Converted remaining occurrences of random= to rand= in mainline campaigns.
This commit is contained in:
parent
f4e8ac49df
commit
97aaefd021
19 changed files with 78 additions and 78 deletions
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@ -102,7 +102,7 @@ There are no villages in this scenario — you must use healers instead. Use hit
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{VARIABLE orcs_recruited 0}
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{VARIABLE camp_gold 300}
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{VARIABLE_OP modulo_factor random 2..4}
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{VARIABLE_OP modulo_factor rand "2..4"}
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[/event]
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[event]
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@ -129,7 +129,7 @@ There are no villages in this scenario — you must use healers instead. Use hit
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side=2
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type="Orcish Crossbowman, Orcish Warrior"
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[/allow_recruit]
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{VARIABLE_OP modulo_factor random 2..4}
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{VARIABLE_OP modulo_factor rand "2..4"}
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[/then]
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[else]
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[disallow_recruit]
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@ -153,7 +153,7 @@
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# Generate a random number of guards between 0 and 2 around X,Y
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#define RANDOM_GUARDS TYPE NAME_STRING SIDE X Y
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{VARIABLE_OP number_of_guards random 0..2}
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{VARIABLE_OP number_of_guards rand "0..2"}
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{REPEAT $number_of_guards (
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[store_locations]
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@ -171,7 +171,7 @@
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{IF_VAR possible_guard_locations.length greater_than 0 (
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[then]
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{VARIABLE_OP random_location_index random 0..$possible_guard_locations.length}
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{VARIABLE_OP random_location_index rand "0..$possible_guard_locations.length"}
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[move_unit_fake]
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side={SIDE}
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@ -96,7 +96,7 @@
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[/if]
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# let's pick a random hero type...
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{VARIABLE_OP randomHero random (human,bandit,elf,dwarf,orc)}
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{VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)}
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# and make sure it's not the same as last time
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[while]
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@ -113,7 +113,7 @@
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[/or]
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[do]
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{VARIABLE_OP randomHero random (human,bandit,elf,dwarf,orc)}
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{VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)}
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[/do]
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[/while]
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@ -148,7 +148,7 @@
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#
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# Randomly set the exit location - 1=the main door and 2=the mine
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#
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{VARIABLE_OP true_entrance_location random 1..2}
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{VARIABLE_OP true_entrance_location rand "1..2"}
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# {SCATTER_IMAGE (terrain=Gg) 12 scenery/pine2.png}
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# {SCATTER_IMAGE (terrain=Gg) 3 scenery/snowbits.png}
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@ -90,13 +90,13 @@
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#
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#ifdef HARD
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#else
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{VARIABLE_OP side_kill random 4..7}
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{VARIABLE_OP side_kill rand "4..7"}
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{ERASE_CASTLE $side_kill Uu}
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[kill]
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side=$side_kill
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[/kill]
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#endif
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{VARIABLE_OP side_kill random 2..3}
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{VARIABLE_OP side_kill rand "2..3"}
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{ERASE_CASTLE $side_kill Uu}
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[kill]
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side=$side_kill
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@ -259,7 +259,7 @@
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[filter]
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side=1,4,5
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[/filter]
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{VARIABLE_OP rumble_test random 1..35}
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{VARIABLE_OP rumble_test rand "1..35"}
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[if]
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[variable]
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name=rumble_test
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@ -235,7 +235,7 @@
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[event]
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name=prestart
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{VARIABLE_OP armored_knight random (Clarustus,Merlunius,Secadius,Dafeis)}
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{VARIABLE_OP armored_knight rand (Clarustus,Merlunius,Secadius,Dafeis)}
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{ENDOWED_KNIGHT ($armored_knight)}
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[/event]
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@ -563,7 +563,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
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{VARIABLE randrange $potential_locs.length}
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{VARIABLE_OP randrange add -1}
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{VARIABLE randrange "0..$randrange"}
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{VARIABLE_OP random random $randrange}
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{RANDOM $randrange}
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{CLEAR_VARIABLE lava_body}
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{VARIABLE lava_body.x $potential_locs[$random].x}
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{VARIABLE lava_body.y $potential_locs[$random].y}
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@ -224,7 +224,7 @@
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[/variable]
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[do]
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{VARIABLE_OP guard_type random "Shock Trooper"}
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{VARIABLE_OP guard_type rand "Shock Trooper"}
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[unit]
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x,y=1,1
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@ -301,7 +301,7 @@
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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 random "1..$new_guard_locations.length"}
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{VARIABLE_OP random_i rand "1..$new_guard_locations.length"}
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{VARIABLE_OP random_i add -1}
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{VARIABLE stored_guard.x $new_guard_locations[$random_i].x}
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@ -335,10 +335,10 @@
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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 random "1..$new_assistant_guard_locations.length"}
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{VARIABLE_OP random_i rand "1..$new_assistant_guard_locations.length"}
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{VARIABLE_OP random_i add -1}
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{VARIABLE_OP assistant_guard_type random "Shock Trooper,Shock Trooper,Iron Mauler,Javelineer,Swordsman,Pikeman"}
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{VARIABLE_OP assistant_guard_type rand "Shock Trooper,Shock Trooper,Iron Mauler,Javelineer,Swordsman,Pikeman"}
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[unit]
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type=$assistant_guard_type
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@ -363,7 +363,7 @@
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variable=possible_transport_destinations
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[/store_locations]
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{VARIABLE_OP transport_destination_index random "1..$possible_transport_destinations.length"}
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{VARIABLE_OP transport_destination_index rand "1..$possible_transport_destinations.length"}
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{VARIABLE_OP transport_destination_index add -1}
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{VARIABLE stored_transports[$i].variables.destination_x $possible_transport_destinations[$transport_destination_index].x}
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@ -6,7 +6,7 @@
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victory_when_enemies_defeated=yes
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map_data="{campaigns/The_Hammer_of_Thursagan/maps/invaders.map}"
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{DEFAULT_SCHEDULE}
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turns=40 # BALANCE
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turns=40 # BALANCE
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# This scenario is the Attack of the Fuzzy-Wuzzies. The player
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# will be seriously outnumbered, but careful defensive
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@ -45,7 +45,7 @@
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fog="no"
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shroud="no"
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recruit="Dwarvish Fighter,Dwarvish Thunderer,Dwarvish Guardsman, Dwarvish Scout"
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{GOLD 100 80 60} # BALANCE
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{GOLD 100 80 60} # BALANCE
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[/side]
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[side]
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@ -57,7 +57,7 @@
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canrecruit=yes
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recruit=Orcish Archer, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Spearman
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{GOLD 220 260 300} # BALANCE
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{GOLD 220 260 300} # BALANCE
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team_name=orcs
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user_team_name=_"Orcs"
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[ai]
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@ -93,7 +93,7 @@
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recruit=Orcish Archer, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman, Goblin Impaler
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#endif
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{GOLD 180 220 360} # BALANCE
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{GOLD 180 220 360} # BALANCE
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team_name=orcs
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user_team_name=_"Orcs"
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[ai]
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@ -127,7 +127,7 @@
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side=4
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canrecruit=yes
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recruit=Orcish Archer, Orcish Grunt, Wolf Rider, Orcish Warrior, Goblin Spearman
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{GOLD 180 220 360} # BALANCE
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{GOLD 180 220 360} # BALANCE
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team_name=orcs
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user_team_name=_"Orcs"
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[ai]
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@ -240,7 +240,7 @@
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greater_than=0
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[/variable]
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[then]
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{VARIABLE_OP random_location_index random 1..$possible_indig_locations.length}
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{VARIABLE_OP random_location_index rand "1..$possible_indig_locations.length"}
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[set_variable]
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name=random_location_index
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add=-1
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@ -177,17 +177,17 @@
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[/objectives]
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[/event]
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# [event]
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# name=moveto
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# [filter]
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# side=1
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# x=17
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# y=18
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# [/filter]
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# [event]
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# name=moveto
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# [filter]
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# side=1
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# x=17
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# y=18
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# [/filter]
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#
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# [removeitem]
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# [/removeitem]
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# [/event]
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# [removeitem]
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# [/removeitem]
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# [/event]
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[event]
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name=start
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@ -231,8 +231,8 @@
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y=18
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[/filter]
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{VARIABLE_OP xx1 random 14..19}
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{VARIABLE_OP yy1 random 16..19}
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{VARIABLE_OP xx1 rand "14..19"}
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{VARIABLE_OP yy1 rand "16..19"}
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{NAMED_LOYAL_UNIT 4 (Sea Serpent) $xx1 $yy1 (Bitey the Serpent) ( _ "Bitey the Serpent")}
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# wmllint: recognize Bitey The Sepent
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@ -216,8 +216,8 @@
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y=23-30
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[/filter]
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{VARIABLE_OP xx1 random 16..19}
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{VARIABLE_OP yy1 random 23..30}
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{VARIABLE_OP xx1 rand "16..19"}
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{VARIABLE_OP yy1 rand "23..30"}
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{NAMED_LOYAL_UNIT 2 (Sea Serpent) $xx1 $yy1 (Chompey the Serpent) ( _ "Chompey the Serpent")}
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# wmllint: recognize Chompey the Serpent
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@ -245,8 +245,8 @@
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y=7-8
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[/filter]
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{VARIABLE_OP xx1 random 13..25}
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{VARIABLE_OP yy1 random 7..8}
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{VARIABLE_OP xx1 rand "13..25"}
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{VARIABLE_OP yy1 rand "7..8"}
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{NAMED_LOYAL_UNIT 2 (Sea Serpent) $xx1 $yy1 (Scaly the Serpent) ( _ "Scaly the Serpent")}
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# wmllint: recognize Scaly the Serpent
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@ -274,8 +274,8 @@
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y=12-13
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[/filter]
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{VARIABLE_OP xx1 random 1..14}
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{VARIABLE_OP yy1 random 12..13}
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{VARIABLE_OP xx1 rand "1..14"}
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{VARIABLE_OP yy1 rand "12..13"}
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{NAMED_LOYAL_UNIT 2 (Sea Serpent) $xx1 $yy1 (Toothey the Serpent) ( _ "Toothey the Serpent")}
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# wmllint: recognize Toothey the Serpent
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@ -154,8 +154,8 @@
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[event]
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name=prestart
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{VARIABLE_OP xx1 random 10..18}
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{VARIABLE_OP yy1 random 2..6}
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{VARIABLE_OP xx1 rand "10..18"}
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{VARIABLE_OP yy1 rand "2..6"}
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{PLACE_IMAGE (items/chest-plain-closed.png) $xx1 $yy1}
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@ -547,14 +547,14 @@
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[else]
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[message]
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speaker=Tan-Vragish
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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[/message]
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[kill]
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id=Tan-Vragish
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[/kill]
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[message]
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speaker="Ut'Tan-Grorag"
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message= _ "Da elfses have the fire ruby, we must flee. To da ships!" # wmllint: no spellcheck
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message= _ "Da elfses have the fire ruby, we must flee. To da ships!" # wmllint: no spellcheck
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[/message]
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[kill]
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id="Ut'Tan-Grorag"
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@ -568,7 +568,7 @@
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[/kill]
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[message]
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speaker=Tan-Prodash
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message= _ "We must get back to the Green Isle. The elfses have the Ruby of Fire and our assault has been stopped." # wmllint: no spellcheck
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message= _ "We must get back to the Green Isle. The elfses have the Ruby of Fire and our assault has been stopped." # wmllint: no spellcheck
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[/message]
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[kill]
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id=Tan-Prodash
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@ -752,28 +752,28 @@
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[then]
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[message]
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speaker=Tan-Vragish
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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[/message]
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[kill]
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id=Tan-Vragish
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[/kill]
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[message]
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speaker="Ut'Tan-Grorag"
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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[/message]
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[kill]
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id="Ut'Tan-Grorag"
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[/kill]
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[message]
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speaker=Tan-Erinak
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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[/message]
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[kill]
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id=Tan-Erinak
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[/kill]
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[message]
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speaker=Tan-Prodash
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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message= _ "Da old bag of bones has been crushed, and our cause is lost. We know da elfses have da fire ruby. Retreat!" # wmllint: no spellcheck
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[/message]
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[kill]
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id=Tan-Prodash
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@ -1055,7 +1055,7 @@
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[/event]
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#define DEEP_WALKERS
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{VARIABLE_OP yy1 random 25..40}
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{VARIABLE_OP yy1 rand "25..40"}
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[message]
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speaker=Lich-Lord Jevyan
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message= _ "Come in from the deep my loyal soldiers!"
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@ -1086,8 +1086,8 @@
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#enddef
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#define FROM_THE_EARTH
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{VARIABLE_OP xx1 random 23..50}
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{VARIABLE_OP yy1 random 24..45}
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{VARIABLE_OP xx1 rand "23..50"}
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{VARIABLE_OP yy1 rand "24..45"}
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[message]
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speaker=Lich-Lord Jevyan
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@ -1129,7 +1129,7 @@
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[message]
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speaker=Familiar
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image="portraits/familiar.png"
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message= _ "Neep! SPLAT!" # wmllint: no spellcheck
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message= _ "Neep! SPLAT!" # wmllint: no spellcheck
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[/message]
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[message]
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speaker=second_unit
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@ -1160,13 +1160,13 @@
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[then]
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#ifdef EASY
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{VARIABLE_OP opt random 1..24}
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{VARIABLE_OP opt rand "1..24"}
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#endif
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#ifdef NORMAL
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{VARIABLE_OP opt random 1..18}
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{VARIABLE_OP opt rand "1..18"}
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#endif
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#ifdef HARD
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{VARIABLE_OP opt random 1..12}
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{VARIABLE_OP opt rand "1..12"}
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#endif
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[if]
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@ -1045,7 +1045,7 @@ _f, _f, Re, _f
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[/variable]
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[do]
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{VARIABLE_OP undead_spawn_x random "11..22"}
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{VARIABLE_OP undead_spawn_x rand "11..22"}
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# If there's already been a quick unit (ghost or bat)
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# spawned this turn, don't make any more
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[then]
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#ifdef EASY
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{VARIABLE_OP undead_spawn_type random "Bone Shooter,Revenant,Necrophage"}
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{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Necrophage"}
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#else
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{VARIABLE_OP undead_spawn_type random "Bone Shooter,Revenant,Deathblade,Necrophage"}
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{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Deathblade,Necrophage"}
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#endif
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[/then]
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[else]
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#ifdef EASY
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{VARIABLE_OP undead_spawn_type random "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"}
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{VARIABLE_OP undead_spawn_type rand "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"}
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#else
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{VARIABLE_OP undead_spawn_type random "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
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||||
{VARIABLE_OP undead_spawn_type rand "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
|
||||
#endif
|
||||
[/else]
|
||||
[/if]
|
||||
|
|
|
@ -364,13 +364,13 @@
|
|||
{VARIABLE first_password_2 _"Eleben"}
|
||||
{VARIABLE first_password_3 _"Jarlom"}
|
||||
{VARIABLE first_password_4 _"Hamik"}
|
||||
{VARIABLE_OP first_password_number random "1..4"}
|
||||
{VARIABLE_OP first_password_number rand "1..4"}
|
||||
|
||||
{VARIABLE second_password_1 _"Akranbral"}
|
||||
{VARIABLE second_password_2 _"Drakanal"}
|
||||
{VARIABLE second_password_3 _"Xaskanat"}
|
||||
{VARIABLE second_password_4 _"Katklagad"}
|
||||
{VARIABLE_OP second_password_number random "1..4"}
|
||||
{VARIABLE_OP second_password_number rand "1..4"}
|
||||
|
||||
[message]
|
||||
speaker=unit
|
||||
|
|
|
@ -893,7 +893,7 @@
|
|||
[then]
|
||||
{VARIABLE village_at_$x1|_$y1|.captured_first_by elves}
|
||||
|
||||
{VARIABLE_OP fate random 1..100}
|
||||
{VARIABLE_OP fate rand "1..100"}
|
||||
# And check if it's lower than a threshold of
|
||||
# finding an unit that's dependent on diffficulty
|
||||
# level: 60% on easy, 50% on normal, 40% on
|
||||
|
@ -916,7 +916,7 @@
|
|||
# So the RNG smiled upon the player, time to pick a
|
||||
# random elf from pool we defined in prestart
|
||||
|
||||
{VARIABLE_OP random_elf_pool_index random "1..$elf_pool.length"}
|
||||
{VARIABLE_OP random_elf_pool_index rand "1..$elf_pool.length"}
|
||||
{VARIABLE_OP random_elf_pool_index add -1}
|
||||
|
||||
[unit]
|
||||
|
|
|
@ -536,7 +536,7 @@
|
|||
[unstore_unit]
|
||||
variable=stored_eloh
|
||||
find_vacant=no
|
||||
text="-6" # wmllint: ignore
|
||||
text="-6" # wmllint: ignore
|
||||
{COLOR_HARM}
|
||||
[/unstore_unit]
|
||||
|
||||
|
@ -622,7 +622,7 @@
|
|||
[/variable]
|
||||
|
||||
[then]
|
||||
{VARIABLE_OP new_minion_loc_i random "1..$possible_spawn_locations.length"}
|
||||
{VARIABLE_OP new_minion_loc_i rand "1..$possible_spawn_locations.length"}
|
||||
{VARIABLE_OP new_minion_loc_i add -1}
|
||||
|
||||
{UNIT 2 (Crawling Horror) $possible_spawn_locations[$new_minion_loc_i].x $possible_spawn_locations[$new_minion_loc_i].y (upkeep=free)}
|
||||
|
@ -728,7 +728,7 @@
|
|||
# main body appears
|
||||
|
||||
[terrain]
|
||||
terrain=Ryd # wmllint: ignore
|
||||
terrain=Ryd # wmllint: ignore
|
||||
x,y=10,10
|
||||
[/terrain]
|
||||
|
||||
|
@ -1197,7 +1197,7 @@
|
|||
variable=elf_list
|
||||
[/store_unit]
|
||||
|
||||
{VARIABLE_OP victim_i random "1..$elf_list.length"}
|
||||
{VARIABLE_OP victim_i rand "1..$elf_list.length"}
|
||||
{VARIABLE_OP victim_i add -1}
|
||||
|
||||
#used to be 140,255,247
|
||||
|
@ -1281,7 +1281,7 @@
|
|||
[unstore_unit]
|
||||
variable=elf_list[$victim_i]
|
||||
find_vacant=no
|
||||
text="-$special_attack_damage" # wmllint: ignore no spellcheck
|
||||
text="-$special_attack_damage" # wmllint: ignore no spellcheck
|
||||
{COLOR_HARM}
|
||||
[/unstore_unit]
|
||||
|
||||
|
@ -1480,7 +1480,7 @@
|
|||
|
||||
[message]
|
||||
type=Crawling Horror
|
||||
message= _ "Aiiieeee!!!" # wmllint: no spellcheck
|
||||
message= _ "Aiiieeee!!!" # wmllint: no spellcheck
|
||||
[/message]
|
||||
|
||||
[redraw]
|
||||
|
|
|
@ -83,11 +83,11 @@ multiply=-1
|
|||
[/set_variable]
|
||||
|
||||
[while]
|
||||
[variable]
|
||||
name={VAR}
|
||||
less_than=0
|
||||
[/variable]
|
||||
[do] #enddef
|
||||
[variable]
|
||||
name={VAR}
|
||||
less_than=0
|
||||
[/variable]
|
||||
[do] #enddef
|
||||
|
||||
# Same as mainline NEXT
|
||||
#define ENDLOOP VAR
|
||||
|
@ -233,7 +233,7 @@ multiply=-1
|
|||
variable=possible_assassin_locations
|
||||
[/store_locations]
|
||||
|
||||
{VARIABLE_OP assassin_location_i random "1..$possible_assassin_locations.length"}
|
||||
{VARIABLE_OP assassin_location_i rand "1..$possible_assassin_locations.length"}
|
||||
{VARIABLE_OP assassin_location_i add -1}
|
||||
|
||||
{VARIABLE dark_assassin_location.x $possible_assassin_locations[$assassin_location_i].x}
|
||||
|
|
Loading…
Add table
Reference in a new issue