Optimized the way the movement restrictions on guardians and enemy leaders...

...are set.
This commit is contained in:
Lari Nieminen 2008-04-03 11:03:38 +00:00
parent 7aa9360b0b
commit 219ab02d6a
3 changed files with 834 additions and 800 deletions

File diff suppressed because it is too large Load diff

View file

@ -1,96 +1,92 @@
#textdomain wesnoth-anl
#define CONDITION VAR TEST VALUE
[variable]
name={VAR}
{TEST}={VALUE}
[/variable]
#enddef
#define ADD_GOLD SIDE AMOUNT
[gold]
side={SIDE}
amount={AMOUNT}
[/gold]
#enddef
#define ALLOW_RECRUIT SIDE TYPE
[allow_recruit]
side={SIDE}
type={TYPE}
[/allow_recruit]
#enddef
#define DISALLOW_RECRUIT SIDE TYPE
[disallow_recruit]
side={SIDE}
type={TYPE}
[/disallow_recruit]
#enddef
#define CAPTURE_VILLAGE
[capture_village]
x=$x1
y=$y1
side=$side_number
[/capture_village]
#enddef
#define REMOVE_ITEM X Y
[removeitem]
x={X}
y={Y}
[/removeitem]
#enddef
#define PLAY_SOUND SOUND_FILE
[sound]
name={SOUND_FILE}
[/sound]
#enddef
#define DELAY TIME
[delay]
time={TIME}
[/delay]
#enddef
#define REDRAW
[redraw]
[/redraw]
#enddef
#define OPEN_CHEST X Y TREASURE
{PLAY_SOUND open-chest.wav}
[removeitem]
x={X}
y={Y}
image=items/chest-plain-closed.png
[/removeitem]
{PLACE_IMAGE items/chest-plain-open.png {X} {Y}}
[message]
speaker=narrator
image=items/chest-plain-open.png
message= _ "The chest contains {TREASURE} gold."
[/message]
{ADD_GOLD_SIDE $side_number {TREASURE}}
#enddef
#define RESTRICT_MOVEMENT X Y TERRAIN_1 TERRAIN_2
[object]
silent=yes
duration=forever
[filter]
x={X}
y={Y}
[/filter]
[effect]
apply_to=movement_costs
replace=true
[movement_costs]
{TERRAIN_1}=99
{TERRAIN_2}=99
[/movement_costs]
[/effect]
[/object]
#enddef
#textdomain wesnoth-anl
#define CONDITION VAR TEST VALUE
[variable]
name={VAR}
{TEST}={VALUE}
[/variable]
#enddef
#define ADD_GOLD SIDE AMOUNT
[gold]
side={SIDE}
amount={AMOUNT}
[/gold]
#enddef
#define ALLOW_RECRUIT SIDE TYPE
[allow_recruit]
side={SIDE}
type={TYPE}
[/allow_recruit]
#enddef
#define DISALLOW_RECRUIT SIDE TYPE
[disallow_recruit]
side={SIDE}
type={TYPE}
[/disallow_recruit]
#enddef
#define CAPTURE_VILLAGE
[capture_village]
x=$x1
y=$y1
side=$side_number
[/capture_village]
#enddef
#define REMOVE_ITEM X Y
[removeitem]
x={X}
y={Y}
[/removeitem]
#enddef
#define PLAY_SOUND SOUND_FILE
[sound]
name={SOUND_FILE}
[/sound]
#enddef
#define DELAY TIME
[delay]
time={TIME}
[/delay]
#enddef
#define REDRAW
[redraw]
[/redraw]
#enddef
#define OPEN_CHEST X Y TREASURE
{PLAY_SOUND open-chest.wav}
[removeitem]
x={X}
y={Y}
image=items/chest-plain-closed.png
[/removeitem]
{PLACE_IMAGE items/chest-plain-open.png {X} {Y}}
[message]
speaker=narrator
image=items/chest-plain-open.png
message= _ "The chest contains {TREASURE} gold."
[/message]
{ADD_GOLD_SIDE $side_number {TREASURE}}
#enddef
#define MOVEMENT_RESTRICTION TERRAIN_1 TERRAIN_2
[object]
silent=yes
duration=forever
[effect]
apply_to=movement_costs
replace=true
[movement_costs]
{TERRAIN_1}=99
{TERRAIN_2}=99
[/movement_costs]
[/effect]
[/object]
#enddef

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@ -181,6 +181,19 @@ y={Y}
[/unit]
#enddef
#define ANL_PLACE_GUARDIAN SIDE TYPE X Y
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
ai_special=guardian
random_traits=no
role=guardian
x={X}
y={Y}
[/unit]
#enddef
#define ANL_PLACE_WOUNDED_UNIT SIDE TYPE X Y HITPOINTS
[unit]
side={SIDE}