UtBS: fixed scenario 8 and 11 bugs

This commit is contained in:
Asa Swain 2006-06-24 02:48:24 +00:00
parent 95c02354f7
commit defd2d1c97
3 changed files with 52 additions and 59 deletions

View file

@ -561,7 +561,7 @@ name=prestart
# trapped merman in cage
{PUT_IMG merman-triton.png 10 5}
{PUT_IMG units/merfolk/triton.png 10 5}
{PUT_IMG items/cage.png 10 5}
[unit]

View file

@ -6408,16 +6408,16 @@ message= _ "Good, until then we'll settle around that oasis and set up as good a
# Flooding algorithm
# The idea is that at the end of each turn:
# At the end of each turn:
# 1. Turn shallow water hexes to deep water
# 2. Turn all cave tiles within 1 hex of water to shallow water
# Turn shallow water hexes to deep water and
# Turn all cave tiles within one hex of water to shallow water
# Step by Step Process: (steps 3-5 removed)
# Step by Step Process:
# 1. change all shallow water hexes to ice
# 2. change hexes adjacent to ice to shallow water (except for cave wall)
# 6. change ice to deep water
# 7. kill any unit in deep water, destroy any items in deep water
# 3. change ice to deep water
# 4. kill any unit in deep water, destroy any items in deep water
[event]
name=new turn
@ -6428,6 +6428,14 @@ first_time_only=no
name=stop_flooding
numerical_equals=0
[/variable]
# don't flood before first turn
[not]
[variable]
name=turn_number
numerical_equals=1
[/variable]
[/not]
[then]
@ -6888,7 +6896,7 @@ first_time_only=no
{CLEAR_VARIABLE deepwater_loc}
# 6. change ice to deep water
# 3. change ice to deep water
[store_locations]
x=1-99
@ -6919,8 +6927,7 @@ first_time_only=no
{CLEAR_VARIABLE shallowwater_loc}
# 7. kill any unit in deep water, destroy any items in deep water
# 4. kill any unit in deep water, destroy any items in deep water
[store_locations]
x=1-99
@ -6947,77 +6954,63 @@ first_time_only=no
x,y=$water_x,$water_y
[/removeitem]
# if unit side=1 then display death message "I'm drowning!" and kill unit
# else if unit side=3 (water serpent or undead can't drown) don't kill
# else kill unit
# If unit side is not 3 then kill unit. (side 3is undead who can't drown)
# Also if unit side is 1 then display death message: "I'm drowning!"
[store_locations]
x,y=$water_x,$water_y
[filter]
side=1
side=1,2,4,5,6,7,8,9
[/filter]
variable=victim_side
[/store_locations]
[if]
[variable]
name=victim_side.length
numerical_equals=1
name=victim_side.length
numerical_equals=1
[/variable]
[then]
[store_locations]
x,y=$water_x,$water_y
[filter]
side=1
[/filter]
variable=victim_side
[/store_locations]
[if]
[variable]
name=victim_side.length
numerical_equals=1
[/variable]
[then]
[message]
x,y=$water_x,$water_y
message= _ "Help, I'm drowning!"
[/message]
[message]
x,y=$water_x,$water_y
message= _ "Help, I'm drowning!"
[/message]
[/then]
[/if]
[kill]
x,y=$water_x,$water_y
animate=no
fire_event=yes
x,y=$water_x,$water_y
animate=no
fire_event=yes
[/kill]
[/then]
[else]
[store_locations]
x,y=$water_x,$water_y
[filter]
side=3
[/filter]
variable=victim_side
[/store_locations]
[if]
[not]
[variable]
name=victim_side.length
numerical_equals=1
[/variable]
[/not]
[then]
[kill]
x,y=$water_x,$water_y
animate=no
fire_event=yes
[/kill]
[/then]
[/if]
[/else]
[/if]
{NEXT i}
{CLEAR_VARIABLE deepwater_loc}
[/then]
[/if]

View file

@ -546,13 +546,13 @@ name=prestart
# add items to map
# merfolk trapped in cages
{PUT_IMG units/merfolk/warrior.png 25 36}
{PUT_IMG units/Merman_Warrior.cfg 25 36}
{PUT_IMG items/cage.png 25 36}
{PUT_IMG units/merfolk/warrior.png 34 31}
{PUT_IMG units/Merman_Warrior.cfg 34 31}
{PUT_IMG items/cage.png 34 31}
{PUT_IMG units/merfolk/spearman.png 18 32}
{PUT_IMG units/Merman_Spearman.cfg 18 32}
{PUT_IMG items/cage.png 18 32}
{PUT_IMG units/merfolk/priestess.png 31 25}