mail[Wesnoth-commits] r20491 - /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Harsh_Sands.cfg


Others Months | Index by Date | Thread Index
>>   [Date Prev] [Date Next] [Thread Prev] [Thread Next]

Header


Content

Posted by ravanrooke on September 17, 2007 - 16:11:
Author: rhuvaen
Date: Mon Sep 17 16:11:00 2007
New Revision: 20491

URL: http://svn.gna.org/viewcvs/wesnoth?rev=20491&view=rev
Log:
Fixed and adjusted Lost Soul spawning in Across the Harsh Sands (plus some 
small adjustments).

Modified:
    trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Harsh_Sands.cfg

Modified: 
trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Harsh_Sands.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Harsh_Sands.cfg?rev=20491&r1=20490&r2=20491&view=diff
==============================================================================
--- trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Harsh_Sands.cfg 
(original)
+++ trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Harsh_Sands.cfg 
Mon Sep 17 16:11:00 2007
@@ -15,7 +15,6 @@
     snapshot="no"
 
     #max turns in scenario varies depending on difficulty
-    #!***Use {turns} macro***
     {TURNS 62 60 58}
     victory_when_enemies_defeated=no
 
@@ -79,20 +78,16 @@
         fog=yes
     [/side]
 
-    #!***Remove sides 2 leader, will place via an event***
     #Outlaw side
     [side]
         side=2
         no_leader=yes
-        #!***change income settings -> obsoletes resetting gold at every 
turn start***
         income=-2
         gold=0
         controller=ai
-        shroud=no
-        fog=no
-        #!***Change team name ->no reason to have bandits cooperate with 
monsters***
+        shroud=yes
+        fog=yes
         team_name=bandits
-        #!***remove from declaration -> to be called via event
         [ai]
             aggression=0.8
             caution=0.2
@@ -105,6 +100,11 @@
                 side=1
                 value=3
             [/target]
+            [protect_location]
+                x=1-39
+                y=1-35
+                value=10
+            [/protect_location]
         [/ai]
     [/side]
 
@@ -113,11 +113,9 @@
     [side]
         no_leader=yes
         side=3
-        #!***delete canrecruit -> unit key|no leader defined***
         controller=ai
         shroud=no
         fog=no
-        #!***Change team name -> need more distinguishing than simple good 
vs evil
         team_name=monsters
 
         #monsters are aggressive
@@ -145,7 +143,6 @@
     [side]
         no_leader=yes
         side=4
-        #!***Remove canrecruit -> unit key|no leader defined
         gold=0
         income=0
         controller=ai
@@ -183,17 +180,10 @@
         [/ai]
     [/side]
 
-    #!***Incorporated side 5 into side 4 -> no reason to split undead***
-    #!***Remaining keys will be set on event firing***
-    #side for vengeful wraith lord and his minions
-
     # prestart events:
     # Set starting scenario objectives
     # Recall Nym, Zhul and Garak
     # Prestart variable initiation
-    #!***Scraped all variables -> most are unneeded, will be declared in 
events if deemed necessary***
-    # capture starting villages for elf player
-    #!***Scraped villages -> raised income by 4 instead
 
     [event]
         name=prestart
@@ -224,15 +214,6 @@
             description=Garak
         [/recall]
 
-        #!***Scraped $immortal_hero -> unused in deaths.cfg, obsoleted by 
fire_event=no***
-        #!***Scraped $time_of_day -> clok function redundant, all checks can 
by made by div/modulo***
-        #!***Scraped $daytime -> see above, with or without it it's still 
one if check***
-        #!***Scraped $desert_damage -> dehydration won't deal damage anymore 
and text won't give precise values***
-        #!***Rewriten to use macros -> {VARIABLE} and {ADD}
-        # add more undead at higher difficulty levels
-
-        #!***Scraped $nightly_limit -> can div $ghosts by two***
-
         # dehydration loss - a variable for the dialogue
         {VARIABLE dehydration_loss 2}
     [/event]
@@ -282,14 +263,14 @@
             message= _ "Unfortunately, because of our hasty flight from our 
village, we are short on waterskins and rations. We'll have enough if we move 
quickly and eat as little as possible, but we won't last long in the wastes 
if we can't find more sources of water. As it is, between the heat of the day 
and the cold of the night, this journey will be hard on our people."
         [/message]
 
-        #!***Rewriten message -> explains new dehydration rules***
+        # Rewriten message -> explains new dehydration rules
         [message]
             speaker=narrator
             message= _ "During the daytime (Dawn, Morning, Mid-day, 
Afternoon, and Dusk) at the beginning of each your turns, every unit in a 
sand, road, rubble or sand dune hex will suffer from thirst, losing 
$dehydration_loss hitpoints and weaking attack damage. Your shamans cannot 
heal this damage. Only by refreshing at an oasis (any shallow water hex) at 
the start of your turn, your units will regain full attack strength and some 
of the lost hitpoints."
             image=wesnoth-icon.png
         [/message]
 
-        #!***Deleted message -> druids no longer prevent dehydration 
effects***
+        # Deleted message -> druids no longer prevent dehydration effects
 
         [message]
             description=Nym
@@ -304,15 +285,15 @@
         # setup ghost difficulty
 #ifdef EASY
              {VARIABLE max_ghosts 6}
-             {VARIABLE max_per_turn 2}
+             {VARIABLE max_per_turn 1}
 #endif
 #ifdef NORMAL
              {VARIABLE max_ghosts 7}
-             {VARIABLE max_per_turn 3}
+             {VARIABLE max_per_turn 2}
 #endif
 #ifdef HARD
              {VARIABLE max_ghosts 8}
-             {VARIABLE max_per_turn 4}
+             {VARIABLE max_per_turn 3}
 #endif
 
     [/event]
@@ -958,6 +939,9 @@
             [/have_unit]
 
             [then]
+                [scroll_to_unit]
+                    type=Thug
+                [/scroll_to_unit]
                 [message]
                     type=Thug
                     message= _ "And I thought it was going to be another 
boring patrol. You there! Elf! This is our oasis, and we will water it with 
your blood!"
@@ -989,6 +973,9 @@
                         equals=0
                       [/variable]
                       [then]
+                        [scroll_to_unit]
+                            role=Black Lieutenant
+                        [/scroll_to_unit]
 
                         [message]
                             role=Black Lieutenant
@@ -1032,6 +1019,10 @@
                       equals=0
                     [/variable]
                     [then]
+
+                        [scroll_to_unit]
+                            role=Black Lieutenant
+                        [/scroll_to_unit]
 
                         [message]
                             role=Black Lieutenant
@@ -2334,6 +2325,14 @@
             name=ghosts_already_spawned
             less_than=$max_ghosts
           [/variable]
+          [variable]
+            name=turn_temp
+            not_equals=1
+          [/variable]
+          [variable]
+            name=turn_temp
+            not_equals=7
+          [/variable]
           [then]
 
           # store "exposed" units - those surrounded by a lot of desert
@@ -2362,38 +2361,35 @@
             [/variable]
             [then]
               # spawn more rapidly as time goes by
-              {VARIABLE added_ghosts $turn_number}
-              {VARIABLE_OP added_ghosts add 15}
-              {VARIABLE_OP added_ghosts divide 30}
+              {VARIABLE ghosts_per_turn $turn_number}
+              {VARIABLE_OP ghosts_per_turn add 15}
+              {VARIABLE_OP ghosts_per_turn divide 30}
+              {VARIABLE_OP ghosts_per_turn add $max_per_turn}
 #ifdef EASY
              # 1 ghost per 4 exposed units (roughly) per turn
-             {VARIABLE_OP ghosts add $added_ghosts}
              {VARIABLE_OP ghosts add 2}
              {VARIABLE_OP ghosts divide 4}
 #endif
 #ifdef NORMAL
-             # 1 ghost per 2 exposed units (roughly) per turn
-             {VARIABLE_OP ghosts add $added_ghosts}
+             # 1 ghost per 3 exposed units per turn
+             {VARIABLE_OP ghosts divide 3}
+#endif
+#ifdef HARD
+             # 1 ghost per 2 exposed units per turn
              {VARIABLE_OP ghosts divide 2}
-#endif
-#ifdef HARD
-             # 1 ghost per 1.5 exposed units (roughly) per turn
-             {VARIABLE_OP ghosts multiply 2}
-             {VARIABLE_OP ghosts add $added_ghosts}
-             {VARIABLE_OP ghosts divide 3}
 #endif
              {CLEAR_VARIABLE added_ghosts}
              # limit ghost appearance rate
              [if]
                [variable]
                  name=ghosts
-                 greater_than=$max_per_turn
+                 greater_than=$ghosts_per_turn
                [/variable]
                [then]
-                 {VARIABLE ghosts $max_per_turn}
+                 {VARIABLE ghosts $ghosts_per_turn}
                [/then]
              [/if]
-             {CLEAR_VARIABLE max_per_turn}
+             {CLEAR_VARIABLE ghosts_per_turn}
              # deduct already spawned ghosts - whether still alive or not
              {VARIABLE_OP max_ghosts add -$ghosts_already_spawned}
              [if]




Related Messages


Powered by MHonArc, Updated Mon Sep 17 16:40:37 2007