Macro and documentation-comment cleanup; remove some unused cruft.

This commit is contained in:
Eric S. Raymond 2008-02-14 13:21:03 +00:00
parent 84e7f537d9
commit 34d528064a
8 changed files with 9 additions and 214 deletions

View file

@ -129,33 +129,6 @@
[/unit] [/unit]
#enddef #enddef
#define MALIFORS_ARCHER X Y
[unit]
type=Bone Shooter
x={X}
y={Y}
side=2
[/unit]
#enddef
#define MALIFORS_DRAUG X Y
[unit]
type=Draug
x={X}
y={Y}
side=2
[/unit]
#enddef
#define MALIFORS_DEATHKNIGHT X Y
[unit]
type=Death Knight
x={X}
y={Y}
side=2
[/unit]
#enddef
#define DRAUG_GUARD X Y #define DRAUG_GUARD X Y
[unit] [unit]
type=Draug type=Draug
@ -314,18 +287,6 @@
[/unit] [/unit]
#enddef #enddef
#define ABILITY_AMULET_OF_STRENGTH
[regenerate]
value=8
id=regenerates
name= _ "Amulet of Strength"
description= _ "Amulet of Strength:
Showing signs of ancient elvish manufacture, whomever wears this amulet on their person will gain increased strength and stamina and quickly be cured of any poison or wounds."
affect_self=yes
poison=cured
[/regenerate]
#enddef
#define WARDEN X Y #define WARDEN X Y
[unit] [unit]
type=Drake Warden type=Drake Warden

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@ -400,17 +400,6 @@
[/filter_location] [/filter_location]
#enddef #enddef
#define NOT_IN_CAVES
[filter_location]
[not]
x,y=19,17
radius=6
# x=16-22,15-23,13-25,15-22,17-21
# y= 11, 12,13-19, 20, 21
[/not]
[/filter_location]
#enddef
[event] [event]
name=die name=die
[filter] [filter]

View file

@ -11,17 +11,6 @@
[/unit] [/unit]
#enddef #enddef
#define ELVISH_CAPTAIN X Y
[unit]
type=Elvish Captain
side=2
generate_description=yes
random_traits=yes
x={X}
y={Y}
[/unit]
#enddef
#define ELVISH_FIGHTER_G X Y #define ELVISH_FIGHTER_G X Y
[unit] [unit]
type=Elvish Fighter type=Elvish Fighter
@ -58,28 +47,6 @@
[/unit] [/unit]
#enddef #enddef
#define ELVISH_HERO X Y
[unit]
type=Elvish Hero
side=2
generate_description=yes
random_traits=yes
x={X}
y={Y}
[/unit]
#enddef
#define ELVISH_MARKSMAN X Y
[unit]
type=Elvish Marksman
side=2
generate_description=yes
random_traits=yes
x={X}
y={Y}
[/unit]
#enddef
#define ELVISH_ARCHER X Y #define ELVISH_ARCHER X Y
[unit] [unit]
type=Elvish Archer type=Elvish Archer
@ -354,26 +321,6 @@
#enddef #enddef
#define CHANGESIDE4
[store_unit]
[filter]
side=4
[/filter]
variable=changeside
kill=yes
[/store_unit]
[set_variable]
name=changeside.side
value=1
[/set_variable]
[unstore_unit]
[/unstore_unit]
[clear_variable]
name=changeside
[/clear_variable]
#enddef
#define HUMAN_GUARD X Y #define HUMAN_GUARD X Y
[unit] [unit]
type=Pikeman type=Pikeman

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@ -56,10 +56,6 @@
{CLEAR_VARIABLE mage_test} {CLEAR_VARIABLE mage_test}
#enddef #enddef
#
# Following macros implement the Staff of Righteous Flame
#
#define OBJ_STAFF_OF_RIGHTEOUS_FLAME X Y #define OBJ_STAFF_OF_RIGHTEOUS_FLAME X Y
{PLACE_IMAGE "scenery/temple1.png" {X} {Y}} {PLACE_IMAGE "scenery/temple1.png" {X} {Y}}
[event] [event]
@ -215,103 +211,6 @@
[/event] [/event]
#enddef #enddef
#
# Following macros are about generating defenders on village captures
#
#define INDIGENE_SIDE SIDE
[side]
side={SIDE}
no_leader=yes
[ai]
grouping=offensive
[/ai]
[/side]
#enddef
#define VILLAGE_TRAP UNITLIST SIDE
# Creates random defenders when {INVADER} takes a village, from {UNITLIST},
# assigning them to {SIDE}
[event]
name=capture
first_time_only=no
{RANDOM 0..10}
[if]
[variable]
name=random
less_than=$trapdiff
[/variable]
[then]
[set_variable]
name=numban
#ifdef EASY
random=2..5
#endif
#ifdef NORMAL
random=1..4
#endif
#ifdef HARD
random=0..3
#endif
[/set_variable]
[set_variable]
name=numban
add=$trapdiff
[/set_variable]
[while]
[variable]
name=numban
greater_than=0
[/variable]
[do]
{RANDOM {UNITLIST}}
[unit]
type=$random
side={SIDE}
x=$x1
y=$y1
generate_description=yes
random_traits=yes
[/unit]
[set_variable]
name=numban
add=-2
[/set_variable]
[/do]
[/while]
{CLEAR_VARIABLE numban}
[message]
speaker=unit
message= _ "The villagers are attacking us!"
[/message]
[set_variable]
name=indigs_sighted
add=1
[/set_variable]
[/then]
[else]
[if]
[variable]
name=indigs_sighted
greater_than=0
[/variable]
[then]
[message]
speaker=unit
message= _ "No defenders in this village."
[/message]
[/then]
[/if]
[/else]
[/if]
[set_variable]
name=trapdiff
add=1
[/set_variable]
[/event]
#enddef
#define RECALL_VETERAN TYPE X Y #define RECALL_VETERAN TYPE X Y
[role] [role]
type={TYPE} type={TYPE}

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@ -1920,7 +1920,7 @@
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg} {@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
{LATE_KALEH_DEATH} {LATE_KALEH_DEATH}
{LATE_ALLY_DEATH} {LATE_ALLY_DEATH}
{FRIEND_DEATH} {FRIEND_DEATH}
#undef FINAL_FIGHT #undef FINAL_FIGHT
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg} {@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}

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@ -19,10 +19,10 @@
#enddef #enddef
#define FLOATING_TEXT FILTER COLOUR TEXT #define FLOATING_TEXT FILTER COLOUR TEXT
# Floats the given text above the given unit in the same manner as damage # Floats the given text above the given unit in the same manner as
# numbers are displayed in combat. # damage numbers are displayed in combat. For example when a unit
# For example when a unit steps on a hidden trap and is dealt 8 damage, let's # steps on a hidden trap and is dealt 8 damage, let's show this to
# show this to the player like all other damage is: # the player like all other damage is:
#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"} #! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
[store_unit] [store_unit]
[filter] [filter]

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@ -563,10 +563,9 @@
"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef "&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
#define TIME_ACTIONS CONTENT_WML #define TIME_ACTIONS CONTENT_WML
# Measure (in milliseconds) the time arbitrary event WML takes to execute. # Measure (in milliseconds) the time arbitrary event WML takes to
# execute. Afterwards, the time the enclosed WML took to execute
# Afterwards, the time the enclosed WML took to execute is found in the variable # is found in the variable $timed_actions_ms.
# $timed_actions_ms.
# #
# Example: # Example:
#! [event] #! [event]

View file

@ -165,7 +165,7 @@
# {FLAG_IF_ADJACENT Kud Cud keep-of-castle} flags all Kud tiles # {FLAG_IF_ADJACENT Kud Cud keep-of-castle} flags all Kud tiles
# adjacent to Cud tiles with the keep-of-castle flag # adjacent to Cud tiles with the keep-of-castle flag
# #
# Use This to make other rule depend on adjacent terrain # Use this to make other rule depend on adjacent terrain
#define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG CLASS #define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG CLASS
[terrain_graphics] [terrain_graphics]