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Copyright (C) 2003, 2004, 2005 Ulf Lorenz
Copyright (C) 2004, 2005, 2006 Andrea Paternesi
Copyright (C) 2007, 2009, 2010, 2014 Ben Asselstine
This document describes the format of a lordsawar save game.
The save game files are in uncompressed tar format.
The first file is the scenario file, which is an xml file. It is this scenario file format that is described in this document.
The rest of the files are in the tar file are:
a .lwc file: a lordsawar cityset,
a .lws file: a lordsawar shieldset
a .lwa file: a lordsawar armyset,
a .lwt file: a lordsawar tileset
Each of these accompanying files is also an uncompressed tar file containing an xml file and associated .png image files.
The scenario file is known as a "savegame" in this document.
The tags are displayed here as they appear in the save game.
The text in between the tags are comments. There are two kinds of tags:
- tags to structure the savefile
- data tags
The first kind of tags defines a structure for the savegames, which is
important when loading it. The latter tags actually store the data. As
an example, here is a draft of the list of players:
<playerlist>
<player>
<d_id> player's Id </d_id>
<d_name> player's name </d_name>
...
</player>
<player>
...
</player>
...
</playerlist>
The player tags here enclose the definition of a single player. The
actual name etc. of these players are stored within data tags. Data
tags always start with a "d_".
Order of the data tags does not matter, but the order of the sections
does matter.
The version of the savegame is encoded in the first opening "lordsawar" tag.
<?xml version="1.0" encoding="utf-8"?>
<lordsawar version="xxx">
<counter>
<d_curID> This value should be always higher than the largest Id that
has been assigned since new Id's will be assigned from this
value on.
Unique successive Ids are given to newly created game
objects, and this value holds the next Id to assign.
</d_curID>
</counter>
<itemlist>
This is a list of item prototypes that can be used to make actual items
on demand. e.g. for a reward.
<itemproto>
<d_name> The name of the item </d_name>
<d_bonus> The capabilities this item has. The format of this field
is string based, and has strings of the form described in
ItemProto::Bonus of ItemProto.h. An example value is:
ItemProto::ADD1STR | ItemPRoto::ADD2GOLDPERCITY
</d_bonus>
<d_uses_left> How many this item can be used. Most items can't be
explicitly used.
</d_uses_left>
</itemproto>
</itemlist>
<playerlist>
<d_active> the Id of the active player </d_active>
<d_neutral> the Id of the neutral player </d_neutral>
<player>
<d_id> the Id of the player </d_id>
<d_name> the name of the player </d_name>
<d_immortal> (boolean) player lives on after losing all cities</d_immortal>
<d_color> the hex value for the colour. e.g. #FCFCFC
</d_color>
<d_armyset> Id of the player's armyset
Lines up with <d_id> in army/file.lwa->file.lwa
</d_armyset>
<d_gold> the gold owned by the player </d_gold>
<d_dead> true, if player is dead, false if not </d_dead>
<d_type> the type of the player
0 human player
1 ai player of type AI_Fast
2 ai player of type AI_Dummy
4 ai player of type AI_Smart
</d_type>
<d_join> if d_type=1 (boolean) the ai merges stacks together </d_join>
<d_maniac> if d_type=1 (boolean) the ai razes all cities it occupies </d_maniac>
<d_upkeep> number of gold pieces paid this turn for upkeep
</d_upkeep>
<d_income> number of gold pieces given to us in taxes </d_income>
<d_fight_order> a space separated list of army type Ids that
determine the order in which armies fight
in battle.
These Ids line up with order of armies in
the armyset. </d_fight_order>
<d_diplomatic_states>
If we're at peace (=1), war in the field (=2), or full war (=3).
One numeric value for each other player (excluding us). Values
relate to the DiplomaticState enumeration in player.h.
</d_diplomatic_states>
<d_diplomatic_rank>
Where we are in the listing of diplomacy. Lower values are
better here. Lowest is 1. Maximum is the number of alive
players.
</d_diplomatic_rank>
<d_diplomatic_title> A textual representation of the diplomatic
rank.
</d_diplomatic_title>
<d_diplomatic_proposals>
If we're offering peace, war in the field, or full war. One
numeric value for each other player (excluding us). Values
relate to the DiplomaticProposal enumeration in player.h
</d_diplomatic_proposals>
<d_diplomatic_scores>
How bad we feel about each other player. One numeric value for
every other player. Lower is better. (FIXME: confirm)
</d_diplomatic_scores>
<d_observable> Whether or not to show the movements of this player.
</d_observable>
<history>
The only tag common to all history types is the tag "type".
Everything else depends on the type of the history event.
The whole historylist of a player comes here with as many
tags as necessary. For example purposes, one history tag
will be shown for each kind of history event. This data is
used to populate the history reports.
</history>
<history>
<d_type>1</d_type> (player starts a turn)
</history>
<history>
<d_type>2</d_type> (player's hero finds a sage)
<d_hero> the hero's name </d_name>
</history>
<history>
<d_type>3</d_type> (player gold report)
<d_gold> how much gold the player has </d_gold>
</history>
<history>
<d_type>4</d_type> (player has a hero emerge somewhere)
<d_hero> the hero's name </d_name>
<d_city> the name of the city </d_name>
</history>
<history>
<d_type>5</d_type> (player took over a city)
<d_city> the Id of the city the player took over </d_city>
</history>
<history>
<d_type>6</d_type> (player razed a city)
<d_city> the Id of the city the player razed </d_city>
</history>
<history>
<d_type>7</d_type> (player's hero starts a quest)
<d_hero> the hero's name </d_name>
</history>
<history>
<d_type>8</d_type> (player's hero completes a quest)
<d_hero> the hero's name </d_name>
</history>
<history>
<d_type>9</d_type> (player's hero killed in a city)
<d_hero> the hero's name </d_name>
<d_city> the name of the city </d_name>
</history>
<history>
<d_type>10</d_type> (hero killed in battle outside of a city)
<d_hero> the hero's name </d_name>
</history>
<history>
<d_type>11</d_type> (hero killed while searching a ruin)
<d_hero> the hero's name </d_name>
</history>
<history>
<d_type>12</d_type> (hero takes over a city)
<d_hero> the hero's name </d_name>
</history>
<history>
<d_type>13</d_type> (player total score report)
<d_score> an integer between 0 and 100 representing
how well the player is doing </d_score>
</history>
<history>
<d_type>14</d_type> (player is vanquished)
</history>
<history>
<d_type>15</d_type> (player declares peace with another player)
<d_opponent_id>the player we're at peace with.</d_opponent_id>
</history>
<history>
<d_type>16</d_type> (player declares war with another player)
<d_opponent_id>the player we're at war with.</d_opponent_id>
</history>
<history>
<d_type>17</d_type> (player declares war via treachery)
<d_opponent_id>the player we've treacherously attacked.
</d_opponent_id>
</history>
<history>
<d_type>18</d_type> (player's hero finds allies)
<d_hero> id of the hero </d_hero>
</history>
<history>
<d_type>19</d_type> (player has ended a turn)
</history>
<history>
<d_type>20</d_type> (player's hero explores a ruin)
<d_hero> name of the hero </d_hero>
<d_ruin> id of the ruin searched </d_ruin>
</history>
<history>
<d_type>21</d_type> (hero has been told where a ruin is)
<d_hero> name of the hero </d_hero>
<d_hero> id of the ruin</d_hero>
</history>
<history>
<d_type>22</d_type> (hero has used an item)
<d_hero_name> name of the hero </d_hero_name>
<d_item_name> name of the item </d_item_name>
<d_item_bonus> what the item can do (ItemProto::Bonus)
</d_item_bonus>
<d_opponent_id> id of the player we used it against
</d_opponent_id>
</history>
<stacklist>
This list contains all stacks of the player.
<d_active> the Id of the current activestack </d_active>
<stack>
<d_id> the Id of the stack </d_id>
<d_player> the Id of the stack's player</d_player>
<d_x> x position of the stack on the map </d_x>
<d_y> y position of the stack on the map </d_y>
<d_defending> is the stack defending? (defending stacks
will be ignored if the player clicks
on "next stack")
</d_defending>
<d_parked> is the stack parked? This just means the
player doesn't want to deal with this
stack again this turn.
</d_parked>
<d_moves_exhausted_at_point>
Which point in the path we stop moving at because
we will run out of movement points.
This value is an index, starting at 0.
</d_moves_exhausted_at_point>
<path>
<d_size> how many items does the path contain </d_size>
<d_x> a space separated list of all x coordinates
(in order) of the path's items
</d_x>
<d_y> the same for the y coordinates </d_y>
</path>
Up to eight army tags follow. Order of armies is the
order within the stack.
<army>
<d_id> the Id of the army
</d_id>
<d_type> the type of the army (0 means first
army type of the armyset, 1 second etc.)
</d_type>
<d_armyset> Id of the army's armyset
</d_armyset>
<d_hp> how many hitpoints the army has
</d_hp>
<d_moves> how many movement points the
army has left
</d_moves>
<d_max_moves> maximum number of movement
points the army can move
</d_max_moves>
<d_strength> the strength of the army
</d_strength>
<d_xp> the experience points of the army </d_xp>
<d_medals> the value data tags are three boolean
values separated by spaces one foreach
medal type; 0 means no medal 1 means medal
</d_medals>
<d_numberbattles> how many battles this army has fought
</d_numberbattles>
<d_sight> the view radius on hidden map
</d_sight>
<d_expvalue> how many xp this army is worth if killed
</d_expvalue>
<d_ship> whether or not this army is in a ship
</d_ship>
<d_hero> whether or not this army is a hero
</d_hero>
<d_visited_temples>
a space separated list of temple Ids that the
army has been blessed at
</d_visited_temples>
</army>
<hero>
<d_name> the name of the hero
</d_name>
<d_gender > the gender of the hero
</d_gender>
<backpack>
<item>
<d_name> the name of the item
</d_name>
<d_plantable> can this item be planted>
</d_plantable>
<d_plantable_owner> this id of player who
can plant this item
</d_plantable_owner>
<d_id> a unique Id of the item
</d_id>
<d_bonus> type of the bonus for the item
See Item.h for a listing.
</d_bonus>
</item>
...
</backpack>
... the rest is the same as the army tag
</hero>
...more armies or heroes...
</stack>
...more stacks...
</stacklist>
<fogmap>
<d_width> width of the map </d_width>
<d_height> height of the map </d_height>
<d_map> fog of war information
each line contains WIDTH numbers, and a new line
there are a total of HEIGHT lines
if a number is 0, then that tile is hidden
if a number is 1, then that tile is exposed
</d_map>
</fogmap>
<triumphs>
The following data is used to fill out the triumphs report:
<d_hero> a space separated list of the number of heroes
we have killed, per player
</d_hero>
<d_special> a space separated list of the number of special
armies (dragons, etc) that we have killed, per
player
</d_special>
<d_normal>a space separated list of the number of normal
armies we have killed per player
</d_normal>
<d_ship>a space separated list of the number of ships we have
killed per player
</d_ship>
<d_flag>a space separated list of the number of times we have
captured an enemy's standard, per player
</d_flag>
</triumphs>
<action>
The only tag common to all action types is the "d_type" tag.
Everything else depends on the type of the action. The whole
actionlist of a player comes here with as many tags as
necessary. For example purposes, one action tag
will be shown for each kind of action event.
</action>
<action>
<d_type>1</d_type> (.. stack moved ..)
<d_stack> the Id of the stack </d_stack>
<d_x> x position of the destination </d_x>
<d_y> y position of the destination </d_y>
</action>
<action>
<d_type>2</d_type> (.. stack split ..)
<d_orig_stack> the Id of the original stack </d_orig_army>
<d_new_stack> the Id of the freshly created stack </d_new_army>
<d_moved> a space-separated list of the 8 figures.
They describe the Id's of the armies which have
been added to stack new_army. If <8 armies
have moved, the rest of the fields are filled
with zeros
</d_moved>
</action>
<action>
<d_type>3</d_tag> (.. stack fight ..)
<d_attackers> list of attacking stack's Ids separated by spaces </d_attackers>
<d_defenders> list of defending stack's Ids separated by spaces </d_defenders>
it can also have an arbitrary number of subtags built like this:
<item>
<d_turn> combat round </d_turn>
<d_id> id of the damaged unit </d_id>
<d_damage> amount of damage done </d_damage>
</item>
</action>
<action>
<d_type>4</d_type> (.. stack joined ..)
<d_receiver> the Id of the army which survives the joining
</d_receiver>
<d_joining> the Id of the army which is destroyd after the
joining
</d_joining>
</action>
<action>
<d_type>5</d_type> (.. ruin searched ..)
<d_ruin> the Id of the searched ruin </d_ruin>
<d_seeker> the Id of the searching stack </d_seeker>
<d_searched> has the keeper been defeated and the ruin
successfully searched?
</d_searched>
</action>
<action>
<d_type>6</d_type> (.. temple searched ..)
<d_temple> the Id of the visited temple </d_temple>
<d_stack> the Id of the visiting stack </d_stack>
</action>
<action>
<d_type>7</d_type> (.. city occupied ..)
<d_city> the Id of the occupied city </d_city>
</action>
<action>
<d_type>8</d_type> (.. city pillaged ..)
<d_city> the Id of the pillaged city </d_city>
</action>
<action>
<d_type>9</d_type> (.. city razed ..)
<d_city> the Id of the burnt down city </d_city>
</action>
<action>
<d_type>10</d_type> (.. city upgraded defense ..)
<d_city> the Id of the affected city </d_city>
</action>
<action>
<d_type>11</d_type> (.. city buy production ..)
<d_city> the city Id we bought production for </d_city>
<d_slot> the slot that got replaced </d_slot>
<d_type> the index of the army to be produced </d_type>
</action>
<action>
<d_type>12</d_type> (.. city change production ..)
<d_city> the city Id whose production is changed </d_city>
<d_prod> selected slot index </d_prod>
</action>
<action>
<d_type>13</d_type> (.. a reward is given ..)
<reward>
Look at lordsawar.rewardlist for a description of a reward.
</reward>
</action>
<action>
<d_type>14</d_type> (.. hero gets a quest ..)
<d_hero> the hero that has got the quest </d_hero>
<d_quest> 1,2,3, depends on the quest type </d_quest>
<d_data> the Id of the object, depends on quest type </d_data>
</action>
<action>
<d_type>15</d_type> (.. hero picks up/drops an item ..)
<d_hero> the hero that equips the item </d_hero>
<d_item> item that is equipped </d_item>
<d_dest> where the item is equipped </d_dest>
</action>
<action>
<d_type>16</d_type> (.. army level-up ..)
<d_army> the army that has advanced a level </d_army>
<d_stat> the stat that was raised </d_stat>
</action>
<action>
<d_type>17</d_type> (.. city sacked ..)
<d_city> the Id of the sacked city </d_city>
</action>
<action>
<d_type>18</d_type> (.. stack disbanded ..)
<d_stack> the Id of the stack disbanded </d_stack>
</action>
<action>
<d_type>19</d_type> (.. signpost changed ..)
<d_signpost> the Id of the signpost changed </d_signpost>
<d_message> the new message on the sign </d_message>
</action>
<action>
<d_type>20</d_type> (.. city rename ..)
<d_city> the Id of the city that was renamed </d_city>
<d_name> the new name of the city </d_name>
</action>
<action>
<d_type>21</d_type> (.. city vector ..)
<d_city> the Id of the city being vectored from </d_city>
<d_x> the x position being vectored to </d_x>
<d_y> the y position being vectored to </d_y>
</action>
<action>
<d_type>22</d_type> (.. fight order changed ..)
<d_order > a space separated list of army type Ids that
represent the order in which they will fight in
battle
</d_order>
<d_x> the x position being vectored to </d_x>
<d_y> the y position being vectored to </d_y>
</action>
<action>
<d_type>23</d_type> (.. player resigns ..)
</action>
<action>
<d_type>24</d_type> (.. player plants an item ..)
<d_hero> the id of the hero </d_hero>
<d_item> the id of the item </d_item>
</action>
<action>
<d_type>25</d_type> (.. city produces army ..)
<d_army_type > the id of the army type </d_army_type>
<d_city > the id of the destination city </d_city>
<d_vectored> was it vectored here? </d_vectored>
</action>
<action>
<d_type>26</d_type> (.. vector army ..)
<d_army_type > the id of the army type </d_army_type>
<d_x> the x position being vectored to </d_x>
<d_y> the y position being vectored to </d_y>
</action>
<action>
<d_type>27</d_type> (.. new diplomatic states ..)
</action>
<action>
<d_type>28</d_type> (.. new diplomatic proposals ..)
</action>
<action>
<d_type>29</d_type> (.. new diplomatic scores ..)
</action>
<action>
<d_type>30</d_type> (.. end a turn ..)
</action>
<action>
<d_type>31</d_type> (.. conquer a city ..)
</action>
<action>
<d_type>32</d_type> (.. recruit a hero ..)
</action>
<action>
<d_type>33</d_type> (.. rename a player ..)
</action>
<action>
<d_type>34</d_type> (.. city destitute, stop production ..)
</action>
<action>
<d_type>35</d_type> (.. initialize a turn ..)
</action>
<action>
<d_type>36</d_type> (.. loot a city ..)
</action>
<action>
<d_type>37</d_type> (.. use an item ..)
</action>
<action>
<d_type>38</d_type> (.. change order of armies in a stack ..)
</action>
<action>
<d_type>39</d_type> (.. give hp and moves back to stacks ..)
</action>
<action>
<d_type>40</d_type> (.. give hp back to stacks in ruins ..)
</action>
<action>
<d_type>41</d_type> (.. collect taxes and pay upkeep ..)
</action>
<action>
<d_type>42</d_type> (.. kill player ..)
</action>
<action>
<d_type>43</d_type> (.. stack defend ..)
</action>
<action>
<d_type>44</d_type> (.. take the stack out of defend ..)
</action>
<action>
<d_type>45</d_type> (.. stack park ..)
</action>
<action>
<d_type>46</d_type> (.. take the stack out of park ..)
</action>
<action>
<d_type>47</d_type> (.. select a stack ..)
</action>
<action>
<d_type>48</d_type> (.. deselect the stack ..)
</action>
</player>
...more players...
</playerlist>
<map>
<d_width> the width of the map </d_width>
<d_height > the height of the map </d_height >
<d_tileset> name of the tileset used </d_tileset>
<d_types>
First, there is a newline sign at the end of the string.
Following this is a long long row of numbers indicating the type of
terrain. The saving goes [0,0],[1,0],[2,0],...[0,1],[1,1] etc., i.e.
first column 0, then column 1 etc.
The numbers for the terrain:
0 grass
1 water
2 forest
3 hills
4 mountains
5 swamp
each column ends with a newline
</d_types>
<d_styles>
an array of tilestyles. Each tilestyle is stored as a 2 digit
hexadecimal number.
It is space separated like the d_types tag.
<d_styles>
<itemstack>
<d_x> the x location of the item </d_x>
<d_y> the y location of the item </d_y>
<item>
See lordsawar.playerlist.player.stacklist.stack.hero.backpack
for a description of an "item".
</item>
</itemstack>
... more itemstacks ...
</map>
<citylist>
<city>
<d_id> the Id of the city
</d_id>
<d_name> the name of the city
</d_name>
<d_x> x position of the city on the map
</d_x>
<d_y> y position of the city on the map
</d_y>
<d_owner> Id of the city's owning player
</d_owner>
<d_active_production_slot> The index of the current production
slot, or -1
</d_active_production_slot>
<d_duration> the number of turns until the army units shows up, or
if not producing, this value is -1.
</d_duration>
<d_gold> the amount of gold the city provides each turn
</d_gold>
<d_burnt> true if the city has been razed
</d_burnt>
<d_defense> defense level of the city
</d_defense>
<d_capital> true if this is a capital city
</d_capital>
<d_capital_owner> the Id of the player who's capital this is.
only present if d_capital is true.
</d_capital_owner>
<d_vectoring>
space separated position of where this city is vectoring to.
x comes first, then y.
if the city is not vectoring, then the value is "-1, -1".
</d_vectoring>
Now up to 4 armies appear. These aren't armies like they appear
in stacks. These are army *templates* to be used to produce
new armies in cities. armyprodbase stands for Army Production Base.
<slot>
<armyprodbase>
</armyprodbase>
</slot>
<slot/>
<slot/>
<slot/>
</city>
...more cities...
</citylist>
<templelist>
<temple>
<d_id> the Id of the temple </d_id>
<d_name> the name of the temple </d_name>
<d_type> the type of the temple </d_type>
<d_x> x position of the temple </d_x>
<d_y> y position of the temple </d_y>
</temple>
...more temples...
</templelist>
<ruinlist>
<ruin>
<d_id> the Id of the ruin </d_id>
<d_name> the name of the ruin </d_name>
<d_type> the type of the ruin </d_type>
<d_x> x position of the ruin </d_x>
<d_y> y position of the ruin </d_y>
<d_searched> has the uin been searched yet? </d_searched>
<d_sage> is this ruin a sage? (boolean) </d_sage>
<d_hidden> is this ruin hidden? (boolean) </d_hidden>
<d_owner> player id of player who can see this ruin
this value is the neutral player's id if the
ruin is visible by all.
</d_owner>
<reward>
Look at lordsawar.rewardlist for a description of a reward.
</reward>
<stack>
....
The stack the hero will fight (if not a sage)
Here follows a complete description of the stack which guards
the ruin.
....
</stack>
</ruin>
...more ruins...
</ruinlist>
<rewardlist>
the one-time reward list, where random rewards are chosen from
<reward>
The only tags common to all reward types is the tag "type",
and "name".
Everything else depends on the type of the reward.
For example purposes, one reward tag will be shown for
each kind of reward.
</reward>
<reward>
<d_type>1</d_type> (..give gold..)
<d_name></d_name>
<d_gold>amount of gold</d_gold>
</reward>
<reward>
<d_type>2</d_type> (..give allies..)
<d_name></d_name>
<d_num_allies> give this many allies
</d_num_allies>
<d_ally_type> the allies have this army type id
</d_ally_type>
<d_ally_armyset> the id of the armyset for this army type
</d_ally_armyset>
</reward>
<reward>
<d_type>3</d_type> (..give item..)
<d_name></d_name>
<item>
the item to give
See lordsawar.playerlist.player.stacklist.stack.hero.backpack
for a description of an item.
</item>
</reward>
<reward>
<d_type>4</d_type> (..show a hidden ruin..)
<d_name></d_name>
<d_x> the x position of the hidden ruin </d_x>
<d_y> the y position of the hidden ruin </d_y>
</reward>
<reward>
<d_type>5</d_type> (..show a part of a hidden map..)
<d_name></d_name>
<d_height> the map is this many tiles high</d_height>
<d_width> the map is this many tiles wide</d_width>
<location>
<d_id>id of the map</d_id>
<d_name>name of the map</d_name>
<d_x> the upper left corner of the map, x position </d_x>
<d_y> the upper left corner of the map, y position </d_y>
</location>
</reward>
...more rewards...
</rewardlist>
<signpostlist>
the list of signs on the map
<signpost>
<d_id>the id of the signpost</d_id>
<d_name>the message on the sign <d_name>
<d_x>the x position on the map<d_x>
<d_y>the y position on the map<d_y>
</signpost>
...more signposts...
</signpostlist>
<roadlist>
the list of road tiles on the map
<road>
<d_id>the id of the road tile</d_id>
<d_name>the name of the road (unused) <d_name>
<d_type>the style of road<d_type>
<d_x>the x position on the map<d_x>
<d_y>the y position on the map<d_y>
</road>
...more road tiles...
</roadlist>
<portlist>
the list of port tiles on the map
<port>
<d_id>the id of the port tile</d_id>
<d_name>the name of the port (unused) <d_name>
<d_x>the x position on the map<d_x>
<d_y>the y position on the map<d_y>
</port>
...more port tiles...
</portlist>
<bridgelist>
the list of bridge tiles on the map
<bridge>
<d_id>the id of the bridge tile</d_id>
<d_name>the name of the bridge (unused) <d_name>
<d_type>the style of bridge <d_type>
<d_x>the x position on the map<d_x>
<d_y>the y position on the map<d_y>
</bridge>
...more bridge tiles...
</bridgelist>
<questlist>
the list of outstanding quests
<quest>
Every quest contains a common section, and then a specific
section that depends on that quest type.
The common section:
<d_type> Quest type. For example purposes, one quest per type
will follow.
</d_type>
<d_hero> the id of the hero
</d_hero>
<d_hero_name> the name of the hero
</d_hero_name>
<d_pending> whether or not this quest is pending deletion at the
end of the round (boolean)
</d_pending>
<d_player> the id of the player owning the hero
</d_player>
</quest>
<quest>
<d_type>1</d_type> (..go kill a hero..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_to_kill> id of hero to kill </d_to_kill>
</quest>
<quest>
<d_type>2</d_type> (..go kill some of a player's armies..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_to_kill> kill this many armies </d_to_kill>
<d_killed> this many killed so far </d_killed>
<d_victim_player> only count killed armies from
th player with this id
</d_victim_player>
</quest>
<quest>
<d_type>3</d_type> (..go sack a city..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_city> the id of the city to sack </d_city>
</quest>
<quest>
<d_type>4</d_type> (..go raze a city..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_city> the id of the city to raze </d_city>
</quest>
<quest>
<d_type>5</d_type> (..go occupy a city..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_city> the id of the city to occupy </d_city>
</quest>
<quest>
<d_type>6</d_type> (..go kill a particular kind of army..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_type_to_kill> the army type id of the army to kill
</d_type_to_kill>
</quest>
<quest>
<d_type>7</d_type> (..go pillage a certain amount of gold..)
<d_hero></d_hero>
<d_hero_name></d_hero_name>
<d_pending></d_pending>
<d_player></d_player>
<d_to_pillage> the amount of gold to pillage</d_to_pillage>
<d_pillaged> the amount pillaged so far</d_pillaged>
</quest>
...more quests...
</questlist>
<vectoredunitlist>
the list of vectored units that are "in the air"
<vectoredunit>
<d_id> the Id of the vectored unit </d_id>
<d_name> the name of the vectored unit (unused) </d_name>
<d_x> the source x position of the unit on the map </d_x>
<d_y> the source y position on the map </d_y>
<d_duration> how many more turns before the vectored unit shows up
</d_duration>
<d_dest_x> the destination x position on the map </d_dest_x>
<d_dest_y> the destination y position on the map </d_dest_y>
<d_player> the id of the player who is vectoring the unit
</d_player>
<army>
the army template to be vectored
this army layout is the same as the one in a city
</army>
</vectoredunit>
...more vectored units...
</vectoredunitlist>
<scenario>
<d_name> name of the scenario </d_name>
<d_comment> more info about the scenario </d_comment>
<d_turn> the current turn number of the scenario </d_turn>
<d_turnmode> boolean value used to set the armies healing at
the beginning of the player's turn or at the
beginning of the new round
</d_turnmode>
<d_view_enemies> see enemy stack's contents. (boolean)
</d_view_enemies>
<d_view_production> see enemy production. (boolean)
</d_view_enemies>
<d_quests> heroes can go on quests. (boolean)
</d_quests>
<d_hidden_map> fog of war. (boolean)
</d_hidden_map>
<d_diplomacy> declare war before attacking. (boolean)
</d_diplomacy>
<d_neutral_cities> a number between 0 and 2.
0 = Average
1 = Strong
2 = Active
</d_neutral_cities>
<d_intense_combat> make fights more difficult. (boolean)
</d_intense_combat>
<d_military_advisor> make battle advice available. (boolean)
</d_military_advisor>
<d_random_turns> switch-up player turns. (boolean)
</d_random_turns>
</scenario>
</lordsawar>
Shieldset files (.lws) hold images for shields, as well as the default colours of players. It has the following structure:
<shieldset version="xxx">
<d_id> A unique numeric id among all shieldsets on the system.
can't be zero.
</d_id>
<d_name> A name of this shieldset, suitable for display</d_name>
<d_copyright> A place for copyright notices.</d_copyright>
<d_license> A place for a license notice.</d_license>
<d_info> A description for this shieldset.</d_info>
The small shields are the turn indicator shields. Scale all small
shield images to this height and width:
<d_small_width></d_small_width>
<d_small_height></d_small_height>
The medium shields are the city indicators on the small map. Scale all
medium shield images to this height and width:
<d_medium_width></d_medium_width>
<d_medium_height></d_medium_height>
The large shields are the player indicators in the fight window, and
other places in the game. Scale all large shield images to this
height and width:
<d_large_width></d_large_width>
<d_large_height></d_large_height>
Now come the list of shields that are potential seats in a scenario...
<shield>
<d_owner> The player id. A unique numeric id that starts at zero.
The last one is the neutral player. Maximum value is 9.
</d_owner>
<d_color> The colour for this player. The shields, armies, flags, and
selectors are all coloured with this colour.
A hex string or a 3 numbers between 0-255 representing red,
green and blue.
</d_color>
<shieldstyle>
<d_type>ShieldStyle::SMALL</d_type>
<d_image>The basename of the image for the small white shield.
</d_image>
</shieldstyle>
<shieldstyle>
<d_type>ShieldStyle::MEDIUM</d_type>
<d_image> The basename of the image for the medum white shield
</d_image>
</shieldstyle>
<shieldstyle>
<d_type>ShieldStyle::LARGE</d_type>
<d_image> The basename of the image for the large white shield.
</d_image>
</shieldstyle>
</shield>
...more shield objects...
</shieldset>
Cityset files (.lwc) hold images for buildings, as well as number of tiles that some buildings occupy on the map.
<cityset version="xxx">
<d_id> A unique numeric id among all citysets on the system. can't be zero. </d_id>
<d_name> A name of this cityset, suitable for display</d_name>
<d_copyright> A place for copyright notices.</d_copyright>
<d_license> A place for a license notice.</d_license>
<d_info> A description for this cityset.</d_info>
<d_tilesize> The width and height of a tile. in pixels. <d_tilesize>
Now come the images. When more than one object is represented in an
image file, it is on the same row. the height must be a divisor of the
width. When filenames are given, the .png extension is not included; nor
is a path.
<d_cities> The basename of the image for the castles.
Must be an image holding 9 city images on the same row.
The last image is the neutral city.
</d_cities>
<d_razed_cities> The basename of the image for the razed castles.
must be an image holding 8 city images on the same row.
neutral cities cannot be razed so there isn't an image
for that.
</d_razed_cities>
<d_port>The basename of the image for a port icon.<d_port>
<d_ruins> The basename of the image for the ruins.
must be an image holding 3 ruin images on the same row.
<d_ruins>
<d_temples> The basename of the image for a temple.<d_temples>
<d_towers> The basename of the image for towers.
towers are what stacks go into after they've been in defend mode
for a turn. must be an image holding 8 tower images on the same
row. neutral towers do not exist.
</d_towers>
Now come the tile widths:
How many tiles a building takes up on the big map. a 3 means 3x3.
The images for these buildings are scaled to be 3*40 (tile width*tilesize)
across and high, for example. Cities are normally 2x2. Ruins are 1x1.
<d_city_tile_width> How many tiles the cities occupy. Must be a numeric
value above zero. The city image is scaled to this
new width.
</d_city_tile_width>
<d_temple_tile_width> How many tiles the temples occupy.
</d_temple_tile_width>
<d_ruin_tile_width> How many tiles the ruins occupy.</d_ruin_tile_width>
</cityset>
Armyset files (.lwa) hold images for army unit types, as well as their properties.
<armyset version="xxx">
<d_id> A unique numeric id among all armysets on the system. can't be zero. </d_id>
<d_name> A name of this armyset, suitable for display</d_name>
<d_copyright> A place for copyright notices.</d_copyright>
<d_license> A place for a license notice.</d_license>
<d_info> A description for this armyset.</d_info>
<d_tilesize> The width and height of a tile. in pixels.<d_tilesize>
Now come some images. When filenames are given, the .png extension is not
included. nor is a path. for example: "foo.png" is represented as "foo".
Wach of these images come in two halves on a single row. The white in the
right half represents where the player's colour will be on the left half.
<d_stackship> The basename of the image for when a stack is in a boat.
</d_stackship>
<d_plantedstandard> The basename of the image for the hero's flag.
</d_plantedstandard>
<d_bag> The basename of the image for what items on the map look like.
This is the graphic for the bag of stuff.
The bag image doesn't have two halves like the other images.
e.g. it is not coloured in the player's colour. It is just a
normal brownish looking bag of stuff.
</d_bag>
Now come the armies. These are army Types, not instances of armies.
<armyproto>
<d_id> A unique numeric id among all other army types in this set.
starts at zero. This is also a shared numeric id with army
types in other armysets! when this id is the same as another
id in another armyset, The armytypes are meant to be of the
same kind. 0 is usually scouts. You can give your ids high
values to avoid any collisions with someone else's ids, in the
case where you don't want any sort of compatibility with your
armyset and someone else's.
</d_id>
<d_name> A name for this army type, suitable for display.
</d_name>
Now come the images for this army type. These images have two halves.
where the white pixels on the right side of the image represent where
the player's colour will be on the left side of the image.
Usually all of these point to the same image, but you can get fancy
and make different images for each player for the same army unit.
<d_image_white></d_image_white>
<d_image_green></d_image_green>
<d_image_yellow></d_image_yellow>
<d_image_light_blue></d_image_light_blue>
<d_image_red></d_image_red>
<d_image_dark_blue></d_image_dark_blue>
<d_image_orange></d_image_orange>
<d_image_black></d_image_black>
<d_image_neutral></d_image_neutral>
Now come the properties for this army type...
<d_description> A place for some text describing this army type.
it isn't displayed in the game.
</d_description>
<d_production> The number of turns needed to create one of these
army units in a city.
</d_production>
<d_new_production_cost> The number of gold pieces to bring this army
type in as a new producible type of army unit
in a city. This is the price in the build
production dialog. If this value is zero,
this type of army unit is not purchasable.
</d_new_production_cost>
<d_production_cost> The number of gold pieces to create a single
instance of this army type in a city.
</d_production_cost>
<d_upkeep> The number of gold pieces needed to sustain this army
unit every turn.
</d_upkeep>
<d_awardable> true or false. Whether or not this army unit type is
given to heroes as a reward.
</d_awardable>
<d_defends_ruins> true or false. Whether or not this army unit type
is a monster that can inhabit a ruin.
</d_defends_ruins>
<d_move_bonus> This is the movement bonus flags.
These can be bitwise OR'd.
The movement bonus means that certain terrain types .
can be moved through at a cost of 2, like grass.
The bonus flags are:
Tile::GRASS
Open plains.
Tile::WATER
A lake, ocean, river, puddle, moat, or anything
else that is watery.
Tile::FOREST
Trees in great abundance, also includes shrubberies.
Tile::HILLS
Hilly terrain, generally passable.
Tile::MOUNTAIN
Very hilly terrain, generally not passable except
by flight.
Tile::SWAMP
Marshy terrain.
To give the army unit the ability to pass through
forest and swamp, the values are bitwise OR'd like so:
Tile::FOREST | Tile::SWAMP
To give an army unit the gift of flight, the move bonus
is a bitwise OR of all of these flags.
</d_move_bonus>
<d_army_bonus>This is the army bonus flags, or fighting flags.
These can be bitwise OR'd.
These bonuses mean the army unit has certain special
abilities in battle.
The bonus flags are:
ArmyBase::ADD1STRINOPEN
Provides +1 strength to the army when positioned
in the open.
ArmyBase::ADD2STRINOPEN
Provides +2 strength to the army when positioned
in the open.
ArmyBase::ADD1STRINFOREST
Provides +1 strength to the army when positioned
in the forest.
ArmyBase::ADD1STRINHILLS
Provides +1 strength to the army when positioned
in the hills.
ArmyBase::ADD1STRINCITY
Provides +1 strength to the army when positioned
in a city.
ArmyBase::ADD2STRINCITY
Provides +2 strength to the army when positioned
in a city.
ArmyBase::ADD1STACKINHILLS
Provides +1 strength to the stack when positioned
in the hills.
ArmyBase::SUBALLCITYBONUS
Negate any city bonuses from an enemy stack during
afFight.
ArmyBase::SUB1ENEMYSTACK
Negates 1 strength point from an enemy stack during
a fight.
ArmyBase::ADD1STACK
Provides +1 strength to all army units in the stack.
ArmyBase::ADD2STACK
Provides +2 strength to all army units in the stack.
ArmyBase::SUBALLNONHEROBONUS
Negate all non-hero bonuses in an enemy stack
during a fight.
ArmyBase::SUBALLHEROBONUS
Negate all hero bonuses in an enemy atack during a
fight.
ArmyBase::FORTIFY
Provides a +1 strength to all army units in a
fortified stack.
When an army unit has more than one army bonus, it is
bitwise OR'd like so:
ArmyBase::ADD1STRINOPEN | ArmyBase::SUBALLHEROBONUS
</d_army_bonus>
<d_max_moves>The army unit receives this many movement points at the
beginning of a turn. These movement points refer to the
unit's movement ability on land or in the air, and not in
a boat.
A suitable minimum value for this is the maximum number
of points needed to cross the most taxing kind of terrain.
e.g. so the unit can move one tile in the worst terrain.
</d_max_moves>
<d_gender>If this army type is a hero, the gender is Hero::MALE, or
Hero::FEMALE. Otherwise Hero::NONE.
</d_gender>
<d_strength>The power of this army unit. minimum value of 1.
</d_strength>
<d_sight>The number of tiles this army unit can see on a fog map.
a value of 1 means a grid of 3x3 is seen around the player.
a value of 2 means 5x5.
</d_sight>
<d_expvalue>The number of experience points awarded for killing this
army type.
</d_expvalue>
</armyproto>
...more armyproto objects...
To be a valid armyset, one of these armies needs to be a hero, one
army needs to be able to defend ruins, and one needs to be awardable.
Also, one army unit needs to have a new_production_cost set.
</armyset>
Tileset files (.lwt) hold images for the terrain, as well as tile properties.
<tileset version="xxx">
<d_id> a unique numeric id among all tilesets on the system. can't be zero. </d_id>
<d_name>a name of this tileset, suitable for display</d_name>
<d_copyright>a place for copyright notices.</d_copyright>
<d_license>a place for a license notice.</d_license>
<d_info>a description for this tileset.</d_info>
<d_tilesize>the width and height of a tile. in pixels. <d_tilesize>
Now come some images associated with this tileset that go on top of
terrain imagery. The names are for files without paths, and without the
trailing .png suffix. Some of the images are shaded in the player's
colour, and some are not.
<d_large_selector> The basename of the image of the animated box selector
that encompasses the active stack. The image is 6
columns by 2 rows. The bottom row in white is the
portion that will be replaced with the player's colour
in the top row. Each box represents another frame in
the 6 frame animation.
<d_large_selector>
<d_small_selector> The basename of the image of the animated box selector
that encompasses the single selected army unit. The
image is 4 columns by 2 rows
</d_small_selector>
<d_explosion> The basename of the image of the fight explosion. It is
sometimes shown scaled over 2x2 tiles, and sometimes at 1x1.
</d_explosion>
<d_roads> The basename of the image of the road tiles. There are 15
different road pictures in this image, all on the same row. If
you make your own roads, the order of the road kinds in the image
has to be identical.
</d_roads>
<d_bridges> The basename of the image of the bridge tiles. there are
only 4 different bridge pictures in this image; horizontal,
connecting west, horizontal connecting east, vertical
connecting south, and vertical connecting north.
e.g. connecting to road, not bridge.
</d_bridges>
<d_fog> The basename of the image of the fog tiles. There are 15 different
fog tiles. The purpose of these tiles is to obscure view of the
map when we're playing with a hidden map. These graphics get put
on top of all other map graphics, so you really want parts of some
tiles to be opaque and other parts to be transparent.
</d_fog>
<d_flags> The basename of the image of the stack flags. There are 8
different flags, each shaded in the player's colour. The bottom
row in white represents where the player's colour will be shaded
on the top row. The flags represent the number of army units in
the stack.
</d_flags>
Now come a description of what some buildings look like on the smallmap...
<road_smallmap>
The colour of road lines on the small map.
<d_color> The hex value for the colour. e.g. #FCFCFC </d_color>
</road_smallmap>
<ruin_smallmap>
The colour of ruin dots on the small map.
<d_color> The hex value for the colour. e.g. #FFFFFF </d_color>
</ruin_smallmap>
<temple_smallmap>
The colour of temple dots on the small map.
<d_color> The hex value for the colour. e.g. #FFFFFF </d_color>
</temple_smallmap>
Now come the tiles that represent various terrain tiles on the map.
There's one tile each for grass, water, forest, mountains, swamp and hills.
<tile>
<d_name> The name of the tile. Shown in the editor. </d_name>
<d_type> The kind of terrain that this tile describes. One of:
Tile::GRASS Tile::WATER Tile::FOREST Tile::HILLS
Tile::MOUNTAIN Tile::SWAMP
</d_type>
The smallmap object defines how this tile looks on the mini-map.
<smallmap>
<d_pattern> The fill pattern for pixels of this terrain type.
One of:
SmallTile::SOLID
SmallTile::STIPPLED
SmallTile::RANDOMIZED
SmallTile::SUNKEN
SmallTile::TABLECLOTH
SmallTile::DIAGONAL
SmallTile::CROSSHATCH
SmallTile::SUNKEN_STRIPED
SmallTile::SUNKEN_RADIAL
</d_pattern>
Now come the colours for the pattern. Some patterns use one
colour (Solid), and some patterns use all three colours.
<d_color> The hex value for the colour. e.g. #FFFFFF </d_color>
<d_2nd_color> </d_2nd_color>
<d_3rd_color> </d_3rd_color>
</smallmap>
Now we have a bunch of tilestylesets. They are images that define
what this tile looks like on the big map. Each image has a bunch of
tile pictures on a single row. It is important to not have any
transparent regions in these images because there is nothing else
behind them.
<tilestyleset>
<d_name> The basename of the image for this tilestyleset.
</d_name>
Now we have a bunch of tilestyle objects that define each square
in the row. One for each square.
<tilestyle>
<d_id> A unique id among all tilestyles in this file (not
just this tilestyleset.) It is necessary to supply
this value in hexadecimal format.
</d_id>
<d_type>
Equates to TileStyle::Type in src/tilestyle.h.
See tile-transition.txt for more information.
</d_type>
</tilestyle>
...more tilestyle objects...
</tilestyleset>
...more tilestyleset objects...
</tile>
...more tile objects...
To be a valid tileset, one kind of each tile needs to be present. only
one tile can use the sunken radial pattern.
</tileset>
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