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SotA S2: fixed units with translatable IDs........
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Vultraz committed Apr 8, 2018
1 parent ccce105 commit 48010f5
Showing 1 changed file with 17 additions and 17 deletions.
Expand Up @@ -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
Expand Down Expand Up @@ -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:
Expand Down Expand Up @@ -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
Expand All @@ -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]
Expand All @@ -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]

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