Changed the player[<side>] array to individual player_<side> blocks...

...and cleaned up their initialization to use [set_variables].
This commit is contained in:
Lari Nieminen 2008-04-03 10:24:52 +00:00
parent 4696bbdfdf
commit 7aa9360b0b
4 changed files with 1107 additions and 1089 deletions

View file

@ -1,301 +1,301 @@
#textdomain wesnoth-anl
# ------------------------------------------------------
# Automatic Studying
# ------------------------------------------------------
#define AUTO_STUDYING TYPES
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
type={TYPES}
side="$side_number"
canrecruit=no
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
[/filter]
variable=researchers
kill=no
[/store_unit]
{VARIABLE sound no}
{FOREACH researchers i}
{VARIABLE_OP idle to_variable "researchers[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "researchers[$i].variables.idle"}
[unstore_unit]
variable=researchers[$i]
[/unstore_unit]
[/then]
[else]
{VARIABLE_OP temp_x format "$researchers[$i].x"}
{VARIABLE_OP temp_y format "$researchers[$i].y"}
{VARIABLE_OP credited_side format $researchers[$i].side}
{VARIABLE_OP amount format $researchers.level}
{ADDING_TO_CURRENT_RESEARCH_FIELD $credited_side $amount}
{VARIABLE sound yes}
{SCROLL_TO $temp_x $temp_y}
[unstore_unit]
variable=researchers[$i]
text="$amount"
{COLOR_WHITE}
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("magic-holy-miss-3.ogg")}
{DELAY 200}
[/then]
[/if]
{CLEAR_VARIABLE sound}
{CLEAR_VARIABLE researchers}
{CLEAR_VARIABLE idle}
{CLEAR_VARIABLE amount}
{CLEAR_VARIABLE credited_side}
{REDRAW}
[/event]
#enddef
# ------------------------------------------------------
# Automatic Farming
# ------------------------------------------------------
#define AUTO_FARMING TYPES
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
type={TYPES}
side="$side_number"
[filter_location]
terrain=Re^Gvs
[/filter_location]
[/filter]
variable=harvesters
kill=no
[/store_unit]
[store_unit]
[filter]
type={TYPES}
side="$side_number"
[filter_location]
terrain=Re
[/filter_location]
[/filter]
variable=planters
kill=no
[/store_unit]
{VARIABLE sound no}
{FOREACH harvesters i}
{VARIABLE_OP idle to_variable "harvesters[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "harvesters[$i].variables.idle"}
[unstore_unit]
variable=harvesters[$i]
[/unstore_unit]
[/then]
[else]
{VARIABLE_OP temp_x format "$harvesters[$i].x"}
{VARIABLE_OP temp_y format "$harvesters[$i].y"}
{VARIABLE_OP credited_side format $harvesters[$i].side}
{VARIABLE_OP amount format $player[$credited_side].farming.gold}
# auto-harvest
{ADD_GOLD $credited_side $amount}
{MODIFY_TERRAIN "Re" $temp_x $temp_y}
{REMOVE_ITEM $temp_x $temp_y}
{VARIABLE sound yes}
{SCROLL_TO $temp_x $temp_y}
[unstore_unit]
variable=harvesters[$i]
text="$amount"
red,green,blue=204,204,51
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("gold.ogg")}
{DELAY 200}
[/then]
[/if]
{VARIABLE sound no}
{FOREACH planters i}
{VARIABLE_OP idle to_variable "planters[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "planters[$i].variables.idle"}
[/then]
[else]
{VARIABLE_OP temp_x format "$planters[$i].x"}
{VARIABLE_OP temp_y format "$planters[$i].y"}
# auto-plant
{MODIFY_TERRAIN "Re^Gvs" $temp_x $temp_y }
{REMOVE_ITEM $temp_x $temp_y}
{SET_IMAGE $temp_x $temp_y ("items/flower4.png")}
{VARIABLE sound yes}
[/else]
[/if]
[unstore_unit]
variable=planters[$i]
[/unstore_unit]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("entangle.wav")}
{DELAY 200}
[/then]
[/if]
{CLEAR_VARIABLE sound}
{CLEAR_VARIABLE harvesters}
{CLEAR_VARIABLE planters}
{CLEAR_VARIABLE idle}
{CLEAR_VARIABLE amount}
{CLEAR_VARIABLE credited_side}
{REDRAW}
[/event]
#enddef
# ------------------------------------------------------
# Automatic Mining
# ------------------------------------------------------
#define AUTO_MINING TYPES
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
type={TYPES}
side="$side_number"
[filter_location]
terrain=Hh^Vhh,Ha^Vhha,Mm^Vhh
[/filter_location]
[/filter]
variable=miners
kill=no
[/store_unit]
{VARIABLE sound no}
{FOREACH miners i}
{VARIABLE_OP idle to_variable "miners[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "miners[$i].variables.idle"}
[unstore_unit]
variable=miners[$i]
[/unstore_unit]
[/then]
[else]
{VARIABLE_OP temp_x format "$miners[$i].x"}
{VARIABLE_OP temp_y format "$miners[$i].y"}
{VARIABLE_OP credited_side format $miners[$i].side}
{VARIABLE_OP amount format $player[$credited_side].mining.gold}
# auto-mine
{ADD_GOLD $credited_side $amount}
{SCROLL_TO $temp_x $temp_y}
{VARIABLE sound yes}
[unstore_unit]
variable=miners[$i]
text="$amount"
red,green,blue=204,204,51
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("gold.ogg")}
{DELAY 200}
[/then]
[/if]
{CLEAR_VARIABLE sound}
{CLEAR_VARIABLE miners}
{CLEAR_VARIABLE idle}
{CLEAR_VARIABLE amount}
{CLEAR_VARIABLE credited_side}
{REDRAW}
[/event]
#enddef
#define AUTO_MOVE_INIT TYPES
# This macro enables a peasant to move onto an existing farm or
# mine and auto-harvest or auto-mine at the start of next turn.
[event]
name=moveto
first_time_only=no
[filter]
type={TYPES}
[filter_location]
terrain="Re,Re^Gvs,Hh^Vhh,Ha^Vhha,Mm^Vhh,Re^Uf,Uu^Uf"
[/filter_location]
[/filter]
[store_unit]
[filter]
x=$x1
y=$y1
[/filter]
variable=unit
[/store_unit]
[if]
{CONDITION unit.moves greater_than_equal_to 1}
[then]
{CLEAR_VARIABLE unit.variables.idle}
[/then]
[else]
{VARIABLE unit.variables.idle yes}
[/else]
[/if]
[unstore_unit]
variable=unit
[/unstore_unit]
[/event]
#enddef
#textdomain wesnoth-anl
# ------------------------------------------------------
# Automatic Studying
# ------------------------------------------------------
#define AUTO_STUDYING TYPES
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
type={TYPES}
side="$side_number"
canrecruit=no
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
[/filter]
variable=researchers
kill=no
[/store_unit]
{VARIABLE sound no}
{FOREACH researchers i}
{VARIABLE_OP idle to_variable "researchers[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "researchers[$i].variables.idle"}
[unstore_unit]
variable=researchers[$i]
[/unstore_unit]
[/then]
[else]
{VARIABLE_OP temp_x format "$researchers[$i].x"}
{VARIABLE_OP temp_y format "$researchers[$i].y"}
{VARIABLE_OP credited_side format $researchers[$i].side}
{VARIABLE_OP amount format $researchers.level}
{ADDING_TO_CURRENT_RESEARCH_FIELD $credited_side| $amount}
{VARIABLE sound yes}
{SCROLL_TO $temp_x $temp_y}
[unstore_unit]
variable=researchers[$i]
text="$amount"
{COLOR_WHITE}
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("magic-holy-miss-3.ogg")}
{DELAY 200}
[/then]
[/if]
{CLEAR_VARIABLE sound}
{CLEAR_VARIABLE researchers}
{CLEAR_VARIABLE idle}
{CLEAR_VARIABLE amount}
{CLEAR_VARIABLE credited_side}
{REDRAW}
[/event]
#enddef
# ------------------------------------------------------
# Automatic Farming
# ------------------------------------------------------
#define AUTO_FARMING TYPES
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
type={TYPES}
side="$side_number"
[filter_location]
terrain=Re^Gvs
[/filter_location]
[/filter]
variable=harvesters
kill=no
[/store_unit]
[store_unit]
[filter]
type={TYPES}
side="$side_number"
[filter_location]
terrain=Re
[/filter_location]
[/filter]
variable=planters
kill=no
[/store_unit]
{VARIABLE sound no}
{FOREACH harvesters i}
{VARIABLE_OP idle to_variable "harvesters[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "harvesters[$i].variables.idle"}
[unstore_unit]
variable=harvesters[$i]
[/unstore_unit]
[/then]
[else]
{VARIABLE_OP temp_x format "$harvesters[$i].x"}
{VARIABLE_OP temp_y format "$harvesters[$i].y"}
{VARIABLE_OP credited_side format $harvesters[$i].side}
{VARIABLE_OP amount format $player_$credited_side|.farming.gold}
# auto-harvest
{ADD_GOLD $credited_side $amount}
{MODIFY_TERRAIN "Re" $temp_x $temp_y}
{REMOVE_ITEM $temp_x $temp_y}
{VARIABLE sound yes}
{SCROLL_TO $temp_x $temp_y}
[unstore_unit]
variable=harvesters[$i]
text="$amount"
red,green,blue=204,204,51
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("gold.ogg")}
{DELAY 200}
[/then]
[/if]
{VARIABLE sound no}
{FOREACH planters i}
{VARIABLE_OP idle to_variable "planters[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "planters[$i].variables.idle"}
[/then]
[else]
{VARIABLE_OP temp_x format "$planters[$i].x"}
{VARIABLE_OP temp_y format "$planters[$i].y"}
# auto-plant
{MODIFY_TERRAIN "Re^Gvs" $temp_x $temp_y }
{REMOVE_ITEM $temp_x $temp_y}
{SET_IMAGE $temp_x $temp_y ("items/flower4.png")}
{VARIABLE sound yes}
[/else]
[/if]
[unstore_unit]
variable=planters[$i]
[/unstore_unit]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("entangle.wav")}
{DELAY 200}
[/then]
[/if]
{CLEAR_VARIABLE sound}
{CLEAR_VARIABLE harvesters}
{CLEAR_VARIABLE planters}
{CLEAR_VARIABLE idle}
{CLEAR_VARIABLE amount}
{CLEAR_VARIABLE credited_side}
{REDRAW}
[/event]
#enddef
# ------------------------------------------------------
# Automatic Mining
# ------------------------------------------------------
#define AUTO_MINING TYPES
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
type={TYPES}
side="$side_number"
[filter_location]
terrain=Hh^Vhh,Ha^Vhha,Mm^Vhh
[/filter_location]
[/filter]
variable=miners
kill=no
[/store_unit]
{VARIABLE sound no}
{FOREACH miners i}
{VARIABLE_OP idle to_variable "miners[$i].variables.idle"}
[if]
{CONDITION idle equals yes}
[then]
{CLEAR_VARIABLE "miners[$i].variables.idle"}
[unstore_unit]
variable=miners[$i]
[/unstore_unit]
[/then]
[else]
{VARIABLE_OP temp_x format "$miners[$i].x"}
{VARIABLE_OP temp_y format "$miners[$i].y"}
{VARIABLE_OP credited_side format $miners[$i].side}
{VARIABLE_OP amount format $player_$credited_side|.mining.gold}
# auto-mine
{ADD_GOLD $credited_side $amount}
{SCROLL_TO $temp_x $temp_y}
{VARIABLE sound yes}
[unstore_unit]
variable=miners[$i]
text="$amount"
red,green,blue=204,204,51
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[if]
{CONDITION sound equals yes}
[then]
{PLAY_SOUND ("gold.ogg")}
{DELAY 200}
[/then]
[/if]
{CLEAR_VARIABLE sound}
{CLEAR_VARIABLE miners}
{CLEAR_VARIABLE idle}
{CLEAR_VARIABLE amount}
{CLEAR_VARIABLE credited_side}
{REDRAW}
[/event]
#enddef
#define AUTO_MOVE_INIT TYPES
# This macro enables a peasant to move onto an existing farm or
# mine and auto-harvest or auto-mine at the start of next turn.
[event]
name=moveto
first_time_only=no
[filter]
type={TYPES}
[filter_location]
terrain="Re,Re^Gvs,Hh^Vhh,Ha^Vhha,Mm^Vhh,Re^Uf,Uu^Uf"
[/filter_location]
[/filter]
[store_unit]
[filter]
x=$x1
y=$y1
[/filter]
variable=unit
[/store_unit]
[if]
{CONDITION unit.moves greater_than_equal_to 1}
[then]
{CLEAR_VARIABLE unit.variables.idle}
[/then]
[else]
{VARIABLE unit.variables.idle yes}
[/else]
[/if]
[unstore_unit]
variable=unit
[/unstore_unit]
[/event]
#enddef

View file

@ -1,348 +1,348 @@
#textdomain wesnoth-anl
#define DONATE_FUNDS_OPTION TARGET_SIDE
[option]
message= _ "@$player[{TARGET_SIDE}].name"
[show_if]
{CONDITION leader.gold greater_than_equal_to 20}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
[message]
speaker=unit
message= _ "I hereby donate 20 gold to the coffers of $player[{TARGET_SIDE}].name|."
[/message]
{ADD_GOLD {TARGET_SIDE} 20}
{ADD_GOLD $side_number -20}
{VARIABLE_OP leader.gold add -20}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[/command]
[/option]
#enddef
#define SHARE_FARMING_KNOWLEDGE_OPTION TARGET_SIDE
[option]
message= {MENU_IMG_TXT "items/flower4.png" _"@$player[{TARGET_SIDE}].name
Share knowledge of agriculture"}
[show_if]
{CONDITION player[$side_number].farming.target greater_than $player[{TARGET_SIDE}].farming.target}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
{VARIABLE_OP player[{TARGET_SIDE}].farming.progress add 1}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[message]
speaker=unit
message= _ "$player[{TARGET_SIDE}].name|, since our wisdom exceeds yours I have instructed my scholars to further your understanding of agriculture."
[/message]
[/command]
[/option]
#enddef
#define SHARE_MINING_KNOWLEDGE_OPTION TARGET_SIDE
[option]
message= {MENU_IMG_TXT "items/gold-coins-small.png" _"@$player[{TARGET_SIDE}].name
Share knowledge of mining"}
[show_if]
{CONDITION player[$side_number].mining.target greater_than $player[{TARGET_SIDE}].mining.target}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
{VARIABLE_OP player[{TARGET_SIDE}].mining.progress add 1}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[message]
speaker=unit
message= _ "$player[{TARGET_SIDE}].name|, since the wisdom of my people exceeds yours I have instructed my scholars to aid you in your efforts to learn the science of mining."
[/message]
[/command]
[/option]
#enddef
#define SHARE_WARFARE_KNOWLEDGE_OPTION TARGET_SIDE
[option]
message= {MENU_IMG_TXT "wesnoth-icon.png" _"@$player[{TARGET_SIDE}].name
Share knowledge of warfare"}
[show_if]
{CONDITION player[$side_number].warfare.target greater_than $player[{TARGET_SIDE}].warfare.target}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
{VARIABLE_OP player[{TARGET_SIDE}].warfare.progress add 1}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[message]
speaker=unit
message= _ "You know worryingly little about the arts of war, $player[{TARGET_SIDE}].name|. I feel an obligation to instruct you in this vital matter."
[/message]
[/command]
[/option]
#enddef
#define LEADER_OPTIONS
[set_menu_item]
id=anl_diplomacy
description="Diplomacy"
[show_if]
[have_unit]
side=$side_number
x,y=$x1,$y1
canrecruit=yes
[not]
[wml_filter]
moves=0
[/wml_filter]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
[command]
[store_side]
side=$side_number
variable=leader
[/store_side]
[store_unit]
[filter]
x=$x1
y=$y1
[/filter]
variable=unit
[/store_unit]
{VARIABLE_OP side format $unit.side}
{VARIABLE finished_options no}
[while]
{CONDITION finished_options equals no}
[do]
[message]
caption="Diplomatic Options"
speaker=unit
message= _ "What shall I do?
"
# Nothing
[option]
message= _ "Nothing"
[command]
{VARIABLE finished_options yes}
[/command]
[/option]
# Giving Money
[option]
message= {MENU_IMG_TXT "items/gold-coins-small.png" _"@Donate Funds
Give 20 gold to another player"}
[command]
{VARIABLE finished_suboptions no}
[while]
{CONDITION finished_suboptions equals no}
[do]
[message]
caption="Diplomatic Options"
speaker=unit
image=items/gold-coins-small.png
message= _ "Who will you donate funds to?"
[option]
message= _ "Back"
[command]
{VARIABLE finished_suboptions yes}
[/command]
[/option]
{DONATE_FUNDS_OPTION 1}
{DONATE_FUNDS_OPTION 2}
{DONATE_FUNDS_OPTION 3}
{DONATE_FUNDS_OPTION 4}
[/message]
[/do]
[/while]
[/command]
[/option]
# Sharing Knowledge
[option]
message= {MENU_IMG_TXT "items/book4.png" _"@Share Knowledge
Help an ally with their research"}
[command]
{VARIABLE finished_suboptions no}
[while]
{CONDITION finished_suboptions equals no}
[do]
[message]
caption="Diplomatic Options"
speaker=unit
image=items/book4.png
message= _ "Who will you share knowledge with?"
[option]
message= _ "Back"
[command]
{VARIABLE finished_suboptions yes}
[/command]
[/option]
{SHARE_FARMING_KNOWLEDGE_OPTION 1}
{SHARE_MINING_KNOWLEDGE_OPTION 1}
{SHARE_WARFARE_KNOWLEDGE_OPTION 1}
{SHARE_FARMING_KNOWLEDGE_OPTION 2}
{SHARE_MINING_KNOWLEDGE_OPTION 2}
{SHARE_WARFARE_KNOWLEDGE_OPTION 2}
{SHARE_FARMING_KNOWLEDGE_OPTION 3}
{SHARE_MINING_KNOWLEDGE_OPTION 3}
{SHARE_WARFARE_KNOWLEDGE_OPTION 3}
{SHARE_FARMING_KNOWLEDGE_OPTION 4}
{SHARE_MINING_KNOWLEDGE_OPTION 4}
{SHARE_WARFARE_KNOWLEDGE_OPTION 4}
[/message]
[/do]
[/while]
[/command]
[/option]
# Negotiations
# Dwarves
[option]
message= {MENU_IMG_TXT "units/dwarves/lord.png~TC(1,magenta)" _"@Negotiate with the Dwarves
Lets you recruit a Dwarvish unit
Negotiation Progress: $player[$side_number].leader_option_1.progress|/$player[$side_number].leader_option_1.target"}
[show_if]
{CONDITION player[$side_number].ally_1 equals no}
[or]
{CONDITION player[$side_number].ally_2 equals no}
[/or]
[or]
{CONDITION player[$side_number].ally_3 equals no}
[/or]
[or]
{CONDITION player[$side_number].ally_4 equals no}
[/or]
[/show_if]
[command]
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
{VARIABLE_OP player[$side_number].leader_option_1.progress add 1}
[/command]
[/option]
# Elves
[option]
message= {MENU_IMG_TXT "units/elves-wood/marshal.png~TC(1,magenta)" _"@Negotiate with the Elves
Lets you recruit an Elvish unit
Negotiation Progress: $player[$side_number].leader_option_2.progress|/$player[$side_number].leader_option_2.target"}
[show_if]
{CONDITION player[$side_number].ally_5 equals no}
[or]
{CONDITION player[$side_number].ally_6 equals no}
[/or]
[or]
{CONDITION player[$side_number].ally_7 equals no}
[/or]
[or]
{CONDITION player[$side_number].ally_8 equals no}
[/or]
[/show_if]
[command]
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
{VARIABLE_OP player[$side_number].leader_option_2.progress add 1}
[/command]
[/option]
[/message]
[/do]
[/while]
# Picking a Diplomactic recruit
# Dwarves
[if]
{CONDITION player[$side_number].leader_option_1.progress greater_than_equal_to $player[$side_number].leader_option_1.target}
[then]
[message]
speaker=narrator
caption="Negotiation Complete"
image="../data/campaigns/The_Rise_Of_Wesnoth/images/portraits/burin.png"
message= _ "Our talks are complete - the Dwarves will gladly fight by your side. Which of our brethren do you want to recruit?
"
{PICK_RECRUIT_OPTION ("units/dwarves/fighter.png~TC(1,magenta)") ("Dwarvish Fighter") ally_1}
{PICK_RECRUIT_OPTION ("units/dwarves/guard.png~TC(1,magenta)") ("Dwarvish Guardsman") ally_2}
{PICK_RECRUIT_OPTION ("units/dwarves/thunderer.png~TC(1,magenta)") ("Dwarvish Thunderer")ally_3}
{PICK_RECRUIT_OPTION ("units/dwarves/ulfserker.png~TC(1,magenta)") ("Dwarvish Ulfserker") ally_4}
[/message]
{VARIABLE_OP player[$side_number].leader_option_1.progress format 0}
[/then]
[/if]
# Elves
[if]
{CONDITION player[$side_number].leader_option_2.progress greater_than_equal_to $player[$side_number].leader_option_2.target}
[then]
[message]
speaker=narrator
caption="Negotiation Complete"
image="../data/campaigns/The_Rise_Of_Wesnoth/images/portraits/isomithir.png"
message= _ "Our talks are complete - the Elves shall aid you in this battle. Which our of kin do you wish to recruit?
"
{PICK_RECRUIT_OPTION ("units/elves-wood/archer.png~TC(1,magenta)") ("Elvish Archer") ally_5}
{PICK_RECRUIT_OPTION ("units/elves-wood/fighter.png~TC(1,magenta)") ("Elvish Fighter") ally_6}
{PICK_RECRUIT_OPTION ("units/elves-wood/scout.png~TC(1,magenta)") ("Elvish Scout") ally_7}
{PICK_RECRUIT_OPTION ("units/elves-wood/shaman.png~TC(1,magenta)") ("Elvish Shaman") ally_8}
[/message]
{VARIABLE_OP player[$side_number].leader_option_2.progress format 0}
[/then]
[/if]
[unstore_unit]
variable=unit
[/unstore_unit]
[/command]
[/set_menu_item]
#enddef
#textdomain wesnoth-anl
#define DONATE_FUNDS_OPTION TARGET_SIDE
[option]
message= _ "@$player_{TARGET_SIDE}.name"
[show_if]
{CONDITION leader.gold greater_than_equal_to 20}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
[message]
speaker=unit
message= _ "I hereby donate 20 gold to the coffers of $player_{TARGET_SIDE}.name|."
[/message]
{ADD_GOLD {TARGET_SIDE} 20}
{ADD_GOLD $side_number -20}
{VARIABLE_OP leader.gold add -20}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[/command]
[/option]
#enddef
#define SHARE_FARMING_KNOWLEDGE_OPTION TARGET_SIDE
[option]
message= {MENU_IMG_TXT "items/flower4.png" _"@$player_{TARGET_SIDE}.name
Share knowledge of agriculture"}
[show_if]
{CONDITION player_$side_number|.farming.target greater_than $player_{TARGET_SIDE}.farming.target}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
{VARIABLE_OP player_{TARGET_SIDE}.farming.progress add 1}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[message]
speaker=unit
message= _ "$player_{TARGET_SIDE}.name|, since our wisdom exceeds yours I have instructed my scholars to further your understanding of agriculture."
[/message]
[/command]
[/option]
#enddef
#define SHARE_MINING_KNOWLEDGE_OPTION TARGET_SIDE
[option]
message= {MENU_IMG_TXT "items/gold-coins-small.png" _"@$player_{TARGET_SIDE}.name
Share knowledge of mining"}
[show_if]
{CONDITION player_$side_number|.mining.target greater_than $player_{TARGET_SIDE}.mining.target}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
{VARIABLE_OP player_{TARGET_SIDE}.mining.progress add 1}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[message]
speaker=unit
message= _ "$player_{TARGET_SIDE}.name|, since the wisdom of my people exceeds yours I have instructed my scholars to aid you in your efforts to learn the science of mining."
[/message]
[/command]
[/option]
#enddef
#define SHARE_WARFARE_KNOWLEDGE_OPTION TARGET_SIDE
[option]
message= {MENU_IMG_TXT "wesnoth-icon.png" _"@$player_{TARGET_SIDE}.name
Share knowledge of warfare"}
[show_if]
{CONDITION player_$side_number|.warfare.target greater_than $player_{TARGET_SIDE}.warfare.target}
[have_unit]
side={TARGET_SIDE}
canrecruit=yes
[/have_unit]
[/show_if]
[command]
{VARIABLE_OP player_{TARGET_SIDE}.warfare.progress add 1}
{VARIABLE finished_options yes}
{VARIABLE finished_suboptions yes}
{VARIABLE_OP unit.moves format 0}
{REDRAW}
[message]
speaker=unit
message= _ "You know worryingly little about the arts of war, $player_{TARGET_SIDE}.name|. I feel an obligation to instruct you in this vital matter."
[/message]
[/command]
[/option]
#enddef
#define LEADER_OPTIONS
[set_menu_item]
id=anl_diplomacy
description="Diplomacy"
[show_if]
[have_unit]
side=$side_number
x,y=$x1,$y1
canrecruit=yes
[not]
[wml_filter]
moves=0
[/wml_filter]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
[command]
[store_side]
side=$side_number
variable=leader
[/store_side]
[store_unit]
[filter]
x=$x1
y=$y1
[/filter]
variable=unit
[/store_unit]
{VARIABLE_OP side format $unit.side}
{VARIABLE finished_options no}
[while]
{CONDITION finished_options equals no}
[do]
[message]
caption="Diplomatic Options"
speaker=unit
message= _ "What shall I do?
"
# Nothing
[option]
message= _ "Nothing"
[command]
{VARIABLE finished_options yes}
[/command]
[/option]
# Giving Money
[option]
message= {MENU_IMG_TXT "items/gold-coins-small.png" _"@Donate Funds
Give 20 gold to another player"}
[command]
{VARIABLE finished_suboptions no}
[while]
{CONDITION finished_suboptions equals no}
[do]
[message]
caption="Diplomatic Options"
speaker=unit
image=items/gold-coins-small.png
message= _ "Who will you donate funds to?"
[option]
message= _ "Back"
[command]
{VARIABLE finished_suboptions yes}
[/command]
[/option]
{DONATE_FUNDS_OPTION 1}
{DONATE_FUNDS_OPTION 2}
{DONATE_FUNDS_OPTION 3}
{DONATE_FUNDS_OPTION 4}
[/message]
[/do]
[/while]
[/command]
[/option]
# Sharing Knowledge
[option]
message= {MENU_IMG_TXT "items/book4.png" _"@Share Knowledge
Help an ally with their research"}
[command]
{VARIABLE finished_suboptions no}
[while]
{CONDITION finished_suboptions equals no}
[do]
[message]
caption="Diplomatic Options"
speaker=unit
image=items/book4.png
message= _ "Who will you share knowledge with?"
[option]
message= _ "Back"
[command]
{VARIABLE finished_suboptions yes}
[/command]
[/option]
{SHARE_FARMING_KNOWLEDGE_OPTION 1}
{SHARE_MINING_KNOWLEDGE_OPTION 1}
{SHARE_WARFARE_KNOWLEDGE_OPTION 1}
{SHARE_FARMING_KNOWLEDGE_OPTION 2}
{SHARE_MINING_KNOWLEDGE_OPTION 2}
{SHARE_WARFARE_KNOWLEDGE_OPTION 2}
{SHARE_FARMING_KNOWLEDGE_OPTION 3}
{SHARE_MINING_KNOWLEDGE_OPTION 3}
{SHARE_WARFARE_KNOWLEDGE_OPTION 3}
{SHARE_FARMING_KNOWLEDGE_OPTION 4}
{SHARE_MINING_KNOWLEDGE_OPTION 4}
{SHARE_WARFARE_KNOWLEDGE_OPTION 4}
[/message]
[/do]
[/while]
[/command]
[/option]
# Negotiations
# Dwarves
[option]
message= {MENU_IMG_TXT "units/dwarves/lord.png~TC(1,magenta)" _"@Negotiate with the Dwarves
Lets you recruit a Dwarvish unit
Negotiation Progress: $player_$side_number|.leader_option_1.progress|/$player_$side_number|.leader_option_1.target"}
[show_if]
{CONDITION player_$side_number|.ally_1 equals no}
[or]
{CONDITION player_$side_number|.ally_2 equals no}
[/or]
[or]
{CONDITION player_$side_number|.ally_3 equals no}
[/or]
[or]
{CONDITION player_$side_number|.ally_4 equals no}
[/or]
[/show_if]
[command]
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
{VARIABLE_OP player_$side_number|.leader_option_1.progress add 1}
[/command]
[/option]
# Elves
[option]
message= {MENU_IMG_TXT "units/elves-wood/marshal.png~TC(1,magenta)" _"@Negotiate with the Elves
Lets you recruit an Elvish unit
Negotiation Progress: $player_$side_number|.leader_option_2.progress|/$player_$side_number|.leader_option_2.target"}
[show_if]
{CONDITION player_$side_number|.ally_5 equals no}
[or]
{CONDITION player_$side_number|.ally_6 equals no}
[/or]
[or]
{CONDITION player_$side_number|.ally_7 equals no}
[/or]
[or]
{CONDITION player_$side_number|.ally_8 equals no}
[/or]
[/show_if]
[command]
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
{VARIABLE_OP player_$side_number|.leader_option_2.progress add 1}
[/command]
[/option]
[/message]
[/do]
[/while]
# Picking a Diplomactic recruit
# Dwarves
[if]
{CONDITION player_$side_number|.leader_option_1.progress greater_than_equal_to $player_$side_number|.leader_option_1.target}
[then]
[message]
speaker=narrator
caption="Negotiation Complete"
image="../data/campaigns/The_Rise_Of_Wesnoth/images/portraits/burin.png"
message= _ "Our talks are complete - the Dwarves will gladly fight by your side. Which of our brethren do you want to recruit?
"
{PICK_RECRUIT_OPTION ("units/dwarves/fighter.png~TC(1,magenta)") ("Dwarvish Fighter") ally_1}
{PICK_RECRUIT_OPTION ("units/dwarves/guard.png~TC(1,magenta)") ("Dwarvish Guardsman") ally_2}
{PICK_RECRUIT_OPTION ("units/dwarves/thunderer.png~TC(1,magenta)") ("Dwarvish Thunderer")ally_3}
{PICK_RECRUIT_OPTION ("units/dwarves/ulfserker.png~TC(1,magenta)") ("Dwarvish Ulfserker") ally_4}
[/message]
{VARIABLE_OP player_$side_number|.leader_option_1.progress format 0}
[/then]
[/if]
# Elves
[if]
{CONDITION player_$side_number|.leader_option_2.progress greater_than_equal_to $player_$side_number|.leader_option_2.target}
[then]
[message]
speaker=narrator
caption="Negotiation Complete"
image="../data/campaigns/The_Rise_Of_Wesnoth/images/portraits/isomithir.png"
message= _ "Our talks are complete - the Elves shall aid you in this battle. Which our of kin do you wish to recruit?
"
{PICK_RECRUIT_OPTION ("units/elves-wood/archer.png~TC(1,magenta)") ("Elvish Archer") ally_5}
{PICK_RECRUIT_OPTION ("units/elves-wood/fighter.png~TC(1,magenta)") ("Elvish Fighter") ally_6}
{PICK_RECRUIT_OPTION ("units/elves-wood/scout.png~TC(1,magenta)") ("Elvish Scout") ally_7}
{PICK_RECRUIT_OPTION ("units/elves-wood/shaman.png~TC(1,magenta)") ("Elvish Shaman") ally_8}
[/message]
{VARIABLE_OP player_$side_number|.leader_option_2.progress format 0}
[/then]
[/if]
[unstore_unit]
variable=unit
[/unstore_unit]
[/command]
[/set_menu_item]
#enddef

View file

@ -1,222 +1,222 @@
#textdomain wesnoth-anl
#define RESEARCH_OPTIONS TYPES
# Picking new recruit
[set_menu_item]
id=anl_choose_new_recruit
description="Choose New Recruit"
[show_if]
{CONDITION player[$side_number].warfare.troop_available greater_than_equal_to 1}
[have_unit]
side=$side_number
x,y=$x1,$y1
type={TYPES}
canrecruit=no
[not]
[wml_filter]
moves=0
[/wml_filter]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
# wmlindent: start ignoring
[command]
[message]
speaker=unit
caption="Study Complete"
message= _ "Which type of unit would you like to be able to recruit?
"
{PICK_RECRUIT_OPTION ("units/human-loyalists/spearman.png~TC(1,magenta)") ("Spearman") troop_1}
{PICK_RECRUIT_OPTION ("units/human-loyalists/bowman.png~TC(1,magenta)") ("Bowman") troop_2}
{PICK_RECRUIT_OPTION ("units/human-loyalists/fencer.png~TC(1,magenta)") ("Fencer") troop_3}
{PICK_RECRUIT_OPTION ("units/human-loyalists/heavyinfantry.png~TC(1,magenta)") ("Heavy Infantryman") troop_4}
{PICK_RECRUIT_OPTION ("units/human-loyalists/sergeant.png~TC(1,magenta)") ("Sergeant") troop_5}
{PICK_RECRUIT_OPTION ("units/human-loyalists/cavalryman.png~TC(1,magenta)") ("Cavalryman") troop_6}
{PICK_RECRUIT_OPTION ("units/human-loyalists/horseman.png~TC(1,magenta)") ("Horseman") troop_7}
[/message]
{VARIABLE_OP player[$side_number].warfare.troop_available add -1}
[/command]
# wmlindent: stop ignoring
[/set_menu_item]
# Changing Research Target
[set_menu_item]
id=anl_oversee_research
description="Oversee Research"
[show_if]
[have_unit]
side=$side_number
x,y=$x1,$y1
type={TYPES}
canrecruit=no
[not]
[wml_filter]
moves=0
[/wml_filter]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
[command]
[store_unit]
[filter]
x=$x1
y=$y1
[/filter]
variable=unit
[/store_unit]
{VARIABLE finished_options no}
[while]
{CONDITION finished_options equals no}
[do]
# wmlindent: start ignoring
[message]
speaker=unit
caption="Research"
message= _ "We are currently studying $player[$side_number].research.current_target|. To which end would you have our scholars devote their minds?
Our farms produce $player[$side_number].farming.gold|g
Our mines produce $player[$side_number].mining.gold|g
"
[option]
message= _ "Continue as before"
[command]
{VARIABLE finished_options yes}
[/command]
[/option]
# wmlindent: stop ignoring
# Farming
[option]
message= {MENU_IMG_TXT "items/flower4.png" _"@Agriculture
Farmers produce +1 gold
Study Progress: $player[$side_number].farming.progress|/$player[$side_number].farming.target"}
[command]
{VARIABLE player[$side_number].research.current_target "agriculture"}
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
[/command]
[/option]
# Mining
[option]
message= {MENU_IMG_TXT "items/gold-coins-small.png" _"@Mining
Miners produce +1 gold
Study Progress: $player[$side_number].mining.progress|/$player[$side_number].mining.target"}
[command]
{VARIABLE player[$side_number].research.current_target "mining"}
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
[/command]
[/option]
#Warfare
[option]
message= {MENU_IMG_TXT "wesnoth-icon.png" _"@Warfare
Allows you to recruit a new type of unit
Study Progress: $player[$side_number].warfare.progress|/$player[$side_number].warfare.target"}
[show_if]
{CONDITION player[$side_number].troop_1 equals no}
[or]
{CONDITION player[$side_number].troop_2 equals no}
[/or]
[or]
{CONDITION player[$side_number].troop_3 equals no}
[/or]
[or]
{CONDITION player[$side_number].troop_4 equals no}
[/or]
[or]
{CONDITION player[$side_number].troop_5 equals no}
[/or]
[or]
{CONDITION player[$side_number].troop_6 equals no}
[/or]
[or]
{CONDITION player[$side_number].troop_7 equals no}
[/or]
[/show_if]
[command]
{VARIABLE player[$side_number].research.current_target "warfare"}
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
[/command]
[/option]
[/message]
[/do]
[/while]
[unstore_unit]
variable=unit
[/unstore_unit]
[/command]
[/set_menu_item]
#enddef
# Research Complete Messages
# (These are shown at the start of a player's turn - they are triggered by an event included in the auto-studying macro)
#define FARMING_RESEARCH_COMPLETE
[if]
{CONDITION player[$side_number].farming.progress greater_than_equal_to $player[$side_number].farming.target}
[then]
{VARIABLE_OP player[$side_number].farming.gold add 1}
[message]
speaker=narrator
caption="Study Complete"
image="items/flower4.png"
message= _ "$player[$side_number].name|'s farms now produce $player[$side_number].farming.gold gold."
[/message]
{VARIABLE_OP player[$side_number].farming.progress add -$player[$side_number].farming.target}
{VARIABLE_OP player[$side_number].farming.target add 1}
[/then]
[/if]
#enddef
#define MINING_RESEARCH_COMPLETE
[if]
{CONDITION player[$side_number].mining.progress greater_than_equal_to $player[$side_number].mining.target}
[then]
{VARIABLE_OP player[$side_number].mining.gold add 1}
[message]
speaker=narrator
caption="Study Complete"
image="items/gold-coins-small.png"
message= _ "$player[$side_number].name|'s mines now produce $player[$side_number].mining.gold gold."
[/message]
{VARIABLE_OP player[$side_number].mining.progress add -$player[$side_number].mining.target}
{VARIABLE_OP player[$side_number].mining.target add 1}
[/then]
[/if]
#enddef
#define WARFARE_RESEARCH_COMPLETE
[if]
{CONDITION player[$side_number].warfare.progress greater_than_equal_to $player[$side_number].warfare.target}
[then]
[message]
speaker=narrator
caption="Study Complete"
image="wesnoth-icon.png"
message= _ "$player[$side_number].name|, we have finished researching warfare. Right-click on a mage in a university to select a unit to recruit."
[/message]
{VARIABLE_OP player[$side_number].warfare.troop_available add 1}
{VARIABLE_OP player[$side_number].warfare.progress add -$player[$side_number].warfare.target}
{VARIABLE_OP player[$side_number].warfare.target add 1}
[/then]
[/if]
#enddef
#textdomain wesnoth-anl
#define RESEARCH_OPTIONS TYPES
# Picking new recruit
[set_menu_item]
id=anl_choose_new_recruit
description="Choose New Recruit"
[show_if]
{CONDITION player_$side_number|.warfare.troop_available greater_than_equal_to 1}
[have_unit]
side=$side_number
x,y=$x1,$y1
type={TYPES}
canrecruit=no
[not]
[wml_filter]
moves=0
[/wml_filter]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
# wmlindent: start ignoring
[command]
[message]
speaker=unit
caption="Study Complete"
message= _ "Which type of unit would you like to be able to recruit?
"
{PICK_RECRUIT_OPTION ("units/human-loyalists/spearman.png~TC(1,magenta)") ("Spearman") troop_1}
{PICK_RECRUIT_OPTION ("units/human-loyalists/bowman.png~TC(1,magenta)") ("Bowman") troop_2}
{PICK_RECRUIT_OPTION ("units/human-loyalists/fencer.png~TC(1,magenta)") ("Fencer") troop_3}
{PICK_RECRUIT_OPTION ("units/human-loyalists/heavyinfantry.png~TC(1,magenta)") ("Heavy Infantryman") troop_4}
{PICK_RECRUIT_OPTION ("units/human-loyalists/sergeant.png~TC(1,magenta)") ("Sergeant") troop_5}
{PICK_RECRUIT_OPTION ("units/human-loyalists/cavalryman.png~TC(1,magenta)") ("Cavalryman") troop_6}
{PICK_RECRUIT_OPTION ("units/human-loyalists/horseman.png~TC(1,magenta)") ("Horseman") troop_7}
[/message]
{VARIABLE_OP player_$side_number|.warfare.troop_available add -1}
[/command]
# wmlindent: stop ignoring
[/set_menu_item]
# Changing Research Target
[set_menu_item]
id=anl_oversee_research
description="Oversee Research"
[show_if]
[have_unit]
side=$side_number
x,y=$x1,$y1
type={TYPES}
canrecruit=no
[not]
[wml_filter]
moves=0
[/wml_filter]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain="Gg^Ve,Gg^Vea"
[/filter_location]
[command]
[store_unit]
[filter]
x=$x1
y=$y1
[/filter]
variable=unit
[/store_unit]
{VARIABLE finished_options no}
[while]
{CONDITION finished_options equals no}
[do]
# wmlindent: start ignoring
[message]
speaker=unit
caption="Research"
message= _ "We are currently studying $player_$side_number|.research.current_target|. To which end would you have our scholars devote their minds?
Our farms produce $player_$side_number|.farming.gold|g
Our mines produce $player_$side_number|.mining.gold|g
"
[option]
message= _ "Continue as before"
[command]
{VARIABLE finished_options yes}
[/command]
[/option]
# wmlindent: stop ignoring
# Farming
[option]
message= {MENU_IMG_TXT "items/flower4.png" _"@Agriculture
Farmers produce +1 gold
Study Progress: $player_$side_number|.farming.progress|/$player_$side_number|.farming.target"}
[command]
{VARIABLE player_$side_number|.research.current_target "agriculture"}
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
[/command]
[/option]
# Mining
[option]
message= {MENU_IMG_TXT "items/gold-coins-small.png" _"@Mining
Miners produce +1 gold
Study Progress: $player_$side_number|.mining.progress|/$player_$side_number|.mining.target"}
[command]
{VARIABLE player_$side_number|.research.current_target "mining"}
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
[/command]
[/option]
#Warfare
[option]
message= {MENU_IMG_TXT "wesnoth-icon.png" _"@Warfare
Allows you to recruit a new type of unit
Study Progress: $player_$side_number|.warfare.progress|/$player_$side_number|.warfare.target"}
[show_if]
{CONDITION player_$side_number|.troop_1 equals no}
[or]
{CONDITION player_$side_number|.troop_2 equals no}
[/or]
[or]
{CONDITION player_$side_number|.troop_3 equals no}
[/or]
[or]
{CONDITION player_$side_number|.troop_4 equals no}
[/or]
[or]
{CONDITION player_$side_number|.troop_5 equals no}
[/or]
[or]
{CONDITION player_$side_number|.troop_6 equals no}
[/or]
[or]
{CONDITION player_$side_number|.troop_7 equals no}
[/or]
[/show_if]
[command]
{VARIABLE player_$side_number|.research.current_target "warfare"}
{VARIABLE finished_options yes}
{VARIABLE_OP unit.moves format 0}
[/command]
[/option]
[/message]
[/do]
[/while]
[unstore_unit]
variable=unit
[/unstore_unit]
[/command]
[/set_menu_item]
#enddef
# Research Complete Messages
# (These are shown at the start of a player's turn - they are triggered by an event included in the auto-studying macro)
#define FARMING_RESEARCH_COMPLETE
[if]
{CONDITION player_$side_number|.farming.progress greater_than_equal_to $player_$side_number|.farming.target}
[then]
{VARIABLE_OP player_$side_number|.farming.gold add 1}
[message]
speaker=narrator
caption="Study Complete"
image="items/flower4.png"
message= _ "$player_$side_number|.name|'s farms now produce $player_$side_number|.farming.gold gold."
[/message]
{VARIABLE_OP player_$side_number|.farming.progress add -$player_$side_number|.farming.target}
{VARIABLE_OP player_$side_number|.farming.target add 1}
[/then]
[/if]
#enddef
#define MINING_RESEARCH_COMPLETE
[if]
{CONDITION player_$side_number|.mining.progress greater_than_equal_to $player_$side_number|.mining.target}
[then]
{VARIABLE_OP player_$side_number|.mining.gold add 1}
[message]
speaker=narrator
caption="Study Complete"
image="items/gold-coins-small.png"
message= _ "$player_$side_number|.name|'s mines now produce $player_$side_number|.mining.gold gold."
[/message]
{VARIABLE_OP player_$side_number|.mining.progress add -$player_$side_number|.mining.target}
{VARIABLE_OP player_$side_number|.mining.target add 1}
[/then]
[/if]
#enddef
#define WARFARE_RESEARCH_COMPLETE
[if]
{CONDITION player_$side_number|.warfare.progress greater_than_equal_to $player_$side_number|.warfare.target}
[then]
[message]
speaker=narrator
caption="Study Complete"
image="wesnoth-icon.png"
message= _ "$player_$side_number|.name|, we have finished researching warfare. Right-click on a mage in a university to select a unit to recruit."
[/message]
{VARIABLE_OP player_$side_number|.warfare.troop_available add 1}
{VARIABLE_OP player_$side_number|.warfare.progress add -$player_$side_number|.warfare.target}
{VARIABLE_OP player_$side_number|.warfare.target add 1}
[/then]
[/if]
#enddef

View file

@ -1,218 +1,236 @@
#textdomain wesnoth-anl
#define COMPLETE_ACTION GOLD
{VARIABLE finished yes}
{VARIABLE_OP unit.moves format 0}
[unstore_unit]
variable=unit
[/unstore_unit]
[gold]
amount={GOLD}
side=$side_number
[/gold]
#enddef
#define ANL_SHOW_IF TYPE LETTERS
[show_if]
[have_unit]
side=$side_number
x,y=$x1,$y1
type={TYPE}
[filter_location]
terrain={LETTERS}
[/filter_location]
[/have_unit]
[/show_if]
#enddef
#define SET_NAMES SIDE
[store_unit]
[filter]
side={SIDE}
canrecruit=yes
[/filter]
variable=leader
[/store_unit]
{VARIABLE player[{SIDE}].name $leader.name}
[unstore_unit]
variable=leader
[/unstore_unit]
#enddef
#define SET_SIDE_VARIABLES SIDE
{VARIABLE player[{SIDE}].farming.progress 0}
{VARIABLE player[{SIDE}].farming.target 4}
{VARIABLE player[{SIDE}].farming.gold 3}
{VARIABLE player[{SIDE}].mining.progress 0}
{VARIABLE player[{SIDE}].mining.target 5}
{VARIABLE player[{SIDE}].mining.gold 4}
{VARIABLE player[{SIDE}].warfare.progress 0}
{VARIABLE player[{SIDE}].warfare.target 4}
{VARIABLE player[{SIDE}].warfare.troop_available 0}
{VARIABLE player[{SIDE}].troop_1 no}
{VARIABLE player[{SIDE}].troop_2 no}
{VARIABLE player[{SIDE}].troop_3 no}
{VARIABLE player[{SIDE}].troop_4 no}
{VARIABLE player[{SIDE}].troop_5 no}
{VARIABLE player[{SIDE}].troop_6 no}
{VARIABLE player[{SIDE}].troop_7 no}
{VARIABLE player[{SIDE}].research.current_target "agriculture"}
{VARIABLE player[{SIDE}].leader_option_1.progress 0}
{VARIABLE player[{SIDE}].leader_option_1.target 4}
{VARIABLE player[{SIDE}].ally_1 no}
{VARIABLE player[{SIDE}].ally_2 no}
{VARIABLE player[{SIDE}].ally_3 no}
{VARIABLE player[{SIDE}].ally_4 no}
{VARIABLE player[{SIDE}].leader_option_2.progress 0}
{VARIABLE player[{SIDE}].leader_option_2.target 4}
{VARIABLE player[{SIDE}].ally_5 no}
{VARIABLE player[{SIDE}].ally_6 no}
{VARIABLE player[{SIDE}].ally_7 no}
{VARIABLE player[{SIDE}].ally_8 no}
#enddef
#define PICK_RECRUIT_OPTION UNIT_IMAGE UNIT_TYPE VAR
[option]
message= {MENU_IMG_TXT {UNIT_IMAGE} _{UNIT_TYPE}}
[show_if]
{CONDITION player[$side_number].{VAR} equals no}
[/show_if]
[command]
{VARIABLE player[$side_number].{VAR} yes}
[allow_recruit]
type={UNIT_TYPE}
side=$side_number
[/allow_recruit]
[/command]
[/option]
#enddef
#define ADDING_TO_CURRENT_RESEARCH_FIELD SIDE NUM
[if]
{CONDITION player[{SIDE}].research.current_target equals "agriculture"}
[then]
{VARIABLE_OP player[{SIDE}].farming.progress add {NUM}}
[/then]
[/if]
[if]
{CONDITION player[{SIDE}].research.current_target equals "mining"}
[then]
{VARIABLE_OP player[{SIDE}].mining.progress add {NUM}}
[/then]
[/if]
[if]
{CONDITION player[{SIDE}].research.current_target equals "warfare"}
[then]
{VARIABLE_OP player[{SIDE}].warfare.progress add {NUM}}
[/then]
[/if]
#enddef
#define ANL_RESCUE_TRAPPED_UNIT X Y X2 Y2
[event]
name=moveto
[filter]
side=1,2,3,4
x={X}
y={Y}
[/filter]
[message]
speaker=unit
message= _ "Let's cut you free!"
[/message]
[message]
speaker=narrator
message= _ "You release the creature from the web and it agrees to help you."
image=wesnoth-icon.png
[/message]
[store_unit]
[filter]
x={X2}
y={Y2}
[/filter]
variable=critter
kill=no
[/store_unit]
{VARIABLE critter.side $side_number}
{VARIABLE critter.overlays "none"}
[unstore_unit]
variable=critter
[/unstore_unit]
[/event]
#enddef
#define ANL_PLACE_UNIT SIDE TYPE X Y
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
ai_special=guardian
random_traits=no
x={X}
y={Y}
[/unit]
#enddef
#define ANL_PLACE_WOUNDED_UNIT SIDE TYPE X Y HITPOINTS
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
hitpoints={HITPOINTS}
ai_special=guardian
random_traits=no
x={X}
y={Y}
[/unit]
#enddef
#define ANL_PLACE_TRAPPED_UNIT SIDE TYPE X Y
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
ai_special=guardian
random_traits=no
overlays=projectiles/web.png
x={X}
y={Y}
[/unit]
#enddef
#define BUILD_SOUND_1
{PLAY_SOUND ("miss-1.ogg")}
{DELAY 120}
{PLAY_SOUND ("bite.ogg")}
{DELAY 220}
{PLAY_SOUND ("dart.wav")}
{DELAY 180}
{PLAY_SOUND ("dart.wav")}
#enddef
#define BUILD_SOUND_2
{PLAY_SOUND ("staff.wav")}
{DELAY 100}
{PLAY_SOUND ("pincers.ogg")}
{DELAY 160}
{PLAY_SOUND ("sling.ogg")}
#enddef
#define BUILD_SOUND_3
{PLAY_SOUND ("bite.ogg")}
{DELAY 280}
{PLAY_SOUND ("staff.wav")}
{DELAY 100}
{PLAY_SOUND ("dart.wav")}
{DELAY 180}
{PLAY_SOUND ("dart.wav")}
#enddef
#textdomain wesnoth-anl
#define COMPLETE_ACTION GOLD
{VARIABLE finished yes}
{VARIABLE_OP unit.moves format 0}
[unstore_unit]
variable=unit
[/unstore_unit]
[gold]
amount={GOLD}
side=$side_number
[/gold]
#enddef
#define ANL_SHOW_IF TYPE LETTERS
[show_if]
[have_unit]
side=$side_number
x,y=$x1,$y1
type={TYPE}
[filter_location]
terrain={LETTERS}
[/filter_location]
[/have_unit]
[/show_if]
#enddef
#define SET_NAMES SIDE
[store_unit]
[filter]
side={SIDE}
canrecruit=yes
[/filter]
variable=leader
[/store_unit]
{VARIABLE player_{SIDE}.name $leader.name}
[unstore_unit]
variable=leader
[/unstore_unit]
#enddef
#define SET_SIDE_VARIABLES SIDE
[set_variables]
name=player_{SIDE}
[value]
[farming]
progress=0
target=4
gold=3
[/farming]
[mining]
progress=0
target=5
gold=4
[/mining]
[warfare]
progress=0
target=4
troop_available=0
[/warfare]
troop_1=no
troop_2=no
troop_3=no
troop_4=no
troop_5=no
troop_6=no
troop_7=no
[research]
current_target=agriculture
[/research]
[leader_option_1]
progress=0
target=4
[/leader_option_1]
ally_1=no
ally_2=no
ally_3=no
ally_4=no
[leader_option_2]
progress=0
target=4
[/leader_option_2]
ally_5=no
ally_6=no
ally_7=no
ally_8=no
[/value]
[/set_variables]
#enddef
#define PICK_RECRUIT_OPTION UNIT_IMAGE UNIT_TYPE VAR
[option]
message= {MENU_IMG_TXT {UNIT_IMAGE} _{UNIT_TYPE}}
[show_if]
{CONDITION player_$side_number|.{VAR} equals no}
[/show_if]
[command]
{VARIABLE player_$side_number|.{VAR} yes}
[allow_recruit]
type={UNIT_TYPE}
side=$side_number
[/allow_recruit]
[/command]
[/option]
#enddef
#define ADDING_TO_CURRENT_RESEARCH_FIELD SIDE NUM
[if]
{CONDITION player_{SIDE}.research.current_target equals "agriculture"}
[then]
{VARIABLE_OP player_{SIDE}.farming.progress add {NUM}}
[/then]
[/if]
[if]
{CONDITION player_{SIDE}.research.current_target equals "mining"}
[then]
{VARIABLE_OP player_{SIDE}.mining.progress add {NUM}}
[/then]
[/if]
[if]
{CONDITION player_{SIDE}.research.current_target equals "warfare"}
[then]
{VARIABLE_OP player_{SIDE}.warfare.progress add {NUM}}
[/then]
[/if]
#enddef
#define ANL_RESCUE_TRAPPED_UNIT X Y X2 Y2
[event]
name=moveto
[filter]
side=1,2,3,4
x={X}
y={Y}
[/filter]
[message]
speaker=unit
message= _ "Let's cut you free!"
[/message]
[message]
speaker=narrator
message= _ "You release the creature from the web and it agrees to help you."
image=wesnoth-icon.png
[/message]
[store_unit]
[filter]
x={X2}
y={Y2}
[/filter]
variable=critter
kill=no
[/store_unit]
{VARIABLE critter.side $side_number}
{VARIABLE critter.overlays "none"}
[unstore_unit]
variable=critter
[/unstore_unit]
[/event]
#enddef
#define ANL_PLACE_UNIT SIDE TYPE X Y
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
ai_special=guardian
random_traits=no
x={X}
y={Y}
[/unit]
#enddef
#define ANL_PLACE_WOUNDED_UNIT SIDE TYPE X Y HITPOINTS
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
hitpoints={HITPOINTS}
ai_special=guardian
random_traits=no
x={X}
y={Y}
[/unit]
#enddef
#define ANL_PLACE_TRAPPED_UNIT SIDE TYPE X Y
[unit]
side={SIDE}
type={TYPE}
generate_name=yes
ai_special=guardian
random_traits=no
overlays=projectiles/web.png
x={X}
y={Y}
[/unit]
#enddef
#define BUILD_SOUND_1
{PLAY_SOUND ("miss-1.ogg")}
{DELAY 120}
{PLAY_SOUND ("bite.ogg")}
{DELAY 220}
{PLAY_SOUND ("dart.wav")}
{DELAY 180}
{PLAY_SOUND ("dart.wav")}
#enddef
#define BUILD_SOUND_2
{PLAY_SOUND ("staff.wav")}
{DELAY 100}
{PLAY_SOUND ("pincers.ogg")}
{DELAY 160}
{PLAY_SOUND ("sling.ogg")}
#enddef
#define BUILD_SOUND_3
{PLAY_SOUND ("bite.ogg")}
{DELAY 280}
{PLAY_SOUND ("staff.wav")}
{DELAY 100}
{PLAY_SOUND ("dart.wav")}
{DELAY 180}
{PLAY_SOUND ("dart.wav")}
#enddef