Renamed the TSG unit .cfg's, removed slow from Mounted General lance

(so there aren't two specials on it), fixed sounds in mace animations
and removed the redundant MOVE_EXISTING_UNIT macro.
This commit is contained in:
Lari Nieminen 2007-09-10 07:51:01 +00:00
parent ebcbe6921e
commit b4a5176fcb
8 changed files with 144 additions and 283 deletions

View file

@ -155,7 +155,7 @@
message= _ "Do we have any choice? Our food is running out, and it will be winter soon..."
[/message]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 20 47}
{MOVE_UNIT (description=Urza Afalas) 20 47}
[message]
speaker=Urza Afalas
message= _ "This way! The only ford is a bit west of here, and the path to the north will lead you into trouble!"
@ -220,7 +220,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 13 45}
{MOVE_UNIT (description=Urza Afalas) 13 45}
[message]
speaker=Urza Afalas
message= _ "We have to go even further west. There are elves living to the north, and I don't think they'll receive us too kindly!"
@ -244,7 +244,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 8 41}
{MOVE_UNIT (description=Urza Afalas) 8 41}
[message]
speaker=Urza Afalas
message= _ "Come on! Hurry!"
@ -270,7 +270,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 3 39}
{MOVE_UNIT (description=Urza Afalas) 3 39}
[message]
speaker=Urza Afalas
message= _ "Keep moving!"
@ -291,7 +291,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 3 34}
{MOVE_UNIT (description=Urza Afalas) 3 34}
[message]
speaker=Urza Afalas
message= _ "We're almost there!"
@ -310,7 +310,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 5 29}
{MOVE_UNIT (description=Urza Afalas) 5 29}
[message]
speaker=Urza Afalas
message= _ "Just a little further!"
@ -329,7 +329,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 9 25}
{MOVE_UNIT (description=Urza Afalas) 9 25}
[message]
speaker=Urza Afalas
message= _ "Hurry! There are bandits in these woods!"
@ -356,7 +356,7 @@
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 10 18}
{MOVE_UNIT (description=Urza Afalas) 10 18}
[message]
speaker=Urza Afalas
message= _ "The river is just ahead!"

View file

@ -122,7 +122,7 @@
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound=spear.wav
sound=mace.wav
[/frame]
[/else]
[frame]

View file

@ -1,136 +1,135 @@
[unit]
#textdomain wesnoth-tsg
id=Mounted General
name= _ "Mounted General"
race=human
image=deoran/horseman-commander.png
ellipse="misc/ellipse-leader"
image_leading=deoran/horseman-commander-defend.png
profile=portraits/deoran.png
hitpoints=68
alignment=lawful
cost=70
movement_type=mounted
movement=8
level=3
advanceto=null
{AMLA_TOUGH 3}
experience=100
usage=fighter
[abilities]
{ABILITY_LEADERSHIP_LEVEL_3}
[/abilities]
unit_description= _ "Being the most able leaders of the border guards, Mounted Generals are trained not only to ride and fight, but to lead. They command the garrisons that keep peace in the provinces of Wesnoth."
die_sound=horse-die.ogg
[attack]
name=lance
description= _"barbed lance"
type=pierce
[specials]
{WEAPON_SPECIAL_CHARGE}
{WEAPON_SPECIAL_SLOW}
[/specials]
range=melee
damage=11
number=3
[animation]
[frame]
begin=-225
end=-200
image=deoran/horseman-commander.png
sound=horse-canter.wav
[/frame]
[frame]
begin=-200
end=-100
image=deoran/horseman-commander-moving.png
[/frame]
[if]
hits=no
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound=spear.wav
[/frame]
[/else]
[frame]
begin=100
end=175
image=deoran/horseman-commander-moving.png
[/frame]
[frame]
begin=175
end=200
image=deoran/horseman-commander.png
[/frame]
[/animation]
[/attack]
[attack]
name=mace
description= _"mace"
type=pierce
range=impact
damage=19
number=2
[animation]
[frame]
begin=-225
end=-200
image=deoran/horseman-commander.png
sound=horse-canter.wav
[/frame]
[frame]
begin=-200
end=-100
image=deoran/horseman-commander-moving.png
[/frame]
[if]
hits=no
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound=spear.wav
[/frame]
[/else]
[frame]
begin=100
end=175
image=deoran/horseman-commander-moving.png
[/frame]
[frame]
begin=175
end=200
image=deoran/horseman-commander.png
[/frame]
[/animation]
[/attack]
[movement_anim]
[frame]
begin=0
end=150
image=deoran/horseman-commander-moving.png
[/frame]
[/movement_anim]
{DEFENSE_ANIM "deoran/horseman-commander-defend.png" "deoran/horseman-commander.png" {SOUND_LIST:HORSE_HIT} }
[/unit]
[unit]
#textdomain wesnoth-tsg
id=Mounted General
name= _ "Mounted General"
race=human
image=deoran/horseman-commander.png
ellipse="misc/ellipse-leader"
image_leading=deoran/horseman-commander-defend.png
profile=portraits/deoran.png
hitpoints=68
alignment=lawful
cost=70
movement_type=mounted
movement=8
level=3
advanceto=null
{AMLA_TOUGH 3}
experience=100
usage=fighter
[abilities]
{ABILITY_LEADERSHIP_LEVEL_3}
[/abilities]
unit_description= _ "Being the most able leaders of the border guards, Mounted Generals are trained not only to ride and fight, but to lead. They command the garrisons that keep peace in the provinces of Wesnoth."
die_sound=horse-die.ogg
[attack]
name=lance
description= _"lance"
type=pierce
[specials]
{WEAPON_SPECIAL_CHARGE}
[/specials]
range=melee
damage=11
number=3
[animation]
[frame]
begin=-225
end=-200
image=deoran/horseman-commander.png
sound=horse-canter.wav
[/frame]
[frame]
begin=-200
end=-100
image=deoran/horseman-commander-moving.png
[/frame]
[if]
hits=no
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound=spear.wav
[/frame]
[/else]
[frame]
begin=100
end=175
image=deoran/horseman-commander-moving.png
[/frame]
[frame]
begin=175
end=200
image=deoran/horseman-commander.png
[/frame]
[/animation]
[/attack]
[attack]
name=mace
description= _"mace"
type=pierce
range=impact
damage=19
number=2
[animation]
[frame]
begin=-225
end=-200
image=deoran/horseman-commander.png
sound=horse-canter.wav
[/frame]
[frame]
begin=-200
end=-100
image=deoran/horseman-commander-moving.png
[/frame]
[if]
hits=no
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=100
image=deoran/horseman-commander-attack.png
sound=mace.wav
[/frame]
[/else]
[frame]
begin=100
end=175
image=deoran/horseman-commander-moving.png
[/frame]
[frame]
begin=175
end=200
image=deoran/horseman-commander.png
[/frame]
[/animation]
[/attack]
[movement_anim]
[frame]
begin=0
end=150
image=deoran/horseman-commander-moving.png
[/frame]
[/movement_anim]
{DEFENSE_ANIM "deoran/horseman-commander-defend.png" "deoran/horseman-commander.png" {SOUND_LIST:HORSE_HIT} }
[/unit]

View file

@ -16,141 +16,3 @@
letter={LETTER}
[/terrain]
#enddef
#define MOVE_EXISTING_UNIT FILTER X Y
{_MOVE_EXISTING_UNIT ({FILTER}) ({X}) ({Y}) ( )}
#enddef
#This is in case you need to make another unit type to display moving.
#For example, if the movement has to go through deep water or cavewall,
#you could make a unit whose id was the original's with "Fake " at the beginning,
#which would have a [movement costs] tag with cavewall=1. Skirmisher ability is also useful to give here.
#HINT: undeadfly movetype takes only 1 move through anything except cavewall.
#define MOVE_EXISTING_UNIT_WITH_FAKE_VERSION FILTER X Y
{_MOVE_EXISTING_UNIT ({FILTER}) ({X}) ({Y}) ([set_variable]
name=mover_type
format="Fake $mover_type"
[/set_variable])}
#enddef
#don't use this directly, unless you really need to
#define _MOVE_EXISTING_UNIT FILTER X Y EXTRA_COMMANDS
[store_unit]
[filter]
{FILTER}
[/filter]
variable=mover_store
[/store_unit]
{VARIABLE_OP temp_x1 to_variable mover_store.x}
{VARIABLE_OP temp_y1 to_variable mover_store.y}
#if it's really a unit on the map, never mind whether it has HP<=0
#(in which case [have_unit] wouldn't detect it)
[if]
[variable]
name=temp_x1
greater_than=0
[/variable]
[variable]
name=temp_y1
greater_than=0
[/variable]
[then]
#kill the original
[kill]
x=$temp_x1
y=$temp_y1
[/kill]
[unit]
type=Invisible
x={X}
y={Y}
side=1
role=temp_location_tester
[/unit]
[store_unit]
[filter]
role=temp_location_tester
[/filter]
kill=yes
variable=temp_store
[/store_unit]
{VARIABLE_OP temp_x2 to_variable temp_store.x}
{VARIABLE_OP temp_y2 to_variable temp_store.y}
{VARIABLE_OP mover_store.x to_variable temp_x2}
{VARIABLE_OP mover_store.y to_variable temp_y2}
#make it face the right direction
#this may be unnecessary/bad; I don't think it's totally reliable
#if a unit goes a long way around
[if]
[variable]
name=temp_x1
greater_than=$temp_x2
[/variable]
[then]
{VARIABLE mover_store.facing sw}
[/then]
[/if]
[if]
[variable]
name=temp_x2
greater_than=$temp_x1
[/variable]
[then]
{VARIABLE mover_store.facing se}
[/then]
[/if]
#don't move to the same place!
#it would go one hex away and back
[if]
[variable]
name=temp_x1
not_equals=$temp_x2
[/variable]
[or]
[variable]
name=temp_y1
not_equals=$temp_y2
[/variable]
[/or]
[then]
{VARIABLE_OP mover_type to_variable mover_store.type}
{VARIABLE_OP mover_side to_variable mover_store.side}
{VARIABLE_OP mover_gender to_variable mover_store.side}
{VARIABLE_OP movement_x format (|$temp_x1|,$temp_x2)}
{VARIABLE_OP movement_y format (|$temp_y1|,$temp_y2)}
{EXTRA_COMMANDS}
[move_unit_fake]
type=$mover_type
side=$mover_side
gender=$mover_gender
x=$movement_x
y=$movement_y
[/move_unit_fake]
[unstore_unit]
variable=mover_store
[/unstore_unit]
[redraw]
[/redraw]
{CLEAR_VARIABLE mover_type}
{CLEAR_VARIABLE mover_side}
{CLEAR_VARIABLE mover_gender}
{CLEAR_VARIABLE movement_y}
{CLEAR_VARIABLE movement_x}
[/then]
[else]
[unstore_unit]
variable=mover_store
[/unstore_unit]
[redraw]
[/redraw]
[/else]
[/if]
{CLEAR_VARIABLE temp_x2}
{CLEAR_VARIABLE temp_y2}
{CLEAR_VARIABLE temp_store}
[/then]
[/if]
{CLEAR_VARIABLE temp_x1}
{CLEAR_VARIABLE temp_y1}
{CLEAR_VARIABLE mover_store}
#enddef