SotA: transform units in S5 instead of S18
this commit differs from the 1.14 one
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(cherry-picked from commit 307d1d1d44
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8 changed files with 41 additions and 36 deletions
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@ -113,7 +113,7 @@ With further observation, I have determined that this is probably not the way to
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[side]
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# wmllint: who SIDE_1_ARDONNA is Ardonna
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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facing=se
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{GOLD 15 5 0}
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fog=yes
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@ -52,7 +52,7 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
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{TURNS 18 18 18}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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{GOLD 50 40 30}
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facing=se
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# The scenario won't be shrouded, but some of the intro dialog is:
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@ -27,7 +27,7 @@ Even with the delay at the graveyard, I reached the outskirts of Llorvin at firs
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{TURNS 35 35 35}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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{GOLD 150 150 140}
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[/side]
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@ -89,7 +89,7 @@ The journey started well enough, but on the dawn following our departure, the wi
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{TURNS 14 15 16}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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# We are assuming substantial gold from the previous scenario:
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{GOLD 60 40 20}
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facing=ne
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@ -42,7 +42,7 @@ When the captain retained his memories, I reasoned that it may have been because
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{TURNS 28 28 28}
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[side]
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{SIDE_1_ARDONNA}
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{SIDE_1_ARDONNA_EARLY}
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{GOLD 270 230 200}
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income=6
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facing=se
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@ -119,6 +119,31 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
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[event]
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name=prestart
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# The modifed bats were only needed for the ship
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# transform them, and recruit only normal ones from now on
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[disallow_recruit]
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side=1
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type=Vampire Bat SotA
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[/disallow_recruit]
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[allow_recruit]
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side=1
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type=Vampire Bat
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[/allow_recruit]
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[lua]
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code = <<
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for i, u in ipairs(wesnoth.get_recall_units { type = 'Vampire Bat SotA, Blood Bat SotA, Dread Bat SotA' }) do
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if u.type == 'Vampire Bat SotA' then
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u:transform('Vampire Bat')
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elseif u.type == 'Blood Bat SotA' then
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u:transform('Blood Bat')
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elseif u.type == 'Dread Bat SotA' then
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u:transform('Dread Bat')
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end
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end
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>>
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[/lua]
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{RECALL_LOYAL_UNITS}
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# Using a shroud_data file would work too, but this is easier to modify if
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@ -162,35 +162,6 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
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>>
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[/lua]
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# We need to change all existing bats to normal types instead of SotA types
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# so they are drawn above terrains. SotA bats were necessary for the ship
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# where they were drawn behind the rigging, but for the spiderwebs in this
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# scenario, normal bats look a lot better. First, we'll make sure newly
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# recruited ones will be correct:
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[disallow_recruit]
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side=1
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type=Vampire Bat SotA
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[/disallow_recruit]
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[allow_recruit]
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side=1
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type=Vampire Bat
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[/allow_recruit]
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# Now the type of all bats on the recall list is changed
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[lua]
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code = <<
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for i, u in ipairs(wesnoth.get_recall_units { type = 'Vampire Bat SotA, Blood Bat SotA, Dread Bat SotA' }) do
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if u.type == 'Vampire Bat SotA' then
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u:transform('Vampire Bat')
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elseif u.type == 'Blood Bat SotA' then
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u:transform('Blood Bat')
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elseif u.type == 'Dread Bat SotA' then
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u:transform('Dread Bat')
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end
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end
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>>
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[/lua]
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#ifndef HARD
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[terrain]
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x,y=28,7
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@ -1,6 +1,6 @@
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#textdomain wesnoth-sota
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#define SIDE_1_ARDONNA
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#define SIDE_1_ARDONNA_BASE
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side=1
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controller=human
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team_name=good
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@ -16,10 +16,19 @@
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{TRAIT_QUICK}
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{TRAIT_RESILIENT}
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[/modifications]
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recruit=Vampire Bat SotA
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{FLAG_VARIANT undead}
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#enddef
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#define SIDE_1_ARDONNA
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{SIDE_1_ARDONNA_BASE}
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recruit=Vampire Bat
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#enddef
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#define SIDE_1_ARDONNA_EARLY
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{SIDE_1_ARDONNA_BASE}
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recruit=Vampire Bat SotA
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#enddef
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#define SIDE_1_RAS-TABAHN
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side=1
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controller=human
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