Move more unused stuff to attic, and another scenery tweak.

This commit is contained in:
Eric S. Raymond 2008-02-15 02:56:20 +00:00
parent 184372e0dc
commit 9028935e3b
3 changed files with 65 additions and 59 deletions

View file

@ -70,3 +70,66 @@
[/unit]
#enddef
#
# This was originally from Dark Forecast
#
#define RANDOM_SPAWN_ON_TURN TURN SIDE GOLD MAX_NUMBER
[event]
name=new turn
first_time_only=no
{VARIABLE trigger_turn $timed_spawn[$trigger_index].turn}
[if]
[variable]
name=turn_number
numerical_equals=$trigger_turn
[/variable]
[then]
{VARIABLE size $main_group}
{RANDOMIZE $size}
{VARIABLE group_id $random}
{VARIABLE size $main_spawns[$group_id].spawn_number}
{VARIABLE gold $timed_spawn[$trigger_index].gold}
{VARIABLE max_units $timed_spawn[$trigger_index].units}
[while]
[variable]
name=gold
greater_than=0
[/variable]
[variable]
name=max_units
greater_than=0
[/variable]
[do]
{RANDOMIZE $size}
[if]
[variable]
name=random
greater_than=0
[/variable]
[then]
{VARIABLE type $main_spawns[$group_id].spawn_type[$random].type}
{SPAWN_UNIT {SIDE} $type $random 1 $max_units}
[/then]
[else]
# fallback for invalid/cleared spawn groups
{VARIABLE gold 0}
[/else]
[/if]
[/do]
[/while]
{ADJUST_UNIT_LEVEL {SIDE} 1}
{ADJUST_UNIT_LEVEL {SIDE} 2}
{ADJUST_UNIT_LEVEL {SIDE} 3}
# spend remaining gold
#[while]
# {VARIABLE spawn_x $main_spawns[$group_id].x}
# {VARIABLE spawn_y $main_spawns[$group_id].y}
# {PLACE_SPAWN_GROUP $spawn_x $spawn_y}
# {REMOVE_SPAWN_GROUP $group_id}
# {VARIABLE_OP trigger_index add 1}
[/then]
[/if]
[/event]
#enddef

View file

@ -148,6 +148,8 @@
description=Kalenz
[/recall]
{ITM_TREE1 30 7}
[if]
[variable]
name=scepter

View file

@ -440,65 +440,6 @@
{VARIABLE_OP main_group add -1}
#enddef
#define RANDOM_SPAWN_ON_TURN TURN SIDE GOLD MAX_NUMBER
[event]
name=new turn
first_time_only=no
{VARIABLE trigger_turn $timed_spawn[$trigger_index].turn}
[if]
[variable]
name=turn_number
numerical_equals=$trigger_turn
[/variable]
[then]
{VARIABLE size $main_group}
{RANDOMIZE $size}
{VARIABLE group_id $random}
{VARIABLE size $main_spawns[$group_id].spawn_number}
{VARIABLE gold $timed_spawn[$trigger_index].gold}
{VARIABLE max_units $timed_spawn[$trigger_index].units}
[while]
[variable]
name=gold
greater_than=0
[/variable]
[variable]
name=max_units
greater_than=0
[/variable]
[do]
{RANDOMIZE $size}
[if]
[variable]
name=random
greater_than=0
[/variable]
[then]
{VARIABLE type $main_spawns[$group_id].spawn_type[$random].type}
{SPAWN_UNIT {SIDE} $type $random 1 $max_units}
[/then]
[else]
# fallback for invalid/cleared spawn groups
{VARIABLE gold 0}
[/else]
[/if]
[/do]
[/while]
{ADJUST_UNIT_LEVEL {SIDE} 1}
{ADJUST_UNIT_LEVEL {SIDE} 2}
{ADJUST_UNIT_LEVEL {SIDE} 3}
# spend remaining gold
#[while]
# {VARIABLE spawn_x $main_spawns[$group_id].x}
# {VARIABLE spawn_y $main_spawns[$group_id].y}
# {PLACE_SPAWN_GROUP $spawn_x $spawn_y}
# {REMOVE_SPAWN_GROUP $group_id}
# {VARIABLE_OP trigger_index add 1}
[/then]
[/if]
[/event]
#enddef
#define VICTORY_CHECK_FROM_TURN TURN
[event]
name=die