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Depsite being a [modification] this is actuall implemented in the C++ code the [modification] just sets a flag. This is meant as an alterntive to the preset advancement type of mod, i want to play around with it a bit in 1.15 maybe we will remove it later. The problbme this is supposed to fix is that advancemnts are done randomly during the enemeies turn. It has a few advantages over the preset advancemnt approach: 1) It can easily handle amlas and normal advancement 2) It doesn't need special code to handle the case that A unit advances multiple times. 3) It doesn't break in case that other wml code changed The advancements of a unit after the preselected advancement was chosen 4) The user never needs to think about an advancement of a unit that might not even advance It also has a disadvantage: it changes the rules of the game quite a bit, in partiucar if the units heals form an adcancement (which us usally the case), since now with this 'healing the unit on advancement by retaliation' during the enemies turn can no longer happen. I still think its wirth to think about this and test it though.
105 lines
1.6 KiB
INI
105 lines
1.6 KiB
INI
#textdomain wesnoth
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# title screen and no_gui mode do not need terrain_graphics
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#ifdef TITLE_SCREEN
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#define NO_TERRAIN_GFX
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#enddef
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#endif
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#ifdef NO_GUI
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#define NO_TERRAIN_GFX
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#enddef
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#endif
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{english.cfg}
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{themes/}
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{core/}
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[multiplayer_side]
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id=Custom
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name= _"Custom"
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image="units/unknown-unit.png"
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[/multiplayer_side]
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#ifdef MULTIPLAYER
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{multiplayer/}
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#ifdef MP_TEST
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{test/multiplayer/}
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#endif
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#endif
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# Using different default eras in SP and MP forces a config reload which we don't want.
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{multiplayer/eras.cfg}
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{campaigns/}
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{modifications.cfg}
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[ais]
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default_ai_algorithm=ai_default_rca
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[default_config]
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{ai/utils/default_config.cfg}
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[/default_config]
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{ai/ais/}
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#ifdef DEBUG_MODE
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{ai/dev/}
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#endif
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[/ais]
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#ifdef EDITOR
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[textdomain]
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name="wesnoth-editor"
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[/textdomain]
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#endif
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#ifdef TEST
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{scenario-test.cfg}
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{scenario-leaders.cfg}
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{scenario-movethrough.cfg}
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{scenario-story.cfg}
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{ai/scenarios/}
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{ai/micro_ais/scenarios/}
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#define DONT_RELOAD_CORE
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#enddef
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{test/}
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#endif
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[textdomain]
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name="wesnoth"
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[/textdomain]
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[textdomain]
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name="wesnoth-help"
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[/textdomain]
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[textdomain]
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name="wesnoth-units"
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[/textdomain]
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[textdomain]
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name="wesnoth-multiplayer"
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[/textdomain]
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# does not work when wired in only in the multiplayer file, do not ask me why...
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[textdomain]
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name="wesnoth-anl"
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[/textdomain]
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#ifndef NO_TERRAIN_GFX
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# Include the terrain-graphics definitions after the campaigns so campaign specific
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# terrains work properly.
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{core/terrain-graphics.cfg}
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#endif
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[binary_path]
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path=data/core
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[/binary_path]
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{advanced_preferences.cfg}
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{game_config.cfg}
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[textdomain]
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name="wesnoth-lib"
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[/textdomain]
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