SotA: transform bats already after the 5th scenario
and keep compatibility code to transform older saves [ci_skip]
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11 changed files with 64 additions and 7 deletions
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@ -113,7 +113,7 @@ With further observation, I have determined that this is probably not the way to
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[side]
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# wmllint: who SIDE_1_ARDONNA is Ardonna
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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facing=se
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{GOLD 15 5 0}
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fog=yes
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@ -52,7 +52,7 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
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{TURNS 18 18 18}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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{GOLD 50 40 30}
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facing=se
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# The scenario won't be shrouded, but some of the intro dialog is:
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@ -27,7 +27,7 @@ Even with the delay at the graveyard, I reached the outskirts of Llorvin at firs
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{TURNS 35 35 35}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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{GOLD 150 150 140}
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[/side]
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@ -89,7 +89,7 @@ The journey started well enough, but on the dawn following our departure, the wi
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{TURNS 14 15 16}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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# We are assuming substantial gold from the previous scenario:
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{GOLD 60 40 20}
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facing=ne
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@ -42,7 +42,7 @@ When the captain retained his memories, I reasoned that it may have been because
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{TURNS 28 28 28}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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{GOLD 270 230 200}
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income=6
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facing=se
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@ -117,6 +117,8 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
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# *************************** PRESTART ***************************
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{SIDE_1_ARDONNA:TRANSFROM_BATS_TO_NORMAL_EVENT}
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[event]
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name=prestart
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{RECALL_LOYAL_UNITS}
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@ -137,6 +137,8 @@ The tunnel at the back of the cave narrowed and ran on for quite some time. Patc
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[/redraw]
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#enddef
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{SIDE_1_ARDONNA:TRANSFROM_BATS_TO_NORMAL_EVENT}
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[event]
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name=start
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@ -88,6 +88,8 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
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# *************************** PRESTART ***************************
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{SIDE_1_ARDONNA:TRANSFROM_BATS_TO_NORMAL_EVENT}
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[event]
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name=prestart
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@ -85,6 +85,9 @@ My primary objective was met, and I had been able to press a number of ghosts in
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#endif
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# *************************** PRESTART ***************************
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{SIDE_1_ARDONNA:TRANSFROM_BATS_TO_NORMAL_EVENT}
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[event]
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name=prestart
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@ -28,6 +28,8 @@ I never would have been able to escape the trees without ghosts. They had proven
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gold=0
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[/side]
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{SIDE_1_ARDONNA:TRANSFROM_BATS_TO_NORMAL_EVENT}
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[event]
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name=prestart
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@ -1,6 +1,6 @@
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#textdomain wesnoth-sota
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#define SIDE_1_ARDONNA
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#define SIDE_1_ARDONNA_BASE
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side=1
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controller=human
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team_name=good
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@ -16,10 +16,19 @@
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{TRAIT_QUICK}
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{TRAIT_RESILIENT}
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[/modifications]
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recruit=Vampire Bat SotA
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{FLAG_VARIANT undead}
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#enddef
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#define SIDE_1_ARDONNA
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{SIDE_1_ARDONNA_BASE}
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recruit=Vampire Bat
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#enddef
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#define SIDE_1_ARDONNA_EARLY
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{SIDE_1_ARDONNA_BASE}
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recruit=Vampire Bat SotA
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#enddef
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#define SIDE_1_RAS-TABAHN
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side=1
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controller=human
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@ -1014,3 +1023,40 @@
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[/command]
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[/set_menu_item]
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#enddef
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# this is inserted in some scenarios to clear SotA Bats from older saves
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# it needs to be in all scenarios which use SIDE_1_ARDONNA, otherwise the player
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# may be able to recruit normal and SotA bats, or be able to recruit bats when
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# he plays someone who should not be able to do so
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#define SIDE_1_ARDONNA:TRANSFROM_BATS_TO_NORMAL_EVENT
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# SotA bats were necessary for the ship where they were drawn behind the
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# rigging, but not in later scenarios.
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[event]
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name=prestart
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# First, we'll make sure newly recruited ones will be correct
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[disallow_recruit]
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side=1
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type=Vampire Bat SotA
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[/disallow_recruit]
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[allow_recruit]
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side=1
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type=Vampire Bat
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[/allow_recruit]
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# Now the type of all bats on the recall list is changed
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[lua]
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code = <<
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for i, u in ipairs(wesnoth.get_recall_units { type = 'Vampire Bat SotA, Blood Bat SotA, Dread Bat SotA' }) do
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if u.type == 'Vampire Bat SotA' then
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u:transform('Vampire Bat')
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elseif u.type == 'Blood Bat SotA' then
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u:transform('Blood Bat')
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elseif u.type == 'Dread Bat SotA' then
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u:transform('Dread Bat')
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end
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end
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>>
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[/lua]
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[/event]
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#enddef
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