DiD S8: code/dialogue style fixes

This commit is contained in:
nemaara 2019-01-16 02:32:39 -05:00
parent 64a2d56fb5
commit 21f9bcd652

View file

@ -297,7 +297,7 @@
[value]
type=White Mage
[/value]
#endif
#endif
[value]
type=Mage
[/value]
@ -327,7 +327,7 @@
{GENERIC_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y}
[/command]
[/random_placement]
[set_variable]
name=S7_turns
value=$(min({ON_DIFFICULTY 7 6 5},($S7_turns)))
@ -424,181 +424,181 @@
# City guard spawns
#define SPAWN_GUARD
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$guardtypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$guardtypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
#define SPAWN_MAGE
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$magetypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$magetypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
greater_than_equal_to=$spawn2
[/variable]
[then]
{RANDOM 0..2}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
[then]
{RANDOM 0..2}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_MAGE}
[/case]
[case]
value=2
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$spawn1
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $spawn1) % 2")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_MAGE}
[/case]
[case]
value=2
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$spawn1
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $spawn1) % 2")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$S7_turns
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $S7_turns) % 3")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$S7_turns
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $S7_turns) % 3")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
#ifndef EASY
{SPAWN_GUARD}
{SPAWN_GUARD}
#endif
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[/if]
[fire_event]
name=city guard dialogue
[/fire_event]
[fire_event]
[fire_event]
name=city guard dialogue2
[/fire_event]
[fire_event]
[fire_event]
name=city guard dialogue3
[/fire_event]
[/event]
@ -611,7 +611,7 @@
equals=$S7_turns
[/variable]
[/filter_condition]
[message]
side=3
[filter_location]
@ -633,7 +633,7 @@
equals=$spawn1
[/variable]
[/filter_condition]
[message]
speaker=Darken Volk
message= _ "More guards are coming. We must hasten our search!"
@ -691,7 +691,7 @@
[/filter]
[message]
speaker=narrator
message= _ "There is nothing good or bad, but thinking makes it so."
message= _ "<i>There is nothing good or bad, but thinking makes it so.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
@ -891,66 +891,69 @@ Leaving only bones to remain.</i>"
[have_unit]
id=Lord Karres
[/have_unit]
[then]
[unit]
type=Royal Guard
side=3
x,y=22,18
id=RGuard
canrecruit=yes
animate=yes
facing=nw
[/unit]
{GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}
{GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}
{GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}
{GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape us now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to defeat Karres! Now we are at the mercy of the city guards!"
[/message]
[then]
[unit]
type=Royal Guard
side=3
x,y=22,18
id=RGuard
canrecruit=yes
animate=yes
facing=nw
[/unit]
{GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}
{GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}
{GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}
{GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape us now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to defeat Karres! Now we are at the mercy of the city guards!"
[/message]
[/then]
[else]
[remove_shroud]
side=1
x=0-3,3,4,5
y=0-3,3-4,1-4,4-5
[/remove_shroud]
[unit]
type=Royal Guard
side=3
x,y=2,3
id=RGuard
canrecruit=yes
animate=yes
facing=se
[/unit]
{GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}
{GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}
{GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}
{GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape us now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to find the path to the great hall! Now we are at the mercy of the city guards!"
[/message]
[remove_shroud]
side=1
x=0-3,3,4,5
y=0-3,3-4,1-4,4-5
[/remove_shroud]
[unit]
type=Royal Guard
side=3
x,y=2,3
id=RGuard
canrecruit=yes
animate=yes
facing=se
[/unit]
{GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}
{GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}
{GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}
{GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape us now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to find the path to the great hall! Now we are at the mercy of the city guards!"
[/message]
[/else]
[/if]
[endlevel]
result=defeat
[/endlevel]
[/event]
[/event]
{HERODEATH_MALIN}
{HERODEATH_VOLK_B}
[/scenario]
#undef SPAWN_GUARD
#undef SPAWN_MAGE