Another bisection checkpoint.
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1 changed files with 124 additions and 122 deletions
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@ -370,137 +370,139 @@
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{VARIABLE income_exceeded 0}
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{STUDENT (_"Ho Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?")}
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# wmlindent: start ignoring
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{GENDER ({TEACHER (_ "This is no game, Konrad! " +
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{GENDER ({TEACHER (_ "This is no game, Konrad! " +
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_ "Orcs have encamped across the river. This is elven country: we Elves are fast and hard to hit in forests. They are fools to enter here. You must defeat their leader, so they never bother us again. I will advise you.")}) ({TEACHER (_ "This is no game, Li'sar! " +
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_ "Orcs have encamped across the river. This is elven country: we Elves are fast and hard to hit in forests. They are fools to enter here. You must defeat their leader, so they never bother us again. I will advise you.")})}
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{STUDENT (_"What should I do?")}
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# wmlindent: stop ignoring
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{STUDENT (_"What should I do?")}
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# Now we're into it... start music.
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{DEFAULT_MUSIC_PLAYLIST}
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# Now we're into it... start music.
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{DEFAULT_MUSIC_PLAYLIST}
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{TALK_ABOUT Dumbo (_"First, we will have to deal with the Orcish Grunt stationed in the middle of the river. He should be little trouble.")}
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{TALK_ABOUT Thrag (_"By then, their leader will have recruited units to send against us, and the real fight will begin.")}
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{LABEL (_"SHALLOW") 19,16}
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{LABEL (_"SHALLOW") 18,16}
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{LABEL (_"SHALLOW") 18,14}
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{LABEL (_"SHALLOW") 19,15}
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{LABEL (_"SHALLOW") 20,14}
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{LABEL (_"DEEP") 17,16}
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{LABEL (_"DEEP") 18,15}
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{LABEL (_"DEEP") 20,15}
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{LABEL (_"DEEP") 19,17}
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{TALK_ABOUT Dumbo (_"First, we will have to deal with the Orcish Grunt stationed in the middle of the river. He should be little trouble.")}
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{TALK_ABOUT Thrag (_"By then, their leader will have recruited units to send against us, and the real fight will begin.")}
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{LABEL (_"SHALLOW") 19,16}
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{LABEL (_"SHALLOW") 18,16}
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{LABEL (_"SHALLOW") 18,14}
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{LABEL (_"SHALLOW") 19,15}
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{LABEL (_"SHALLOW") 20,14}
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{LABEL (_"DEEP") 17,16}
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{LABEL (_"DEEP") 18,15}
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{LABEL (_"DEEP") 20,15}
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{LABEL (_"DEEP") 19,17}
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{TALK_ABOUT_LOC 19,14 (_"See this dark blue water: it is too deep for either side to cross. They could slowly wade through that narrow band of shallow lighter-blue water in the east, but we would stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
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{UNLABEL 19,16}
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{UNLABEL 18,16}
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{UNLABEL 18,14}
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{UNLABEL 19,15}
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{UNLABEL 20,14}
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{UNLABEL 17,16}
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{UNLABEL 18,15}
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{UNLABEL 20,15}
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{UNLABEL 19,17}
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{LABEL (_"Village") 11,14}
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{TALK_ABOUT_LOC 9,14 (_"The more likely attack, then, is across the bridge. That middle island is the key: it has a village, for healing injured units, and forest in which we fight so well.")}
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{UNLABEL 11,14}
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{TEACHER (_"To start, we will need some units:
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{TALK_ABOUT_LOC 19,14 (_"See this dark blue water: it is too deep for either side to cross. They could slowly wade through that narrow band of shallow lighter-blue water in the east, but we would stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
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{UNLABEL 19,16}
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{UNLABEL 18,16}
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{UNLABEL 18,14}
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{UNLABEL 19,15}
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{UNLABEL 20,14}
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{UNLABEL 17,16}
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{UNLABEL 18,15}
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{UNLABEL 20,15}
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{UNLABEL 19,17}
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{LABEL (_"Village") 11,14}
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{TALK_ABOUT_LOC 9,14 (_"The more likely attack, then, is across the bridge. That middle island is the key: it has a village, for healing injured units, and forest in which we fight so well.")}
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{UNLABEL 11,14}
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# wmlindent: start ignoring
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{TEACHER (_"To start, we will need some units:
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Two Elvish Fighters
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Two Elvish Archers
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One Elvish Shaman")}
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# See if there are two fighters worth recalling
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[store_unit]
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variable=recall
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[filter]
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type=Elvish Fighter
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[/filter]
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[/store_unit]
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# FIXME: Level 2 units should come first.
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{VARIABLE recall_xp1 0}
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{VARIABLE recall_xp2 0}
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{FOREACH recall i}
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{VARIABLE_OP temp_xp format $recall[$i].experience}
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[if]
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[variable]
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name=temp_xp
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greater_than=$recall_xp1
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[/variable]
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[then]
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# Move anything from slot 1 to slot 2
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[if]
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[variable]
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name=recall_xp1
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP recall_i2 format $recall_i1}
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{VARIABLE_OP recall_xp2 format $recall_xp1}
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[/then]
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[/if]
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{VARIABLE_OP recall_i1 format $i}
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{VARIABLE_OP recall_xp1 format $temp_xp}
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[/then]
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[else]
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[if]
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[variable]
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name=temp_xp
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greater_than=$recall_xp2
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[/variable]
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[then]
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{VARIABLE_OP recall_i2 format $i}
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{VARIABLE_OP recall_xp2 format $temp_xp}
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[/then]
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[/if]
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[/else]
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[/if]
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{NEXT i}
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{CLEAR_VARIABLE i}
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[if]
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[variable]
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name=recall_xp1
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP recall_name1 format $recall[$recall_i1].user_description}
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[if]
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[variable]
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name=recall_xp2
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP recall_name2 format $recall[$recall_i2].user_description}
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# We have two worth recalling.
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{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points, and $recall_name2 gained $recall_xp2. You should recall them now so they can gain more experience, rather than recruiting new ones.")}
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[/then]
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[else]
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# We have one worth recalling.
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{TEACHER (_ "During your tutorial, $recall_name1 gained $recall_xp1 experience points. You should recall that unit now, and recruit a second one (which is cheaper than recalling, anyway).")}
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[/else]
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[/if]
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{LABEL (_"RECALL $recall_name1") 10,4}
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{PRINT (_"Right click on the tile south of you and recall $recall_name1")}
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[/then]
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[else]
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[if]
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[variable]
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name=recall.length
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greater_than=0
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[/variable]
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[then]
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{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would recall them: as they don't, it's cheaper to recruit new ones. So recruit an Elvish Fighter.")}
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[/then]
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[else]
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{TEACHER (_"If you had any experienced units alive from your last battle we would recall them, instead we must recruit a new Elvish Fighter.")}
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[/else]
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[/if]
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{LABEL (_"Elvish Fighter") 10,4}
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{PRINT (_"Right click on the tile south of you and recruit an Elvish Fighter")}
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[/else]
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[/if]
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# wmlindent: stop ignoring
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# See if there are two fighters worth recalling
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[store_unit]
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variable=recall
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[filter]
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type=Elvish Fighter
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[/filter]
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[/store_unit]
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# FIXME: Level 2 units should come first.
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{VARIABLE recall_xp1 0}
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{VARIABLE recall_xp2 0}
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{FOREACH recall i}
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{VARIABLE_OP temp_xp format $recall[$i].experience}
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[if]
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[variable]
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name=temp_xp
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greater_than=$recall_xp1
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[/variable]
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[then]
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# Move anything from slot 1 to slot 2
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[if]
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[variable]
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name=recall_xp1
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP recall_i2 format $recall_i1}
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{VARIABLE_OP recall_xp2 format $recall_xp1}
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[/then]
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[/if]
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{VARIABLE_OP recall_i1 format $i}
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{VARIABLE_OP recall_xp1 format $temp_xp}
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[/then]
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[else]
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[if]
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[variable]
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name=temp_xp
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greater_than=$recall_xp2
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[/variable]
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[then]
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{VARIABLE_OP recall_i2 format $i}
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{VARIABLE_OP recall_xp2 format $temp_xp}
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[/then]
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[/if]
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[/else]
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[/if]
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{NEXT i}
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{CLEAR_VARIABLE i}
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[if]
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[variable]
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name=recall_xp1
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP recall_name1 format $recall[$recall_i1].user_description}
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[if]
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[variable]
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name=recall_xp2
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP recall_name2 format $recall[$recall_i2].user_description}
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# We have two worth recalling.
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{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points, and $recall_name2 gained $recall_xp2. You should recall them now so they can gain more experience, rather than recruiting new ones.")}
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[/then]
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[else]
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# We have one worth recalling.
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{TEACHER (_ "During your tutorial, $recall_name1 gained $recall_xp1 experience points. You should recall that unit now, and recruit a second one (which is cheaper than recalling, anyway).")}
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[/else]
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[/if]
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{LABEL (_"RECALL $recall_name1") 10,4}
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{PRINT (_"Right click on the tile south of you and recall $recall_name1")}
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[/then]
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[else]
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[if]
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[variable]
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name=recall.length
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greater_than=0
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[/variable]
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[then]
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{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would recall them: as they don't, it's cheaper to recruit new ones. So recruit an Elvish Fighter.")}
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[/then]
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[else]
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{TEACHER (_"If you had any experienced units alive from your last battle we would recall them, instead we must recruit a new Elvish Fighter.")}
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[/else]
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[/if]
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{LABEL (_"Elvish Fighter") 10,4}
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{PRINT (_"Right click on the tile south of you and recruit an Elvish Fighter")}
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[/else]
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[/if]
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[/event]
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# Check they recall/recruit correctly in their first turn.
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