Multiplayer maps files changes

This commit is contained in:
Bartek Waresiak 2005-06-04 20:41:58 +00:00
parent 0ca8eedfe0
commit 2edc185001
11 changed files with 0 additions and 1247 deletions

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#
# A Four Player Map with Different Terrains
#
[multiplayer]
id=An_Island
name= _ "An Island"
map_data="{maps/multiplayer/An_Island}"
description= _ "A 4 player map that is suitable for individual or team play, victory rests of dominating the centre island. North-West: Forest dominated area, North-East: Mixed snow plains, South-West: Mixed desert plains, South-East: Mountain dominated area."
turns=72
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2,3,4
canrecruit=1
controller=human
#gold=100
[/side]
[side]
side=2
enemy=1,3,4
canrecruit=1
controller=human
#gold=100
[/side]
[side]
side=3
enemy=1,2,4
canrecruit=1
controller=human
#gold=100
[/side]
[side]
side=4
enemy=1,2,3
canrecruit=1
controller=human
#gold=100
[/side]
[time_area]
x=18-22
y=18-22
{UNDERGROUND}
[/time_area]
[/multiplayer]

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#
# Duel map for super fast play. Recommended setting of 2g per village.
#
[multiplayer]
id=multiplayer_Blitz
name= _ "Blitz"
map_data="{maps/multiplayer/Blitz}"
description= _ "A duel map for super fast play. Recommended setting of 2g per village."
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1
canrecruit=1
controller=human
[/side]
[/multiplayer]

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#
# Many close by and strategically located castles. Which one will you hop to?
# Small map for fast play. Recommended setting of 2g per village and usage
# of leaders that move 7 or less.
#
[multiplayer]
id=multiplayer_castles
name= _ "Castle Hopping Isle"
map_data="{maps/multiplayer/CastleHoppingIsle}"
description= _ "Many closely placed and strategically located castles. Small map for fast play. Recommended setting of 2 gold per village, and players 1, 3 vs players 2, 4 for 2v2."
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2,3,4
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1,3,4
canrecruit=1
controller=human
[/side]
[side]
side=3
enemy=1,2,4
canrecruit=1
controller=human
[/side]
[side]
side=4
enemy=1,2,3
canrecruit=1
controller=human
[/side]
[/multiplayer]

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#
# Duel map for super fast play. Recommended setting of 2g per village.
#
[multiplayer]
id=multiplayer_Charge
name= _ "Charge"
map_data="{maps/multiplayer/Charge}"
description= _ "A duel map for super fast play. Recommended setting of 2g per village."
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1
canrecruit=1
controller=human
[/side]
[/multiplayer]

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@ -1,40 +0,0 @@
[multiplayer]
id=multiplayer_clash
name= _ "Clash"
map_data="{maps/multiplayer/Clash}"
description= _ "Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. Recommended setting of 2 gold per village."
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2,3,4
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1,3,4
canrecruit=1
controller=human
[/side]
[side]
side=3
enemy=1,2,4
canrecruit=1
controller=human
[/side]
[side]
side=4
enemy=1,2,3
canrecruit=1
controller=human
[/side]
[/multiplayer]

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@ -1,40 +0,0 @@
[multiplayer]
id=forest_fear
name= _ "Forest of Fear"
map_data="{maps/multiplayer/ForestofFear}"
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
canrecruit=1
controller=human
[/side]
[side]
side=2
canrecruit=1
controller=human
[/side]
[side]
side=3
canrecruit=1
controller=human
[/side]
[side]
side=4
canrecruit=1
controller=human
[/side]
[side]
side=5
canrecruit=1
controller=human
[/side]
[/multiplayer]

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[multiplayer]
id=Hexcake
name= _ "Hexcake"
map_data="{maps/multiplayer/Hexcake}"
description=_ "2 vs. 2 or 3 vs. 3 team game."
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
team_name=North
canrecruit=1
controller=human
fog=yes
[/side]
[side]
side=2
team_name=South
canrecruit=1
controller=human
fog=yes
[/side]
[side]
side=3
team_name=North
canrecruit=1
controller=human
fog=yes
[/side]
[side]
side=4
team_name=South
canrecruit=1
controller=human
fog=yes
[/side]
[side]
side=5
team_name=North
canrecruit=1
controller=human
fog=yes
[/side]
[side]
side=6
team_name=South
canrecruit=1
controller=human
fog=yes
[/side]
[/multiplayer]

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[multiplayer]
id=icy_waters
name= _ "Icy Waters"
map_data="{maps/multiplayer/Icy_Waters}"
description= _ "Battle in and around the icy waters of this crucial harbor in North Wesnoth."
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
canrecruit=1
controller=human
[/side]
[side]
side=2
canrecruit=1
controller=human
[/side]
[/multiplayer]

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[multiplayer]
id=wesbowl
name= _ "Wesbowl"
map_data="{maps/multiplayer/Wesbowl}"
turns=20
description= _ "In Wesbowl, a player must get their ball to the other player's end zone. However, the other player can attack your units. Wesbowl is played with blunt weapons, and healers are on hand, so when units are killed, they return to that player's end zone with an injury."
objectives= _ "
Victory:
@Move either ball to your opponent's endzone more times than they move their ball to yours
Defeat:
#Opponent moves the balls to your endzone more times than you move them to theirs"
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1
canrecruit=1
controller=human
[/side]
#define WESBOWL_UNIT SIDE FACING TYPE X Y
[unit]
side={SIDE}
type={TYPE}
facing={FACING}
x={X}
y={Y}
[/unit]
#enddef
#define WESBOWL_SIDE LEADER SIDE FACING X A B C D E F G H I J K
[if]
[have_unit]
type={LEADER}
side={SIDE}
[/have_unit]
[then]
{WESBOWL_UNIT {SIDE} {FACING} ({A}) {X} 10}
{WESBOWL_UNIT {SIDE} {FACING} ({B}) {X} 8}
{WESBOWL_UNIT {SIDE} {FACING} ({C}) {X} 12}
{WESBOWL_UNIT {SIDE} {FACING} ({D}) {X} 6}
{WESBOWL_UNIT {SIDE} {FACING} ({E}) {X} 14}
{WESBOWL_UNIT {SIDE} {FACING} ({F}) {X} 4}
{WESBOWL_UNIT {SIDE} {FACING} ({G}) {X} 16}
{WESBOWL_UNIT {SIDE} {FACING} ({H}) {X} 2}
{WESBOWL_UNIT {SIDE} {FACING} ({I}) {X} 18}
{WESBOWL_UNIT {SIDE} {FACING} ({J}) {X} 1}
{WESBOWL_UNIT {SIDE} {FACING} ({K}) {X} 20}
[/then]
[/if]
#enddef
#define WESBOWL_SIDE_DEFS SIDE FACING X
{WESBOWL_SIDE (Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Elvish Marshal,Elvish Champion,Elvish Avenger,Elvish Sharpshooter,Elvish Shyde,Elvish Enchantress) {SIDE} {FACING} {X} (Merman Fighter) (Elvish Fighter) (Elvish Fighter) (Elvish Archer) (Elvish Archer) Mage Mage (Elvish Shaman) (Elvish Shaman) (Elvish Scout) (Elvish Scout)}
{WESBOWL_SIDE (Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer,Orcish Warlord,Troll Warrior) {SIDE} {FACING} {X} (Naga Fighter) (Orcish Grunt) (Orcish Grunt) (Orcish Archer) (Orcish Archer) (Goblin Spearman) (Goblin Spearman) (Troll Whelp) (Troll Whelp) (Wolf Rider) (Wolf Rider)}
{WESBOWL_SIDE (Necromancer,Revenant,Bone Shooter,Lich,Soul Shooter) {SIDE} {FACING} {X} (Vampire Bat) Skeleton Skeleton (Skeleton Archer) (Skeleton Archer) Skeleton Skeleton (Dark Adept) (Dark Adept) Ghost Ghost}
{WESBOWL_SIDE (Dwarvish Steelclad,Dwarvish Stalwart,Dwarvish Thunderguard,Rogue,Trapper,Bandit,Dwarvish Lord,Dwarvish Sentinel,Dwarvish Dragonguard,Assassin) {SIDE} {FACING} {X} Poacher (Dwarvish Fighter) (Dwarvish Fighter) (Dwarvish Thunderer) (Dwarvish Thunderer) Footpad Footpad Thief Thief (Gryphon Rider) (Gryphon Rider)}
{WESBOWL_SIDE (Lieutenant,Swordsman,Pikeman,Shock Trooper,Longbowman,White Mage,Red Mage,General,Royal Guard,Halbardier,Iron Mauler,Master Bowman,Mage of Light,Arch Mage,Silver Mage) {SIDE} {FACING} {X} (Naga Fighter) Spearman Spearman Fencer Fencer Horseman Horseman (Heavy Infantryman) (Heavy Infantryman) Cavalryman Cavalryman}
{WESBOWL_SIDE (Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Soothsayer,Saurian Icecaster,Drake Flameheart,Inferno Drake) {SIDE} {FACING} {X} (Saurian Tribalist) (Drake Fighter) (Drake Fighter) (Drake Burner) (Drake Burner) (Saurian Skirmisher) (Saurian Skirmisher) (Drake Clasher) (Drake Clasher) (Drake Glider) (Drake Glider)}
#enddef
[event]
name=prestart
{WESBOWL_SIDE_DEFS 1 normal 5}
{WESBOWL_SIDE_DEFS 2 reverse 37}
{VARIABLE b1x 7}
{VARIABLE b1y 9}
{VARIABLE b2x 35}
{VARIABLE b2y 11}
{VARIABLE b1down yes}
{VARIABLE b2down yes}
{VARIABLE redscore 0}
{VARIABLE bluescore 0}
[item]
image=misc/ball.png
x,y=$b1x,$b1y
[/item]
[item]
image=misc/ball.png
x,y=$b2x,$b2y
[/item]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x,y=$b1x,$b1y
[/filter]
[store_unit]
variable=unit
[filter]
x,y=$b1x,$b1y
[/filter]
[/store_unit]
[if]
[variable]
name=b1down
equals=yes
[/variable]
[variable]
name=unit.variables.has_ball2
not_equals=yes
[/variable]
[then]
[removeitem]
x,y=$b1x,$b1y
[/removeitem]
{VARIABLE b1down no}
{VARIABLE unit.variables.has_ball1 yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[unit_overlay]
x,y=$b1x,$b1y
image=misc/ball.png
[/unit_overlay]
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball1
equals=yes
[/variable]
[then]
[item]
x,y=$x1,$y1
image=misc/ball.png
[/item]
{VARIABLE b1x $x1}
{VARIABLE b1y $y1}
{VARIABLE unit.variables.has_ball1 no}
{VARIABLE b1down yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[/then]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=38-40
y=1-20
[/filter]
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball1
equals=yes
[/variable]
[then]
[set_variable]
name=redscore
add=1
[/set_variable]
[message]
speaker=narrator
message= _ "Red scores! Current score is $redscore-$bluescore"
[/message]
{VARIABLE b1x 7}
{VARIABLE b1y 9}
{VARIABLE unit.variables.has_ball1 no}
{VARIABLE b1down yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[item]
x,y=$b1x,$b1y
image=misc/ball.png
[/item]
[/then]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=2
x=1-3
y=1-20
[/filter]
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball1
equals=yes
[/variable]
[then]
[set_variable]
name=bluescore
add=1
[/set_variable]
[message]
speaker=narrator
message= _ "Blue scores! Current score is $redscore-$bluescore"
[/message]
{VARIABLE b1x 35}
{VARIABLE b1y 11}
{VARIABLE unit.variables.has_ball1 no}
{VARIABLE b1down yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[item]
x,y=$b1x,$b1y
image=misc/ball.png
[/item]
[/then]
[/if]
[/event]
#event to transfer control of the ball by passing, after movement
[event]
name=moveto
first_time_only=no
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball1
equals=yes
[/variable]
[then]
[store_locations]
variable=locs
x,y,radius=$x1,$y1,1
[/store_locations]
{VARIABLE passed no}
{FOREACH locs i}
{VARIABLE_OP xloc to_variable locs[$i].x}
{VARIABLE_OP yloc to_variable locs[$i].y}
[if]
[or]
[variable]
name=xloc
not_equals=$x1
[/variable]
[variable]
name=passed
equals=no
[/variable]
[have_unit]
x,y=$xloc,$yloc
side=$unit.side
[/have_unit]
[/or]
[or]
[variable]
name=yloc
not_equals=$y1
[/variable]
[variable]
name=passed
equals=no
[/variable]
[have_unit]
x,y=$xloc,$yloc
side=$unit.side
[/have_unit]
[/or]
[then]
[store_unit]
variable=passto
[filter]
x,y=$xloc,$yloc
[/filter]
[/store_unit]
[if]
[variable]
name=passto.variables.has_ball2
not_equals=yes
[/variable]
[then]
[message]
speaker=unit
message= _ "Should I pass the ball to $passto.type ($xloc,$yloc)?"
[option]
message= _ "Yes!"
[command]
{VARIABLE passed yes}
{VARIABLE unit.variables.has_ball1 no}
{VARIABLE passto.variables.has_ball1 yes}
[unstore_unit]
variable=passto
[/unstore_unit]
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[unit_overlay]
x,y=$xloc,$yloc
image=misc/ball.png
[/unit_overlay]
[/command]
[/option]
[option]
message= _ "No"
[/option]
[/message]
[/then]
[/if]
[/then]
[/if]
{NEXT i}
[/then]
[/if]
[/event]
#control of the second ball. Exactly the same as control of the first
#ball, with different variable names
[event]
name=moveto
first_time_only=no
[filter]
x,y=$b2x,$b2y
[/filter]
[store_unit]
variable=unit
[filter]
x,y=$b2x,$b2y
[/filter]
[/store_unit]
[if]
[variable]
name=b2down
equals=yes
[/variable]
[variable]
name=unit.variables.has_ball1
not_equals=yes
[/variable]
[then]
[removeitem]
x,y=$b2x,$b2y
[/removeitem]
{VARIABLE b2down no}
{VARIABLE unit.variables.has_ball2 yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[unit_overlay]
x,y=$b2x,$b2y
image=misc/ball.png
[/unit_overlay]
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball2
equals=yes
[/variable]
[then]
[item]
x,y=$x1,$y1
image=misc/ball.png
[/item]
{VARIABLE b2x $x1}
{VARIABLE b2y $y1}
{VARIABLE unit.variables.has_ball2 no}
{VARIABLE b2down yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[/then]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=38-40
y=1-20
[/filter]
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball2
equals=yes
[/variable]
[then]
[set_variable]
name=redscore
add=1
[/set_variable]
[message]
speaker=narrator
message= _ "Red scores! Current score is $redscore-$bluescore"
[/message]
{VARIABLE b2x 7}
{VARIABLE b2y 9}
{VARIABLE unit.variables.has_ball2 no}
{VARIABLE b2down yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[item]
x,y=$b2x,$b2y
image=misc/ball.png
[/item]
[/then]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=2
x=1-3
y=1-20
[/filter]
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball2
equals=yes
[/variable]
[then]
[set_variable]
name=bluescore
add=1
[/set_variable]
[message]
speaker=narrator
message= _ "Blue scores! Current score is $redscore-$bluescore"
[/message]
{VARIABLE b2x 35}
{VARIABLE b2y 11}
{VARIABLE unit.variables.has_ball2 no}
{VARIABLE b2down yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[item]
x,y=$b2x,$b2y
image=misc/ball.png
[/item]
[/then]
[/if]
[/event]
#event to transfer control of the ball by passing, after movement
[event]
name=moveto
first_time_only=no
[store_unit]
variable=unit
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.variables.has_ball2
equals=yes
[/variable]
[then]
[store_locations]
variable=locs
x,y,radius=$x1,$y1,1
[/store_locations]
{VARIABLE passed no}
{FOREACH locs i}
{VARIABLE_OP xloc to_variable locs[$i].x}
{VARIABLE_OP yloc to_variable locs[$i].y}
[if]
[or]
[variable]
name=xloc
not_equals=$x1
[/variable]
[variable]
name=passed
equals=no
[/variable]
[have_unit]
x,y=$xloc,$yloc
side=$unit.side
[/have_unit]
[/or]
[or]
[variable]
name=yloc
not_equals=$y1
[/variable]
[variable]
name=passed
equals=no
[/variable]
[have_unit]
x,y=$xloc,$yloc
side=$unit.side
[/have_unit]
[/or]
[then]
[store_unit]
variable=passto
[filter]
x,y=$xloc,$yloc
[/filter]
[/store_unit]
[if]
[variable]
name=passto.variables.has_ball1
not_equals=yes
[/variable]
[then]
[message]
speaker=unit
message= _ "Should I pass the ball to $passto.type ($xloc,$yloc)?"
[option]
message= _ "Yes!"
[command]
{VARIABLE passed yes}
{VARIABLE unit.variables.has_ball2 no}
{VARIABLE passto.variables.has_ball2 yes}
[unstore_unit]
variable=passto
[/unstore_unit]
[unstore_unit]
variable=unit
[/unstore_unit]
[remove_unit_overlay]
x,y=$x1,$y1
image=misc/ball.png
[/remove_unit_overlay]
[unit_overlay]
x,y=$xloc,$yloc
image=misc/ball.png
[/unit_overlay]
[/command]
[/option]
[option]
message= _ "No"
[/option]
[/message]
[/then]
[/if]
[/then]
[/if]
{NEXT i}
[/then]
[/if]
[/event]
[event]
name=time over
[if]
[variable]
name=redscore
less_than=$bluescore
[/variable]
[then]
[message]
speaker=narrator
message= _ "Blue team wins! Final score: $redscore-$bluescore"
[/message]
[/then]
[/if]
[if]
[variable]
name=redscore
greater_than=$bluescore
[/variable]
[then]
[message]
speaker=narrator
message= _ "Red team wins! Final score: $redscore-$bluescore"
[/message]
[/then]
[/if]
[if]
[variable]
name=redscore
equals=$bluescore
[/variable]
[then]
[message]
speaker=narrator
message= _ "Draw! Final score: $redscore-$bluescore"
[/message]
[/then]
[/if]
[endlevel]
result=continue
[/endlevel]
[/event]
#if a unit dies, then it gets sent to its side's starting location
[event]
name=die
first_time_only=no
#give the unit an injury
[object]
silent=yes
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=movement
increase=-25%
[/effect]
[effect]
apply_to=hitpoints
increase_total=-25%
[/effect]
#in case of Orcish Slayers
[effect]
apply_to=status
remove=poisoned
[/effect]
[/object]
[store_unit]
variable=unit
kill=yes
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[if]
[variable]
name=unit.side
equals=1
[/variable]
[then]
{VARIABLE unit.x 2}
{VARIABLE unit.y 10}
[/then]
[else]
{VARIABLE unit.x 40}
{VARIABLE unit.y 10}
[/else]
[/if]
{VARIABLE unit.hitpoints "-"}
[unstore_unit]
find_vacant=yes
variable=unit
[/unstore_unit]
[/event]
[/multiplayer]

View File

@ -1,123 +0,0 @@
#
# Large involved multiplayer
#
[multiplayer]
id=multiplayer_battleworld
name= _ "Battle World"
map_data="{maps/multiplayer/BattleWorld}"
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2,3,4,5
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1,3,4,5
canrecruit=1
controller=human
[/side]
[side]
side=3
enemy=1,2,4,5
canrecruit=1
controller=human
[/side]
[side]
side=4
enemy=1,2,3,5
canrecruit=1
controller=human
[/side]
[side]
side=5
enemy=1,2,3,4
canrecruit=1
controller=human
[/side]
[item]
x=107
y=4
image=terrain/temple.png
[/item]
# [event]
# name=moveto
# [filter]
# x=107
# y=4
# [/filter]
# [command]
# [unit]
# side=0
# x=107
# y=4
# description=Kno'nack
# type=Orcish Warlord
# [/unit]
# [/command]
# [/event]
[item]
x=61
y=49
image=terrain/temple.png
[/item]
# [event]
# name=moveto
# [filter]
# x=61
# y=49
# [/filter]
# [command]
# [unit]
# side=0
# x=61
# y=49
# description=Slivard
# type=Lich
# [/unit]
# [/command]
# [/event]
#define ROAM X Y NAME TYPE
[unit]
x={X}
y={Y}
type=Dwarvish {TYPE}
description={NAME}
side=0
[/unit]
[event]
name=die
[filter]
description={NAME}
[/filter]
[command]
[unit]
x={X}
y={Y}
type=Dwarvish {TYPE}
description={NAME}
side=0
[/unit]
[/command]
[/event]
#enddef
#{ROAM 60 60 Dwarn Fighter}
[/multiplayer]

View File

@ -1,43 +0,0 @@
#
# Large map with ellaborate castles to allow different tactics
#
[multiplayer]
id=multiplayer_castles
name= _ "Siege Castles"
map_data="{maps/multiplayer/Castles}"
turns=90
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
[side]
side=1
enemy=2,3,4
canrecruit=1
controller=human
[/side]
[side]
side=2
enemy=1,3,4
canrecruit=1
controller=human
[/side]
[side]
side=3
enemy=1,2,4
canrecruit=1
controller=human
[/side]
[side]
side=4
enemy=1,2,3
canrecruit=1
controller=human
[/side]
[/multiplayer]