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utils.cfg
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utils.cfg
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#textdomain wesnoth-nr
#define PLACE_PRISONER_IMAGE IMAGE X Y
{PLACE_IMAGE "{IMAGE}~RC(magenta>red)~BLIT(items/cage.png)" {X} {Y}}
#enddef
#define RECALL_SUPPORTER
# Recall a walk-on to say lines. Prefer whoever was tagged with
# role=Supporter previously; if that unit is dead, pick anyone from side 1.
[if]
[have_unit]
side=1
role=Supporter
search_recall_list=yes
[/have_unit]
[then]
# Recall a supporter if we have one to do so
[recall]
role=Supporter
[/recall]
[/then]
[elseif]
# Else, make a new supporter
[have_unit]
side=1
[not]
id=Tallin
[/not]
search_recall_list=yes
[/have_unit]
[then]
[role]
side=1
[not]
id=Tallin
[/not]
role=Supporter
[/role]
[recall]
role=Supporter
[/recall]
[/then]
[/elseif]
[else]
# If that fails too, make a brand new supporter
[unit]
type=Peasant
side=1
role=Supporter
animate=yes
placement=leader
[/unit]
[/else]
[/if]
#enddef
#define RECALL_KRASH SIDE
# In S11a-13a Krash starts as the leader of a side if he is alive. He is not
# defined in the corresponding side tags for these scenarios, since if he is,
# that would cause Krash to be reborn if he was dead. Since [recall] requires
# a leader on the map, do this to get him off of his recall list without one.
# Side is specified and leader status given here again, in case Krash is alive
# but on the wrong side at scenario start, which can happen if scenarios are skipped
# when using debug commands.
[store_unit]
[filter]
id=Krash
[/filter]
variable=krash
kill=yes
[/store_unit]
[if]
{VARIABLE_CONDITIONAL krash.id equals Krash}
[then]
{VARIABLE krash.side {SIDE}}
[store_starting_location]
side={SIDE}
variable=start_loc
[/store_starting_location]
[unstore_unit]
variable=krash
find_vacant=yes
x,y=$start_loc.x,$start_loc.y
[/unstore_unit]
[/then]
[/if]
[if]
[have_unit]
id=Krash
canrecruit=no
[/have_unit]
[then]
# Ensure he is a leader
[modify_unit]
[filter]
id=Krash
[/filter]
canrecruit=yes
[/modify_unit]
# Remove loyalty overlay
[remove_unit_overlay]
id=Krash
image=misc/loyal-icon.png
[/remove_unit_overlay]
# Give expendable overlay
[unit_overlay]
id=Krash
image=misc/leader-expendable.png
[/unit_overlay]
[/then]
[/if]
{CLEAR_VARIABLE krash,start_loc}
#enddef
#define STORY_PART_HAMEL SPEECH_STRING
{STORY_PART_SPEECH portraits/Hamel.png (_ "Hamel") {SPEECH_STRING} }
#enddef
#define STORY_PART_TALLIN SPEECH_STRING
{STORY_PART_SPEECH portraits/Tallin.png (_ "Tallin") {SPEECH_STRING} }
#enddef
#define STORY_PART_ARTHIAN SPEECH_STRING
{STORY_PART_SPEECH portraits/Arthian.png (_ "Arthian") {SPEECH_STRING} }
#enddef
#define STORY_PART_FATHER_MORVIN SPEECH_STRING
{STORY_PART_SPEECH portraits/Father_Morvin.png (_ "Father Morvin") {SPEECH_STRING} }
#enddef
#define STORY_PART_SISTER_THERA SPEECH_STRING
{STORY_PART_SPEECH portraits/Sister_Thera.png (_ "Sister Thera") {SPEECH_STRING} }
#enddef
#define STORY_PART_STALRAG SPEECH_STRING
{STORY_PART_SPEECH portraits/Stalrag.png (_ "Stalrag") {SPEECH_STRING} }
#enddef
#define STORY_PART_ERYSSA SPEECH_STRING
{STORY_PART_SPEECH portraits/Eryssa.png (_ "Eryssa") {SPEECH_STRING} }
#enddef
#define STORY_PART_HIDEL SPEECH_STRING
{STORY_PART_SPEECH portraits/Hidel.png (_ "Hidel") {SPEECH_STRING} }
#enddef