Make it possible to type-check more macro calls.
No logic changes, this just renames some formals.
This commit is contained in:
parent
d75b0f8cff
commit
23a425a9e4
12 changed files with 95 additions and 95 deletions
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@ -463,7 +463,7 @@
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# The sighted event currently only triggers if
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#define SIGHTED_EVENT SIDE_NUMBER EVENT
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#define SIGHTED_EVENT SIDE_NUMBER EVENT_NAME
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[event]
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name=sighted
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@ -479,7 +479,7 @@
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x=$second_unit.x
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y=$second_unit.y
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[/primary_unit]
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name={EVENT}
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name={EVENT_NAME}
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[/fire_event]
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[/event]
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[event]
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@ -519,7 +519,7 @@
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x=$speaker.x
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y=$speaker.y
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[/primary_unit]
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name={EVENT}
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name={EVENT_NAME}
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[/fire_event]
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{CLEAR_VARIABLE speaker}
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[/then]
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@ -1,6 +1,6 @@
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#textdomain wesnoth-dm
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#define MEMOIRS_GENERATOR_SKELETON X Y Z
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#define MEMOIRS_GENERATOR_SKELETON X Y TURN
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# set the generator's terrain
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[event]
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name=prestart
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@ -11,7 +11,7 @@
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[/terrain]
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[/event]
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[event]
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name=turn {Z}
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name=turn {TURN}
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[terrain]
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x={X}
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y={Y}
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@ -1,5 +1,5 @@
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#textdomain wesnoth-dm
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#define MEMOIRS_VICTORY_POSITION X Y BONUS
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#define MEMOIRS_VICTORY_POSITION X Y BONUS_VALUE
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[item]
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x={X}
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y={Y}
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@ -14,7 +14,7 @@
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[/filter]
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[endlevel]
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result=victory
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bonus={BONUS}
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bonus={BONUS_VALUE}
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[/endlevel]
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[/event]
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#enddef
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@ -96,13 +96,13 @@
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# next to it. FACING should be one of two values: "sw" OR "se", depending on
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# which direction the door should face. This last selects which graphic to use.
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# This macro must be used inside an [event]
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#define PLACE_DOOR DOOR_X DOOR_Y FACING
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#define PLACE_DOOR DOOR_X DOOR_Y FACING_STRING
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[terrain]
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x={DOOR_X}
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y={DOOR_Y}
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terrain=xx # wmllint: ignore
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[/terrain]
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{PLACE_IMAGE (scenery/gate-rusty-{FACING}.png) {DOOR_X} {DOOR_Y}}
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{PLACE_IMAGE (scenery/gate-rusty-{FACING_STRING}.png) {DOOR_X} {DOOR_Y}}
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#enddef
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# This allows the doors to be opened by moving next to them.
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@ -618,7 +618,7 @@
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[/if]
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#enddef
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#define FROM_TRAINING_THE_OGRES AFTER
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#define FROM_TRAINING_THE_OGRES AFTER_WML
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background="eastern-invasion-map.png"
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{JOURNEY1_COMPLETE}
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[if]
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@ -646,7 +646,7 @@
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{JOURNEY6_COMPLETE}
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[/else]
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[/if]
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{AFTER}
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{AFTER_WML}
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#enddef
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#define TO_XENOPHOBIA
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@ -1,15 +1,15 @@
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#textdomain wesnoth-httt
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#define HTTT_COMMANDER SCEPTER
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#define HTTT_COMMANDER AFFIX
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id=Commander
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name= _ "Commander"
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race=human
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image="units/konrad-commander{SCEPTER}.png"
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image="units/konrad-commander{AFFIX}.png"
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[leading_anim]
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[frame]
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begin=-150
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end=150
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image="units/konrad-commander{SCEPTER}-leading.png"
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image="units/konrad-commander{AFFIX}-leading.png"
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[/frame]
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[/leading_anim]
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profile=portraits/konrad.png
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@ -25,7 +25,7 @@
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advances_to=Lord
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usage=mixed fighter
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die_sound={SOUND_LIST:HUMAN_DIE}
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{DEFENSE_ANIM_RANGE "units/konrad-commander{SCEPTER}-defend.png" "units/konrad-commander{SCEPTER}.png" {SOUND_LIST:HUMAN_HIT} melee}
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{DEFENSE_ANIM_RANGE "units/konrad-commander{AFFIX}-defend.png" "units/konrad-commander{AFFIX}.png" {SOUND_LIST:HUMAN_HIT} melee}
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[attack]
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name=sword
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description= _"sword"
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@ -50,19 +50,19 @@
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[frame]
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begin=-200
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end=-175
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image="units/konrad-commander{SCEPTER}.png"
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image="units/konrad-commander{AFFIX}.png"
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[/frame]
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[frame]
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begin=-175
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end=-100
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image="units/konrad-commander{SCEPTER}-attack-1.png"
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image="units/konrad-commander{AFFIX}-attack-1.png"
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[/frame]
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[if]
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hits=no
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[frame]
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begin=-100
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end=50
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image="units/konrad-commander{SCEPTER}-attack-2.png"
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image="units/konrad-commander{AFFIX}-attack-2.png"
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sound={SOUND_LIST:MISS}
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[/frame]
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[/if]
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@ -71,19 +71,19 @@
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[frame]
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begin=-100
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end=50
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image="units/konrad-commander{SCEPTER}-attack-2.png"
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image="units/konrad-commander{AFFIX}-attack-2.png"
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sound={SOUND_LIST:SWORD_SWISH}
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[/frame]
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[/else]
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[frame]
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begin=50
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end=125
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image="units/konrad-commander{SCEPTER}-attack-3.png"
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image="units/konrad-commander{AFFIX}-attack-3.png"
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[/frame]
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[frame]
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begin=125
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end=200
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image="units/konrad-commander{SCEPTER}-attack-4.png"
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image="units/konrad-commander{AFFIX}-attack-4.png"
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[/frame]
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[/attack_anim]
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[attack_anim]
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@ -1,15 +1,15 @@
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#textdomain wesnoth-httt
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#define HTTT_LORD SCEPTER
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#define HTTT_LORD AFFIX
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id=Lord
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name= _ "Lord"
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race=human
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image="units/konrad-lord{SCEPTER}.png"
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image="units/konrad-lord{AFFIX}.png"
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[leading_anim]
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[frame]
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begin=-150
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end=150
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image="units/konrad-lord{SCEPTER}-leading.png"
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image="units/konrad-lord{AFFIX}-leading.png"
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[/frame]
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[/leading_anim]
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profile=portraits/konrad.png
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@ -26,7 +26,7 @@
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{AMLA_DEFAULT}
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usage=mixed fighter
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die_sound={SOUND_LIST:HUMAN_DIE}
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{DEFENSE_ANIM_RANGE "units/konrad-lord{SCEPTER}-defend.png" "units/konrad-lord{SCEPTER}-attack-w1.png" {SOUND_LIST:HUMAN_HIT} melee}
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{DEFENSE_ANIM_RANGE "units/konrad-lord{AFFIX}-defend.png" "units/konrad-lord{AFFIX}-attack-w1.png" {SOUND_LIST:HUMAN_HIT} melee}
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[attack]
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name=sword
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description= _"sword"
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@ -53,14 +53,14 @@
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[frame]
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begin=-200
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end=-100
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image="units/konrad-lord{SCEPTER}-attack-w1.png"
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image="units/konrad-lord{AFFIX}-attack-w1.png"
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[/frame]
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[if]
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hits=no
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[frame]
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begin=-100
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end=100
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image="units/konrad-lord{SCEPTER}-attack-w3.png"
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image="units/konrad-lord{AFFIX}-attack-w3.png"
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sound={SOUND_LIST:MISS}
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[/frame]
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[/if]
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@ -69,14 +69,14 @@
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[frame]
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begin=-100
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end=100
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image="units/konrad-lord{SCEPTER}-attack-w3.png"
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image="units/konrad-lord{AFFIX}-attack-w3.png"
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sound={SOUND_LIST:SWORD_SWISH}
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[/frame]
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[/else]
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[frame]
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begin=100
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end=175
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image="units/konrad-lord{SCEPTER}-attack-w1.png"
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image="units/konrad-lord{AFFIX}-attack-w1.png"
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[/frame]
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[/attack_anim]
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[attack_anim]
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@ -87,14 +87,14 @@
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[frame]
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begin=-200
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end=-100
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image="units/konrad-lord{SCEPTER}-attack-w1.png"
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image="units/konrad-lord{AFFIX}-attack-w1.png"
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[/frame]
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[if]
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hits=no
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[frame]
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begin=-100
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end=100
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image="units/konrad-lord{SCEPTER}-attack-w2.png"
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image="units/konrad-lord{AFFIX}-attack-w2.png"
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sound={SOUND_LIST:MISS}
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[/frame]
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[/if]
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[frame]
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begin=-100
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end=100
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image="units/konrad-lord{SCEPTER}-attack-w2.png"
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image="units/konrad-lord{AFFIX}-attack-w2.png"
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sound={SOUND_LIST:SWORD_SWISH}
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[/frame]
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[/else]
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[frame]
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begin=100
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end=175
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image="units/konrad-lord{SCEPTER}-attack-w1.png"
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image="units/konrad-lord{AFFIX}-attack-w1.png"
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[/frame]
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[/attack_anim]
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[attack_anim]
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@ -67,22 +67,22 @@
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{QUANTITY4 income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define STORY_PART_HAMEL SPEECH
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{STORY_PART_SPEECH portraits/Hamel.png (_ "Hamel") {SPEECH} }
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#define STORY_PART_HAMEL SPEECH_STRING
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{STORY_PART_SPEECH portraits/Hamel.png (_ "Hamel") {SPEECH_STRING} }
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#enddef
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#define STORY_PART_TALLIN SPEECH
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{STORY_PART_SPEECH portraits/Tallin.png (_ "Tallin") {SPEECH} }
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#define STORY_PART_TALLIN SPEECH_STRING
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{STORY_PART_SPEECH portraits/Tallin.png (_ "Tallin") {SPEECH_STRING} }
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#enddef
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#define STORY_PART_ARTHIAN SPEECH
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{STORY_PART_SPEECH portraits/Arthian.png (_ "Arthian") {SPEECH} }
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#define STORY_PART_ARTHIAN SPEECH_STRING
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{STORY_PART_SPEECH portraits/Arthian.png (_ "Arthian") {SPEECH_STRING} }
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#enddef
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#define STORY_PART_FATHER_MORVIN SPEECH
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{STORY_PART_SPEECH portraits/Father_Morvin.png (_ "Father Morvin") {SPEECH} }
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#define STORY_PART_FATHER_MORVIN SPEECH_STRING
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{STORY_PART_SPEECH portraits/Father_Morvin.png (_ "Father Morvin") {SPEECH_STRING} }
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#enddef
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#define STORY_PART_STALRAG SPEECH
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{STORY_PART_SPEECH portraits/Stalrag.png (_ "Stalrag") {SPEECH} }
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#define STORY_PART_STALRAG SPEECH_STRING
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{STORY_PART_SPEECH portraits/Stalrag.png (_ "Stalrag") {SPEECH_STRING} }
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#enddef
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@ -9,7 +9,7 @@
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[/effect]
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#enddef
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#define KALEH_ADVANCEMENT HP_RAISE XP EFFECT VARIATION
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#define KALEH_ADVANCEMENT HP_RAISE XP EFFECT VARIATION_NAME
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[advancement]
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max_times=1
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always_display=yes
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[/effect]
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[effect]
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apply_to=variation
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name={VARIATION}
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name={VARIATION_NAME}
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[/effect]
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{EFFECT}
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[/advancement]
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#enddef
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# ADVANCEMENTS:
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#define KALEH_LEADERSHIP VARIATION
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#define KALEH_LEADERSHIP VARIANT_NAME
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{KALEH_ADVANCEMENT 3 8 (
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id=leadership
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description= _ "a leader in battle"
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{ABILITY_LEADERSHIP_LEVEL_3}
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[/abilities]
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_BOLAS VARIATION
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#define KALEH_BOLAS VARIANT_NAME
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{KALEH_ADVANCEMENT 4 6 (
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id=bolas
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description= _ "trained by Nym in using the bolas"
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{SOUND:SLOW}
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[/attack_anim]
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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# Special macro to add the damage bonus per level. Use only once!
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#define KALEH_SWORD_FIRST VARIATION
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#define KALEH_SWORD_FIRST VARIANT_NAME
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{KALEH_ADVANCEMENT 6 4 (
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id=sword
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description= _ "a better swordsman"
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increase_damage=2
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[/effect]
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{KALEH_LEVEL_BONUS}
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_SWORD VARIATION
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#define KALEH_SWORD VARIANT_NAME
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{KALEH_ADVANCEMENT 6 4 (
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id=sword
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description= _ "a better swordsman"
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range=melee
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increase_damage=2
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_SWORD2 VARIATION
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#define KALEH_SWORD2 VARIANT_NAME
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{KALEH_ADVANCEMENT 6 6 (
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id=sword2
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description= _ "a better swordsman"
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range=melee
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increase_damage=2
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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# Special macro to add the damage bonus per level. Use only once!
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#define KALEH_BOW_FIRST VARIATION
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#define KALEH_BOW_FIRST VARIANT_NAME
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{KALEH_ADVANCEMENT 4 4 (
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id=bow
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description= _ "a better archer"
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increase_attacks=1
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[/effect]
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{KALEH_LEVEL_BONUS}
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_BOW VARIATION
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#define KALEH_BOW VARIANT_NAME
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{KALEH_ADVANCEMENT 4 4 (
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id=bow
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description= _ "a better archer"
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increase_damage=1
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increase_attacks=1
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_BOW2 VARIATION
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#define KALEH_BOW2 VARIANT_NAME
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{KALEH_ADVANCEMENT 4 6 (
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id=bow2
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description= _ "a better archer"
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name=bow
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increase_damage=2
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_BOW3 VARIATION
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#define KALEH_BOW3 VARIANT_NAME
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{KALEH_ADVANCEMENT 4 8 (
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id=bow3
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description= _ "a marksman with the bow"
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{WEAPON_SPECIAL_MARKSMAN}
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[/set_specials]
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_SUSTENANCE VARIATION
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#define KALEH_SUSTENANCE VARIANT_NAME
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{KALEH_ADVANCEMENT 5 8 (
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id=sustenance
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description= _ "gain +20% resistance under the sun"
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@ -260,10 +260,10 @@ This unit's resistances are increased by 20% in daylight, on defense and attack.
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[/resistance]
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[/abilities]
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[/effect]
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) {VARIATION}}
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) {VARIANT_NAME}}
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#enddef
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#define KALEH_ARMOR VARIATION
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#define KALEH_ARMOR VARIANT_NAME
|
||||
{KALEH_ADVANCEMENT 6 10 (
|
||||
id=armor
|
||||
description= _ "gain +10% resistance to blade, pierce and impact"
|
||||
|
@ -284,10 +284,10 @@ This unit's resistances are increased by 20% in daylight, on defense and attack.
|
|||
[/resistance]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
) {VARIATION}}
|
||||
) {VARIANT_NAME}}
|
||||
#enddef
|
||||
|
||||
#define KALEH_STUN VARIATION
|
||||
#define KALEH_STUN VARIANT_NAME
|
||||
{KALEH_ADVANCEMENT 4 10 (
|
||||
id=stun
|
||||
description= _ "gain a stunning attack that disrupts enemy ZOC"
|
||||
|
@ -313,10 +313,10 @@ This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is
|
|||
[/chance_to_hit]
|
||||
[/set_specials]
|
||||
[/effect]
|
||||
) {VARIATION}}
|
||||
) {VARIANT_NAME}}
|
||||
#enddef
|
||||
|
||||
#define KALEH_CAMOUFLAGE VARIATION
|
||||
#define KALEH_CAMOUFLAGE VARIANT_NAME
|
||||
{KALEH_ADVANCEMENT 7 10 (
|
||||
id=camouflage
|
||||
description= _ "skilled in surviving the desert"
|
||||
|
@ -346,7 +346,7 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
|
|||
[/hides]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
) {VARIATION}}
|
||||
) {VARIANT_NAME}}
|
||||
#enddef
|
||||
|
||||
#define KALEH
|
||||
|
@ -514,16 +514,16 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
|
|||
{KALEH_BOW_FIRST Fighter}
|
||||
[/variation]
|
||||
# Generic Fighter variation tree.
|
||||
#define KALEH_FIGHTER VARIATION
|
||||
{KALEH_BOLAS {VARIATION}}
|
||||
{KALEH_SWORD {VARIATION}}
|
||||
{KALEH_BOW {VARIATION}}
|
||||
{KALEH_BOW2 {VARIATION}}
|
||||
{KALEH_BOW3 {VARIATION}}
|
||||
{KALEH_CAMOUFLAGE {VARIATION}}
|
||||
{KALEH_SUSTENANCE {VARIATION}}
|
||||
{KALEH_ARMOR {VARIATION}}
|
||||
{KALEH_STUN {VARIATION}}
|
||||
#define KALEH_FIGHTER VARIANT_NAME
|
||||
{KALEH_BOLAS {VARIANT_NAME}}
|
||||
{KALEH_SWORD {VARIANT_NAME}}
|
||||
{KALEH_BOW {VARIANT_NAME}}
|
||||
{KALEH_BOW2 {VARIANT_NAME}}
|
||||
{KALEH_BOW3 {VARIANT_NAME}}
|
||||
{KALEH_CAMOUFLAGE {VARIANT_NAME}}
|
||||
{KALEH_SUSTENANCE {VARIANT_NAME}}
|
||||
{KALEH_ARMOR {VARIANT_NAME}}
|
||||
{KALEH_STUN {VARIANT_NAME}}
|
||||
#enddef
|
||||
[variation]
|
||||
{KALEH}
|
||||
|
@ -576,9 +576,9 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
|
|||
# Captain variation tree - reached when leadership is chosen
|
||||
# disables sword2 and thus armor
|
||||
# reduces XP requirements by 3 per variation
|
||||
#define KALEH_CAPTAIN VARIATION
|
||||
{KALEH_LEADERSHIP {VARIATION}}
|
||||
{KALEH_FIGHTER {VARIATION}}
|
||||
#define KALEH_CAPTAIN VARIANT_NAME
|
||||
{KALEH_LEADERSHIP {VARIANT_NAME}}
|
||||
{KALEH_FIGHTER {VARIANT_NAME}}
|
||||
#enddef
|
||||
[variation]
|
||||
{KALEH}
|
||||
|
@ -613,9 +613,9 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
|
|||
# Hero variation tree - reached when sword2 is chosen
|
||||
# disables leadership
|
||||
# gives +3 HP per variation
|
||||
#define KALEH_HERO VARIATION
|
||||
{KALEH_SWORD2 {VARIATION}}
|
||||
{KALEH_FIGHTER {VARIATION}}
|
||||
#define KALEH_HERO VARIANT_NAME
|
||||
{KALEH_SWORD2 {VARIANT_NAME}}
|
||||
{KALEH_FIGHTER {VARIANT_NAME}}
|
||||
#enddef
|
||||
[variation]
|
||||
{KALEH}
|
||||
|
|
|
@ -55,7 +55,7 @@
|
|||
[/delay]
|
||||
#enddef
|
||||
|
||||
#define OPEN_CHEST X Y TREASURE
|
||||
#define OPEN_CHEST X Y TREASURE_VALUE
|
||||
{PLAY_SOUND open-chest.wav}
|
||||
[removeitem]
|
||||
x={X}
|
||||
|
@ -65,7 +65,7 @@
|
|||
{PLACE_IMAGE items/chest-plain-open.png {X} {Y}}
|
||||
[set_variable]
|
||||
name=oc_treasure
|
||||
value={TREASURE}
|
||||
value={TREASURE_VALUE}
|
||||
[/set_variable]
|
||||
[message]
|
||||
speaker=narrator
|
||||
|
@ -75,7 +75,7 @@
|
|||
[clear_variable]
|
||||
name=oc_treasure
|
||||
[/clear_variable]
|
||||
{ADD_GOLD $side_number {TREASURE}}
|
||||
{ADD_GOLD $side_number {TREASURE_VALUE}}
|
||||
#enddef
|
||||
|
||||
#define MOVEMENT_RESTRICTION TERRAIN_1 TERRAIN_2
|
||||
|
|
|
@ -114,23 +114,23 @@
|
|||
[/option]
|
||||
#enddef
|
||||
|
||||
#define ADDING_TO_CURRENT_RESEARCH_FIELD SIDE NUM
|
||||
#define ADDING_TO_CURRENT_RESEARCH_FIELD SIDE NUMBER
|
||||
[if]
|
||||
{CONDITION player_{SIDE}.research.current_target equals _"agriculture"}
|
||||
[then]
|
||||
{VARIABLE_OP player_{SIDE}.farming.progress add {NUM}}
|
||||
{VARIABLE_OP player_{SIDE}.farming.progress add {NUMBER}}
|
||||
[/then]
|
||||
[/if]
|
||||
[if]
|
||||
{CONDITION player_{SIDE}.research.current_target equals _"mining"}
|
||||
[then]
|
||||
{VARIABLE_OP player_{SIDE}.mining.progress add {NUM}}
|
||||
{VARIABLE_OP player_{SIDE}.mining.progress add {NUMBER}}
|
||||
[/then]
|
||||
[/if]
|
||||
[if]
|
||||
{CONDITION player_{SIDE}.research.current_target equals _"warfare"}
|
||||
[then]
|
||||
{VARIABLE_OP player_{SIDE}.warfare.progress add {NUM}}
|
||||
{VARIABLE_OP player_{SIDE}.warfare.progress add {NUMBER}}
|
||||
[/then]
|
||||
[/if]
|
||||
#enddef
|
||||
|
|
|
@ -149,7 +149,7 @@ def formaltype(f):
|
|||
ftype = "numeric"
|
||||
elif f in ("POSITION",):
|
||||
ftype = "position"
|
||||
elif f.endswith("_SPAN"):
|
||||
elif f.endswith("_SPAN") or f == "SIDES":
|
||||
ftype = "span"
|
||||
elif f in ("RANGE",):
|
||||
ftype = "range"
|
||||
|
|
Loading…
Add table
Reference in a new issue