SotA S18: move DA transformation to lua
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1 changed files with 13 additions and 43 deletions
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@ -148,49 +148,19 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
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[/allow_recruit]
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# This section changes all *existing* units so that they have liches in their
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# advancement trees. As of 1.12 at least, [modify_unit] doesn't apply to
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# the recall list, so we have to do it the long way.
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[store_unit]
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[filter]
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type=Dark Adept SotA, Dark Sorcerer SotA
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[/filter]
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variable=DA # Even though it might actually be a DS.
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[/store_unit]
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[for]
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array=DA
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variable=i
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[do]
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[if]
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[variable]
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name=DA[$i].type
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equals=Dark Adept SotA
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[/variable]
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[then]
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[set_variable]
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# Custom DA's will advance to normal dark sorcerers
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# which will fix them.
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name=DA[$i].advances_to
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value=Dark Sorcerer
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[/set_variable]
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[/then]
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[else]
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[set_variable]
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# Custom DS's just get the other advancement added.
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name=DA[$i].advances_to
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value=Necromancer,Lich
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[/set_variable]
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[/else]
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[/if]
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[unstore_unit]
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variable=DA[$i]
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[/unstore_unit]
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[/do]
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[/for]
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[clear_variable]
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name=DA
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[/clear_variable]
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# advancement trees. As of 1.14 at least, [modify_unit] doesn't apply to
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# the recall list, same for [transform_unit].
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[lua]
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code = <<
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for i, u in ipairs(wesnoth.get_recall_units { type = 'Dark Adept SotA, Dark Sorcerer SotA' }) do
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if u.type == 'Dark Adept SotA' then
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u:transform('Dark Adept')
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elseif u.type == 'Dark Sorcerer SotA' then
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u:transform('Dark Sorcerer')
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end
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end
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>>
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[/lua]
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# We need to change all existing bats to normal types instead of SotA types
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# so they are drawn above terrains. SotA bats were necessary for the ship
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