Adding the VICTORY_AND_DEFEAT_MUSIC macro...
...for use while we lack proper engine support for this, but not wiring it into any scenarios (that's up to the campaign designers for now).
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@ -1,6 +1,10 @@
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Version 1.5.0-svn:
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* language and i18n:
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* updated translations: Dutch, French, Galician, Japanese
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* miscellaneous and bug fixes:
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* added VICTORY_AND_DEFEAT_MUSIC macro - not wiring it in in trunk
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content, in the hope that we get engine support for this soon, but it's
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here to use in the meantime
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Version 1.4:
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* language and i18n:
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@ -230,6 +230,54 @@
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[/event]
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#enddef
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#define VICTORY_AND_DEFEAT_MUSIC
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# This wires the defeat and victory music into scenarios
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[event]
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name=victory
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{RANDOM 0..1}
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[if]
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[variable]
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name=random
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greater_than=0
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[/variable]
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[then]
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[music]
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name=victory.ogg
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play_once=yes
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[/music]
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[/then]
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[else]
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[music]
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name=victory2.ogg
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play_once=yes
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[/music]
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[/else]
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[/if]
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[/event]
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[event]
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name=defeat
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{RANDOM 0..1}
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[if]
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[variable]
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name=random
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greater_than=0
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[/variable]
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[then]
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[music]
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name=defeat.ogg
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play_once=yes
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[/music]
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[/then]
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[else]
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[music]
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name=defeat2.ogg
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play_once=yes
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[/music]
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[/else]
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[/if]
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[/event]
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#enddef
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# For some animations some units use a list of sounds, from which one is
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# randomly picked every time, instead of a single sound. Here the most commonly
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# used lists are wrapped inside macros.
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