Improve Resources: stronger_amlas and resource_weather (#9728)

stronger_amlas: move from amlas.cfg to resources/AMLAs

stronger_amlas: Previously, use_stronger_amlas added extra AMLAs to units that match a certain filter. If units didn't match the filter when they were placed, but did later-on, they still wouldn't be eligible for AMLAs. Fix that here.

resource_weather: [terrain_graphics] cannot be assigned or modified mid-scenario, but can be filtered by ToD. To dynamically modify weather mid-scenario (such as in TSG), use these special "noweather" ToDs.

resource_weather: add wind

both: change textdomain to "wesnoth"
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Dalas121 2025-01-14 14:41:03 -06:00 committed by GitHub
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commit a08d6f67f9
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284 changed files with 570 additions and 356 deletions

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@ -162,7 +162,7 @@
extra_defines=RESOURCE_URBAN_JUNGLE
[load_resource]
id=use_stronger_amlas
id=stronger_amlas
[/load_resource]
#ifdef CAMPAIGN_EASTERN_INVASION

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@ -35,323 +35,3 @@
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
#enddef
#
# This is a resource intended for use in select mainline campaigns, and should not be relied upon for UMC.
# It may change in ways that aren't backwards-compatible with or that negatively affect the balance of UMC content that uses it.
#
# Include this resource in your [campaign] tag to replace the default +3hp AMLA with more powerful AMLA choices.
# All max-level units gain a +8hp AMLA option, and units with melee/ranged attacks gain options for increased melee/ranged damage.
# Units whose melee attacks all have 1 strike gain a +4 melee dmg option. Units whose melee attacks all have <=2 strikes gain a +2 melee dmg option. Otherwise, units gain a +1 melee dmg option.
# The same pattern follows for ranged attacks.
#
# The optional `use_stronger_amlas_filter` variable can be used to modify which units this macro affects. `use_stronger_amlas_filter` defaults to `side=1`
[resource]
id=use_stronger_amlas
#############################
# INITIALIZE AMLA FILTER
#############################
[event]
name=prestart
[filter_condition]
[variable]
name=use_stronger_amlas_filter.length
equals=0
[/variable]
[/filter_condition]
[set_variable]
name=use_stronger_amlas_filter.side
value=1
[/set_variable]
[/event]
#############################
# IMPLEMENT AMLAS
#############################
[event]
name=unit placed,post advance
first_time_only=no
[insert_tag]
name=filter
variable=use_stronger_amlas_filter
[/insert_tag]
# skip if this unit already has active AMLAs
[filter]
[not]
[filter_wml]
[modifications]
[object]
id=universal_amlas_object
[/object]
[/modifications]
[/filter_wml]
[/not]
[/filter]
#--------------------
# ADD AMLAS IF MAX-LEVEL
#--------------------
[if]
[variable]
name=unit.advances_to
equals=""
[/variable]
[then]
#--------------------
# ADD AMLAS
#--------------------
[modify_unit]
[filter]
id=$unit.id
[/filter]
[object]
id=universal_amlas_object
[effect]
apply_to=remove_advancement
amlas=amla_default
[/effect]
[effect]
apply_to=new_advancement
#--------------------
# HITPOINTS
#--------------------
# +8 hitpoints
[advancement]
id=hitpoints_increase
description= _ "Gain +8 hitpoints."
strict_amla=yes
major_amla=yes # this makes the XP bar blue, allowing the player to differentiate between campaigns with these AMLAs (blue) and campaigns without (purple)
max_times=-1
[effect]
apply_to=hitpoints
increase_total=8
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
#--------------------
# MELEE DAMAGE
#--------------------
# +4 melee damage
[advancement]
id=melee_increase1
description= _ "Gain +4 melee damage."
strict_amla=yes
max_times=-1
[filter]
[has_attack]
range=melee
number=1
[/has_attack]
[not]
[has_attack]
range=melee
number=2-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=4
range=melee
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +2 melee damage
[advancement]
id=melee_increase2
description= _ "Gain +2 melee damage."
strict_amla=yes
max_times=-1
[filter]
[has_attack]
range=melee
number=2
[/has_attack]
[not]
[has_attack]
range=melee
number=3-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=2
range=melee
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +1 melee damage
[advancement]
id=melee_increase3
description= _ "Gain +1 melee damage."
strict_amla=yes
max_times=-1
[filter]
[has_attack]
range=melee
number=3-99
[/has_attack]
[/filter]
[effect]
apply_to=attack
increase_damage=1
range=melee
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
#--------------------
# RANGED DAMAGE
#--------------------
# +4 ranged damage
[advancement]
id=ranged_increase1
description= _ "Gain +4 ranged damage."
strict_amla=yes
max_times=-1
[filter]
[has_attack]
range=ranged
number=1
[/has_attack]
[not]
[has_attack]
range=ranged
number=2-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=4
range=ranged
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +2 ranged damage
[advancement]
id=ranged_increase2
description= _ "Gain +2 ranged damage."
strict_amla=yes
max_times=-1
[filter]
[has_attack]
range=ranged
number=2
[/has_attack]
[not]
[has_attack]
range=ranged
number=3-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=2
range=ranged
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +1 ranged damage
[advancement]
id=ranged_increase3
description= _ "Gain +1 ranged damage."
strict_amla=yes
max_times=-1
[filter]
[has_attack]
range=ranged
number=3-99
[/has_attack]
[/filter]
[effect]
apply_to=attack
increase_damage=1
range=ranged
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
[/effect]
[/object]
[/modify_unit]
[/then]
[/if]
[/event]
#############################
# AMLAS HELP MESSAGE
#############################
[event]
name=pre advance
first_time_only=no
[insert_tag]
name=filter
variable=use_stronger_amlas_filter
[/insert_tag]
[filter_condition]
[variable]
name=unit.advances_to
equals=""
[/variable]
[/filter_condition]
[get_global_variable]
namespace=WesnothMainline
from_global=AMLA_hint_message_shown
to_local=AMLA_hint_message_shown
side=global
[/get_global_variable]
[if]
[variable]
name=AMLA_hint_message_shown
not_equals=yes
[/variable]
[then]
[message]
speaker=narrator
image=wesnoth-icon.png
#po: newlines at the end are deliberate, and function as spacers before the [option]s
message=_"Congratulations, your $unit.type has leveled up... but its already at its max level!
When this happens, <span color='#0D87B6'><b>some campaigns</b></span> — like this one — allow you to select a minor bonus to hitpoints or damage. These bonuses are called “AMLAs”: “After Maximum Level Advancements”. If your max-level units have normal, <span color='#0D87B6'><b>blue experience bars</b></span>, that means these AMLAs are available.
<span color='#9608CF'><b><i>Other campaigns</i></b></span> dont have these AMLA options, and instead always give max-level units +3 max hp when they level up. If your max-level units have <span color='#9608CF'><b>purple experience bars</b></span>, theyll only get +3 max hp when the level up.
"
[option]
message=_"Ok, continue with the game"
[/option]
[option]
message=_"Dont show this message again"
[command]
[set_variable]
name=AMLA_hint_message_shown
value=yes
[/set_variable]
[set_global_variable]
namespace=WesnothMainline
from_local=AMLA_hint_message_shown
to_global=AMLA_hint_message_shown
side=global
immediate=yes
[/set_global_variable]
[clear_variable]
name=AMLA_hint_message_shown
[/clear_variable]
[/command]
[/option]
[/message]
[/then]
[/if]
[/event]
[/resource]

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@ -0,0 +1,391 @@
#textdomain wesnoth
[textdomain]
name="wesnoth"
[/textdomain]
#
# This is a resource intended for use in select mainline campaigns, and should not be relied upon for UMC.
# It may change in ways that aren't backwards-compatible with or that negatively affect the balance of UMC content that uses it.
#
#
[resource]
id=stronger_amlas
#
# This is a resource intended for use in select mainline campaigns, and should not be relied upon for UMC.
# It may change in ways that aren't backwards-compatible with or that negatively affect the balance of UMC content that uses it.
#
# Include this resource in your [campaign] tag to replace the default +3hp AMLA with more powerful AMLA choices.
# All max-level units gain a +8hp AMLA option, and units with melee/ranged attacks gain options for increased melee/ranged damage.
# Units whose melee attacks all have 1 strike gain a +4 melee dmg option. Units whose melee attacks all have <=2 strikes gain a +2 melee dmg option. Otherwise, units gain a +1 melee dmg option.
# The same pattern follows for ranged attacks.
#
#############################
# IMPLEMENT AMLAS
#############################
[event]
name=unit placed,post advance
first_time_only=no
# ignore disable_stronger_amlas here - give the object to all units instead, and put the filter inside each individual [advancement]
# this way, AMLAs apply even if we change disable_stronger_amlas after it's been placed
# skip if this unit already has active AMLAs
[filter]
[not]
[filter_wml]
[modifications]
[object]
id=stronger_amlas_object
[/object]
[/modifications]
[/filter_wml]
[/not]
[/filter]
#--------------------
# ADD AMLAS IF MAX-LEVEL
#--------------------
[if]
[variable]
name=unit.advances_to
equals=""
[/variable]
[then]
#--------------------
# ADD AMLAS
#--------------------
[modify_unit]
[filter]
id=$unit.id
[/filter]
[object]
id=stronger_amlas_object
[effect]
apply_to=remove_advancement
amlas=amla_default
[/effect]
[effect]
apply_to=new_advancement
#--------------------
# DEFAULT AMLA
#--------------------
# to make the default AMLA dynamic, we have to remove re-add it with [filter]
[advancement]
strict_amla=yes
max_times=100
id=amla_default
description= _ "Max HP bonus +3, Max XP +20%"
image="icons/amla-default.png"
[filter]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/filter]
[effect]
apply_to=hitpoints
increase_total=3
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
#--------------------
# HITPOINTS
#--------------------
# +8 hitpoints
[advancement]
id=hitpoints_increase
description= _ "Gain +8 hitpoints."
strict_amla=yes
major_amla=yes # this makes the XP bar blue, allowing the player to differentiate between campaigns with these AMLAs (blue) and campaigns without (purple)
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[/filter]
[effect]
apply_to=hitpoints
increase_total=8
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
#--------------------
# MELEE DAMAGE
#--------------------
# +4 melee damage
[advancement]
id=melee_increase1
description= _ "Gain +4 melee damage."
strict_amla=yes
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[has_attack]
range=melee
number=1
[/has_attack]
[not]
[has_attack]
range=melee
number=2-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=4
range=melee
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +2 melee damage
[advancement]
id=melee_increase2
description= _ "Gain +2 melee damage."
strict_amla=yes
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[has_attack]
range=melee
number=2
[/has_attack]
[not]
[has_attack]
range=melee
number=3-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=2
range=melee
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +1 melee damage
[advancement]
id=melee_increase3
description= _ "Gain +1 melee damage."
strict_amla=yes
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[has_attack]
range=melee
number=3-99
[/has_attack]
[/filter]
[effect]
apply_to=attack
increase_damage=1
range=melee
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
#--------------------
# RANGED DAMAGE
#--------------------
# +4 ranged damage
[advancement]
id=ranged_increase1
description= _ "Gain +4 ranged damage."
strict_amla=yes
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[has_attack]
range=ranged
number=1
[/has_attack]
[not]
[has_attack]
range=ranged
number=2-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=4
range=ranged
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +2 ranged damage
[advancement]
id=ranged_increase2
description= _ "Gain +2 ranged damage."
strict_amla=yes
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[has_attack]
range=ranged
number=2
[/has_attack]
[not]
[has_attack]
range=ranged
number=3-99
[/has_attack]
[/not]
[/filter]
[effect]
apply_to=attack
increase_damage=2
range=ranged
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
# +1 ranged damage
[advancement]
id=ranged_increase3
description= _ "Gain +1 ranged damage."
strict_amla=yes
max_times=-1
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[has_attack]
range=ranged
number=3-99
[/has_attack]
[/filter]
[effect]
apply_to=attack
increase_damage=1
range=ranged
[/effect]
{AMLA_EFFECTS_HEAL_AND_RAISE_XP}
[/advancement]
[/effect]
[/object]
[/modify_unit]
[/then]
[/if]
[/event]
#############################
# AMLAS HELP MESSAGE
#############################
[event]
name=pre advance
first_time_only=no
[filter]
[not]
[filter_wml]
[variables]
disable_stronger_amlas=yes
[/variables]
[/filter_wml]
[/not]
[filter_side]
controller=human
[/filter_side]
[/filter]
[filter_condition]
[variable]
name=unit.advances_to
equals=""
[/variable]
[/filter_condition]
[get_global_variable]
namespace=WesnothMainline
from_global=AMLA_hint_message_shown
to_local=AMLA_hint_message_shown
side=global
[/get_global_variable]
[if]
[variable]
name=AMLA_hint_message_shown
not_equals=yes
[/variable]
[then]
[message]
speaker=narrator
image=wesnoth-icon.png
#po: newlines at the end are deliberate, and function as spacers before the [option]s
message=_"Congratulations, your $unit.type has leveled up... but theyre already at their max level!
When this happens, <span color='#0D87B6'><b>some campaigns</b></span> — like this one — allow you to select a minor bonus to hitpoints or damage. These bonuses are called “AMLAs”: “After Maximum Level Advancements”. If your max-level units have normal, <span color='#0D87B6'><b>blue experience bars</b></span>, that means these AMLAs are available.
<span color='#9608CF'><b><i>Other campaigns</i></b></span> dont have these AMLA options, and instead always give max-level units +3 max hp when they level up. If your max-level units have <span color='#9608CF'><b>purple experience bars</b></span>, theyll only get +3 max hp when they level up.
"
[option]
message=_"Ok, continue with the game"
[/option]
[option]
message=_"Dont show this message again"
[command]
[set_variable]
name=AMLA_hint_message_shown
value=yes
[/set_variable]
[set_global_variable]
namespace=WesnothMainline
from_local=AMLA_hint_message_shown
to_global=AMLA_hint_message_shown
side=global
immediate=yes
[/set_global_variable]
[clear_variable]
name=AMLA_hint_message_shown
[/clear_variable]
[/command]
[/option]
[/message]
[/then]
[/if]
[/event]
[/resource]

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@ -1,6 +1,6 @@
#textdomain wesnoth-campaign-resources
#textdomain wesnoth
[textdomain]
name="wesnoth-campaign-resources"
name="wesnoth"
[/textdomain]
#

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@ -1,6 +1,6 @@
#textdomain wesnoth-campaign-resources
#textdomain wesnoth
[textdomain]
name="wesnoth-campaign-resources"
name="wesnoth"
[/textdomain]
#
@ -12,7 +12,24 @@
path=data/resources/Weather
[/binary_path]
#define NOWEATHER_TODS
dawn_noweather,morning_noweather,midday_noweather,afternoon_noweather,dusk_noweather,first_watch_noweather,midnight_noweather,second_watch_noweather,spring_noweather,summer_noweather,autumn_noweather,winter_noweather#enddef
#define ADD_WEATHER_RAIN
#arg RAIN_SOUND
[sound_source]
id=rain
sounds="weather-rain.ogg"
delay=0
chance=100
loop=-1
x,y=1,1
full_range=9999
check_fogged=no
check_shrouded=no
[/sound_source]
#endarg
[terrain_graphics]
map="
1
@ -29,52 +46,35 @@
# make the initial frame noweather.png so that disabling rain in Preferences->Display->Animate Map removes it completely instead of freezing it.
# but we don't actually want to show it to the player normally, so give it a 0ms duration
name=noweather.png:0,rain/rain-[1~5].png~O(0.5):80
# [terrain_graphics] cannot be assigned or modified mid-scenario.
# To dynamically modify weather mid-scenario, use these _noweather ToDs.
[variant]
tod={NOWEATHER_TODS}
name=rain/rain-1.png~O(0.01) # weirdly, I can't use an empty image here (like noweather.png) or ~O(0), or else this [variant] gets ignored. Use very low opacity instead
[/variant]
[/image]
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
x,y=0,0
set_flag=rain
no_flag=rain
[/tile]
[image]
layer=1
name=noweather.png:0,rain/rain-[1~5].png~O(0.5):80
[variant]
tod={NOWEATHER_TODS}
name=rain/rain-1.png~O(0.01) # weirdly, I can't use an empty image here (like noweather.png) or ~O(0), or else this [variant] gets ignored. Use very low opacity instead
[/variant]
[/image]
[/terrain_graphics]
[sound_source]
id=rain
sounds="weather-rain.ogg"
delay=0
chance=100
loop=-1
x,y=1,1
full_range=9999
check_fogged=no
check_shrouded=no
[/sound_source]
{RAIN_SOUND}
#enddef
#define ADD_WEATHER_SNOW
[terrain_graphics]
[tile]
x,y=0,0
[/tile]
[image]
layer=1
name=noweather.png:0,snow/whiteout.png:60000
[/image]
[/terrain_graphics]
[terrain_graphics]
[tile]
x,y=0,0
[/tile]
[image]
layer=1
name=noweather.png:0,snow/00[01~33].png~O(0.6):80
[/image]
[/terrain_graphics]
#arg SNOW_SOUND
[sound_source]
id=snow
sounds="weather-snow.ogg"
@ -86,6 +86,149 @@
check_fogged=no
check_shrouded=no
[/sound_source]
#endarg
[terrain_graphics]
[tile]
x,y=0,0
[/tile]
[image]
layer=1
name=noweather.png:0,snow/whiteout.png:60000
[variant]
tod={NOWEATHER_TODS}
name=rain/rain-1.png~O(0.01) # weirdly, I can't use an empty image here (like noweather.png) or ~O(0), or else this [variant] gets ignored. Use very low opacity instead
[/variant]
[/image]
[/terrain_graphics]
[terrain_graphics]
[tile]
x,y=0,0
[/tile]
[image]
layer=1
name=noweather.png:0,snow/00[01~33].png~O(0.6):80
[variant]
tod={NOWEATHER_TODS}
name=rain/rain-1.png~O(0.01) # weirdly, I can't use an empty image here (like noweather.png) or ~O(0), or else this [variant] gets ignored. Use very low opacity instead
[/variant]
[/image]
[/terrain_graphics]
{SNOW_SOUND}
#enddef
#define ADD_MULTIHEX_WIND LOCATION_FILTER IPF
#arg RANDOM_DELAY
"3000,5000,7000,9000"#endarg
[random_placement]
[filter_location]
{LOCATION_FILTER}
[/filter_location]
min_distance=1
num_items=999
allow_less=yes
variable=hex
[command]
{VARIABLE_OP weatherWind__delay rand {RANDOM_DELAY}}
{VARIABLE_OP weatherWind__speed rand "fast,slow"}
{VARIABLE_OP weatherWind__variant rand "1,2,3,4"} # "fast" has a 5th variant, but ignore that to simplify the WML
[item]
name=weather_wind
x,y=$hex.x,$hex.y
halo=misc/blank-hex.png:$weatherWind__delay,terrain/wind/ne/$weatherWind__speed/$weatherWind__variant/00[01~31].png{IPF}:75
[/item]
{CLEAR_VARIABLE weatherWind__delay,weatherWind__speed,weatherWind__variant}
[/command]
[/random_placement]
#enddef
#define DAWN_NOWEATHER
[time]
id=dawn_noweather
name= _ "Dawn"
image=misc/time-schedules/default/schedule-dawn.png
red=-25
green=-15
blue=0
sound=ambient/morning.ogg
[/time]
#enddef
#define MORNING_NOWEATHER
[time]
id=morning_noweather
name= _ "Morning"
image=misc/time-schedules/default/schedule-morning.png
lawful_bonus=25
[/time]
#enddef
#define MIDDAY_NOWEATHER
[time]
id=midday_noweather
name= _ "Midday"
image=misc/time-schedules/schedule-midday.png
lawful_bonus=25
[/time]
#enddef
#define AFTERNOON_NOWEATHER
[time]
id=afternoon_noweather
name= _ "Afternoon"
image=misc/time-schedules/default/schedule-afternoon.png
lawful_bonus=25
[/time]
#enddef
#define DUSK_NOWEATHER
[time]
id=dusk_noweather
name= _ "Dusk"
image=misc/time-schedules/default/schedule-dusk.png
red=10
green=-20
blue=-35
sound=ambient/night.ogg
[/time]
#enddef
#define FIRST_WATCH_NOWEATHER
[time]
id=first_watch_noweather
name= _ "First Watch"
image=misc/time-schedules/default/schedule-firstwatch.png
lawful_bonus=-25
red=-75
green=-45
blue=-13
[/time]
#enddef
#define MIDNIGHT_NOWEATHER
[time]
id=midnight_noweather
name= _ "Midnight"
image=misc/time-schedules/schedule-midnight.png
lawful_bonus=-25
red=-75
green=-45
blue=-13
[/time]
#enddef
#define SECOND_WATCH_NOWEATHER
[time]
id=second_watch_noweather
name= _ "Second Watch"
image=misc/time-schedules/default/schedule-secondwatch.png
lawful_bonus=-25
red=-75
green=-45
blue=-13
[/time]
#enddef
#define DEFAULT_SCHEDULE_NOWEATHER
{DAWN_NOWEATHER}
{MORNING_NOWEATHER}
{AFTERNOON_NOWEATHER}
{DUSK_NOWEATHER}
{FIRST_WATCH_NOWEATHER}
{SECOND_WATCH_NOWEATHER}
#enddef
#endif

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