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SotA: Cleanup of deprecated things
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- Replaced {FOREACH} with [for]
- Replaced multiline {REPEAT} with [repeat] (left single-line ones intact)
- Removed {MAGENTA_IS_THE_TEAM_COLOR} declarations from units
- Use {CAMPAIGN_DIFFICULTY} instead of difficulty_descriptions
- Use {ABILITY_LEADERSHIP} instead of level-specific versions
- Use {FLAG_VARIANT6} for the ragged flag
- Add missing {SPECIAL_NOTES} for Bone Bird
- Remove textdomain path
- A few other minor changes from running wmllint
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CelticMinstrel committed Dec 14, 2016
1 parent 24be2bc commit 72fc0a4
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Showing 22 changed files with 318 additions and 269 deletions.
10 changes: 4 additions & 6 deletions data/campaigns/Secrets_of_the_Ancients/_main.cfg
@@ -1,6 +1,5 @@
[textdomain]
name="wesnoth-sota"
path="data/campaigns/Secrets_of_the_Ancients/translations"
[/textdomain]

#textdomain wesnoth-sota
Expand All @@ -13,11 +12,10 @@
abbrev= _ "SotA"
rank=180
first_scenario=01_Slipping_Away
difficulties=EASY,NORMAL,HARD
extra_defines=ENABLE_ANCIENT_LICH,ENABLE_DEATH_KNIGHT
difficulty_descriptions={MENU_IMG_TXT2 "units/undead-skeletal/skeleton/skeleton-idle-2.png~RC(magenta>red)"( _ "Unpleasant") ( _ "(Normal)")} + ";*" +
{MENU_IMG_TXT2 "units/undead-skeletal/revenant/revenant-defend-2.png~RC(magenta>red)" ( _ "Corrupt") ( _ "(Challenging)")} + ";" +
{MENU_IMG_TXT2 "units/undead-skeletal/deathknight-lead-2.png~RC(magenta>red)" ( _ "Diabolic") ( _ "(Difficult)")}
{CAMPAIGN_DIFFICULTY EASY "units/undead-skeletal/skeleton/skeleton-idle-2.png~RC(magenta>red)"( _ "Unpleasant") ( _ "(Normal)")}
{CAMPAIGN_DIFFICULTY NORMAL "units/undead-skeletal/revenant/revenant-defend-2.png~RC(magenta>red)" ( _ "Corrupt") ( _ "(Challenging)")} {DEFAULT_DIFFICULTY}
{CAMPAIGN_DIFFICULTY HARD "units/undead-skeletal/deathknight-lead-2.png~RC(magenta>red)" ( _ "Diabolic") ( _ "(Difficult)")}
define=CAMPAIGN_SECRETS_OF_THE_ANCIENTS
description= _ "Rediscover the secrets known by the lich lords of the Green Isle. They knew how to live forever, so why can't you?
Expand All @@ -35,7 +33,7 @@
title= _ "Additional Artwork"
[entry]
name="Wussel"
comment= _ "Some improvements to the ship."
comment= "Some improvements to the ship."
[/entry]
[/about]
[about]
Expand Down
Expand Up @@ -284,17 +284,21 @@ of Healing"
variable=graves
[/store_locations]

{FOREACH graves i}
[set_variable]
name=stone_number
rand=1..3
[/set_variable]
[item]
x=$graves[$i].x
y=$graves[$i].y
image=items/gravestone$stone_number|.png
[/item]
{NEXT i}
[for]
array=graves
variable=i
[do]
[set_variable]
name=stone_number
rand=1..3
[/set_variable]
[item]
x=$graves[$i].x
y=$graves[$i].y
image=items/gravestone$stone_number|.png
[/item]
[/do]
[/for]

[clear_variable]
name=graves,stone_number
Expand Down
Expand Up @@ -83,7 +83,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
id=Blaust
facing=se
[/unit]
{FLAG_VARIANT ragged}
{FLAG_VARIANT6 ragged}
[/side]

[side]
Expand Down
Expand Up @@ -332,16 +332,20 @@
variable=rastabahn_recall_list
[/store_unit]
# Change the location of the copies to be the recall list instead of the map:
{FOREACH rastabahn_recall_list i}
[set_variable]
name=rastabahn_recall_list[$i].x
value=recall
[/set_variable]
[set_variable]
name=rastabahn_recall_list[$i].y
value=recall
[/set_variable]
{NEXT i}
[for]
array=rastabahn_recall_list
variable=i
[do]
[set_variable]
name=rastabahn_recall_list[$i].x
value=recall
[/set_variable]
[set_variable]
name=rastabahn_recall_list[$i].y
value=recall
[/set_variable]
[/do]
[/for]

# We want to be able to add Ras-Tabahn's gold to the total when the two
# characters are reunited, but only Ardonna's gold will be carried over
Expand Down
Expand Up @@ -30,11 +30,15 @@ I never would have been able to escape the trees without ghosts. They had proven
[event]
name=prestart

{FOREACH rastabahn_recall_list i}
[unstore_unit]
variable=rastabahn_recall_list[$i]
[/unstore_unit]
{NEXT i}
[for]
array=rastabahn_recall_list
variable=i
[do]
[unstore_unit]
variable=rastabahn_recall_list[$i]
[/unstore_unit]
[/do]
[/for]
[gold]
side=1
amount=$rastabahn_gold
Expand Down
Expand Up @@ -54,7 +54,7 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
recruit=Orcish Crossbowman,Orcish Warrior
{GOLD 100 140 200}
{INCOME 17 22 28}
{FLAG_VARIANT ragged}
{FLAG_VARIANT6 ragged}
[/side]

[side]
Expand All @@ -75,7 +75,7 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
recruit=Orcish Crossbowman,Orcish Warrior
{GOLD 100 140 200}
{INCOME 15 20 26}
{FLAG_VARIANT ragged}
{FLAG_VARIANT6 ragged}
[/side]

# Without these, the AI tends to get nothing *but* Orcish Crossbowmen, and the scenario
Expand Down Expand Up @@ -131,13 +131,21 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
[/split]
[/set_variables]

{FOREACH starting_orc_units i}
{STARTING_ORC 2 $starting_orc_units[$i].type}
{NEXT i}

{FOREACH starting_orc_units i}
{STARTING_ORC 3 $starting_orc_units[$i].type}
{NEXT i}
[for]
array=starting_orc_units
variable=i
[do]
{STARTING_ORC 2 $starting_orc_units[$i].type}
[/do]
[/for]

[for]
array=starting_orc_units
variable=i
[do]
{STARTING_ORC 3 $starting_orc_units[$i].type}
[/do]
[/for]

[clear_variable]
name=location,starting_orc_units
Expand Down

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