Move more unused stuff to attic, and another scenery tweak.
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3 changed files with 65 additions and 59 deletions
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@ -70,3 +70,66 @@
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[/unit]
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#enddef
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#
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# This was originally from Dark Forecast
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#
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#define RANDOM_SPAWN_ON_TURN TURN SIDE GOLD MAX_NUMBER
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[event]
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name=new turn
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first_time_only=no
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{VARIABLE trigger_turn $timed_spawn[$trigger_index].turn}
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[if]
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[variable]
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name=turn_number
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numerical_equals=$trigger_turn
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[/variable]
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[then]
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{VARIABLE size $main_group}
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{RANDOMIZE $size}
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{VARIABLE group_id $random}
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{VARIABLE size $main_spawns[$group_id].spawn_number}
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{VARIABLE gold $timed_spawn[$trigger_index].gold}
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{VARIABLE max_units $timed_spawn[$trigger_index].units}
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[while]
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[variable]
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name=gold
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greater_than=0
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[/variable]
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[variable]
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name=max_units
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greater_than=0
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[/variable]
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[do]
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{RANDOMIZE $size}
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[if]
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[variable]
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name=random
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greater_than=0
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[/variable]
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[then]
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{VARIABLE type $main_spawns[$group_id].spawn_type[$random].type}
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{SPAWN_UNIT {SIDE} $type $random 1 $max_units}
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[/then]
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[else]
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# fallback for invalid/cleared spawn groups
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{VARIABLE gold 0}
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[/else]
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[/if]
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[/do]
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[/while]
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{ADJUST_UNIT_LEVEL {SIDE} 1}
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{ADJUST_UNIT_LEVEL {SIDE} 2}
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{ADJUST_UNIT_LEVEL {SIDE} 3}
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# spend remaining gold
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#[while]
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# {VARIABLE spawn_x $main_spawns[$group_id].x}
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# {VARIABLE spawn_y $main_spawns[$group_id].y}
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# {PLACE_SPAWN_GROUP $spawn_x $spawn_y}
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# {REMOVE_SPAWN_GROUP $group_id}
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# {VARIABLE_OP trigger_index add 1}
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[/then]
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[/if]
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[/event]
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#enddef
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@ -148,6 +148,8 @@
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description=Kalenz
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[/recall]
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{ITM_TREE1 30 7}
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[if]
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[variable]
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name=scepter
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@ -440,65 +440,6 @@
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{VARIABLE_OP main_group add -1}
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#enddef
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#define RANDOM_SPAWN_ON_TURN TURN SIDE GOLD MAX_NUMBER
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[event]
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name=new turn
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first_time_only=no
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{VARIABLE trigger_turn $timed_spawn[$trigger_index].turn}
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[if]
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[variable]
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name=turn_number
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numerical_equals=$trigger_turn
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[/variable]
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[then]
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{VARIABLE size $main_group}
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{RANDOMIZE $size}
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{VARIABLE group_id $random}
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{VARIABLE size $main_spawns[$group_id].spawn_number}
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{VARIABLE gold $timed_spawn[$trigger_index].gold}
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{VARIABLE max_units $timed_spawn[$trigger_index].units}
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[while]
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[variable]
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name=gold
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greater_than=0
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[/variable]
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[variable]
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name=max_units
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greater_than=0
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[/variable]
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[do]
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{RANDOMIZE $size}
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[if]
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[variable]
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name=random
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greater_than=0
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[/variable]
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[then]
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{VARIABLE type $main_spawns[$group_id].spawn_type[$random].type}
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{SPAWN_UNIT {SIDE} $type $random 1 $max_units}
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[/then]
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[else]
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# fallback for invalid/cleared spawn groups
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{VARIABLE gold 0}
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[/else]
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[/if]
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[/do]
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[/while]
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{ADJUST_UNIT_LEVEL {SIDE} 1}
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{ADJUST_UNIT_LEVEL {SIDE} 2}
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{ADJUST_UNIT_LEVEL {SIDE} 3}
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# spend remaining gold
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#[while]
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# {VARIABLE spawn_x $main_spawns[$group_id].x}
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# {VARIABLE spawn_y $main_spawns[$group_id].y}
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# {PLACE_SPAWN_GROUP $spawn_x $spawn_y}
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# {REMOVE_SPAWN_GROUP $group_id}
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# {VARIABLE_OP trigger_index add 1}
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[/then]
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[/if]
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[/event]
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#enddef
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#define VICTORY_CHECK_FROM_TURN TURN
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[event]
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name=die
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