Define a NO_MAP_DATA to hide the dummy data we have to feed the game...
...for all-text epilogs. Use it where appropriate.
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4 changed files with 14 additions and 8 deletions
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@ -3,9 +3,7 @@
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id=epilog
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name= _ "Liberty: Epilogue"
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map_data="
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1 Kh, 2 Kh
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"
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{NO_MAP_DATA}
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turns=10
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next_scenario=null
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[story]
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@ -6,7 +6,7 @@
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next_scenario=null
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turns=10
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map_data="1 Kh, 2 Kh"
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{NO_MAP_DATA}
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{SG_ELF_EPILOGUE}
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@ -6,7 +6,7 @@
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next_scenario=null
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turns=10
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map_data="1 Kh, 2 Kh"
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{NO_MAP_DATA}
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{SG_BANDIT_EPILOGUE}
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@ -70,10 +70,11 @@
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#enddef
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#define SIDE_COMPUTER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS AI_PARMS
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# Defines a multiplayer side in a scenario that is controllad by the computer.
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# Defines a multiplayer side in a scenario that is controllad by
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# the computer.
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#
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# For example, we can set side 4 to be a computer belonging to team "Evil Guys"
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# starting with 666g and no 99 income.
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# For example, we can set side 4 to be a computer belonging to
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# team "Evil Guys" starting with 666g and no 99 income.
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# We also make it more aggressive:
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#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 99 (
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#! aggression=0.95
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@ -94,3 +95,10 @@
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[/ai]
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[/side] # wmllint: validate-on
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#enddef
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#define NO_MAP_DATA
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# The display code in the game becomes confused if you give it a
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# scenario with no map data (like, a text epilog). Use this
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# macro to feed it dummy map data that won't actually be used.
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map_data="1 Kh, 2 Kh"
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#enddef
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