wesnoth/data/core/macros/scenario-utils.cfg
2008-01-24 00:16:42 +00:00

111 lines
3.4 KiB
INI

#textdomain wesnoth
# Utility macros for scenario-objective control.
# These macros don't depend on any others. Please don't change this.
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define SET_OBJECTIVES SIDE SUMMARY NOTE CONDITIONS
# Sets the objectives for a given player
# Side 0 means every player. Does not affect gameplay,
# except that it tells the player what the objectives of a scenario are.
#
# For example, we could set the objective for all players to: "survive for
# 3 turns" with this:
#! {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}
#
[objectives]
side = {SIDE}
summary = {SUMMARY}
note = {NOTE}
{CONDITIONS}
[/objectives]
#enddef
#define VICTORY_CONDITION DESCRIPTION
# Used in conjunction with SET_OBJECTIVES this sets a victory condition
# (marked green).
#
# For example we could tell player 2 to win by killing all other players
#! {SET_OBJECTIVES 0 "Kill eachother." (
#! {VICTORY_CONDITION "Kill all other players."}
#! )}
#
[objective]
condition = "win"
description = {DESCRIPTION}
[/objective]
#enddef
#define DEFEAT_CONDITION DESCRIPTION
# Used in conjunction with SET_OBJECTIVES this sets a defeat condition
# (marked red).
#
# For example we could tell all players that they lose if they die.
#! {SET_OBJECTIVES 0 "Survive." (
#! {DEFEAT_CONDITION "Death of your leader."}
#! )}
#
[objective]
condition = "lose"
description = {DESCRIPTION}
[/objective]
#enddef
#define SIDE_PLAYER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS
# Defines a multiplayer side in a scenario that is controllable by the player.
#
# For example we can set side 1 to be a player belonging to team "Good Guys"
# starting with 200g and no income:
#! {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}
[side] # wmllint: validate-off
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
canrecruit=1
controller=human
gold={GOLD}
income={INCOME}
{SIDE_PARMS}
[/side] # wmllint: validate-on
#enddef
#define SIDE_COMPUTER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS AI_PARMS
# Defines a multiplayer side in a scenario that is controllad by
# the computer.
#
# For example, we can set side 4 to be a computer belonging to
# team "Evil Guys" starting with 666g and no 99 income.
# We also make it more aggressive:
#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 99 (
#! aggression=0.95
#! )}
#
[side] # wmllint: validate-off
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
canrecruit=1
controller=ai
allow_player=no
disallow_observers=yes
gold={GOLD}
income={INCOME}
{SIDE_PARMS}
[ai]
{AI_PARMS}
[/ai]
[/side] # wmllint: validate-on
#enddef
#define NO_MAP_DATA
# The display code in the game becomes confused if you give it a
# scenario with no map data (like, a text epilog). Use this
# macro to feed it dummy map data that won't actually be used.
map_data="border_size=1
usage=map
Gg , Gg , Gg , Gg
Gg , 1 Gg , 2 Gg , Gg
Gg , Gg , Gg , Gg "
#enddef