mirror of
https://github.com/wesnoth/wesnoth
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218 lines
5.3 KiB
INI
218 lines
5.3 KiB
INI
#textdomain wesnoth-multiplayer
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[multiplayer]
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id=multiplayer_Random_Map_Marsh
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name= _ "Random map (Marsh)"
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description= _ "A random map with swamp as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
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scenario_generation=default
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[generator]
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[scenario]
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name= _ "Random map (Marsh)"
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id=multiplayer_Random_Map_Marsh
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{DEFAULT_MUSIC_PLAYLIST}
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{DEFAULT_SCHEDULE}
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[event]
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name=prestart
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{SCATTER_EMBELLISHMENTS G* ^Efm 7}
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{SCATTER_EMBELLISHMENTS Rb,Gd ^Gvs 5}
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{SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur* ^Es 2}
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{SCATTER_EMBELLISHMENTS G*,R*,Uu*,Ur* ^Em 2}
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{SCATTER_EMBELLISHMENTS Uu* ^Emf 2}
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{SCATTER_EMBELLISHMENTS G*,R* ^Wm 0.25}
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[/event]
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[/scenario]
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name=default
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map_width=40
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map_height=40
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iterations=2000
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hill_size=6
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max_lakes=40
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villages=25
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players=2
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min_lake_height=100
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lake_size=50
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river_frequency=200
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temperature_iterations=2000
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temperature_size=4
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roads=3
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road_windiness=3
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#list of common terrain types which come in at
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#different heights, from highest to lowest
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[height]
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height=600
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terrain=Mm
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[/height]
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[height]
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height=500
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terrain=Hh
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[/height]
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[height]
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height=100
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terrain=Gg
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[/height]
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[height]
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height=30
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terrain=Ww
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[/height]
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[height]
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height=5
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terrain=Ww
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[/height]
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[height]
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height=0
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terrain=Wo
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[/height]
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[convert]
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min_temperature=300
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max_temperature=700
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max_height=300
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from=Gg
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to=Gs^Fp
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[/convert]
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[convert]
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min_temperature=100
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max_temperature=600
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from=Gg
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to=Ss
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[/convert]
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[convert]
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min_temperature=400
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from=Gg
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to=Gs^Fp
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[/convert]
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#road costs
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[road_cost]
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terrain=Gg
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cost=10
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convert_to=Re
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[/road_cost]
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[road_cost]
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terrain=Ds
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cost=25
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convert_to=Re
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[/road_cost]
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[road_cost]
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terrain=Gs^Fp
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cost=20
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convert_to=Re
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[/road_cost]
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[road_cost]
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terrain=Ww
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cost=50
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convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
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convert_to=Ch
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[/road_cost]
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[road_cost]
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terrain=Ss
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cost=40
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convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
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convert_to=Ch
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[/road_cost]
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[road_cost]
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terrain=Hh
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cost=30
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convert_to=Re
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[/road_cost]
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[road_cost]
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terrain=Mm
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cost=50
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convert_to=Re
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[/road_cost]
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#define MIN_COST_ROAD TERRAIN
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[road_cost]
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terrain={TERRAIN}
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cost=2
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convert_to={TERRAIN}
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[/road_cost]
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#enddef
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{MIN_COST_ROAD Re}
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{MIN_COST_ROAD Ww^Bw|}
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{MIN_COST_ROAD Ww^Bw/}
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{MIN_COST_ROAD Ww^Bw\}
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{MIN_COST_ROAD Ch}
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[village]
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terrain=Gg
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convert_to=Gg^Ve
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adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
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rating=8
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[/village]
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[village]
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terrain=Ds
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convert_to=Vda
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rating=2
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adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
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[/village]
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#villages in forest are Elvish
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[village]
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terrain=Gs^Fp
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convert_to=Gg^Ve
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rating=4
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adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
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[/village]
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[village]
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terrain=Hh
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convert_to=Hh^Vhh
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rating=4
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adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
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[/village]
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[village]
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terrain=Mm
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convert_to=Mm^Vhh
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rating=3
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adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
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[/village]
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#swamp villages
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[village]
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terrain=Ss
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convert_to=Ss^Vhs
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rating=8
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adjacent_liked=Gg, Ss, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
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[/village]
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#merfolk villages - give them low chance of appearing
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[village]
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terrain=Ww
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convert_to=Ww^Vm
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rating=5
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adjacent_liked=Ww, Ww
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[/village]
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[castle]
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valid_terrain=Gg, Gs^Fp, Hh, Ss
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min_distance=12
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[/castle]
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[naming]
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{VILLAGE_NAMES}
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[/naming]
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[village_naming]
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{VILLAGE_NAMES}
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[/village_naming]
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[/generator]
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#undef MIN_COST_ROAD
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[/multiplayer]
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