diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg index eafdb3d84ea6..f830638e0c36 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg @@ -205,10 +205,10 @@ I decided to hide in the cemetery. That way I could try my experiment to animate [/set_menu_item] #enddef -#define PLACE_GUARD X Y TYPE TRAIT1 TRAIT2 NAME +#define PLACE_GUARD X Y TYPE TRAIT1 TRAIT2 ID NAME [unit] type={TYPE} - id={NAME} + id={ID} name={NAME} x,y={X},{Y} side=2 @@ -276,20 +276,20 @@ of Healing" image=items/gravestone1.png [/item] - {PLACE_GUARD 10 11 (Spearman) RESILIENT QUICK (_"Gwillyn")} - {PLACE_GUARD 10 10 (Spearman) QUICK RESILIENT (_"Veomyr")} - {PLACE_GUARD 8 10 (Spearman) STRONG RESILIENT (_"Syrillin")} - {PLACE_GUARD 7 10 (Bowman) STRONG INTELLIGENT (_"Glant")} + {PLACE_GUARD 10 11 (Spearman) RESILIENT QUICK "Gwillyn" (_"Gwillyn")} + {PLACE_GUARD 10 10 (Spearman) QUICK RESILIENT "Veomyr" (_"Veomyr")} + {PLACE_GUARD 8 10 (Spearman) STRONG RESILIENT "Syrillin" (_"Syrillin")} + {PLACE_GUARD 7 10 (Bowman) STRONG INTELLIGENT "Glant" (_"Glant")} #ifdef HARD - {PLACE_GUARD 8 9 (Spearman) STRONG INTELLIGENT (_"Renvan")} - {PLACE_GUARD 10 9 (Bowman) STRONG RESILIENT (_"Vin")} + {PLACE_GUARD 8 9 (Spearman) STRONG INTELLIGENT "Renvan" (_"Renvan")} + {PLACE_GUARD 10 9 (Bowman) STRONG RESILIENT "Vin" (_"Vin")} #endif #ifdef EASY - {PLACE_GUARD 9 10 (Lieutenant) AGED INTELLIGENT (_"Caradoc")} + {PLACE_GUARD 9 10 (Lieutenant) AGED INTELLIGENT "Caradoc" (_"Caradoc")} #else - {PLACE_GUARD 9 10 (Lieutenant) RESILIENT INTELLIGENT (_"Caradoc")} + {PLACE_GUARD 9 10 (Lieutenant) RESILIENT INTELLIGENT "Caradoc" (_"Caradoc")} #endif # We don't want the guard on the village to move from there: @@ -377,7 +377,7 @@ of Healing" # nearest unoccupied, walkable, hex, without an ^Nhyr overlay. ^Nhyr ("Not here") marks # hexes outside the fence where the unit shouldn't be placed. We use it because it's made # to be invisible in the minimap. ^Fnzb is the base fence tile. -#define MOVE_AND_PLACE_GUARD TRAIT1 TRAIT2 NAME +#define MOVE_AND_PLACE_GUARD TRAIT1 TRAIT2 ID NAME {NEAREST_HEX 10 11 20 ( [and] terrain=!,*^Nhyr,*^Qov,*^Fnzb @@ -396,7 +396,7 @@ of Healing" y=11, $location.y side=2 [/move_unit_fake] - {PLACE_GUARD $location.x $location.y (Spearman) {TRAIT1} {TRAIT2} {NAME}} + {PLACE_GUARD $location.x $location.y (Spearman) {TRAIT1} {TRAIT2} {ID} {NAME}} [clear_variable] name=location [/clear_variable] @@ -406,12 +406,12 @@ of Healing" name=guards_emerge first_time_only=yes - {MOVE_AND_PLACE_GUARD STRONG RESILIENT (_"Blollyn")} - {MOVE_AND_PLACE_GUARD INTELLIGENT RESILIENT (_"Ceoran")} + {MOVE_AND_PLACE_GUARD STRONG RESILIENT "Blollyn" (_"Blollyn")} + {MOVE_AND_PLACE_GUARD INTELLIGENT RESILIENT "Ceoran" (_"Ceoran")} #ifdef HARD - {MOVE_AND_PLACE_GUARD INTELLIGENT QUICK (_"Vindry")} - {MOVE_AND_PLACE_GUARD STRONG QUICK (_"Aethacyn")} - {MOVE_AND_PLACE_GUARD STRONG INTELLIGENT (_"Elomyr")} + {MOVE_AND_PLACE_GUARD INTELLIGENT QUICK "Vindry" (_"Vindry")} + {MOVE_AND_PLACE_GUARD STRONG QUICK "Aethacyn" (_"Aethacyn")} + {MOVE_AND_PLACE_GUARD STRONG INTELLIGENT "Elomyr" (_"Elomyr")} #endif [/event]