Updated Urza Nalmath's recruitment pattern...

...when his recruit list changes, probably fixes bug #12823.
This commit is contained in:
Lari Nieminen 2009-01-07 14:42:08 +00:00
parent 9a6d14c7d7
commit bd9eb94dca

View file

@ -69,30 +69,24 @@
{GOLD 20 30 40}
canrecruit=yes
#ifdef EASY
recruit=Ruffian,Thief,Footpad
#endif
#ifdef NORMAL
recruit=Ruffian,Thug,Thief,Poacher
#endif
#ifdef HARD
recruit=Footpad,Thug,Thief,Poacher,Trapper
#endif
{QUANTITY recruit (Ruffian,Thief,Footpad)
(Ruffian,Thug,Thief,Poacher)
(Footpad,Thug,Thief,Poacher,Trapper)}
[ai]
# macroified the params here because they'll be reused later in the scenario
#define URZA_NALMATH_AI_PARAMS
{ATTACK_DEPTH 2 3 4}
#ifdef EASY
recruitment_pattern=fighter,fighter,scout,fighter
#endif
#ifdef NORMAL
recruitment_pattern=fighter,archer,fighter,fighter
#endif
#ifdef HARD
recruitment_pattern=scout,fighter,archer,fighter,fighter
#endif
grouping=no
{NO_SCOUTS}
village_value=3
#enddef
{URZA_NALMATH_AI_PARAMS}
{QUANTITY recruitment_pattern (fighter,fighter,scout,fighter)
(fighter,archer,fighter,fighter)
(scout,fighter,archer,fighter,fighter)}
[/ai]
[/side]
@ -370,31 +364,26 @@
note={EARLY_FINISH_BONUS_NOTE}+{NEW_GOLD_CARRYOVER_NOTE_40}
[/objectives]
[allow_recruit]
[set_recruit]
side=2
#ifdef EASY
type=Walking Corpse
#endif
#ifdef NORMAL
type=Walking Corpse, Skeleton, Vampire Bat
#endif
#ifdef HARD
type=Skeleton, Skeleton Archer, Vampire Bat, Blood Bat
#endif
[/allow_recruit]
{QUANTITY recruit (Walking Corpse)
(Walking Corpse,Skeleton,Vampire Bat)
(Skeleton,Skeleton Archer,Vampire Bat,Blood Bat)}
[/set_recruit]
[disallow_recruit]
# update the [ai] params so that the recruitment_pattern matches the new
# recruits
[modify_side]
side=2
#ifdef EASY
type=Thief
#endif
#ifdef NORMAL
type=Thug, Thief, Poacher
#endif
#ifdef HARD
type=Thug, Thief, Poacher, Trapper
#endif
[/disallow_recruit]
[ai]
{URZA_NALMATH_AI_PARAMS}
{QUANTITY recruitment_pattern (fighter)
(fighter,fighter,scout,fighter)
(fighter,archer,fighter,archer,scout)}
[/ai]
[/modify_side]
[gold]
side=2