UtBS S2: rewrite activation of side 2

Implements the previous behaviour via a custom event. Also
removes an event which would never be triggered
This commit is contained in:
DisherProject 2019-03-04 12:15:54 +01:00
parent c1aeb04e93
commit 83a06bc106

View file

@ -192,8 +192,6 @@
[event]
name=prestart
{VARIABLE bandits_mobilized 0}
# Set starting scenario objectives
[objectives]
@ -334,27 +332,6 @@
{VARIABLE max_ghosts {ON_DIFFICULTY 6 7 8} }
[/event]
# Clears a side's units of their guardian status
#define MOBILIZE_SIDE SIDE
[store_unit]
variable=enemy
kill=yes
[filter]
side={SIDE}
[/filter]
[/store_unit]
[foreach]
array=enemy
[do]
{CLEAR_VARIABLE this_item.ai_special,this_item.status.guardian}
[unstore_unit]
variable=this_item
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE enemy}
#enddef
# Special Encounter events
# Encounter 1: Scorpions attack
@ -823,49 +800,77 @@
# These are related to the ogre ambush. A player unit being killed by an ogre,
# or an ogre being killed by a player unit, changes the behavior of the bandits
# whenever they are encountered.
[event]
name=mobilize_black_hand_bandits
[filter_condition]
[variable]
name=bandits_mobilized
boolean_equals=no
[/variable]
[have_unit]
role="Black Lieutenant"
[or]
role="Black Hand Bandit"
[/or]
[/have_unit]
[/filter_condition]
[store_unit]
variable=bandits
kill=yes
[filter]
role="Black Lieutenant"
[or]
role="Black Hand Bandit"
[/or]
[/filter]
[/store_unit]
[foreach]
array=bandits
[do]
{CLEAR_VARIABLE this_item.ai_special,this_item.status.guardian}
[unstore_unit]
variable=this_item
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE bandits}
{VARIABLE bandits_mobilized yes}
[/event]
[event]
name=die
first_time_only=no
[filter]
side=1
[/filter]
[filter_second]
side=3
[not]
type=Giant Scorpion
[/not]
race=ogre
[/filter_second]
[filter_condition]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[/filter_condition]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/event]
[event]
name=die
first_time_only=no
[filter]
side=3
[not]
type=Giant Scorpion
[/not]
race=ogre
[/filter]
[if]
[variable]
name=ogres_killed
equals=3
[/variable]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[then]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/then]
[else]
{VARIABLE_OP ogres_killed add 1}
@ -925,82 +930,15 @@
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{MOBILIZE_SIDE 2}
{UNCLEAR_FOG}
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/then]
[else]
{VARIABLE black_patrol_dialogue 0}
[event]
name=sighted
[filter]
side=1
[/filter]
[filter_second]
role=Black Lieutenant
[/filter_second]
[if]
[variable]
name=black_patrol_dialogue
equals=0
[/variable]
[then]
[scroll_to_unit]
role=Black Lieutenant
[/scroll_to_unit]
{CLEAR_FOG 1 8 44 2}
[message]
role=Black Lieutenant
message= _ "We dont know who you are, and we dont much care. Tremble before the might of the Black Hand!"
[/message]
[message]
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{VARIABLE black_patrol_dialogue 1}
[if]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[then]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/then]
[/if]
[/then]
[/if]
{UNCLEAR_FOG}
[/event]
# events that spark off Bandit mobility:
# - a fight between one of the bandits
# - and a player unit dying
[event]
name=attack_end
[filter]
side=1
[/filter]
[filter_second]
side=2
[/filter_second]
[filter_condition]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[/filter_condition]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/event]
[event]
name=sighted
[filter]
@ -1010,13 +948,6 @@
side=1
[/filter_second]
[filter_condition]
[variable]
name=black_patrol_dialogue
equals=0
[/variable]
[/filter_condition]
[scroll_to_unit]
role=Black Lieutenant
[/scroll_to_unit]
@ -1033,18 +964,11 @@
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{VARIABLE black_patrol_dialogue 1}
[if]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[then]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/then]
[/if]
{UNCLEAR_FOG}
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/event]
[/else]
[/if]
@ -1752,7 +1676,6 @@
[/if]
# clearing variables
{CLEAR_VARIABLE bandits_mobilized}
{CLEAR_VARIABLE black_patrol_dialogue}
{CLEAR_VARIABLE ghosts}
{CLEAR_VARIABLE ghosts_already_spawned}
{CLEAR_VARIABLE ghosts_killed}