Made the scenario able to interpret any R* terrain on the map...

...as being part of the secret path maze.
This commit is contained in:
Lari Nieminen 2010-10-23 22:17:24 +00:00
parent 91974adb5f
commit 0faf469d3e

View File

@ -132,7 +132,7 @@
[do]
[if]
[have_location]
terrain=Re
terrain=R*
[filter_adjacent_location]
x,y=$new_path_hex.x,$new_path_hex.y
@ -146,7 +146,7 @@
[then]
[store_locations]
terrain=Re
terrain=R*
[filter_adjacent_location]
x,y=$new_path_hex.x,$new_path_hex.y
@ -163,7 +163,7 @@
[else]
[store_locations]
terrain=Re
terrain=R*
[filter_adjacent_location]
x,y=$new_path_hex.x,$new_path_hex.y
@ -235,7 +235,7 @@
[/store_locations]
[store_locations]
terrain=Re
terrain=R*
y=10-35
variable=secret_path_to_hide
@ -611,7 +611,7 @@ _f, _f, Re, _f
radius=1
[filter_radius]
terrain=Re,Gg,C*,K*,*^V*
terrain=R*,Gg,C*,K*,*^V*
[or]
terrain=*^F*
@ -659,7 +659,7 @@ _f, _f, Re, _f
# them
[store_locations]
[not]
terrain=Re
terrain=R*
[/not]
y=10-35
find_in=urza_movement_area
@ -688,7 +688,7 @@ _f, _f, Re, _f
{FOREACH secret_path_to_reveal i}
[terrain]
x,y=$secret_path_to_reveal[$i].x,$secret_path_to_reveal[$i].y
terrain=Re
terrain=R*
[/terrain]
{NEXT i}