HttT Remove variable artifacts

This commit is contained in:
Gregory A Lundberg 2016-08-06 13:00:00 -05:00
parent 74786a219b
commit a2811dd620
17 changed files with 29 additions and 18 deletions

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@ -352,6 +352,7 @@
[/allow_recruit]
[/then]
[/if]
{CLEAR_VARIABLE received_mages}
[kill]
id=Seimus

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@ -390,6 +390,7 @@
[/else]
#endif
[/if]
{CLEAR_VARIABLE random}
[/event]
[event]
@ -474,6 +475,7 @@
message= _ "You regain your lost troops and $isle_damned_starting_gold gold!"
image=wesnoth-icon.png
[/message]
{CLEAR_VARIABLE isle_damned_starting_gold}
[allow_recruit]
side=1
@ -535,6 +537,7 @@
message= _ "You regain your lost troops and $isle_damned_starting_gold gold!"
image=wesnoth-icon.png
[/message]
{CLEAR_VARIABLE isle_damned_starting_gold}
[allow_recruit]
side=1

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@ -646,6 +646,7 @@
message= _ "We cannot go to Wesmere, for Ashevieres orcs have the approaches ringed about with steel; Kalenz and I barely escaped, and Chantal cannot get out. Until we are stronger, we must go where the orcs are not."
[/message]
{CLEAR_VARIABLE thieves_ford}
[endlevel]
result=victory
bonus=yes

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@ -363,6 +363,7 @@
[/object]
[/command]
[/random_placement]
{CLEAR_VARIABLE ambush_location}
#enddef
@ -390,10 +391,8 @@
{ORC_AMBUSH_AREA 3 26-40 16-23 7}
#endif
{CLEAR_VARIABLE possible_ambush_locations}
{CLEAR_VARIABLE random_ambusher_type_table}
{CLEAR_VARIABLE random_ambusher_type_i}
{CLEAR_VARIABLE ambusher}
[/event]
[event]

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@ -458,6 +458,7 @@
[/kill]
[/then]
[/if]
{CLEAR_VARIABLE moremirmu}
[/event]
{campaigns/Heir_To_The_Throne/utils/deaths.cfg}

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@ -414,6 +414,7 @@
message= _ "Let us continue onward!"
[/message]
{CLEAR_VARIABLE gryphon_disposition}
[endlevel]
result=victory
bonus=yes

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@ -455,6 +455,7 @@
[/then]
[/if]
{CLEAR_VARIABLE lisar_still_here}
[endlevel]
result=victory
bonus=yes

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@ -335,7 +335,7 @@
[/do]
[/while]
{CLEAR_VARIABLE non_snowy_locs}
{CLEAR_VARIABLE non_snowy_locs,i,num_of_falling_snow,random,terrain,turns_left}
[/event]
[/event]
@ -396,6 +396,7 @@
[/else]
[/if]
{CLEAR_VARIABLE turn_limit}
[endlevel]
result=victory
bonus=yes

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@ -552,10 +552,6 @@
speaker=Konrad
message= _ "Pray that we live to see sunlight again."
[/message]
[set_variable]
name=killed_enemies
value=false
[/set_variable]
[endlevel]
result=victory
bonus=yes
@ -582,10 +578,6 @@
speaker=Konrad
message= _ "Pray that we live to see sunlight again."
[/message]
[set_variable]
name=killed_enemies
value=false
[/set_variable]
[endlevel]
result=victory
bonus=yes

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@ -670,6 +670,7 @@
[/then]
[/if]
{CLEAR_VARIABLE get_gryphons}
[endlevel]
result=victory
bonus=no

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@ -244,6 +244,7 @@
[/terrain]
[/do]
[/foreach]
{CLEAR_VARIABLE scepter_vicinity}
[terrain]
x=$scepter_x
y=$scepter_y
@ -345,7 +346,7 @@
[event]
name=victory
{CLEAR_VARIABLE concentrating,moved_too_close}
{CLEAR_VARIABLE concentrating,moved_too_close,lava_body,lava_count,scepter_x,scepter_y}
[/event]
[event]

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@ -389,6 +389,7 @@
{CLEAR_VARIABLE temp_armor_x}
{CLEAR_VARIABLE temp_armor_y}
{CLEAR_VARIABLE armor_taken}
{CLEAR_VARIABLE armored_knight,dk_kill_count}
[endlevel]
result=victory
bonus=yes

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@ -503,6 +503,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
message= _ "Weve found $random gold in the drake nest."
image=items/gold-coins-medium.png
[/message]
{CLEAR_VARIABLE random}
# Remove the current location from the array
[for]
@ -527,6 +528,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
[/if]
[/do]
[/for]
{CLEAR_VARIABLE i}
[/event]
[event]
@ -627,6 +629,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
[+unit]
ai_special=guardian
[/unit]
{CLEAR_VARIABLE spawn_type}
[/case]
[case]
@ -645,6 +648,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
{VARIABLE this_item.delayed_spawning_on_turn "$($turn_number + 2)"}
[/case]
[/switch]
{CLEAR_VARIABLE spawn_level}
[/then]
[/if]
[/else]
@ -951,6 +955,7 @@ Soooo... It is you who sent your subordinates to attack us. Now when weve des
speaker=Konrad
message= _ "Everybody inside..."
[/message]
{CLEAR_VARIABLE waterfall_sighted,drake_bases}
[endlevel]
result=victory
bonus=yes

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@ -261,11 +261,6 @@
[event]
name=prestart
#
# Variable cleanup from last scenario
#
{CLEAR_VARIABLE armored_knight}
#
# Add a bunch of strong guardians to discourage you from
# attacking the leaders These are full-fledged war camps,

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@ -305,6 +305,7 @@
speaker=Parandra
message= _ "Yes, rest. Your soldiers will be tended to and refreshed. We have made sure you will leave our protection with the resources to finish your journey."
[/message]
{CLEAR_VARIABLE scepter}
[endlevel]
result=victory
bonus=no

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@ -212,6 +212,7 @@
{NAMED_LOYAL_UNIT 1 (Grand Knight) 39 8 (Sir Alric) (_ "Sir Alric")}
[/then]
[/if]
{CLEAR_VARIABLE clan_alric,clan_bayar,clan_daryn,clan_ruga}
[/event]
[event]

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@ -58,6 +58,10 @@
{PLACE_IMAGE items/flame-sword.png ({X}) ({Y})}
{VARIABLE sword_taken 0}
[event]
name=victory
{CLEAR_VARIABLE sword_taken}
[/event]
[/event]
[event]
name=moveto
@ -446,6 +450,7 @@ fire: +10%"
y=$y_range
terrain={TERRAIN}
[/terrain]
{CLEAR_VARIABLE side_store,min_x,min_y,max_x,max_y,x_range,y_range}
#enddef
#textdomain wesnoth-help
@ -503,15 +508,16 @@ fire: +10%"
{CLEAR_VARIABLE lava_body}
{VARIABLE lava_body.x $potential_locs[$random].x}
{VARIABLE lava_body.y $potential_locs[$random].y}
{CLEAR_VARIABLE random}
[terrain]
x=$lava_body.x
y=$lava_body.y
terrain=Ql
[/terrain]
{CLEAR_VARIABLE potential_locs}
{CLEAR_VARIABLE randrange}
[/then]
[/if]
{CLEAR_VARIABLE potential_locs}
#enddef
#define EXPAND_LAVA