UtBS: Some fixes to encounter dialogue in Across the Harsh Sands,

and a fix to prevent Dust Devil hp screwing up in the dehydration
related bookkeeping.
This commit is contained in:
Jan Rietema 2007-09-13 15:27:20 +00:00
parent cefb40ec9d
commit 59cf26f5c3

View file

@ -128,8 +128,15 @@
# depending on the difficulty (default=5)
{ATTACK_DEPTH 3 4 5}
#!***removed [protect_location] -> will be done on per case basis allowing player to escape from ambushes rather***
#!***than fight to the dead each time***
[target]
side=1
value=4
[/target]
[target]
side=2
value=2
[/target]
[/ai]
[/side]
@ -318,6 +325,23 @@
{NEXT i}
#enddef
#define MOBILIZE_SIDE SIDE
[store_unit]
variable=enemy
kill=yes
[filter]
side={SIDE}
[/filter]
[/store_unit]
{FOREACH enemy i}
{CLEAR_VARIABLE enemy[$i].ai_special}
[unstore_unit]
variable=enemy[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
#enddef
# Special Encounter events
@ -616,6 +640,21 @@
[/message]
{OGRE_PLACEMENT}
# move into the inner area to alert ogres
[event]
name=moveto
[filter]
x=14-20
y=46-52
side=1
[/filter]
[message]
type=Ogre
message= _ "Fresh meat!"
[/message]
{MOBILIZE_SIDE 3}
[/event]
[/then]
[else]
@ -856,7 +895,7 @@
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{MODIFY_UNIT side=2 ai_special ""}
{MOBILIZE_SIDE 2}
[/then]
[else]
@ -889,8 +928,8 @@
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{VARIABLE black_hand_dialogue 1}
{MODIFY_UNIT side=2 ai_special ""}
{VARIABLE black_patrol_dialogue 1}
{MOBILIZE_SIDE 2}
[/then]
[/if]
[/event]
@ -905,7 +944,7 @@
[filter_second]
side=2
[/filter_second]
{MODIFY_UNIT side=2 ai_special ""}
{MOBILIZE_SIDE 2}
[/event]
[event]
name=attack
@ -917,7 +956,7 @@
[/filter_second]
[if]
[variable]
name=black_hand_dialogue
name=black_patrol_dialogue
equals=0
[/variable]
[then]
@ -933,7 +972,7 @@
[/message]
{VARIABLE black_hand_dialogue 1}
{MODIFY_UNIT side=2 ai_special ""}
{MOBILIZE_SIDE 2}
[/then]
[/if]
[/event]
@ -949,7 +988,7 @@
type=Giant Scorpion
[/not]
[/filter_second]
{MODIFY_UNIT side=2 ai_special ""}
{MOBILIZE_SIDE 2}
[/event]
# an ogre being killed by a player unit
[event]
@ -960,7 +999,7 @@
type=Giant Scorpion
[/not]
[/filter]
{MODIFY_UNIT side=2 ai_special ""}
{MOBILIZE_SIDE 2}
[/event]
[/else]
[/if]
@ -1739,6 +1778,7 @@
# macro for all hydration effects to all units stored in
# a variable called "affected_unit"
#define APPLY_HYDRATION_EFFECT EFFECT
{VARIABLE effect {EFFECT}}
{FOREACH affected_unit i}
@ -1984,6 +2024,9 @@
side=1
x=1-39
y=1-74
[not]
type=Dust Devil
[/not]
[/filter]
[/store_unit]
{FOREACH player_unit i}
@ -2021,6 +2064,9 @@
side=1
x=1-39
y=1-74
[not]
type=Dust Devil
[/not]
[/filter]
[/store_unit]
{FOREACH player_unit i}
@ -2142,6 +2188,12 @@
numerical_equals=7
[/variable]
[/or]
[or]
[variable]
name=ghosts_already_spawned
greater_than_equal_to=$max_ghosts
[/variable]
[/or]
[then]
# reset the ghosts spawned counter
{VARIABLE ghosts_already_spawned 0}