Rename a macro,

...because we're probably going to want to put GUARD_UNIT in the core
namespace. Use the SIDE TYPE DESCRIPTION X Y order we're going to move
all the unit generators to.
This commit is contained in:
Eric S. Raymond 2008-02-09 03:08:10 +00:00
parent ed209ebc9a
commit d35ee7b556
9 changed files with 91 additions and 72 deletions

View file

@ -124,11 +124,11 @@
# the only character in BfW with a personal name that is a
# normal English name. I'm making the Wesfolk follow suit.
#ifdef EASY
{GUARD_UNIT (Poacher) (Thomas) ( _ "Thomas") 2 11 20}
{LOYAL_GUARD_UNIT 2 (Poacher) (Thomas) 11 20}
#else
{GUARD_UNIT (Poacher) (Richard) ( _ "Richard") 2 11 20}
{GUARD_UNIT (Poacher) (Henry) ( _ "Henry") 2 7 21}
{GUARD_UNIT (Poacher) (Robert) ( _ "Robert") 2 9 22}
{LOYAL_GUARD_UNIT 2 (Poacher) (Richard) 11 20}
{LOYAL_GUARD_UNIT 2 (Poacher) (Henry) 7 21}
{LOYAL_GUARD_UNIT 2 (Poacher) (Robert) 9 22}
#endif
[recall]

View file

@ -82,19 +82,19 @@
{PLACE_IMAGE (scenery/signpost.png) 23 38}
{PLACE_IMAGE (scenery/signpost.png) 13 7}
#ifdef EASY
{GUARD_UNIT (Orcish Grunt) (Snagakhan) ( _ "Snagakhan") 2 17 37}
{GUARD_UNIT (Orcish Grunt) (Knafakhan) ( _ "Knafakhan") 3 19 36}
{LOYAL_GUARD_UNIT 2 (Orcish Grunt) (Snagakhan) 17 37}
{LOYAL_GUARD_UNIT 3 (Orcish Grunt) (Knafakhan) 19 36}
#endif
#ifdef NORMAL
{GUARD_UNIT (Orcish Warrior) (Snagakhan) ( _ "Snagakhan") 2 17 37}
{GUARD_UNIT (Orcish Warrior) (Knafakhan) ( _ "Knafakhan") 3 19 36}
{LOYAL_GUARD_UNIT 2 (Orcish Warrior) (Snagakhan) 17 37}
{LOYAL_GUARD_UNIT 3 (Orcish Warrior) (Knafakhan) 19 36}
#endif
#ifdef HARD
{GUARD_UNIT (Orcish Warrior) (Snagakhan) ( _ "Snagakhan") 2 17 37}
{GUARD_UNIT (Orcish Warrior) (Knafakhan) ( _ "Knafakhan") 3 19 36}
{GUARD_UNIT (Orcish Warrior) (Hoshnak) ( _ "Hoshnak") 2 6 23}
{GUARD_UNIT (Orcish Warrior) (Gruumogth) ( _ "Gruumogth") 3 8 22}
{LOYAL_GUARD_UNIT 2 (Orcish Warrior) (Snagakhan) 17 37}
{LOYAL_GUARD_UNIT 3 (Orcish Warrior) (Knafakhan) 19 36}
{LOYAL_GUARD_UNIT 2 (Orcish Warrior) (Hoshnak) 6 23}
{LOYAL_GUARD_UNIT 3 (Orcish Warrior) (Gruumogth) 8 22}
#endif
[recall]
description=Lady Outlaw

View file

@ -114,21 +114,21 @@
{PLACE_IMAGE (scenery/temple1.png) 1 26}
{PLACE_IMAGE (scenery/temple1.png) 5 12}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 26 4}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 32 27}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 4 17 35}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 26 4}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 32 27}
{LOYAL_GUARD_UNIT 4 (Giant Scorpion) (Scorpion) 17 35}
#ifdef NORMAL
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 13 8}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 32 31}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 4 9 34}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 13 8}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 32 31}
{LOYAL_GUARD_UNIT 4 (Giant Scorpion) (Scorpion) 9 34}
#endif
#ifdef HARD
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 13 8}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 15 3}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 32 31}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 33 36}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 4 9 34}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 4 20 32}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 13 8}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 15 3}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 32 31}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 33 36}
{LOYAL_GUARD_UNIT 4 (Giant Scorpion) (Scorpion) 9 34}
{LOYAL_GUARD_UNIT 4 (Giant Scorpion) (Scorpion) 20 32}
#endif
[recall]
description=Lady Outlaw

View file

@ -143,22 +143,22 @@
[/recall]
#ifdef EASY
{GUARD_UNIT (Elder Wose) (Muldondindal) ( _ "Muldondindal") 4 10 18}
{GUARD_UNIT (Elder Wose) (Landunwonbam) ( _ "Landunwonbam") 4 16 13}
{GUARD_UNIT (Elder Wose) (Bolwuldelman) ( _ "Bolwuldelman") 4 7 18}
{GUARD_UNIT (Elder Wose) (Laffalialomdium) ( _ "Laffalialomdium") 4 24 7}
{GUARD_UNIT (Elder Wose) (Wonrunmaldin) ( _ "Wonrunmaldin") 4 16 22}
{GUARD_UNIT (Elder Wose) (Lassemista) ( _ "Lassemista") 4 23 6}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Muldondindal) 10 18}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Landunwonbam) 16 13}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Bolwuldelman) 7 18}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Laffalialomdium) 24 7}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Wonrunmaldin) 16 22}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Lassemista) 23 6}
#endif
#ifdef NORMAL
{GUARD_UNIT (Elder Wose) (Muldondindal) ( _ "Muldondindal") 4 10 18}
{GUARD_UNIT (Elder Wose) (Landunwonbam) ( _ "Landunwonbam") 4 16 13}
{GUARD_UNIT (Elder Wose) (Bolwuldelman) ( _ "Bolwuldelman") 4 7 18}
{GUARD_UNIT (Elder Wose) (Laffalialomdium) ( _ "Laffalialomdium") 4 24 7}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Muldondindal) 10 18}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Landunwonbam) 16 13}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Bolwuldelman) 7 18}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Laffalialomdium) 24 7}
#endif
#ifdef HARD
{GUARD_UNIT (Elder Wose) (Muldondindal) ( _ "Muldondindal") 4 10 18}
{GUARD_UNIT (Elder Wose) (Landunwonbam) ( _ "Landunwonbam") 4 16 13}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Muldondindal) 10 18}
{LOYAL_GUARD_UNIT 4 (Elder Wose) (Landunwonbam) 16 13}
#endif
[objectives]

View file

@ -79,10 +79,10 @@
{PLACE_IMAGE (scenery/castle-ruins.png) 15 17}
{PLACE_IMAGE (scenery/castle-ruins.png) 15 16}
{GUARD_UNIT (Wose) (Orofarnië) ( _ "Orofarnië") 4 14 13}
{GUARD_UNIT (Wose) (Bolwuldelman) ( _ "Bolwuldelman") 4 19 14}
{GUARD_UNIT (Wose) (Bregalad) ( _ "Bregalad") 4 19 18}
{GUARD_UNIT (Wose) (Dolmannumbil) ( _ "Dolmannumbil") 4 13 17}
{LOYAL_GUARD_UNIT 4 (Wose) (Orofarnië) 14 13}
{LOYAL_GUARD_UNIT 4 (Wose) (Bolwuldelman) 19 14}
{LOYAL_GUARD_UNIT 4 (Wose) (Bregalad) 19 18}
{LOYAL_GUARD_UNIT 4 (Wose) (Dolmannumbil) 13 17}
[recall]
description=Burin the Lost

View file

@ -94,25 +94,25 @@
description=Minister Edmond
[/recall]
{GUARD_UNIT (Giant Spider) (Spider) ( _ "Spider") 2 2 6}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 3 5}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 24 18}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 20 15}
{LOYAL_GUARD_UNIT 2 (Giant Spider) (Spider) 2 6}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 3 5}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 24 18}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 20 15}
#ifdef NORMAL
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 12 7}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 16 8}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 29 20}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 14 8}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 2 5}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 12 7}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 16 8}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 29 20}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 14 8}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 2 5}
#endif
#ifdef HARD
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 12 7}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 16 8}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 29 20}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 14 8}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 2 2 5}
{GUARD_UNIT (Giant Scorpion) (Scorpion) ( _ "Scorpion") 3 3 7}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 12 7}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 16 8}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 29 20}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 14 8}
{LOYAL_GUARD_UNIT 2 (Giant Scorpion) (Scorpion) 2 5}
{LOYAL_GUARD_UNIT 3 (Giant Scorpion) (Scorpion) 3 7}
#endif
[objectives]

View file

@ -204,10 +204,28 @@
y=29
[/recall]
{GUARD_UNIT (Swordsman) (Southbay Guard 1) ( _ "Southbay Guard") 2 19 33}
{GUARD_UNIT (Swordsman) (Southbay Guard 2) ( _ "Southbay Guard") 2 21 30}
{GUARD_UNIT (Swordsman) (Southbay Guard 3) ( _ "Southbay Guard") 2 28 24}
{GUARD_UNIT (Swordsman) (Southbay Guard 4) ( _ "Southbay Guard") 2 27 22}
# FIXME: Give these guys real names someday
#define SOUTHBAY_GUARD TYPE DESC X Y
[unit]
type={TYPE}
description={DESC}
user_description= _ "Southbay Guard"
side=2
x={X}
y={Y}
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
#enddef
{SOUTHBAY_GUARD (Swordsman) (Southbay Guard 1) 19 33}
{SOUTHBAY_GUARD (Swordsman) (Southbay Guard 2) 21 30}
{SOUTHBAY_GUARD (Swordsman) (Southbay Guard 3) 28 24}
{SOUTHBAY_GUARD (Swordsman) (Southbay Guard 4) 27 22}
#undef SOUTHBAY_GUARD
# wmllint: recognize Southbay Guard 1
[object]

View file

@ -178,11 +178,11 @@
[kill]
description=Erart
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 3 5 5}
{LOYAL_GUARD_UNIT 3 (Giant Spider) (Fang) 5 5}
[kill]
description=Raol
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 2 25 5}
{LOYAL_GUARD_UNIT 2 (Giant Spider) (Fang) 25 5}
[/then]
[/if]
[if]
@ -194,11 +194,11 @@
[kill]
description=Raol
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 2 25 5}
{LOYAL_GUARD_UNIT 2 (Giant Spider) (Fang) 25 5}
[kill]
description=Rilg
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 5 5 25}
{LOYAL_GUARD_UNIT 5 (Giant Spider) (Fang) 5 25}
[/then]
[/if]
[if]
@ -210,11 +210,11 @@
[kill]
description=Rilg
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 5 5 25}
{LOYAL_GUARD_UNIT 5 (Giant Spider) (Fang) 5 25}
[kill]
description=Gulg
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 4 25 25}
{LOYAL_GUARD_UNIT 4 (Giant Spider) (Fang) 25 25}
[/then]
[/if]
[if]
@ -226,11 +226,11 @@
[kill]
description=Gulg
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 4 25 25}
{LOYAL_GUARD_UNIT 4 (Giant Spider) (Fang) 25 25}
[kill]
description=Erart
[/kill]
{GUARD_UNIT (Giant Spider) (Fang) ( _ "Fang") 3 5 5}
{LOYAL_GUARD_UNIT 3 (Giant Spider) (Fang) 5 5}
[/then]
[/if]

View file

@ -4,7 +4,7 @@
#This should make my WML a little more sane
#So Far:
#LOOT
#GUARD_UNIT
#LOYAL_GUARD_UNIT
#HERO
#UNDEAD_INTEL
#RISE_UP_RISE_UP
@ -48,15 +48,16 @@
[/unit]
#enddef
#define GUARD_UNIT TYPE DESC UDESC SIDE X Y
#define LOYAL_GUARD_UNIT SIDE TYPE DESCRIPTION X Y
# Create a guard unit TYPE belonging to SIDE at X,Y
# Will have a guardian AI and the loyal trait.
[unit]
type={TYPE}
description={DESC}
user_description={UDESC}
description={DESCRIPTION}
user_description=_ {DESCRIPTION}
side={SIDE}
x={X}
y={Y}
ai_special=guardian
[modifications]