wesnoth/attic/unused.cfg

136 lines
4.4 KiB
INI

# Unused general macros that we want to preserve in case they become
# useful again.
#
# This macro isn't actually used in the scenario "The Scepter of Fire"
# because of the random location issue. We're keeping it here for
# posterity for the time being.
#
#define OBJ_SCEPTER_FIRE X Y ID
{PLACE_IMAGE items/sceptre-of-fire.png ({X}) ({Y})}
[event]
name=moveto
first_time_only=no
[filter]
side=1
x={X}
y={Y}
[/filter]
[object]
id={ID}
name= _ "Scepter of Fire"
image=items/sceptre-of-fire.png
duration=forever
description= _ "This ancient Scepter was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Scepter has the power to shoot fireballs at enemies of the bearer!"
cannot_use_message= _ "This is the Scepter of Fire. Only a true successor to the throne can possibly dare to take this!"
[filter]
type=Princess,Battle Princess,Commander,Lord
x,y={X},{Y}
[/filter]
[then]
[removeitem]
x,y={X},{Y}
[/removeitem]
[/then]
[effect]
apply_to=variation
name=scepter
[/effect]
[/object]
[/event]
#enddef
#
# Originally from UtBS -- it now has a random-placement macro that
# is probably better than this.
#
#!***Macro to random place unit within area***
#define RANDOM_PLACEMENT X Y RADIUS_NUMBER UNIT_WML
[store_locations]
x,y={X},{Y}
radius={RADIUS_NUMBER}
variable=random_placement_locations
[/store_locations]
{VARIABLE_OP random_string format "0..$random_placement_locations.length"}
{RANDOM $random_string}
{VARIABLE_OP random_placement_x format "$random_placement_locations[$random].x"}
{VARIABLE_OP random_placement_y format "$random_placement_locations[$random].y"}
{CLEAR_VARIABLE random_placement_locations}
{UNIT_WML}
[+unit]
x,y=$random_placement_x,$random_placement_y
[/unit]
#enddef
#
# This was originally from Dark Forecast
#
#define RANDOM_SPAWN_ON_TURN TURN SIDE GOLD MAX_NUMBER
[event]
name=new turn
first_time_only=no
{VARIABLE trigger_turn $timed_spawn[$trigger_index].turn}
[if]
[variable]
name=turn_number
numerical_equals=$trigger_turn
[/variable]
[then]
{VARIABLE size $main_group}
{RANDOMIZE $size}
{VARIABLE group_id $random}
{VARIABLE size $main_spawns[$group_id].spawn_number}
{VARIABLE gold $timed_spawn[$trigger_index].gold}
{VARIABLE max_units $timed_spawn[$trigger_index].units}
[while]
[variable]
name=gold
greater_than=0
[/variable]
[variable]
name=max_units
greater_than=0
[/variable]
[do]
{RANDOMIZE $size}
[if]
[variable]
name=random
greater_than=0
[/variable]
[then]
{VARIABLE type $main_spawns[$group_id].spawn_type[$random].type}
{SPAWN_UNIT {SIDE} $type $random 1 $max_units}
[/then]
[else]
# fallback for invalid/cleared spawn groups
{VARIABLE gold 0}
[/else]
[/if]
[/do]
[/while]
{ADJUST_UNIT_LEVEL {SIDE} 1}
{ADJUST_UNIT_LEVEL {SIDE} 2}
{ADJUST_UNIT_LEVEL {SIDE} 3}
# spend remaining gold
#[while]
# {VARIABLE spawn_x $main_spawns[$group_id].x}
# {VARIABLE spawn_y $main_spawns[$group_id].y}
# {PLACE_SPAWN_GROUP $spawn_x $spawn_y}
# {REMOVE_SPAWN_GROUP $group_id}
# {VARIABLE_OP trigger_index add 1}
[/then]
[/if]
[/event]
#enddef