Also bump Tallin's level to 1 if he's a Peasant, a level 0 Sergeant is
a bit wacky.
This commit is contained in:
Eric S. Raymond 2008-09-11 14:55:19 +00:00
parent 44c1e5e4fe
commit 01402113d9

View File

@ -194,13 +194,14 @@
[/ai] [/ai]
[/side] [/side]
# Prestart event, we change tallin to be of seregant line # Prestart event, we change Tallin to be of Sergeant line
[event] [event]
name=prestart name=prestart
# {SCATTER_IMAGE (terrain=Gg,Gs^Fp) 12 scenery/pine2.png} # {SCATTER_IMAGE (terrain=Gg,Gs^Fp) 12 scenery/pine2.png}
# Store Tallin, we need to kill, otherwise animations will get screwed on unstoring # Store Tallin. We need to kill him, otherwise animations will get
# screwed on unstoring
[store_unit] [store_unit]
[filter] [filter]
id=Tallin id=Tallin
@ -209,7 +210,8 @@
kill=yes kill=yes
[/store_unit] [/store_unit]
# Check his level, and set new type to be a commander of the same level # Check his level, and set new type to be a commander of the same level.
# Setting the advancement type seems to be required, I'm not sure why.
[if] [if]
[variable] [variable]
name=type_change.level name=type_change.level
@ -217,6 +219,7 @@
[/variable] [/variable]
[then] [then]
{VARIABLE type_change.type General} {VARIABLE type_change.type General}
{VARIABLE type_change.advances_to null}
[/then] [/then]
[else] [else]
[if] [if]
@ -226,9 +229,12 @@
[/variable] [/variable]
[then] [then]
{VARIABLE type_change.type Lieutenant} {VARIABLE type_change.type Lieutenant}
{VARIABLE type_change.advances_to General}
[/then] [/then]
[else] [else]
{VARIABLE type_change.type Sergeant} {VARIABLE type_change.type Sergeant}
{VARIABLE type_change.level 1}
{VARIABLE type_change.advances_to Lieutenant}
[/else] [/else]
[/if] [/if]
[/else] [/else]
@ -245,7 +251,8 @@
kill=no kill=no
variable=type_change variable=type_change
[/store_unit] [/store_unit]
# We also need to fix current hitpoints, otherwise he would get unstored hurt # We also need to fix current hitpoints, otherwise he could
# get unstored hurt
{VARIABLE type_change.hitpoints $type_change.max_hitpoints} {VARIABLE type_change.hitpoints $type_change.max_hitpoints}
[unstore_unit] [unstore_unit]
variable=type_change variable=type_change
@ -253,11 +260,13 @@
{CLEAR_VARIABLE type_change} {CLEAR_VARIABLE type_change}
[/event] [/event]
# Start event, recal heroes, place some bad guys, set objectives, do the talking # Start event, recall heroes, place some bad guys, set objectives,
# do the talking
[event] [event]
name=start name=start
# This hack is a workaround for unit roles not getting carried over to next scenario # This hack is a workaround for unit roles not getting carried over
# to next scenario. It may no longer be needed in 1.5 - must test.
[role] [role]
[filter_wml] [filter_wml]
[variables] [variables]