--- /dev/null
+Copyright (C) 2003, 2004, 2005 Ulf Lorenz
+Copyright (C) 2004, 2005, 2006 Andrea Paternesi
+Copyright (C) 2007, 2009 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: citysets, shieldsets, armysets, tilesets and their associated image (.png) 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"?>
+
+<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>
+
+ <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 rgb values for the player separated
+ by spaces; e.g. "255 0 152"
+ </d_color>
+ <d_armyset> Id of the player's armyset
+ Lines up with <d_id> in army/<name>/<name>.xml
+ </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_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>
+ <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>
+
+ <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>25</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>
+
+
+ </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_production> The index of the current production slot
+ </d_production>
+ <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.
+ <army>
+ </army>
+ ...more armies...
+ </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>