are showcases of the available # functionality, explaning what a parameter or Micro AI does. They can be run by binding a # hotkey for the main menu's "Choose Test Scenario" option, or by using the command line # option `-t `. {ai/scenarios/} {ai/micro_ais/scenarios/} #define DONT_RELOAD_CORE #enddef # load test scenarios and macros {test/} #endif [textdomain] name="wesnoth" [/textdomain] [textdomain] name="wesnoth-help" [/textdomain] [textdomain] name="wesnoth-units" [/textdomain] [textdomain] name="wesnoth-multiplayer" [/textdomain] # does not work when wired in only in the multiplayer file, do not ask me why... [textdomain] name="wesnoth-anl" [/textdomain] #ifndef NO_TERRAIN_GFX # Include the terrain-graphics definitions after the campaigns so campaign specific # terrains work properly. {core/terrain-graphics.cfg} #endif [binary_path] path=data/core [/binary_path] {advanced_preferences.cfg} {game_config.cfg} [textdomain] name="wesnoth-lib" [/textdomain]