mirror of
https://github.com/wesnoth/wesnoth
synced 2025-04-26 20:04:11 +00:00
Comment cleanup and minor text tweaks for UtBS.
This commit is contained in:
parent
2af824545f
commit
579370c079
@ -17,12 +17,14 @@
|
||||
# Surviviors - two mudcrawler events, garak event, zhul event, scout events
|
||||
{campaigns/Under_the_Burning_Suns/scenarios/scen1/survivors.cfg}
|
||||
|
||||
# Desert villages event - difficulty dependent chance of finding an elf if reached before the undead
|
||||
# Variables cleared :
|
||||
# Desert villages event - difficulty dependent chance of finding
|
||||
# an elf if reached before the undead
|
||||
# Variables cleared:
|
||||
# $elf_pool[], $elf_pool_counter
|
||||
{campaigns/Under_the_Burning_Suns/scenarios/scen1/outer_villages.cfg}
|
||||
|
||||
# Necromancer - spawning the bad guy both on time and prematurely and victory event
|
||||
# Necromancer - spawning the bad guy both on time and prematurely
|
||||
# and victory event.
|
||||
# Variables cleared :
|
||||
# $seen_mudcrawler, $rescued_elves
|
||||
{campaigns/Under_the_Burning_Suns/scenarios/scen1/necromancer.cfg}
|
||||
|
@ -13,21 +13,7 @@
|
||||
{TURNS 62 60 59}
|
||||
victory_when_enemies_defeated=no
|
||||
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
{TWO_SUNS_DEFAULT_SCHEDULE}
|
||||
|
||||
[music]
|
||||
name=wanderer.ogg
|
||||
@ -2197,7 +2183,7 @@
|
||||
|
||||
[message]
|
||||
speaker=Elyssa
|
||||
message= _ "Before the great fall, there were huge cities, with great schools of magery, libraries of books, vast repositories of knowledge. Most of it was destroyed in the ensuing chaos and years of decay, but I'm searching for the little fragments that are left. For example, have you ever heard of The Scepter of Fire?"
|
||||
message= _ "Before the Great Fall, there were huge cities, with great schools of magery, libraries of books, vast repositories of knowledge. Most of it was destroyed in the ensuing chaos and years of decay, but I'm searching for the little fragments that are left. For example, have you ever heard of The Scepter of Fire?"
|
||||
[/message]
|
||||
|
||||
[message]
|
||||
|
@ -29,21 +29,7 @@
|
||||
#endif
|
||||
victory_when_enemies_defeated=no
|
||||
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
{TWO_SUNS_DEFAULT_SCHEDULE}
|
||||
|
||||
[story]
|
||||
[part]
|
||||
|
@ -16,21 +16,7 @@
|
||||
|
||||
victory_when_enemies_defeated=no
|
||||
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
{TWO_SUNS_DEFAULT_SCHEDULE}
|
||||
|
||||
#Side 1: elves
|
||||
[side]
|
||||
@ -5351,7 +5337,7 @@
|
||||
|
||||
[message]
|
||||
speaker=Zhul
|
||||
message= _ "Humans aren't just the bandits and outlaws you're familiar with from the deserts, Kaleh. Remember that long ago the great human empire of Wesnoth spread all across the known lands. Some of our people say that it was the humans who brought the great fall upon us. But to blame others is folly. Eloh says that it was not the darkness without, but the darkness within us that was the cause of our corruption and downfall."
|
||||
message= _ "Humans aren't just the bandits and outlaws you're familiar with from the deserts, Kaleh. Remember that long ago the great human empire of Wesnoth spread all across the known lands. Some of our people say that it was the humans who brought the Great Fall upon us. But to blame others is folly. Eloh says that it was not the darkness without, but the darkness within us that was the cause of our corruption and downfall."
|
||||
[/message]
|
||||
|
||||
[message]
|
||||
|
@ -30,21 +30,7 @@
|
||||
|
||||
victory_when_enemies_defeated=no
|
||||
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
{TWO_SUNS_DEFAULT_SCHEDULE}
|
||||
|
||||
# side 1: elves
|
||||
[side]
|
||||
|
@ -29,21 +29,7 @@
|
||||
turns="36"
|
||||
#endif
|
||||
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
{TWO_SUNS_DEFAULT_SCHEDULE}
|
||||
|
||||
#Side 1: elves
|
||||
[side]
|
||||
|
@ -1,41 +1,28 @@
|
||||
#textdomain wesnoth-utbs
|
||||
|
||||
# The aim of this module is to collate all of the important map settings and get them out of the way
|
||||
# Generaly once these red one they won't be touched in the future.
|
||||
|
||||
# It's a good practice to name the scenario file according to scenario id. It's even better to put a scenario number in front
|
||||
# of the name, in this way if anyone in future will have to do something with your files he or she won't have to waste time
|
||||
# on finding out in what order should he read the scenarios.
|
||||
# The aim of this module is to collect all of the important map
|
||||
# settings and get them out of the way. Generally once these have
|
||||
# been read once they won't be touched in the future.
|
||||
|
||||
id="1_The_Morning_After"
|
||||
name= _ "The Morning After"
|
||||
|
||||
# Map data, note lack of any symbols in fornt of the path below, this means only /data/ folder will be search, userdata will be omitted
|
||||
# Map data, note lack of any symbols in front of the path below, this
|
||||
# means only /data/ folder will be searched, userdata will be omitted
|
||||
|
||||
map_data="{campaigns/Under_the_Burning_Suns/maps/01_The_Morning_After.map}"
|
||||
next_scenario=2_Across_the_Harsh_Sands
|
||||
{TURNS 34 32 30}
|
||||
|
||||
# Since the scenario can't end until all the elves are rescued we can't allow it to end with the death of the necromancer
|
||||
# Since the scenario can't end until all the elves are rescued we
|
||||
# can't allow it to end with the death of the necromancer
|
||||
victory_when_enemies_defeated=no
|
||||
|
||||
# Whole campaign uses custom timescheudle assuming day - short night - day - long night which is supposed to simulate a world
|
||||
# with two suns in the sky. Custom times of day are defined in /utils/time.cfg
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
# This campaign uses a custom timeschedule assuming day - short night -
|
||||
# day - long night which is supposed to simulate a world with two suns
|
||||
# in the sky. Custom times of day are defined in /utils/time.cfg
|
||||
|
||||
{TWO_SUNS_DEFAULT_SCHEDULE}
|
||||
|
||||
# The playlist for the scenario, only one file for now
|
||||
[music]
|
||||
|
@ -1,8 +1,9 @@
|
||||
#textdomain wesnoth-utbs
|
||||
|
||||
# We're going to use this piece of WML in two different places without a change, that's why it's placed within a macro
|
||||
# We're going to use this piece of WML in two different places without
|
||||
# a change, that's why it's placed within a macro
|
||||
#define DARKSORCERER_INTRO
|
||||
# Place the bad guy, give him proper gold an income
|
||||
# Place the bad guy, give him proper gold and income
|
||||
[unit]
|
||||
#ifdef HARD
|
||||
type=Necromancer
|
||||
@ -28,7 +29,7 @@
|
||||
[/remove_shroud]
|
||||
[message]
|
||||
speaker=Xanthos
|
||||
message= _ "This place reeks of the stench of death, I could smell it from miles away. Oh how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!"
|
||||
message= _ "This place reeks of death, I could smell it from miles away. Oh, how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!"
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Nym
|
||||
@ -36,11 +37,11 @@
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Zhul
|
||||
message= _ "Have some more faith girl, the goddess does not give us more than we can handle. With Eloh's grace we shall yet triumph over this pretender."
|
||||
message= _ "Have some more faith, girl, the goddess does not send us more than we can handle. With Eloh's grace we shall yet triumph over this pretender."
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Garak
|
||||
message= _ "Bah, I've fought these dark cultists before. They can be killed just like anyone else, and our elvish hunters can easily decimate their skeleton armies."
|
||||
message= _ "Bah, I've fought these dark cultists before. They can be killed just like anyone else, and our elvish hunters can easily defeat their skeleton armies."
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Kaleh
|
||||
@ -69,7 +70,8 @@
|
||||
[/objectives]
|
||||
#enddef
|
||||
|
||||
# Normal necromancer placement, happens around turn 10 depending on difficulty level
|
||||
# Normal necromancer placement, happens around turn 10 depending on
|
||||
# difficulty level
|
||||
[event]
|
||||
#ifdef EASY
|
||||
name=turn 11
|
||||
@ -80,8 +82,11 @@
|
||||
#ifdef HARD
|
||||
name=turn 9
|
||||
#endif
|
||||
# If Xanthos does not exist and undead gold is unmodified it means he never showed up. We need this check
|
||||
# in case player triggered him earlier and managed to kill already, otherwise he might get spawned once more
|
||||
|
||||
# If Xanthos does not exist and undead gold is unmodified it means he
|
||||
# never showed up. We need this check in case player triggered him
|
||||
# earlier and managed to kill already, otherwise he might get spawned
|
||||
# once more
|
||||
[store_side]
|
||||
side=3
|
||||
variable=temp
|
||||
@ -103,8 +108,10 @@
|
||||
{CLEAR_VARIABLE temp}
|
||||
[/event]
|
||||
|
||||
# When dark sorcerer dies, checks to make sure elves have been rescued before ending the scenario. If no set an event
|
||||
# that checks if that changed on each move. It's ugly but there is no better way of doing that at the moment
|
||||
# When the dark sorcerer dies, check to make sure elves have been rescued
|
||||
# before ending the scenario. If no set an event that checks if that
|
||||
# changed on each move. It's ugly but there is no better way of doing
|
||||
# that at the moment
|
||||
|
||||
[event]
|
||||
name=die
|
||||
@ -171,10 +178,11 @@
|
||||
[/if]
|
||||
[/event]
|
||||
|
||||
# This event prevents player from running to dark sorcerer's base before he shows up on turn 11. If the player
|
||||
# approaches his base before turn 11 he appears and attacks. Either way the unit moving into the area also comments
|
||||
# on the plight of those elves who lived out in the open sands.
|
||||
|
||||
# This event prevents player from running to the dark sorcerer's base
|
||||
# before he shows up on turn 11. If the player approaches his base
|
||||
# before turn 11 he appears and attacks. Either way the unit moving
|
||||
# into the area also comments on the plight of those elves who lived
|
||||
# out in the open sands.
|
||||
[event]
|
||||
name=moveto
|
||||
[filter]
|
||||
@ -195,7 +203,7 @@
|
||||
[/if]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to think what has happened to them."
|
||||
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to imagine what may have become of them."
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
@ -295,7 +303,7 @@
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Garak
|
||||
message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow your counsel."
|
||||
message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow where you go."
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Zhul
|
||||
|
@ -1,7 +1,9 @@
|
||||
#textdomain wesnoth-utbs
|
||||
|
||||
# This module handles events attached to four villages outside oasis not near necromancer fort. Scenario assumes that
|
||||
# there is a chance to find an unit in each of them unless they have been captured by undead already.
|
||||
# This module handles events attached to four villages outside oasis
|
||||
# not near necromancer fort. The scenario assumes that there is a chance
|
||||
# to find an unit in each of them unless they have been captured by
|
||||
# undead already.
|
||||
|
||||
#! -- Internal variables :
|
||||
# $i, $outer_villages[]{4 sets of coordinates}
|
||||
@ -10,18 +12,23 @@
|
||||
#! -- Clears :
|
||||
# $elf_pool[], $elf_pool_counter
|
||||
|
||||
# For each village we need to prepare a pair of events, one in case it's initialy captured by player and one in case
|
||||
# it's ransacked by bad guys. Because it needs to be done before play starts, we're going to use 'start' event.
|
||||
# For each village we need to prepare a pair of events, one in case
|
||||
# it's initialy captured by player and one in case it's ransacked by
|
||||
# bad guys. Because it needs to be done before play starts, we're
|
||||
# going to use 'start' event.
|
||||
|
||||
[event]
|
||||
name=start
|
||||
|
||||
# There is a number of houses inside the oasis and even more tents by the necromancers fort, we need to make sure
|
||||
# that these are ignored. To do this we store coordinates ([store_locations]) of all desert villages (Dd^Vt) that
|
||||
# are not ([not]) within rectangle defined by points 40,1 60,12 (x=40-60, y=1-12) or ([or]) rectangle defined by 22,24 43,34 .
|
||||
# First rectangle includes all villages near necromancer, the second covers whole oasis. These coordinates are stored to
|
||||
# array called outer_villages (variable=outer_villages).
|
||||
|
||||
# There is a number of houses inside the oasis and even more tents
|
||||
# by the necromancer's fort, we need to make sure that these are
|
||||
# ignored. To do this we store coordinates ([store_locations]) of
|
||||
# all desert villages (Dd^Vt) that are not ([not]) within
|
||||
# rectangle defined by points 40,1 60,12 (x=40-60, y=1-12) or
|
||||
# ([or]) rectangle defined by 22,24 43,34 . First rectangle
|
||||
# includes all villages near necromancer, the second covers whole
|
||||
# oasis. These coordinates are stored to array called
|
||||
# outer_villages (variable=outer_villages).
|
||||
[store_locations]
|
||||
variable=outer_villages
|
||||
terrain=Dd^Vdt,Dd^Vda
|
||||
@ -34,11 +41,12 @@
|
||||
[/or]
|
||||
[/not]
|
||||
[/store_locations]
|
||||
# Now for each stored set of coordinates we need to prepare a capture event that can be triggered both by good and bad guys.
|
||||
# Now for each stored set of coordinates we need to prepare a
|
||||
# capture event that can be triggered both by good and bad guys.
|
||||
# To do this we declare an iterator.
|
||||
{VARIABLE i 0}
|
||||
|
||||
# And use foreach macro, that simulates an loop walking over an array from beginning to end.
|
||||
# And use foreach macro, that simulates an loop walking over an
|
||||
# array from beginning to end.
|
||||
{FOREACH outer_villages i}
|
||||
# In this way for each village we declare an capture event
|
||||
[event]
|
||||
@ -51,7 +59,8 @@
|
||||
y=$outer_villages[$i].y
|
||||
[/filter]
|
||||
|
||||
# Now depending on which side captured the village there will be different outcomes.
|
||||
# Now depending on which side captured the village there
|
||||
# will be different outcomes.
|
||||
[if]
|
||||
# When unit capturing village belongs to a player
|
||||
[variable]
|
||||
@ -61,8 +70,11 @@
|
||||
[then]
|
||||
# We generate a random number between 1 and 100
|
||||
{VARIABLE_OP fate random 1..100}
|
||||
# And check if it's lower than a treshold of finding an unit that's dependent on diffficulty level
|
||||
# 60% on easy, 50% on normal, 40% on hard. We use preprocesor to choose apropriate chance
|
||||
# And check if it's lower than a treshold of
|
||||
# finding an unit that's dependent on diffficulty
|
||||
# level: 60% on easy, 50% on normal, 40% on
|
||||
# hard. We use preprocesor to choose apropriate
|
||||
# chance
|
||||
[if]
|
||||
[variable]
|
||||
name=fate
|
||||
@ -77,10 +89,17 @@
|
||||
#endif
|
||||
[/variable]
|
||||
[then]
|
||||
# So the RNG smiled upon the player, time to pick an random elf from pool we prepared in scenario_start
|
||||
# but we have keep drawing until we hit a nonblank record, since some of them will be cleared already
|
||||
# so we prepare a loop that's going to run until our check on random variable evaluates to ture.
|
||||
# For this we need to set random to a value that will evaluate as false to guarantee at least one loop pass.
|
||||
# So the RNG smiled upon the player, time
|
||||
# to pick an random elf from pool we
|
||||
# prepared in scenario_start but we have
|
||||
# keep drawing until we hit a nonblank
|
||||
# record, since some of them will be
|
||||
# cleared already so we prepare a loop
|
||||
# that's going to run until our check on
|
||||
# random variable evaluates to ture. For
|
||||
# this we need to set random to a value
|
||||
# that will evaluate as false to guarantee
|
||||
# at least one loop pass.
|
||||
{VARIABLE fate $|elf_pool_counter}
|
||||
|
||||
[while]
|
||||
@ -89,11 +108,18 @@
|
||||
equals=$elf_pool_counter
|
||||
[/variable]
|
||||
[do]
|
||||
# Now we can draw an elf. It's important to remember that even though we have $elf_pool_counter
|
||||
# units, they are indexed from 0 so we need to substract 1 from drawn number
|
||||
# Now we can draw an elf. It's
|
||||
# important to remember that even
|
||||
# though we have $elf_pool_counter
|
||||
# units, they are indexed from 0
|
||||
# so we need to substract 1 from
|
||||
# drawn number
|
||||
{VARIABLE_OP fate random 1..$|elf_pool_counter}
|
||||
{VARIABLE_OP fate add -1}
|
||||
# Create an unit with data drawn and place it on an empty hex by the village, since he village itself is occupied
|
||||
# Create an unit with data drawn
|
||||
# and place it on an empty hex by
|
||||
# the village, since he village
|
||||
# itself is occupied
|
||||
[if]
|
||||
[variable]
|
||||
name=flagset[$fate].flag
|
||||
@ -119,7 +145,8 @@
|
||||
message= _ "Oh good, some elves have survived in this outer settlement. They've agreed to help us search for other survivors."
|
||||
[/message]
|
||||
[/then]
|
||||
# And when RNG plays hard ball we need to inform the player he's out of luck
|
||||
# And when RNG plays hardball we need to
|
||||
# inform the player he's out of luck
|
||||
[else]
|
||||
[message]
|
||||
speaker=unit
|
||||
@ -129,8 +156,10 @@
|
||||
[/if]
|
||||
[/then]
|
||||
|
||||
# When the unit belongs to the bad guy... Tough luck, there is actualy no bonus from that now, so we just set up another event
|
||||
# this time for player only for the time he recaptures the village.
|
||||
# When the unit belongs to the bad guy... Tough luck,
|
||||
# there is actualy no bonus from that now, so we just
|
||||
# set up another event this time for player only for
|
||||
# the time he recaptures the village.
|
||||
[else]
|
||||
[event]
|
||||
name=capture
|
||||
@ -153,8 +182,9 @@
|
||||
{CLEAR_VARIABLE outer_villages}
|
||||
[/event]
|
||||
|
||||
# This event unstores all unspawned units from the pool into the recall list. Reason for this is pretty simple, it's much easier to finish
|
||||
# sc3 for example having two free hunters than two free scouts.
|
||||
# This event unstores all unspawned units from the pool into the
|
||||
# recall list. Reason for this is pretty simple, it's much easier to
|
||||
# finish Scenario 3 (for example) having two free hunters than two free scouts.
|
||||
|
||||
[event]
|
||||
name=victory
|
||||
|
@ -30,9 +30,9 @@
|
||||
[/objective]
|
||||
[/objectives]
|
||||
|
||||
# There are 3 mudcrawler encounter spots, in the NW and SW corner and in the barracks.
|
||||
# Depending on which way you circle around the village, you will
|
||||
# encounter the NW or barracks first.
|
||||
# There are 3 mudcrawler encounter spots, in the NW and SW corner
|
||||
# and in the barracks. Depending on which way you circle around
|
||||
# the village, you will encounter the NW or barracks first.
|
||||
|
||||
# At start seen a mudcrawler is false
|
||||
{VARIABLE seen_mudcrawler "no"}
|
||||
|
@ -1,7 +1,8 @@
|
||||
#textdomain wesnoth-utbs
|
||||
|
||||
# This module is used to handle all events within the oasis boundary. This includes finding all the elves that we
|
||||
# have to rescue, dealing with mudcrawlers and lake monster.
|
||||
# This module is used to handle all events within the oasis
|
||||
# boundary. This includes finding all the elves that we have to
|
||||
# rescue, dealing with mudcrawlers and lake monster.
|
||||
#! -- Depends on
|
||||
# $rescued_elves, $seen_mudcrawler
|
||||
|
||||
@ -20,8 +21,9 @@
|
||||
[/filter]
|
||||
|
||||
{VARIABLE_OP rescued_elves add 1}
|
||||
# Place found elves, this schema will repeat over this module as I want to use core macros (which saves maintenance
|
||||
# burden) and have them posses both random traits and loyal.
|
||||
# Place found elves, this schema will repeat over this module as I
|
||||
# want to use core macros (which saves maintenance burden) and
|
||||
# have them posses both random traits and loyal.
|
||||
{LOYAL_UNIT 1 "Desert Fighter" 24 25 "Vecnu" ( _ "Vecnu")}
|
||||
[+unit]
|
||||
random_traits=yes
|
||||
@ -58,8 +60,8 @@
|
||||
equals=no
|
||||
[/variable]
|
||||
[then]
|
||||
# Haven't seen a mudcrawler yet, set the flag and perform what-the-hell-is-that routine.
|
||||
|
||||
# Haven't seen a mudcrawler yet, set the flag and perform
|
||||
# what-the-hell-is-that routine.
|
||||
{VARIABLE seen_mudcrawler yes}
|
||||
[message]
|
||||
speaker=Vecnu
|
||||
@ -293,8 +295,10 @@
|
||||
[/event]
|
||||
[/event]
|
||||
|
||||
# The following three events are nested, because they are supposed to occur in that particular sequence with none of them bypassed.
|
||||
# Thanks to this only one of them is loaded in memory at any given time before resolution.
|
||||
# The following three events are nested, because they are supposed to
|
||||
# occur in that particular sequence with none of them bypassed.
|
||||
# Thanks to this only one of them is loaded in memory at any given
|
||||
# time before resolution.
|
||||
|
||||
# Approaching bridge dialogue
|
||||
[event]
|
||||
@ -448,8 +452,8 @@
|
||||
[/event]
|
||||
[/event]
|
||||
|
||||
# Grasslands dialogue, when Kaleh and Nym approach the eastern fields, this will show only the first time
|
||||
# player enters the stables area
|
||||
# Grasslands dialogue, when Kaleh and Nym approach the eastern fields,
|
||||
# this will show only the first time player enters the stables area
|
||||
|
||||
[event]
|
||||
name=moveto
|
||||
@ -469,8 +473,10 @@
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
# These two events actually do the same thing on two different villages, it might be not the most efficient
|
||||
# way of doing thing when considering code lenght, but it saves us some macro abuse and akward capture checks
|
||||
# These two events actually do the same thing on two different
|
||||
# villages. This might be not the most efficient way of doing thing when
|
||||
# but it saves us from some macro abuse and awkward capture checks
|
||||
|
||||
[event]
|
||||
name=capture
|
||||
[filter]
|
||||
|
@ -165,3 +165,21 @@
|
||||
blue=-10
|
||||
[/time]
|
||||
#enddef
|
||||
|
||||
#define TWO_SUNS_DEFAULT_SCHEDULE
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
{AFTERNOON1}
|
||||
{DUSK1}
|
||||
{SHORTDARK}
|
||||
{DAWN2}
|
||||
{MORNING2}
|
||||
{MIDDAY2}
|
||||
{AFTERNOON2}
|
||||
{DUSK2}
|
||||
{LONGDARK1}
|
||||
{LONGDARK2}
|
||||
{LONGDARK3}
|
||||
{LONGDARK4}
|
||||
#enddef
|
||||
|
Loading…
x
Reference in New Issue
Block a user