Tweaked some pathways on the map and fixed a scenario bug.

This commit is contained in:
Lari Nieminen 2008-12-20 11:56:17 +00:00
parent 51e583a9db
commit ac67c402c4
2 changed files with 78 additions and 70 deletions

View file

@ -9,17 +9,17 @@ Ss , Ss , Ss , Ss , Ss , Ss
Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Ss , Ss , Ss , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Ss , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Gg^Vh , Ds , Ds , Ss , Ss , Ss , Gg^Vh , Re , Re , Hh , Mm , Mm , Mm , Mm , Mm , Mm , Mm , Mm , Hh , Hh , Mm , Mm , Mm , Mm
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Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ds , Ds , Ds , Ds , Re , Re , Ss , Ss , Ss , Ds , Ds , Ds , Ds , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Ss , Rr^Xo , Ss , Ss , Re , Re , Ss , Re , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Hh , Mm , Mm , Mm , Mm , Mm , Hh , Mm , Mm , Mm , Mm , Mm , Mm , Mm , Mm
Ss , Ss , Ss , Ss , Ss , Ss , Gg^Vh , Ds , Ds , Ds , Ds , Gg^Vh , Ss , Ss , Re , Ss , Ss , Ss , Ss , Ds , Gg^Vh , Ds , Ds , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Re , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Hh , Hh , Mm , Mm , Mm , Hh , Hh , Qxu , Hh , Hh , Mm , Mm , Mm , Mm , Mm , Mm
Ss , Ss , Ss , Ss , Ss , Ss , Gg^Vh , Ds , Ds , Ds , Ds , Gg^Vh , Ss , Ss , Re , Ss , Ss , Ss , Ss , Ds , Gg^Vh , Ds , Ds , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Re , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Hh , Hh , Mm , Mm , Mm , Hh , Hh , Qxu , Hh , Hh , Mm , Mm , Mm , Mm , Mm , Mm
Ss , Ss , Re , Re , Ss , Re , Re , Re , Ds , Ds , Ds , Ss , Ss , Ss , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Re , Ss , Ss , Ss , Re , Re , Re , Re , Re , Re , Ss , Ss , Ss , Ds , Ds , Ds , Gg^Vh , Ds , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Hh , Mm , Mm , Mm , Hh , Qxu , Qxu , Cud , Qxu , Hh , Mm , Mm , Mm^Vhh , Mm , Mm , Mm
Re , Re , Re , Re , Re , Re , Re , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Ds , Ds , Gg^Vh , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Re , Ds , Ds , Re , Re , Re , Ss , Ss , Re , Re , Re , Re , Ds , Ds , Ds , Ds , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Hh , Mm , Mm , Hh^Vhh , Hh , Qxu , Cud , Rr , Cud , Hh , Mm , Mm , Mm , Mm , Mm , Mm
Re , Re , Re , Re , Re , Re , Re , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Ds , Ds , Gg^Vh , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Re , Re , Ds , Ds , Re , Re , Re , Ss , Ss , Re , Re , Ss , Ss , Ds , Ds , Ds , Ds , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Hh , Mm , Mm , Hh^Vhh , Hh , Qxu , Cud , Rr , Cud , Hh , Mm , Mm , Mm , Mm , Mm , Mm
Ss , Ss , Ss , Ss , Re , Ss , Ss , Re , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Ds , Ds , Ds , Ss , Ss , Ss , Re , Re , Re , Ss , Re , Gg^Vh , Ds , Ds , Re , Ss , Ss , Ds , Gg^Vh , Ds , Ss , Ss , Ss , Ss , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Hh , Mm , Mm , Mm , Rr , Rr , Cud , Rr , Rr , Hh , Hh , Mm , Mm , Mm , Mm
Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Ss , Ss , Re , Re , Re , Re , Ss , Ss , Ss , Ss , Re , Re , Ss , Re , Re , Ss , Ss , Ss , Re , Ss , Re , Ss , Re , Re , Rr^Xo , Ds , Ds , Ds , Ss , Ss , Ss , Ss , Ss , Ss , Ds , Ds , Re , Re , Ss , Ss , Ss , Ss , Ss , Re , Re , Hh , Hh , Cud , Rr , Rr , 5 Kud , Rr , Rr , Cud , Qxu , Hh , Mm , Mm , Mm
Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Ss , Ss , Ss , Ss , Gg^Vh , Re , Re , Re , Ch , Ch , Ch , Gg^Vh , Re , Re , Ss , Ss , Ss , Ss , Re , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Ss , Re , Re , Ss , Re , Re , Gg^Vh , Re , Re , Ch , 4 Kh , Ch , Re , Ss , Ss , Ss , Re , Re , Re , Re , Hh , Cud , Rr , Cud , Rr , Cud , Rr , Cud , Qxu , Hh , Mm , Mm , Mm
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View file

@ -396,92 +396,100 @@
side=1
[/filter]
# this makes sure that all the knights are killed before the paladin
[if]
[have_unit]
type=Knight
side=6
[/have_unit]
[then]
[store_unit]
[filter]
# this makes sure that all the knights are killed before the paladin
[if]
[have_unit]
type=Knight
side=6
[/filter]
[/have_unit]
kill=no
variable=killable_prisoners
[/store_unit]
[/then]
[then]
[store_unit]
[filter]
type=Knight
side=6
[/filter]
kill=no
variable=killable_prisoners
[/store_unit]
[/then]
[else]
[store_unit]
[filter]
side=6
[/filter]
kill=no
variable=killable_prisoners
[/store_unit]
[/else]
[/if]
{VARIABLE_OP random_prisoner_i rand "1..$killable_prisoners.length"}
{VARIABLE_OP random_prisoner_i add -1}
[else]
[store_unit]
[filter]
side=6
side=4
role=prison guard
[filter_adjacent]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/filter_adjacent]
[/filter]
kill=no
variable=killable_prisoners
kill=yes
variable=stored_executioner
[/store_unit]
[/else]
[/if]
{VARIABLE_OP random_prisoner_i rand "1..$killable_prisoners.length"}
{VARIABLE_OP random_prisoner_i add -1}
# the guard of the killed prisoner is now free to act normally
{CLEAR_VARIABLE stored_executioner.role,stored_executioner.ai_special,stored_executioner.status.guardian}
[store_unit]
[filter]
side=4
role=prison guard
[filter_adjacent]
[unstore_unit]
variable=stored_executioner
[/unstore_unit]
# FIXME: the executioner should swing at the prisoner, instead of
# whatever random direction he happens to be facing
[animate_unit]
flag=attack
[filter]
x,y=$stored_executioner.x,$stored_executioner.y
[/filter]
[primary_attack]
name=axe
[/primary_attack]
hit=yes
[/animate_unit]
[kill]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/filter_adjacent]
[/filter]
animate=yes
fire_event=no
[/kill]
kill=yes
variable=stored_executioner
[/store_unit]
[terrain]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
terrain=Rr
[/terrain]
# the guard of the killed prisoner is now free to act normally
{CLEAR_VARIABLE stored_executioner.role,stored_executioner.ai_special,stored_executioner.status.guardian}
[removeitem]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/removeitem]
[unstore_unit]
variable=stored_executioner
[/unstore_unit]
# FIXME: the executioner should swing at the prisoner, instead of
# whatever random direction he happens to be facing
[animate_unit]
flag=attack
[filter]
x,y=$stored_executioner.x,$stored_executioner.y
[/filter]
[primary_attack]
name=axe
[/primary_attack]
hit=yes
[/animate_unit]
[kill]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
animate=yes
fire_event=no
[/kill]
[terrain]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
terrain=Rr
[/terrain]
[removeitem]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/removeitem]
{CLEAR_VARIABLE killable_prisoners,random_prisoner_i,stored_executioner}
{CLEAR_VARIABLE killable_prisoners,random_prisoner_i,stored_executioner}
[/then]
[/if]
[/event]
#impossible to kill Mal-Ravanal