Converted remaining occurrences of random= to rand= in mainline campaigns.

This commit is contained in:
Lari Nieminen 2010-05-28 09:44:02 +00:00
parent f4e8ac49df
commit 97aaefd021
19 changed files with 78 additions and 78 deletions

View file

@ -102,7 +102,7 @@ There are no villages in this scenario — you must use healers instead. Use hit
{VARIABLE orcs_recruited 0}
{VARIABLE camp_gold 300}
{VARIABLE_OP modulo_factor random 2..4}
{VARIABLE_OP modulo_factor rand "2..4"}
[/event]
[event]
@ -129,7 +129,7 @@ There are no villages in this scenario — you must use healers instead. Use hit
side=2
type="Orcish Crossbowman, Orcish Warrior"
[/allow_recruit]
{VARIABLE_OP modulo_factor random 2..4}
{VARIABLE_OP modulo_factor rand "2..4"}
[/then]
[else]
[disallow_recruit]

View file

@ -153,7 +153,7 @@
# Generate a random number of guards between 0 and 2 around X,Y
#define RANDOM_GUARDS TYPE NAME_STRING SIDE X Y
{VARIABLE_OP number_of_guards random 0..2}
{VARIABLE_OP number_of_guards rand "0..2"}
{REPEAT $number_of_guards (
[store_locations]
@ -171,7 +171,7 @@
{IF_VAR possible_guard_locations.length greater_than 0 (
[then]
{VARIABLE_OP random_location_index random 0..$possible_guard_locations.length}
{VARIABLE_OP random_location_index rand "0..$possible_guard_locations.length"}
[move_unit_fake]
side={SIDE}

View file

@ -96,7 +96,7 @@
[/if]
# let's pick a random hero type...
{VARIABLE_OP randomHero random (human,bandit,elf,dwarf,orc)}
{VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)}
# and make sure it's not the same as last time
[while]
@ -113,7 +113,7 @@
[/or]
[do]
{VARIABLE_OP randomHero random (human,bandit,elf,dwarf,orc)}
{VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)}
[/do]
[/while]

View file

@ -148,7 +148,7 @@
#
# Randomly set the exit location - 1=the main door and 2=the mine
#
{VARIABLE_OP true_entrance_location random 1..2}
{VARIABLE_OP true_entrance_location rand "1..2"}
# {SCATTER_IMAGE (terrain=Gg) 12 scenery/pine2.png}
# {SCATTER_IMAGE (terrain=Gg) 3 scenery/snowbits.png}

View file

@ -90,13 +90,13 @@
#
#ifdef HARD
#else
{VARIABLE_OP side_kill random 4..7}
{VARIABLE_OP side_kill rand "4..7"}
{ERASE_CASTLE $side_kill Uu}
[kill]
side=$side_kill
[/kill]
#endif
{VARIABLE_OP side_kill random 2..3}
{VARIABLE_OP side_kill rand "2..3"}
{ERASE_CASTLE $side_kill Uu}
[kill]
side=$side_kill
@ -259,7 +259,7 @@
[filter]
side=1,4,5
[/filter]
{VARIABLE_OP rumble_test random 1..35}
{VARIABLE_OP rumble_test rand "1..35"}
[if]
[variable]
name=rumble_test

View file

@ -235,7 +235,7 @@
[event]
name=prestart
{VARIABLE_OP armored_knight random (Clarustus,Merlunius,Secadius,Dafeis)}
{VARIABLE_OP armored_knight rand (Clarustus,Merlunius,Secadius,Dafeis)}
{ENDOWED_KNIGHT ($armored_knight)}
[/event]

View file

@ -563,7 +563,7 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
{VARIABLE randrange $potential_locs.length}
{VARIABLE_OP randrange add -1}
{VARIABLE randrange "0..$randrange"}
{VARIABLE_OP random random $randrange}
{RANDOM $randrange}
{CLEAR_VARIABLE lava_body}
{VARIABLE lava_body.x $potential_locs[$random].x}
{VARIABLE lava_body.y $potential_locs[$random].y}

View file

@ -224,7 +224,7 @@
[/variable]
[do]
{VARIABLE_OP guard_type random "Shock Trooper"}
{VARIABLE_OP guard_type rand "Shock Trooper"}
[unit]
x,y=1,1
@ -301,7 +301,7 @@
{IF_VAR new_guard_locations.length greater_than 0 (
[then]
{VARIABLE_OP random_i random "1..$new_guard_locations.length"}
{VARIABLE_OP random_i rand "1..$new_guard_locations.length"}
{VARIABLE_OP random_i add -1}
{VARIABLE stored_guard.x $new_guard_locations[$random_i].x}
@ -335,10 +335,10 @@
{IF_VAR new_assistant_guard_locations.length greater_than 0 (
[then]
{VARIABLE_OP random_i random "1..$new_assistant_guard_locations.length"}
{VARIABLE_OP random_i rand "1..$new_assistant_guard_locations.length"}
{VARIABLE_OP random_i add -1}
{VARIABLE_OP assistant_guard_type random "Shock Trooper,Shock Trooper,Iron Mauler,Javelineer,Swordsman,Pikeman"}
{VARIABLE_OP assistant_guard_type rand "Shock Trooper,Shock Trooper,Iron Mauler,Javelineer,Swordsman,Pikeman"}
[unit]
type=$assistant_guard_type

View file

@ -363,7 +363,7 @@
variable=possible_transport_destinations
[/store_locations]
{VARIABLE_OP transport_destination_index random "1..$possible_transport_destinations.length"}
{VARIABLE_OP transport_destination_index rand "1..$possible_transport_destinations.length"}
{VARIABLE_OP transport_destination_index add -1}
{VARIABLE stored_transports[$i].variables.destination_x $possible_transport_destinations[$transport_destination_index].x}

View file

@ -6,7 +6,7 @@
victory_when_enemies_defeated=yes
map_data="{campaigns/The_Hammer_of_Thursagan/maps/invaders.map}"
{DEFAULT_SCHEDULE}
turns=40 # BALANCE
turns=40 # BALANCE
# This scenario is the Attack of the Fuzzy-Wuzzies. The player
# will be seriously outnumbered, but careful defensive
@ -45,7 +45,7 @@
fog="no"
shroud="no"
recruit="Dwarvish Fighter,Dwarvish Thunderer,Dwarvish Guardsman, Dwarvish Scout"
{GOLD 100 80 60} # BALANCE
{GOLD 100 80 60} # BALANCE
[/side]
[side]
@ -57,7 +57,7 @@
canrecruit=yes
recruit=Orcish Archer, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Spearman
{GOLD 220 260 300} # BALANCE
{GOLD 220 260 300} # BALANCE
team_name=orcs
user_team_name=_"Orcs"
[ai]
@ -93,7 +93,7 @@
recruit=Orcish Archer, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman, Goblin Impaler
#endif
{GOLD 180 220 360} # BALANCE
{GOLD 180 220 360} # BALANCE
team_name=orcs
user_team_name=_"Orcs"
[ai]
@ -127,7 +127,7 @@
side=4
canrecruit=yes
recruit=Orcish Archer, Orcish Grunt, Wolf Rider, Orcish Warrior, Goblin Spearman
{GOLD 180 220 360} # BALANCE
{GOLD 180 220 360} # BALANCE
team_name=orcs
user_team_name=_"Orcs"
[ai]
@ -240,7 +240,7 @@
greater_than=0
[/variable]
[then]
{VARIABLE_OP random_location_index random 1..$possible_indig_locations.length}
{VARIABLE_OP random_location_index rand "1..$possible_indig_locations.length"}
[set_variable]
name=random_location_index
add=-1

View file

@ -177,17 +177,17 @@
[/objectives]
[/event]
# [event]
# name=moveto
# [filter]
# side=1
# x=17
# y=18
# [/filter]
# [event]
# name=moveto
# [filter]
# side=1
# x=17
# y=18
# [/filter]
#
# [removeitem]
# [/removeitem]
# [/event]
# [removeitem]
# [/removeitem]
# [/event]
[event]
name=start
@ -231,8 +231,8 @@
y=18
[/filter]
{VARIABLE_OP xx1 random 14..19}
{VARIABLE_OP yy1 random 16..19}
{VARIABLE_OP xx1 rand "14..19"}
{VARIABLE_OP yy1 rand "16..19"}
{NAMED_LOYAL_UNIT 4 (Sea Serpent) $xx1 $yy1 (Bitey the Serpent) ( _ "Bitey the Serpent")}
# wmllint: recognize Bitey The Sepent

View file

@ -216,8 +216,8 @@
y=23-30
[/filter]
{VARIABLE_OP xx1 random 16..19}
{VARIABLE_OP yy1 random 23..30}
{VARIABLE_OP xx1 rand "16..19"}
{VARIABLE_OP yy1 rand "23..30"}
{NAMED_LOYAL_UNIT 2 (Sea Serpent) $xx1 $yy1 (Chompey the Serpent) ( _ "Chompey the Serpent")}
# wmllint: recognize Chompey the Serpent
@ -245,8 +245,8 @@
y=7-8
[/filter]
{VARIABLE_OP xx1 random 13..25}
{VARIABLE_OP yy1 random 7..8}
{VARIABLE_OP xx1 rand "13..25"}
{VARIABLE_OP yy1 rand "7..8"}
{NAMED_LOYAL_UNIT 2 (Sea Serpent) $xx1 $yy1 (Scaly the Serpent) ( _ "Scaly the Serpent")}
# wmllint: recognize Scaly the Serpent
@ -274,8 +274,8 @@
y=12-13
[/filter]
{VARIABLE_OP xx1 random 1..14}
{VARIABLE_OP yy1 random 12..13}
{VARIABLE_OP xx1 rand "1..14"}
{VARIABLE_OP yy1 rand "12..13"}
{NAMED_LOYAL_UNIT 2 (Sea Serpent) $xx1 $yy1 (Toothey the Serpent) ( _ "Toothey the Serpent")}
# wmllint: recognize Toothey the Serpent

View file

@ -154,8 +154,8 @@
[event]
name=prestart
{VARIABLE_OP xx1 random 10..18}
{VARIABLE_OP yy1 random 2..6}
{VARIABLE_OP xx1 rand "10..18"}
{VARIABLE_OP yy1 rand "2..6"}
{PLACE_IMAGE (items/chest-plain-closed.png) $xx1 $yy1}

View file

@ -547,14 +547,14 @@
[else]
[message]
speaker=Tan-Vragish
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
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
[/message]
[kill]
id=Tan-Vragish
[/kill]
[message]
speaker="Ut'Tan-Grorag"
message= _ "Da elfses have the fire ruby, we must flee. To da ships!" # wmllint: no spellcheck
message= _ "Da elfses have the fire ruby, we must flee. To da ships!" # wmllint: no spellcheck
[/message]
[kill]
id="Ut'Tan-Grorag"
@ -568,7 +568,7 @@
[/kill]
[message]
speaker=Tan-Prodash
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
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
[/message]
[kill]
id=Tan-Prodash
@ -752,28 +752,28 @@
[then]
[message]
speaker=Tan-Vragish
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
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
[/message]
[kill]
id=Tan-Vragish
[/kill]
[message]
speaker="Ut'Tan-Grorag"
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
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
[/message]
[kill]
id="Ut'Tan-Grorag"
[/kill]
[message]
speaker=Tan-Erinak
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
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
[/message]
[kill]
id=Tan-Erinak
[/kill]
[message]
speaker=Tan-Prodash
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
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
[/message]
[kill]
id=Tan-Prodash
@ -1055,7 +1055,7 @@
[/event]
#define DEEP_WALKERS
{VARIABLE_OP yy1 random 25..40}
{VARIABLE_OP yy1 rand "25..40"}
[message]
speaker=Lich-Lord Jevyan
message= _ "Come in from the deep my loyal soldiers!"
@ -1086,8 +1086,8 @@
#enddef
#define FROM_THE_EARTH
{VARIABLE_OP xx1 random 23..50}
{VARIABLE_OP yy1 random 24..45}
{VARIABLE_OP xx1 rand "23..50"}
{VARIABLE_OP yy1 rand "24..45"}
[message]
speaker=Lich-Lord Jevyan
@ -1129,7 +1129,7 @@
[message]
speaker=Familiar
image="portraits/familiar.png"
message= _ "Neep! SPLAT!" # wmllint: no spellcheck
message= _ "Neep! SPLAT!" # wmllint: no spellcheck
[/message]
[message]
speaker=second_unit
@ -1160,13 +1160,13 @@
[then]
#ifdef EASY
{VARIABLE_OP opt random 1..24}
{VARIABLE_OP opt rand "1..24"}
#endif
#ifdef NORMAL
{VARIABLE_OP opt random 1..18}
{VARIABLE_OP opt rand "1..18"}
#endif
#ifdef HARD
{VARIABLE_OP opt random 1..12}
{VARIABLE_OP opt rand "1..12"}
#endif
[if]

View file

@ -1045,7 +1045,7 @@ _f, _f, Re, _f
[/variable]
[do]
{VARIABLE_OP undead_spawn_x random "11..22"}
{VARIABLE_OP undead_spawn_x rand "11..22"}
# If there's already been a quick unit (ghost or bat)
# spawned this turn, don't make any more
@ -1057,17 +1057,17 @@ _f, _f, Re, _f
[then]
#ifdef EASY
{VARIABLE_OP undead_spawn_type random "Bone Shooter,Revenant,Necrophage"}
{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Necrophage"}
#else
{VARIABLE_OP undead_spawn_type random "Bone Shooter,Revenant,Deathblade,Necrophage"}
{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Deathblade,Necrophage"}
#endif
[/then]
[else]
#ifdef EASY
{VARIABLE_OP undead_spawn_type random "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"}
{VARIABLE_OP undead_spawn_type rand "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"}
#else
{VARIABLE_OP undead_spawn_type random "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
{VARIABLE_OP undead_spawn_type rand "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
#endif
[/else]
[/if]

View file

@ -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

View file

@ -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]

View file

@ -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]

View file

@ -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}