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_main.cfg
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_main.cfg
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#textdomain wesnoth-Banished
[textdomain]
name="wesnoth-Banished"
path="data/add-ons/Banished/translations"
[/textdomain]
[campaign]
id=Banished
icon="data/add-ons/Banished/images/campaign_icon_hard.png~RC(magenta>red)"
name= _ "Banished"
abbrev= _ "Bn"
define=BANISHED
# Because of this, it will appear first in your campaign menu, so you don't have to scroll all down to find it
rank=1
first_scenario="01"
difficulties=EASY,NORMAL,NIGHTMARE
[difficulty]
define=EASY
image="data/add-ons/Banished/images/campaign_icon_easy.png~RC(magenta>red)"
label= _"Dune Swordsman"
description= _ "Easy"
default=yes
[/difficulty]
[difficulty]
define=NORMAL
image="data/add-ons/Banished/images/campaign_icon_normal.png~RC(magenta>red)"
label= _"Dune Blademaster"
description= _ "Normal"
[/difficulty]
[difficulty]
define=NIGHTMARE
image="data/add-ons/Banished/images/campaign_icon_hard.png~RC(magenta>red)"
label= _"Dune Paragon"
description= _ "Nightmare"
[/difficulty]
description= _ ""
[/campaign]
#ifdef BANISHED
[binary_path]
path=data/add-ons/Banished/
[/binary_path]
[units]
{~add-ons/Banished/units}
[/units]
{~add-ons/Banished/utils}
{~add-ons/Banished/maps}
{~add-ons/Banished/scenarios}
{~add-ons/Banished/images}
#endif
#ifdef EDITOR
{~add-ons/Banished/utils/terrain.cfg}
# the campaign's binary path is needed since [terrain_graphics] references custom images
[binary_path]
path=data/add-ons/Banished
[/binary_path]
# define an icon under which the custom terrain appears in the map editor
[editor_group]
id=Banished_editor
name= _ "Banished"
icon="group_custom"
[/editor_group]
#endif