diff --git a/data/campaigns/Eastern_Invasion/_main.cfg b/data/campaigns/Eastern_Invasion/_main.cfg
index 7914b3b711e..9f550d8daf0 100644
--- a/data/campaigns/Eastern_Invasion/_main.cfg
+++ b/data/campaigns/Eastern_Invasion/_main.cfg
@@ -162,7 +162,7 @@
extra_defines=RESOURCE_URBAN_JUNGLE
[load_resource]
- id=use_stronger_amlas
+ id=stronger_amlas
[/load_resource]
#ifdef CAMPAIGN_EASTERN_INVASION
diff --git a/data/core/macros/amla.cfg b/data/core/macros/amla.cfg
index 292588e6cbf..bbe906bfaf2 100644
--- a/data/core/macros/amla.cfg
+++ b/data/core/macros/amla.cfg
@@ -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 it’s already at its max level!
-
-When this happens, some campaigns — 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, blue experience bars, that means these AMLAs are available.
-
-Other campaigns don’t have these AMLA options, and instead always give max-level units +3 max hp when they level up. If your max-level units have purple experience bars, they’ll only get +3 max hp when the level up.
-
-"
- [option]
- message=_"Ok, continue with the game"
- [/option]
- [option]
- message=_"Don’t 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]
diff --git a/data/resources/AMLAs/_main.cfg b/data/resources/AMLAs/_main.cfg
new file mode 100644
index 00000000000..3bae195863d
--- /dev/null
+++ b/data/resources/AMLAs/_main.cfg
@@ -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 they’re already at their max level!
+
+When this happens, some campaigns — 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, blue experience bars, that means these AMLAs are available.
+
+Other campaigns don’t have these AMLA options, and instead always give max-level units +3 max hp when they level up. If your max-level units have purple experience bars, they’ll only get +3 max hp when they level up.
+
+"
+ [option]
+ message=_"Ok, continue with the game"
+ [/option]
+ [option]
+ message=_"Don’t 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]
diff --git a/data/resources/Urban_Jungle/_main.cfg b/data/resources/Urban_Jungle/_main.cfg
index 2c09e3760ed..c4c3b0fed30 100644
--- a/data/resources/Urban_Jungle/_main.cfg
+++ b/data/resources/Urban_Jungle/_main.cfg
@@ -1,6 +1,6 @@
-#textdomain wesnoth-campaign-resources
+#textdomain wesnoth
[textdomain]
- name="wesnoth-campaign-resources"
+ name="wesnoth"
[/textdomain]
#
diff --git a/data/resources/Weather/_main.cfg b/data/resources/Weather/_main.cfg
index 0d9b2336aaf..15f4e64ab1c 100644
--- a/data/resources/Weather/_main.cfg
+++ b/data/resources/Weather/_main.cfg
@@ -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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