#textdomain wesnoth #define DEFAULT_ASPECT_VALUE ID VALUE [aspect] id={ID} engine=cpp name=composite_aspect [default] engine=cpp name=standard_aspect value={VALUE} [/default] [/aspect] #enddef #define DEFAULT_ASPECT_EMPTY ID [aspect] id={ID} engine=cpp name=composite_aspect [default] engine=cpp name=standard_aspect [/default] [/aspect] #enddef #define DEFAULT_ASPECT_EMPTY_SLF ID [aspect] id={ID} engine=cpp name=composite_aspect [default] engine=cpp name=standard_aspect [value] [not] [/not] [/value] [/default] [/aspect] #enddef {DEFAULT_ASPECT_EMPTY advancements} {DEFAULT_ASPECT_VALUE aggression 0.4} [aspect] id=attacks engine=cpp name=composite_aspect invalidate_on_gamestate_change=yes [default] engine=cpp name=ai_default_rca::aspect_attacks invalidate_on_gamestate_change=yes [/default] [/aspect] {DEFAULT_ASPECT_EMPTY_SLF avoid} {DEFAULT_ASPECT_VALUE caution 0.25} {DEFAULT_ASPECT_VALUE grouping offensive} {DEFAULT_ASPECT_VALUE leader_aggression -4.0} {DEFAULT_ASPECT_EMPTY leader_goal} {DEFAULT_ASPECT_VALUE leader_ignores_keep no} {DEFAULT_ASPECT_VALUE leader_value 3.0} {DEFAULT_ASPECT_VALUE passive_leader no} {DEFAULT_ASPECT_VALUE passive_leader_shares_keep no} {DEFAULT_ASPECT_VALUE recruitment_diversity 2.0} [aspect] id=recruitment_instructions engine=cpp name=composite_aspect [default] engine=cpp name=standard_aspect [value] [recruit] importance=0 [/recruit] [/value] [/default] [/aspect] {DEFAULT_ASPECT_EMPTY recruitment_more} {DEFAULT_ASPECT_EMPTY recruitment_pattern} {DEFAULT_ASPECT_VALUE recruitment_randomness 50} [aspect] id=recruitment_save_gold engine=cpp name=composite_aspect [default] engine=cpp name=standard_aspect [value] active=0 [/value] [/default] [/aspect] {DEFAULT_ASPECT_VALUE retreat_enemy_weight 1.0} {DEFAULT_ASPECT_VALUE retreat_factor 0.25} {DEFAULT_ASPECT_VALUE scout_village_targeting 3} {DEFAULT_ASPECT_VALUE simple_targeting no} {DEFAULT_ASPECT_VALUE support_villages no} {DEFAULT_ASPECT_VALUE village_value 1.0} {DEFAULT_ASPECT_VALUE villages_per_scout 4}