Guardians MAI test scenario: update portrait paths
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1 changed files with 5 additions and 5 deletions
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@ -425,7 +425,7 @@ separate attack Zone"
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{VARIABLE_CONDITIONAL scenario_name equals guardians}
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[/show_if]
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[command]
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{MESSAGE narrator "portraits/dwarves/transparent/guard.png" _"Standard WML Guardian" _"This is the built-in WML guardian coded using 'ai_special=guardian'. These guardians attack if there is an enemy within their movement range, otherwise they do nothing (except maybe retreating to a village for healing)."}
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{MESSAGE narrator "portraits/dwarves/guard.png" _"Standard WML Guardian" _"This is the built-in WML guardian coded using 'ai_special=guardian'. These guardians attack if there is an enemy within their movement range, otherwise they do nothing (except maybe retreating to a village for healing)."}
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[/command]
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[/set_menu_item]
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[set_menu_item]
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@ -436,7 +436,7 @@ separate attack Zone"
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{VARIABLE_CONDITIONAL scenario_name equals guardians}
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[/show_if]
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[command]
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{MESSAGE narrator "portraits/trolls/transparent/troll.png" _"Return Guardian" _"A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:
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{MESSAGE narrator "portraits/trolls/troll.png" _"Return Guardian" _"A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:
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- If at GP with no enemy in reach, do nothing.
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- If at GP with enemy in reach, leave attack to default AI (note that this may include not attacking if the enemy is deemed too strong).
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- If not at GP, return there, no matter whether an enemy is in reach or not.
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@ -452,7 +452,7 @@ separate attack Zone"
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{VARIABLE_CONDITIONAL scenario_name equals guardians}
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[/show_if]
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[command]
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{MESSAGE narrator "portraits/trolls/transparent/troll.png" _"Home Guard" _"A 'home guard' is a variant on the 'guardian' AI special. With this variant, the unit has an assigned 'home' location, and will return there if not involved in combat and if not going to a village, whether for healing or to capture it this turn. (By contrast, the standard guardian AI will cause the unit to stay where it last attacked.) This differs from 'return guardian' in that a home guard will press the attack, possibly getting drawn quite far from 'home', rather than returning after each attack. (It can also be lured away by a string of closely-placed villages, but that is something a map builder can control.)
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{MESSAGE narrator "portraits/trolls/troll.png" _"Home Guard" _"A 'home guard' is a variant on the 'guardian' AI special. With this variant, the unit has an assigned 'home' location, and will return there if not involved in combat and if not going to a village, whether for healing or to capture it this turn. (By contrast, the standard guardian AI will cause the unit to stay where it last attacked.) This differs from 'return guardian' in that a home guard will press the attack, possibly getting drawn quite far from 'home', rather than returning after each attack. (It can also be lured away by a string of closely-placed villages, but that is something a map builder can control.)
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This also demonstrates how to combine candidate actions from Formula AI and Lua AI in one side. The home guard is written in Formula AI, while the return and stationed guardians and the cowards are written in Lua AI. In addition the non-guardian units of the side follow the default AI behavior."}
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[/command]
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[/set_menu_item]
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@ -464,7 +464,7 @@ This also demonstrates how to combine candidate actions from Formula AI and Lua
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{VARIABLE_CONDITIONAL scenario_name equals guardians}
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[/show_if]
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[command]
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{MESSAGE narrator "portraits/undead/transparent/archer.png" _"Stationed Guardian" _"A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a 'distance'. The behavior is as follows:
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{MESSAGE narrator "portraits/undead/archer.png" _"Stationed Guardian" _"A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a 'distance'. The behavior is as follows:
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- If no enemy is within 'distance' of the guard's current position, do nothing.
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- Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.
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- Otherwise:
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@ -496,7 +496,7 @@ This also demonstrates how to combine candidate actions from Formula AI and Lua
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{VARIABLE_CONDITIONAL scenario_name equals guardians}
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[/show_if]
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[command]
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{MESSAGE narrator "units/monsters/water-serpent.png" _"Zone Guardian" _"A zone guardian is a unit that, as the name says, guards a zone. It moves randomly inside this zone until an enemy enters it (or a separately defined enemy zone, see below). Applications might be the defense of a castle or a nesting area. The zone macro can be called with an optional enemy zone:
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{MESSAGE narrator "portraits/nagas/fighter.png" _"Zone Guardian" _"A zone guardian is a unit that, as the name says, guards a zone. It moves randomly inside this zone until an enemy enters it (or a separately defined enemy zone, see below). Applications might be the defense of a castle or a nesting area. The zone macro can be called with an optional enemy zone:
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- If not specified, the zone guard attacks any enemy coming inside its guard zone.
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- Otherwise, it attacks any enemy entering the enemy zone and once there are no more enemies, it goes back to patrol in its basic zone."}
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[/command]
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