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_main.cfg
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#textdomain wesnoth-ANLEra
# This is THE file where the Wesnoth game engine looks for code.
# Everything happening needs to be set up here in one way or another.
# Wesnoth and this add-on make heavy use of pre-processing.
# Evertyhing with curly braces {} either
# - reads macro definitions from a file
# - or uses a defined macro, maning that it will "copy-paste"
# the content from the definition to the place where the macro is used.
# To load an add-on, the remaining part of this file does the following:
# - pre-processor macros are read for the respective {./files.cfg}
# - when using these {macros}, they place WML code.
# - top-level WML [tags] need to be placed here,
# and further WML code will be placed inside them.
[textdomain]
name="wesnoth-ANLEra"
path="data/add-ons/ANLEra/translations"
[/textdomain]
[modification]
id=Anewlandsp
name="ANL Lvl 0 Mod"
# wmllint: local spellings SP
description=_"A SP/MP modification, which allows level 0s to build (no research)."
disallow_era=ANLEra
disallow_scenario=multiplayer_A_New_Land
require_modification=no
type=hybrid
# Reading macro definitions (only the ones which are needed for the modification).
{~add-ons/ANLEra/utils/auto_working.cfg}
{~add-ons/ANLEra/utils/helper_macros.cfg}
{~add-ons/ANLEra/utils/worker_options.cfg}
{~add-ons/ANLEra/utils/general_purpose/syntactic_sugar.cfg}
{~add-ons/ANLEra/ANLEra_Sp}
# Adding events to make it an ANL game.
[event]
name=prestart
{WORKER_OPTIONS_SP}
[/event]
[event]
name=side turn
first_time_only=no
{AUTO_RELAXING}
[/event]
{AUTO_BREAKFASTING level=0}
{AUTO_FARMING_SP}
{AUTO_MINING_SP}
[/modification]
#ifdef MULTIPLAYER
[binary_path]
path=data/add-ons/ANLEra
[/binary_path]
# Commented lines would be needed here, but were already read above for the
# [modification]. The non-commented are needed in addition and are only
# read when the MULTIPLAYER lobby is entered.
{~add-ons/ANLEra/terrain}
# {~add-ons/ANLEra/utils/auto_working.cfg}
{~add-ons/ANLEra/utils/help.cfg}
{~add-ons/ANLEra/utils/objectives.cfg}
# {~add-ons/ANLEra/utils/helper_macros.cfg}
# {~add-ons/ANLEra/utils/worker_options.cfg}
{~add-ons/ANLEra/utils/wml/}
{~add-ons/ANLEra/utils/general_purpose/ai_destroyers.cfg}
{~add-ons/ANLEra/utils/general_purpose/faction_falgs.cfg }
{~add-ons/ANLEra/utils/general_purpose/trapped.cfg}
# {~add-ons/ANLEra/utils/general_purpose/syntactic_sugar.cfg}
{~add-ons/ANLEra/utils/buildings}
# Adding scenarios one by one, they will be listed in this order:
{~add-ons/ANLEra/scenarios/2p_A_New_Island.cfg}
{~add-ons/ANLEra/scenarios/4p_A_New_Land.cfg}
{~add-ons/ANLEra/scenarios/5p_A_New_Land.cfg}
{~add-ons/ANLEra/scenarios/4p_End_Of_Days.cfg}
{~add-ons/ANLEra/scenarios/4p_Aybabtu_Valley.cfg}
{~add-ons/ANLEra/scenarios/4p_The_Great_Wall.cfg}
{~add-ons/ANLEra/scenarios/4p_The_Wall.cfg}
{~add-ons/ANLEra/scenarios/2p_Dome_Isle.cfg}
{~add-ons/ANLEra/mechanism.cfg}
{~add-ons/ANLEra/era.cfg}
[units]
{~add-ons/ANLEra/units/dwarves}
{~add-ons/ANLEra/units/dunefolk}
{~add-ons/ANLEra/units/drakes}
{~add-ons/ANLEra/units/elves}
{~add-ons/ANLEra/units/outlaws}
{~add-ons/ANLEra/units/orcs}
#ifver WESNOTH_VERSION < 1.17.13
{~add-ons/ANLEra/units/merfolk}
#endif
[/units]
#endif
#ifdef EDITOR
[binary_path]
path=data/add-ons/ANLEra
[/binary_path]
# There are no events involved in the map editor
# The map editor can place terrains and units - we need only the macros for them.
{~add-ons/ANLEra/terrain}
[units]
{~add-ons/ANLEra/units/dwarves}
{~add-ons/ANLEra/units/drakes}
{~add-ons/ANLEra/units/elves}
{~add-ons/ANLEra/units/outlaws}
{~add-ons/ANLEra/units/orcs}
#ifver WESNOTH_VERSION < 1.17.13
{~add-ons/ANLEra/units/merfolk}
#endif
[/units]
#endif
# wmllint: directory spellings dwarves dwarvish dwarven
# wmllint: directory spellings merfolk orcish unwalkable
# Credits: Bob the Mighty (Original Creator of A New Land)
# Inkana (First Bug Reports, Bugfixes)