'add -' -> sub '.
This commit is contained in:
parent
cab0a435db
commit
83f7f48b41
26 changed files with 61 additions and 61 deletions
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@ -145,7 +145,7 @@ There are no villages in this scenario — you must use healers instead. Use hit
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[/else]
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[/if]
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{VARIABLE_OP camp_gold add -$unit.cost}
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{VARIABLE_OP camp_gold sub $unit.cost}
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{VARIABLE_OP orcs_recruited add 1}
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{CLEAR_VARIABLE temporary}
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[/event]
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@ -274,7 +274,7 @@
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race=undead
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[/filter]
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{VARIABLE_OP unit.hitpoints add -1}
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{VARIABLE_OP unit.hitpoints sub 1}
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[if]
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[variable]
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@ -183,7 +183,7 @@
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[do]
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{RANDOM 1..$possible_guard_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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{NAMED_NOTRAIT_UNIT 2 $guardtypetable[$guardtypetable_i].type $possible_guard_locations[$random].x $possible_guard_locations[$random].y () (_ "Guard")} {GUARDIAN}
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@ -209,7 +209,7 @@
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[/then]
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[/if]
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{VARIABLE_OP guards_to_place add -1}
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{VARIABLE_OP guards_to_place sub 1}
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[/do]
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[/while]
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@ -281,7 +281,7 @@
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[do]
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{RANDOM 1..$possible_mage_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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{GENERIC_UNIT 2 $magetypetable[$magetypetable_i].type $possible_mage_locations[$random].x $possible_mage_locations[$random].y}
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@ -307,7 +307,7 @@
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[/then]
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[/if]
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{VARIABLE_OP mages_to_place add -1}
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{VARIABLE_OP mages_to_place sub 1}
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[/do]
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[/while]
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@ -170,7 +170,7 @@
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[/store_locations]
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{VARIABLE paladin_i "1..$prison_locations.length"}
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{VARIABLE_OP paladin_i add -1}
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{VARIABLE_OP paladin_i sub 1}
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{FOREACH prison_locations i}
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[item]
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@ -465,7 +465,7 @@
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[/if]
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{VARIABLE_OP random_prisoner_i rand "1..$killable_prisoners.length"}
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{VARIABLE_OP random_prisoner_i add -1}
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{VARIABLE_OP random_prisoner_i sub 1}
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[store_unit]
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[filter]
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@ -339,7 +339,7 @@
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{REPEAT $num_of_bandit_villages (
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{VARIABLE_OP bandit_village_i rand "1..$all_villages.length"}
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{VARIABLE_OP bandit_village_i add -1}
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{VARIABLE_OP bandit_village_i sub 1}
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[store_locations]
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x,y=$all_villages[$bandit_village_i].x,$all_villages[$bandit_village_i].y
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@ -473,7 +473,7 @@
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[/if]
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{VARIABLE_OP loc_i rand "1..$new_bandit_locations.length"}
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{VARIABLE_OP loc_i add -1}
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{VARIABLE_OP loc_i sub 1}
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[move_unit_fake]
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x=$x1|,$new_bandit_locations[$loc_i].x
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@ -547,7 +547,7 @@
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[/store_locations]
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{VARIABLE_OP loc_i rand "1..$new_bandit_locations.length"}
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{VARIABLE_OP loc_i add -1}
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{VARIABLE_OP loc_i sub 1}
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[move_unit_fake]
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x=$x1|,$new_bandit_locations[$loc_i].x
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@ -225,7 +225,7 @@
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[do]
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{RANDOM 1..$possible_ambush_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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# Check if the random location picked already contains an ambusher
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# and if it does, we loop again to pick another one until an empty
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@ -284,7 +284,7 @@
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[do]
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{RANDOM 1..$possible_ambush_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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# Check if the random location picked already contains an ambusher
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# and if it does, we loop again to pick another one until an empty
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@ -193,7 +193,7 @@
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speaker=second_unit
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message= _ "Ha ha! We have killed this foul beast of the air, and can deny the rebels its eggs!"
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[/message]
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{VARIABLE_OP gryphon_disposition add -1}
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{VARIABLE_OP gryphon_disposition sub 1}
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[/event]
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[event]
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name=attack
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@ -214,7 +214,7 @@
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[filter_second]
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side=3
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[/filter_second]
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{VARIABLE_OP gryphon_disposition add -1}
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{VARIABLE_OP gryphon_disposition sub 1}
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[/event]
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[event]
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name=die
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@ -224,7 +224,7 @@
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[filter_second]
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side=1
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[/filter_second]
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{VARIABLE_OP gryphon_disposition add -10}
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{VARIABLE_OP gryphon_disposition sub 10}
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[/event]
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[event]
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@ -204,7 +204,7 @@
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[/store_locations]
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{VARIABLE turns_left $turn_limit}
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{VARIABLE_OP turns_left add -$turn_number}
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{VARIABLE_OP turns_left sub $turn_number}
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{VARIABLE num_of_falling_snow $non_snowy_locs.length}
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{VARIABLE_OP num_of_falling_snow divide $turns_left}
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@ -221,7 +221,7 @@
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[do]
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{RANDOM "1..$non_snowy_locs.length"}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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[switch]
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variable=non_snowy_locs[$random].terrain
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@ -482,7 +482,7 @@
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side=2,3,4,5
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[/filter]
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{VARIABLE_OP units_to_slay add -1}
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{VARIABLE_OP units_to_slay sub 1}
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[if]
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[variable]
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@ -496,9 +496,9 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
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[/filter]
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[/store_unit]
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{VARIABLE min_x $side_store.x}
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{VARIABLE_OP min_x add -1}
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{VARIABLE_OP min_x sub 1}
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{VARIABLE min_y $side_store.y}
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{VARIABLE_OP min_y add -1}
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{VARIABLE_OP min_y sub 1}
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{VARIABLE max_x $side_store.x}
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{VARIABLE_OP max_x add 1}
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{VARIABLE max_y $side_store.y}
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@ -561,7 +561,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
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[then]
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{VARIABLE lava_count 0}
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{VARIABLE randrange $potential_locs.length}
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{VARIABLE_OP randrange add -1}
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{VARIABLE_OP randrange sub 1}
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{VARIABLE randrange "0..$randrange"}
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{RANDOM $randrange}
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{CLEAR_VARIABLE lava_body}
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@ -304,7 +304,7 @@
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[/have_unit]
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[/not]
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[then]
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{VARIABLE_OP orc_battlefield_evaluation add -1000}
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{VARIABLE_OP orc_battlefield_evaluation sub 1000}
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[/then]
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[/if]
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@ -246,7 +246,7 @@
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[/case]
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[else]
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{VARIABLE l3_length $l3_store_{NAME}.length}
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{VARIABLE_OP l3_length add -1}
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{VARIABLE_OP l3_length sub 1}
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{FOREACH l3_store_{NAME} i}
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# for-case, what a great anti-pattern
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[switch]
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@ -302,7 +302,7 @@
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{IF_VAR new_guard_locations.length greater_than 0 (
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[then]
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{VARIABLE_OP random_i rand "1..$new_guard_locations.length"}
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{VARIABLE_OP random_i add -1}
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{VARIABLE_OP random_i sub 1}
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{VARIABLE stored_guard.x $new_guard_locations[$random_i].x}
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{VARIABLE stored_guard.y $new_guard_locations[$random_i].y}
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@ -336,7 +336,7 @@
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{IF_VAR new_assistant_guard_locations.length greater_than 0 (
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[then]
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{VARIABLE_OP random_i rand "1..$new_assistant_guard_locations.length"}
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{VARIABLE_OP random_i add -1}
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{VARIABLE_OP random_i sub 1}
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{VARIABLE_OP assistant_guard_type rand "Shock Trooper,Shock Trooper,Iron Mauler,Javelineer,Swordsman,Pikeman"}
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@ -141,7 +141,7 @@
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[/store_locations]
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{RANDOM 1..$possible_coal_1_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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{VARIABLE coal_1.x $possible_coal_1_locations[$random].x}
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{VARIABLE coal_1.y $possible_coal_1_locations[$random].y}
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@ -164,7 +164,7 @@
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[/store_locations]
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{RANDOM 1..$possible_coal_2_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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{VARIABLE coal_2.x $possible_coal_2_locations[$random].x}
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{VARIABLE coal_2.y $possible_coal_2_locations[$random].y}
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@ -202,7 +202,7 @@
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[/store_locations]
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{RANDOM 1..$possible_gold_locations.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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{VARIABLE gold_1.x $possible_gold_locations[$random].x}
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{VARIABLE gold_1.y $possible_gold_locations[$random].y}
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@ -369,7 +369,7 @@
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[/store_locations]
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{VARIABLE_OP transport_destination_index rand "1..$possible_transport_destinations.length"}
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{VARIABLE_OP transport_destination_index add -1}
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{VARIABLE_OP transport_destination_index sub 1}
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{VARIABLE stored_transports[$i].variables.destination_x $possible_transport_destinations[$transport_destination_index].x}
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{VARIABLE stored_transports[$i].variables.destination_y $possible_transport_destinations[$transport_destination_index].y}
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@ -112,7 +112,7 @@
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[/filter]
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{VARIABLE unit.upkeep $unit.level}
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{VARIABLE_OP unit.upkeep add -1}
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{VARIABLE_OP unit.upkeep sub 1}
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{VARIABLE unit.variables.great_horde_upkeep_mod_applied yes}
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[unstore_unit]
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@ -148,7 +148,7 @@
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[/filter]
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{VARIABLE unit.upkeep $unit.level}
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{VARIABLE_OP unit.upkeep add -1}
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{VARIABLE_OP unit.upkeep sub 1}
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{VARIABLE unit.variables.great_horde_upkeep_mod_applied yes}
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[unstore_unit]
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@ -176,7 +176,7 @@
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[/filter]
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{VARIABLE unit.upkeep $unit.level}
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{VARIABLE_OP unit.upkeep add -1}
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{VARIABLE_OP unit.upkeep sub 1}
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{VARIABLE unit.variables.great_horde_upkeep_mod_applied yes}
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[unstore_unit]
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@ -202,7 +202,7 @@
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[then]
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{RANDOM 1..$new_road_branches.length}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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{VARIABLE new_path_hex.x $new_road_branches[$random].x}
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{VARIABLE new_path_hex.y $new_road_branches[$random].y}
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@ -254,7 +254,7 @@
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[/store_locations]
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{RANDOM "1..$adjacent_forests.length"}
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{VARIABLE_OP random add -1}
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{VARIABLE_OP random sub 1}
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[terrain]
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x,y=$secret_path_to_hide[$i].x,$secret_path_to_hide[$i].y
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@ -263,7 +263,7 @@
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{NEXT i}
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{VARIABLE ford_mask_x $new_path_hex.x}
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{VARIABLE_OP ford_mask_x add -1}
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{VARIABLE_OP ford_mask_x sub 1}
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# This mask creates the ford at the end of the road
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[terrain_mask]
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@ -634,7 +634,7 @@ _f, _f, Re, _f
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{CLEAR_VARIABLE previous_2_mp_hexes}
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{VARIABLE_OP urza_moves add -1}
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{VARIABLE_OP urza_moves sub 1}
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[/do]
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[/while]
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@ -1025,7 +1025,7 @@ _f, _f, Re, _f
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[then]
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{VARIABLE max_undead_spawns $turn_number}
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{VARIABLE_OP max_undead_spawns add -2}
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{VARIABLE_OP max_undead_spawns sub 2}
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[if]
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[variable]
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@ -223,7 +223,7 @@
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[then]
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{VARIABLE turns_past_22 $pebbles_defense_length}
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{VARIABLE_OP turns_past_22 add -22}
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{VARIABLE_OP turns_past_22 sub 22}
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{VARIABLE extra_starting_gold 20}
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{VARIABLE_OP extra_starting_gold multiply $turns_past_22}
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@ -242,7 +242,7 @@
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name=prestart
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{VARIABLE village_radius $pebbles_defense_length}
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{VARIABLE_OP village_radius add -5}
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{VARIABLE_OP village_radius sub 5}
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[if]
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[variable]
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@ -370,7 +370,7 @@
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message= _ "Hylas, I have made all possible haste, but my Council brethren are not as swift as I. It will take more time for them to arrive."
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[/message]
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{VARIABLE council_arrive_turn 25}
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{VARIABLE_OP council_arrive_turn add -$pebbles_defense_length}
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{VARIABLE_OP council_arrive_turn sub $pebbles_defense_length}
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[/then]
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[else]
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@ -990,7 +990,7 @@
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# random elf from pool we defined in prestart
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{VARIABLE_OP random_elf_pool_index rand "1..$elf_pool.length"}
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{VARIABLE_OP random_elf_pool_index add -1}
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{VARIABLE_OP random_elf_pool_index sub 1}
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[unit]
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side=1
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@ -2014,7 +2014,7 @@
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{CLEAR_VARIABLE ghosts_per_turn}
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# deduct already spawned ghosts - whether still alive or not
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{VARIABLE ghost_limit $max_ghosts}
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{VARIABLE_OP ghost_limit add -$ghosts_already_spawned}
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{VARIABLE_OP ghost_limit sub $ghosts_already_spawned}
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[if]
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[variable]
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name=ghost_limit
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@ -504,7 +504,7 @@
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{FOREACH tents i}
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{RANDOM 0..100}
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{VARIABLE_OP random add -tents[i].y}
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{VARIABLE_OP random sub tents[i].y}
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[if]
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[variable]
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name=random
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@ -517,7 +517,7 @@
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x=$tents[$i].x
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y=$tents[$i].y
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[/recall]
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{VARIABLE_OP rally_chance add -3}
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{VARIABLE_OP rally_chance sub 3}
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[/then]
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[/if]
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{NEXT i}
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@ -694,7 +694,7 @@
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side=$|unit.side
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[/gold]
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{VARIABLE_OP elven_camps add -1}
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{VARIABLE_OP elven_camps sub 1}
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[if]
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[variable]
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@ -2218,7 +2218,7 @@ This unit always strikes first with this attack, even if they are defending."
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name=new turn
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first_time_only="no"
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{VARIABLE orc_warning $ambush_turn}
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{VARIABLE_OP orc_warning add -2}
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{VARIABLE_OP orc_warning sub 2}
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[if]
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[variable]
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@ -375,7 +375,7 @@
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x,y=10,13
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[/remove_item]
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{VARIABLE_OP stored_kaleh.hitpoints add -10}
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{VARIABLE_OP stored_kaleh.hitpoints sub 10}
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{VARIABLE stored_kaleh.facing n}
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[unstore_unit]
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@ -555,7 +555,7 @@
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variable=stored_eloh
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[/store_unit]
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{VARIABLE_OP stored_eloh add -6}
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{VARIABLE_OP stored_eloh sub 6}
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[unstore_unit]
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variable=stored_eloh
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@ -647,7 +647,7 @@
|
|||
|
||||
[then]
|
||||
{VARIABLE_OP new_minion_loc_i rand "1..$possible_spawn_locations.length"}
|
||||
{VARIABLE_OP new_minion_loc_i add -1}
|
||||
{VARIABLE_OP new_minion_loc_i sub 1}
|
||||
|
||||
{UNIT 2 (Crawling Horror) $possible_spawn_locations[$new_minion_loc_i].x $possible_spawn_locations[$new_minion_loc_i].y (upkeep=free)}
|
||||
|
||||
|
@ -1052,7 +1052,7 @@
|
|||
[/store_unit]
|
||||
|
||||
{VARIABLE random_helper_i "1..$possible_helpers.length"}
|
||||
{VARIABLE_OP random_helper_i add -1}
|
||||
{VARIABLE_OP random_helper_i sub 1}
|
||||
|
||||
{VARIABLE possible_helpers[$random_helper_i].x 10}
|
||||
{VARIABLE possible_helpers[$random_helper_i].y 18}
|
||||
|
@ -1227,7 +1227,7 @@
|
|||
[/store_unit]
|
||||
|
||||
{VARIABLE_OP victim_i rand "1..$elf_list.length"}
|
||||
{VARIABLE_OP victim_i add -1}
|
||||
{VARIABLE_OP victim_i sub 1}
|
||||
|
||||
#used to be 140,255,247
|
||||
|
||||
|
@ -1301,11 +1301,11 @@
|
|||
|
||||
[then]
|
||||
{VARIABLE special_attack_damage $elf_list[$victim_i].hitpoints}
|
||||
{VARIABLE_OP special_attack_damage add -1}
|
||||
{VARIABLE_OP special_attack_damage sub 1}
|
||||
[/then]
|
||||
[/if]
|
||||
|
||||
{VARIABLE_OP elf_list[$victim_i].hitpoints add -$special_attack_damage}
|
||||
{VARIABLE_OP elf_list[$victim_i].hitpoints sub $special_attack_damage}
|
||||
|
||||
[unstore_unit]
|
||||
variable=elf_list[$victim_i]
|
||||
|
|
|
@ -94,7 +94,7 @@ Hd, Dd*, Rd #enddef
|
|||
[/variable]
|
||||
|
||||
[then]
|
||||
{VARIABLE_OP dehydrating_units[$i].attack[$j].damage add -1}
|
||||
{VARIABLE_OP dehydrating_units[$i].attack[$j].damage sub 1}
|
||||
[/then]
|
||||
[/if]
|
||||
{NEXT j}
|
||||
|
@ -107,7 +107,7 @@ Hd, Dd*, Rd #enddef
|
|||
[/variable]
|
||||
|
||||
[then]
|
||||
{VARIABLE_OP dehydrating_units[$i].hitpoints add -$dehydration_loss}
|
||||
{VARIABLE_OP dehydrating_units[$i].hitpoints sub $dehydration_loss}
|
||||
[/then]
|
||||
|
||||
[else]
|
||||
|
|
|
@ -183,7 +183,7 @@ multiply=-1
|
|||
[/store_locations]
|
||||
|
||||
{VARIABLE_OP assassin_location_i rand "1..$possible_assassin_locations.length"}
|
||||
{VARIABLE_OP assassin_location_i add -1}
|
||||
{VARIABLE_OP assassin_location_i sub 1}
|
||||
|
||||
{VARIABLE dark_assassin_location.x $possible_assassin_locations[$assassin_location_i].x}
|
||||
{VARIABLE dark_assassin_location.y $possible_assassin_locations[$assassin_location_i].y}
|
||||
|
|
|
@ -413,7 +413,7 @@ The places she can move to are highlighted." +
|
|||
[filter_second]
|
||||
id=student
|
||||
[/filter_second]
|
||||
{VARIABLE_OP student_hp add -3}
|
||||
{VARIABLE_OP student_hp sub 3}
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
|
@ -422,7 +422,7 @@ The places she can move to are highlighted." +
|
|||
[filter]
|
||||
id=student
|
||||
[/filter]
|
||||
{VARIABLE_OP student_hp add -3}
|
||||
{VARIABLE_OP student_hp sub 3}
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
|
@ -462,7 +462,7 @@ The places she can move to are highlighted." +
|
|||
{MOVE Delfador 13 6 14 8}
|
||||
|
||||
{VARIABLE future_hp $student_hp}
|
||||
{VARIABLE_OP future_hp add -15}
|
||||
{VARIABLE_OP future_hp sub 15}
|
||||
#wmlindent: start ignoring
|
||||
{GENDER (
|
||||
[message]
|
||||
|
@ -580,7 +580,7 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
|
|||
variable=student_hp_check
|
||||
[/store_unit]
|
||||
{VARIABLE hp_difference $student_hp_check.max_hitpoints}
|
||||
{VARIABLE_OP hp_difference add -$student_hp_check.hitpoints}
|
||||
{VARIABLE_OP hp_difference sub $student_hp_check.hitpoints}
|
||||
[if]
|
||||
[variable]
|
||||
name=hp_difference
|
||||
|
|
Loading…
Add table
Reference in a new issue