Level code explanation

This page describes how the Antiyoy level code is structured and what every segment does. Below is the code of the first level (Android) and the image of it:

```
antiyoy_level_code#level_size:1#general:0 1 11#map_name:Slot 10#editor_info:1 false false false #land:21 11 7 0,21 12 7 0,22 10 7 0,22 11 7 0,22 12 7 0,23 8 7 0,23 9 7 0,23 10 7 0,23 11 7 0,23 12 7 0,24 6 7 0,24 8 7 0,24 9 7 0,24 10 7 0,24 12 7 0,25 5 7 0,25 6 7 0,25 7 7 2,25 8 7 0,25 10 7 0,25 11 1 0,25 12 1 0,26 4 7 0,26 5 0 0,26 6 0 0,26 7 7 0,26 8 7 0,26 9 7 0,26 10 7 0,26 11 1 0,26 12 1 2,27 3 7 0,27 4 0 0,27 5 0 3,27 6 7 0,27 7 7 0,27 8 7 0,27 10 7 0,27 12 1 3,28 2 7 0,28 3 7 0,28 4 0 0,28 5 7 1,28 6 7 0,28 7 7 0,29 2 7 0,29 3 7 0,29 4 7 0,29 5 7 0,29 7 7 0,29 8 7 0,30 2 7 2,30 3 7 0,30 4 7 2,30 5 7 0,30 6 7 0,30 7 7 2,30 8 7 0,30 9 7 0,31 2 7 0,31 4 7 0,31 5 7 0,32 2 7 0,32 3 2 0,32 4 7 0,32 5 7 0,33 2 2 0,33 3 2 0,33 4 2 0,34 3 2 0,35 2 2 3,#units:#provinces:25@11@1@Odope@10,26@5@2@Erbopansk@10,32@3@3@Mekrain@10,#relations:#coalitions:temporary#messages:#goal:def 0#real_money:#

```

## Explanation of the Antiyoy code

Every code starts with:

```
antiyoy_level_code
```

This is followed by some other map configuration separated by hashes.

### #level\_size:

The number after the colon defines the size of the map. There are 4 options:

 2
 4
 9

Example:

```
#level_size:1
```

### #general:

The numbers after the colon define the difficulty of the AIs and how many human players are playing.

Example (default values):

```
#general:4 1 11
```

### #map\_name:

The letters and numbers after the colon define the name of the map. I think that any special character are not allowed. Spaces are allowed.

Example (default value is "Slot " follows by a number):

```
#map_name:Random map name44
```

### #editor\_info:

The numbers and "true" or "false" words after the colon define the color of the human player, if the Fog of war, Diplomacy and "Lock relations" will be checked (true) or unchecked (false).

Example (default values):

```
#editor_info:1 false false false
```

First "false" means that Diplomacy is disabled; the second "false" means that Fog of war is disables; and the third "false" means that "Lock relations" are disabled.

### #land:

The numbers after the colon define where each hex is positioned, what color it is and what field element (units excluded) is on it. Each set of 4 numbers is separated by a comma. In each set the numbers are separated by one space.

1. number: Y coordinate of the hex.
2. number: X coordinate of the hex.
3. number: color of the hex.
4. number: which field element (units excluded) occupies the hex.

Because x and y coordinates don't work on hexagons, the Y coordinate tells you the number of a column and the X coordinate tells you the number hex in that column.

Field elements (units excluded)
 1

Example (8 green hexes; each contains one field element from the table above - see picture):

```
#land:30 5 0 0,31 4 0 1,32 4 0 2,32 5 0 3,
30 7 0 4,30 6 0 5,31 6 0 6,31 5 0 7,
```

Note: If the last numbers in every set is 0, Slay rules apply when played.

### #units:

The numbers after the colon defines which hex contains a unit and what that unit is. The numbers after the colon are not mandatory and can be left empty. There are 3 numbers separated by a space and a "true" or "false" word after:

1. number: Y coordinate of unit.
2. number: X coordinate of unit.
3. number: which unit.
4. "true" or "false" (I don't know what this does)

Units

Example (default is empty after the colon):

```
#units:31 7 4 false,
```

### #provinces:

The numbers and words after the colon define where the castle of a Province is located, the name of a Province and the starting Coin balance of a Province. Province information is separated by @:

* Y coordinate of the Castle.
* X coordinate of the Castle.
* A number (usually 1). I don't know what this does.
* Name of the Province (some special characters are not allowed ~ @ # ÷ : , § €)
* Starting Coin income of the Province.

Example:

```
#provinces:32@5@1@Kekoo@10,
```

### #relations:

The numbers after the colon define relationships between Provinces. There are 3 numbers separated by a space:

* The color from the first Province.
* Relationship between them (can only be 1 = friend or 2 = enemy).
* The color from the second Province.

For colors see "Color of hexes" in "#land:". The number "7" can not be set as a color of a Province. Diplomacy must be enabled.

Example (default is empty after the colon):

```
#relations:0 1 5,
```

### #coalitions:

I don't know what this does. I have only seen "temporary" written after the colon.

Example (default is "temporary"):

```
#coalitions:temporary
```

### #messages:

The letters and number (even some special characters) after the colon define messages which appear at the start of the game. These messages are separated by @. Special characters, which are not allowed (separated by spaces, which are allowed):

```
~ @ # ÷ : , § €
```

Special characters, which are allowed:

```
!?"$%&/()=*+'|\;_-.<>{}[]
```

Example (default is empty after the colon):

```
#messages:Welcome to my small map!@It's not very hard.@
```

### #goal:

The letters and numbers after the colon define the goal of the game. The number that comes after the letters is the number of turns, the number of a color or the number of the Coin income.

For colors see "Color of hexes" in "#land:". The number "7" can not be set as a color of a Province.

Example (default is "def 0"):

```
#goal:destroy_target_kingdom 3
```

### #real\_money:

I don't know what this does, but the default is just a hash after the colon.

Example:

```
#real_money:#
```