UtBS::2,5; Added some TODO.

This commit is contained in:
Fabian Müller 2010-04-01 14:01:02 +00:00
parent 16404d7f3b
commit e8a094d0f1
2 changed files with 36 additions and 5 deletions

View file

@ -317,6 +317,7 @@
#endif
[/event]
#TODO I don't get what is done here any why.
#define MOBILIZE_SIDE SIDE
[store_unit]
variable=enemy
@ -326,6 +327,7 @@
[/filter]
[/store_unit]
{FOREACH enemy i}
#TODO why is the ai_special cleared if the units are not going to be restored?
{CLEAR_VARIABLE enemy[$i].ai_special}
[unit]
side={SIDE}

View file

@ -12,11 +12,13 @@
victory_when_enemies_defeated=no
#don't display snapshot of map in saved games
#TODO why?
snapshot="no"
{UNDERGROUND}
{TURNS 45 43 41}
#TODO add extra music
{SCENARIO_MUSIC "underground.ogg"}
{EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"}
{EXTRA_SCENARIO_MUSIC "the_dangerous_symphony.ogg"}
@ -242,6 +244,7 @@
#endif
[ai]
#TODO clean up this mess!
#ifdef EASY
#recruitment_pattern=scout,fighter,archer,fighter
#endif
@ -277,6 +280,7 @@
value=9
[/target]
#TODO clean up.
#[protect_location]
#x,y=35,37
#radius=7
@ -285,6 +289,7 @@
[/ai]
[/side]
#TODO why do we have unused sides around?
#Side=6 (not used)
[side]
side=6
@ -296,6 +301,7 @@
fog=no
[/side]
#TODO why do we have unused sides around?
#Side=7 (not used)
[side]
side=7
@ -365,6 +371,7 @@
[/ai]
#causes assassin to attack other units more than Kaleh
#TODO but isn't Kaleh the target of the Assassin?
[target]
id=Kaleh
value=20
@ -379,7 +386,7 @@
# place item images on map
# recall main heroes
# initialize starting variables
# remove keep
# remove keep #TODO get rid of remove keep that is depricated
# create elf units
# create AI=guardian starting units
@ -407,6 +414,7 @@
[/objectives]
#increase the cost of all units by 1
#TODO get rid of the whole unit cost system, redo it, or at least usa a switch/case
[if]
[variable]
name=scen3
@ -514,70 +522,84 @@
#initialize starting variables
#TODO get rid of this variable
[set_variable]
name=rog_died
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=grog_died
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=battle_turn_counter
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=elvish_ally
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=saw_cairn_or_totem
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=dead_dwarf_leaders
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=dead_troll_leaders
value=0
[/set_variable]
#assassin_turn must be 2 or greater to fire
#TODO 23 turns after the player entered the big cave?
#isn't that a little too long?
{RANDOM 13..23}
#TODO get rid of this variable
[set_variable]
name=assassin_turn
value=$random
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=call_assassin
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=found_empty_hex
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=enemy_in_hex
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=ally_in_hex
value=0
[/set_variable]
#TODO get rid of this variable
[set_variable]
name=unslow_kaleh
value=0
@ -586,6 +608,7 @@
#if play kills both enemy leaders while assassin is alive, then
#delay victory
#TODO get rid of this variable
[set_variable]
name=delay_victory
value=0
@ -667,6 +690,7 @@
# tunnel villages in southern tunnels
# village locations: (25,36) (34,37) (47,36) (37,47)
#TODO Why are those villages not on the map from beginning?
[terrain]
x,y=25,36
terrain=Uu^Vu
@ -834,8 +858,7 @@
{NOTRAIT_UNIT 8 (Giant Ant) 17 27}
{NOTRAIT_UNIT 8 (Giant Ant) 18 26}
#ifdef EASY
#else
#ifndef EASY
{NOTRAIT_UNIT 8 (Giant Ant) 18 27}
#endif
@ -958,6 +981,7 @@
y=28,28,29,28,29
[/move_unit_fake]
#TODO maybe the wounded dwarf should really be wounded?
{NAMED_NOTRAIT_UNIT 4 (Dwarvish Fighter) 21 29 (Wounded Dwarf) ( _ "Wounded Dwarf")}
# wmllint: recognize Wounded Dwarf
@ -1336,6 +1360,7 @@
{CHECK_EXPLORER}
[message]
#TODO get rid of $explorer
speaker=$explorer.id
message= _ "Whoa."
[/message]
@ -1416,11 +1441,13 @@
[/message]
[message]
#TODO coordinates are speaking? Hell!
x,y=30,27
message= _ "Wait a minute...blond hair, pointy ears, they must be Elves."
[/message]
[message]
#TODO coordinates are speaking? Hell!
x,y=30,25
message= _ "Elves!?! What in the nine hells are Elves doing down here?"
[/message]
@ -2777,8 +2804,10 @@
# Turn after player enters main cave it is 2, next turn 3, 4, 5 and so on
# also at start of each turn, erase gold/income for sides that are dead
# or who haven't been activated yet
# or who haven't been activated yet #TODO where is that done?
# TODO recode using nested events and get rid of the battle_turn_counter
[event]
name=new turn