Optimized the way the movement restrictions on guardians and enemy leaders...
...are set.
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3 changed files with 834 additions and 800 deletions
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@ -1,96 +1,92 @@
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#textdomain wesnoth-anl
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#define CONDITION VAR TEST VALUE
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[variable]
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name={VAR}
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{TEST}={VALUE}
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[/variable]
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#enddef
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#define ADD_GOLD SIDE AMOUNT
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[gold]
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side={SIDE}
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amount={AMOUNT}
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[/gold]
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#enddef
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#define ALLOW_RECRUIT SIDE TYPE
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[allow_recruit]
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side={SIDE}
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type={TYPE}
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[/allow_recruit]
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#enddef
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#define DISALLOW_RECRUIT SIDE TYPE
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[disallow_recruit]
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side={SIDE}
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type={TYPE}
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[/disallow_recruit]
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#enddef
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#define CAPTURE_VILLAGE
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[capture_village]
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x=$x1
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y=$y1
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side=$side_number
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[/capture_village]
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#enddef
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#define REMOVE_ITEM X Y
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[removeitem]
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x={X}
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y={Y}
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[/removeitem]
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#enddef
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#define PLAY_SOUND SOUND_FILE
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[sound]
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name={SOUND_FILE}
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[/sound]
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#enddef
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#define DELAY TIME
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[delay]
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time={TIME}
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[/delay]
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#enddef
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#define REDRAW
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[redraw]
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[/redraw]
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#enddef
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#define OPEN_CHEST X Y TREASURE
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{PLAY_SOUND open-chest.wav}
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[removeitem]
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x={X}
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y={Y}
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image=items/chest-plain-closed.png
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[/removeitem]
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{PLACE_IMAGE items/chest-plain-open.png {X} {Y}}
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[message]
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speaker=narrator
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image=items/chest-plain-open.png
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message= _ "The chest contains {TREASURE} gold."
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[/message]
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{ADD_GOLD_SIDE $side_number {TREASURE}}
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#enddef
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#define RESTRICT_MOVEMENT X Y TERRAIN_1 TERRAIN_2
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[object]
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silent=yes
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duration=forever
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[filter]
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x={X}
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y={Y}
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[/filter]
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[effect]
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apply_to=movement_costs
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replace=true
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[movement_costs]
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{TERRAIN_1}=99
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{TERRAIN_2}=99
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[/movement_costs]
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[/effect]
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[/object]
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#enddef
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#textdomain wesnoth-anl
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#define CONDITION VAR TEST VALUE
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[variable]
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name={VAR}
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{TEST}={VALUE}
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[/variable]
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#enddef
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#define ADD_GOLD SIDE AMOUNT
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[gold]
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side={SIDE}
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amount={AMOUNT}
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[/gold]
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#enddef
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#define ALLOW_RECRUIT SIDE TYPE
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[allow_recruit]
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side={SIDE}
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type={TYPE}
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[/allow_recruit]
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#enddef
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#define DISALLOW_RECRUIT SIDE TYPE
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[disallow_recruit]
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side={SIDE}
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type={TYPE}
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[/disallow_recruit]
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#enddef
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#define CAPTURE_VILLAGE
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[capture_village]
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x=$x1
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y=$y1
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side=$side_number
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[/capture_village]
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#enddef
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#define REMOVE_ITEM X Y
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[removeitem]
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x={X}
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y={Y}
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[/removeitem]
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#enddef
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#define PLAY_SOUND SOUND_FILE
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[sound]
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name={SOUND_FILE}
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[/sound]
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#enddef
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#define DELAY TIME
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[delay]
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time={TIME}
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[/delay]
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#enddef
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#define REDRAW
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[redraw]
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[/redraw]
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#enddef
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#define OPEN_CHEST X Y TREASURE
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{PLAY_SOUND open-chest.wav}
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[removeitem]
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x={X}
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y={Y}
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image=items/chest-plain-closed.png
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[/removeitem]
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{PLACE_IMAGE items/chest-plain-open.png {X} {Y}}
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[message]
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speaker=narrator
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image=items/chest-plain-open.png
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message= _ "The chest contains {TREASURE} gold."
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[/message]
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{ADD_GOLD_SIDE $side_number {TREASURE}}
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#enddef
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#define MOVEMENT_RESTRICTION TERRAIN_1 TERRAIN_2
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[object]
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silent=yes
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duration=forever
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[effect]
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apply_to=movement_costs
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replace=true
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[movement_costs]
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{TERRAIN_1}=99
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{TERRAIN_2}=99
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[/movement_costs]
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[/effect]
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[/object]
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#enddef
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@ -181,6 +181,19 @@ y={Y}
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[/unit]
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#enddef
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#define ANL_PLACE_GUARDIAN SIDE TYPE X Y
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[unit]
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side={SIDE}
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type={TYPE}
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generate_name=yes
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ai_special=guardian
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random_traits=no
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role=guardian
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x={X}
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y={Y}
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[/unit]
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#enddef
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#define ANL_PLACE_WOUNDED_UNIT SIDE TYPE X Y HITPOINTS
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[unit]
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side={SIDE}
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