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...to hide column separators from campaign writers, use them in all campaigns, and switch from , to = as separator to match C++ code
175 lines
3.1 KiB
INI
175 lines
3.1 KiB
INI
#this file contains utility macros
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#macro to define a 'quantity' differently based on difficulty levels
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#define QUANTITY ATTRIBUTE ON_EASY ON_NORMAL ON_HARD
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#ifdef EASY
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{ATTRIBUTE}={ON_EASY}
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#endif
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#ifdef NORMAL
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{ATTRIBUTE}={ON_NORMAL}
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#endif
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#ifdef HARD
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{ATTRIBUTE}={ON_HARD}
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#endif
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#enddef
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#macro to define AI attack depth for different difficulty levels
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#define ATTACK_DEPTH ON_EASY ON_NORMAL ON_HARD
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{QUANTITY attack_depth {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#macro to define number of turns for different difficulty levels
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#define TURNS ON_EASY ON_NORMAL ON_HARD
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{QUANTITY turns {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#macro to make an AI team not recruit scouts
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#define NO_SCOUTS
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villages_per_scout=0
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#enddef
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#macro which will let you go {GOLD x y z} to set
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#the gold depending on easy/medium/hard - x/y/z
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#define GOLD ON_EASY ON_NORMAL ON_HARD
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{QUANTITY gold {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#define INCOME ON_EASY ON_NORMAL ON_HARD
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#ifdef EASY
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income={ON_EASY}
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#endif
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#ifdef NORMAL
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income={ON_NORMAL}
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#endif
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#ifdef HARD
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income={ON_HARD}
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#endif
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#enddef
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#define DOT X Y
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[image]
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x,y={X},{Y}
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file=misc/dot.png
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delay=500
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[/image]
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#enddef
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#define CROSS X Y
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[image]
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x,y={X},{Y}
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file=misc/cross.png
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delay=500
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[/image]
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#enddef
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#macro to quickly pick a random value (in the $random variable, to avoid
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#cluterring up savegames with such temporary variables)
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#define RANDOM RANGE
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[set_variable]
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name=random
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random={RANGE}
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[/set_variable]
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#enddef
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#macro to initialize a variable
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#define VARIABLE VAR VALUE
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[set_variable]
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name={VAR}
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value={VALUE}
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[/set_variable]
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#enddef
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#macro to do mathematical operations on variables
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#define VARIABLE_OP VAR OP ARG
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[set_variable]
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name={VAR}
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{OP}={ARG}
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[/set_variable]
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#enddef
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#define CLEAR_VARIABLE VAR
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[clear_variable]
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name={VAR}
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[/clear_variable]
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#enddef
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#macro to iterate over an array
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#define FOREACH ARRAY VAR
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{VARIABLE {VAR} 0}
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[while]
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[variable]
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name={VAR}
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less_than=${ARRAY}.length
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[/variable]
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[do]
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#enddef
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#define NEXT VAR
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[set_variable]
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name={VAR}
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add=1
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[/set_variable]
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[/do]
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[/while]
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{CLEAR_VARIABLE {VAR}}
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#enddef
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#define DEBUG_MSG MSG
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[message]
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speaker=narrator
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message={MSG}
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[/message]
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#enddef
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#macro to make a side start a scenario with villages
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#define STARTING_VILLAGES SIDE RADIUS
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[event]
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name=prestart
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[store_starting_location]
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side={SIDE}
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variable=temp_starting_location
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[/store_starting_location]
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[store_locations]
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x,y=$temp_starting_location.x,$temp_starting_location.y
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radius={RADIUS}
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variable=temp_starting_locs
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#all the types of villages
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terrain=ZYtvVD
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[/store_locations]
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{FOREACH temp_starting_locs i}
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{VARIABLE_OP temp_x_var to_variable temp_starting_locs[$i].x}
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{VARIABLE_OP temp_y_var to_variable temp_starting_locs[$i].y}
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[capture_village]
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side={SIDE}
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x,y=$temp_x_var,$temp_y_var
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[/capture_village]
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{NEXT i}
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{CLEAR_VARIABLE temp_x_var}
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{CLEAR_VARIABLE temp_y_var}
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{CLEAR_VARIABLE temp_starting_location}
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{CLEAR_VARIABLE temp_starting_locs}
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{CLEAR_VARIABLE i}
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[/event]
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#enddef
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#define MENU_IMG_TXT IMG TXT
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"&"+{IMG}+"="+{TXT}#enddef
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#define MENU_IMG_TXT2 IMG TXT1 TXT2
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"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
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