DM 1: set the living props' facing when they are spawned, instead of

setting them on the start event with MODIFY_UNIT, which produced an
awkward visual effect (tsk). This also eliminates unnecessary
store_unit/unstore_unit cycles.
This commit is contained in:
Ignacio R. Morelle 2009-09-22 21:19:11 +00:00
parent 79024b9ea4
commit 7ae4308f2d

View File

@ -24,14 +24,15 @@
type=Mage of Light
id=Marshal
name=_"Marshal"
facing=sw
side=2
can_recruit=0
team_name=goodies
controller=ai
{NAMED_UNIT 2 (Great Mage) 8 9 "First Oracle" (_"First Oracle") (ai_special=guardian)}
{NAMED_UNIT 2 (Great Mage) 10 11 "Second Oracle" (_"Second Oracle") (ai_special=guardian)}
{NAMED_UNIT 2 (Great Mage) 8 13 "Third Oracle" (_"Third Oracle") (ai_special=guardian)}
{NAMED_UNIT 2 (Great Mage) 6 11 "Fourth Oracle" (_"Fourth Oracle") (ai_special=guardian)}
{NAMED_UNIT 2 (Great Mage) 8 9 "First Oracle" (_"First Oracle") (ai_special,facing=guardian,se)}
{NAMED_UNIT 2 (Great Mage) 10 11 "Second Oracle" (_"Second Oracle") (ai_special,facing=guardian,sw)}
{NAMED_UNIT 2 (Great Mage) 8 13 "Third Oracle" (_"Third Oracle") (ai_special,facing=guardian,nw)}
{NAMED_UNIT 2 (Great Mage) 6 11 "Fourth Oracle" (_"Fourth Oracle") (ai_special,facing=guardian,ne)}
# wmllint: recognize First Oracle
# wmllint: recognize Second Oracle
# wmllint: recognize Third Oracle
@ -72,13 +73,6 @@
[event]
name=start
{MODIFY_UNIT id=Marshal facing sw}
{MODIFY_UNIT (id="First Oracle") facing se}
{MODIFY_UNIT (id="Second Oracle") facing sw}
{MODIFY_UNIT (id="Third Oracle") facing nw}
{MODIFY_UNIT (id="Fourth Oracle") facing ne}
[redraw][/redraw]
[message]
speaker=narrator
message = _ "Academy of Magic, Isle of Alduin."