diff --git a/data/campaigns/Secrets_of_the_Ancients/_main.cfg b/data/campaigns/Secrets_of_the_Ancients/_main.cfg index d3d45edad7f2..9ff260a50f14 100644 --- a/data/campaigns/Secrets_of_the_Ancients/_main.cfg +++ b/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 @@ -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? @@ -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] 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 a723377d2e97..e1aff061c3b9 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 @@ -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 diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/06_Following_the_Shadow.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/06_Following_the_Shadow.cfg index d21c2ae2e103..2df977786834 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/06_Following_the_Shadow.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/06_Following_the_Shadow.cfg @@ -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] diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg index c4842b902b3f..09fb43ca977a 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg @@ -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 diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/13_Together_Again.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/13_Together_Again.cfg index b799d3ee9fb9..6da5ce726e2e 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/13_Together_Again.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/13_Together_Again.cfg @@ -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 diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/14_Entering_the_Northlands.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/14_Entering_the_Northlands.cfg index 8dd6d3571855..cea78344a6f5 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/14_Entering_the_Northlands.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/14_Entering_the_Northlands.cfg @@ -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] @@ -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 @@ -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 diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/18_Abandoned_Outpost.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/18_Abandoned_Outpost.cfg index 118e0a261d08..f4bad5dcd096 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/18_Abandoned_Outpost.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/18_Abandoned_Outpost.cfg @@ -153,32 +153,36 @@ Now the process is complete for both of us. I posted a guard so nothing could ha variable=DA # Even though it might actually be a DS. [/store_unit] - {FOREACH DA i} - [if] - [variable] - name=DA[$i].type - equals=Dark Adept SotA - [/variable] - [then] - [set_variable] - # Custom DA's will advance to normal dark sorcerers - # which will fix them. - name=DA[$i].advances_to - value=Dark Sorcerer - [/set_variable] - [/then] - [else] - [set_variable] - # Custom DS's just get the other advancement added. - name=DA[$i].advances_to - value=Necromancer,Lich - [/set_variable] - [/else] - [/if] - [unstore_unit] - variable=DA[$i] - [/unstore_unit] - {NEXT i} + [for] + array=DA + variable=i + [do] + [if] + [variable] + name=DA[$i].type + equals=Dark Adept SotA + [/variable] + [then] + [set_variable] + # Custom DA's will advance to normal dark sorcerers + # which will fix them. + name=DA[$i].advances_to + value=Dark Sorcerer + [/set_variable] + [/then] + [else] + [set_variable] + # Custom DS's just get the other advancement added. + name=DA[$i].advances_to + value=Necromancer,Lich + [/set_variable] + [/else] + [/if] + [unstore_unit] + variable=DA[$i] + [/unstore_unit] + [/do] + [/for] [clear_variable] name=DA @@ -207,55 +211,59 @@ Now the process is complete for both of us. I posted a guard so nothing could ha kill=yes [/store_unit] - {FOREACH bats i} - # Get the new type: - [switch] - variable=bats[$i].type - [case] - value=Vampire Bat SotA - [set_variable] - name=new_type - value=Vampire Bat - [/set_variable] - [/case] - [case] - value=Blood Bat SotA - [set_variable] - name=new_type - value=Blood Bat - [/set_variable] - [/case] - [case] - value=Dread Bat SotA - [set_variable] - name=new_type - value=Dread Bat - [/set_variable] - [/case] - [/switch] - - # Create a new bat with the same attributes as the old one: - [unit] - type=$new_type - max_experience=$bats[$i].max_experience - max_hitpoints=$bats[$i].max_hitpoints - experience=$bats[$i].experience - name=$bats[$i].name - id=$bats[$i].id - side=1 - placement=recall # The only place they can be at the moment. - [modifications] - [insert_tag] - name=trait - variable=bats[$i].modifications.trait[0] - [/insert_tag] - [insert_tag] - name=trait - variable=bats[$i].modifications.trait[1] - [/insert_tag] - [/modifications] - [/unit] - {NEXT i} + [for] + array=bats + variable=i + [do] + # Get the new type: + [switch] + variable=bats[$i].type + [case] + value=Vampire Bat SotA + [set_variable] + name=new_type + value=Vampire Bat + [/set_variable] + [/case] + [case] + value=Blood Bat SotA + [set_variable] + name=new_type + value=Blood Bat + [/set_variable] + [/case] + [case] + value=Dread Bat SotA + [set_variable] + name=new_type + value=Dread Bat + [/set_variable] + [/case] + [/switch] + + # Create a new bat with the same attributes as the old one: + [unit] + type=$new_type + max_experience=$bats[$i].max_experience + max_hitpoints=$bats[$i].max_hitpoints + experience=$bats[$i].experience + name=$bats[$i].name + id=$bats[$i].id + side=1 + placement=recall # The only place they can be at the moment. + [modifications] + [insert_tag] + name=trait + variable=bats[$i].modifications.trait[0] + [/insert_tag] + [insert_tag] + name=trait + variable=bats[$i].modifications.trait[1] + [/insert_tag] + [/modifications] + [/unit] + [/do] + [/for] [clear_variable] name=bats, new_type @@ -278,7 +286,7 @@ Now the process is complete for both of us. I posted a guard so nothing could ha #endif # The value of spider_number is *not* the number of spiders, but this variable does - # help determine how many spiders get placed. See the REPEATs below. + # help determine how many spiders get placed. See the repeats below. #ifdef EASY [set_variable] name=spider_number @@ -298,33 +306,42 @@ Now the process is complete for both of us. I posted a guard so nothing could ha [/set_variable] #endif - {REPEAT "$($spider_number+5)" ( - [unit] - x,y=23,7 - type=Giant Spider - side=2 - placement=map_passable - [/unit] - )} - - {REPEAT 5 ( - [unit] - x,y=9,8 - type=Giant Spider - side=2 - placement=map_passable - ai_special=guardian - [/unit] - )} - {REPEAT $spider_number ( - [unit] - x,y=9,10 - type=Giant Spider - side=2 - placement=map_passable - ai_special=guardian - [/unit] - )} + [repeat] + times="$($spider_number+5)" + [do] + [unit] + x,y=23,7 + type=Giant Spider + side=2 + placement=map_passable + [/unit] + [/do] + [/repeat] + + [repeat] + times=5 + [do] + [unit] + x,y=9,8 + type=Giant Spider + side=2 + placement=map_passable + ai_special=guardian + [/unit] + [/do] + [/repeat] + [repeat] + times=$spider_number + [do] + [unit] + x,y=9,10 + type=Giant Spider + side=2 + placement=map_passable + ai_special=guardian + [/unit] + [/do] + [/repeat] [clear_variable] name=spider_number @@ -426,19 +443,23 @@ Now the process is complete for both of us. I posted a guard so nothing could ha variable=spiders [/store_unit] - {FOREACH spiders i} - [object] - [filter] - id=$spiders[$i].id - [/filter] - [effect] - apply_to=movement - set={MOVES} - [/effect] - silent=yes - duration=turn - [/object] - {NEXT i} + [for] + array=spiders + variable=i + [do] + [object] + [filter] + id=$spiders[$i].id + [/filter] + [effect] + apply_to=movement + set={MOVES} + [/effect] + silent=yes + duration=turn + [/object] + [/do] + [/for] [clear_variable] name=spiders diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/19_Lava_and_Stone.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/19_Lava_and_Stone.cfg index e159f5db6380..62124b8c2672 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/19_Lava_and_Stone.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/19_Lava_and_Stone.cfg @@ -55,7 +55,7 @@ We continued down the tunnel in utter darkness for a time. The darkness presente name= _ "Shurd" id=Shurd hidden=yes - {FLAG_VARIANT ragged} + {FLAG_VARIANT6 ragged} [/side] [side] @@ -70,7 +70,7 @@ We continued down the tunnel in utter darkness for a time. The darkness presente name= _ "Brek" id=Brek hidden=yes - {FLAG_VARIANT ragged} + {FLAG_VARIANT6 ragged} [/side] [side] @@ -85,7 +85,7 @@ We continued down the tunnel in utter darkness for a time. The darkness presente name= _ "Üurgh" id=Uurgh hidden=yes - {FLAG_VARIANT ragged} + {FLAG_VARIANT6 ragged} [/side] # *************************** PRESTART *************************** diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/20_North_Knalga.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/20_North_Knalga.cfg index 894d6e8f4b9a..24cd805e2691 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/20_North_Knalga.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/20_North_Knalga.cfg @@ -106,20 +106,23 @@ We left the fires of the mountain behind and plunged once more into darkness. Af variable=possible_dwarf_locations [/store_locations] - {REPEAT 4 ( - # Choose a location by selecting an array index: - [set_variable] - name=location_index - rand="0..$($possible_dwarf_locations.length-1)" - [/set_variable] - - [unit] - type=Dwarvish Miner - x=$possible_dwarf_locations[$location_index].x - y=$possible_dwarf_locations[$location_index].y - side=2 - [/unit] - )} + [repeat] + times=4 + [do] + # Choose a location by selecting an array index: + [set_variable] + name=location_index + rand="0..$($possible_dwarf_locations.length-1)" + [/set_variable] + + [unit] + type=Dwarvish Miner + x=$possible_dwarf_locations[$location_index].x + y=$possible_dwarf_locations[$location_index].y + side=2 + [/unit] + [/do] + [/repeat] [clear_variable] name=possible_dwarf_locations, location_index, dwarf_index @@ -163,19 +166,22 @@ We left the fires of the mountain behind and plunged once more into darkness. Af # player 1 gets a head start. To compensate for that, we will give side 2 an # initial castle-full of recruits. In effect, side 2 goes first. The player # doesn't see that because of the shroud, so it doesn't need to be explained. - {REPEAT 11 ( - {FIND_CASTLE_HEX 2 location} - [set_variable] - name=dwarf_type - rand=Dwarvish Steelclad, Dwarvish Lord, Dwarvish Thunderguard, Dwarvish Pathfinder, Dwarvish Runesmith - [/set_variable] - [unit] - type=$dwarf_type - side=2 - x=$location.x - y=$location.y - [/unit] - )} + [repeat] + times=11 + [do] + {FIND_CASTLE_HEX 2 location} + [set_variable] + name=dwarf_type + rand=Dwarvish Steelclad, Dwarvish Lord, Dwarvish Thunderguard, Dwarvish Pathfinder, Dwarvish Runesmith + [/set_variable] + [unit] + type=$dwarf_type + side=2 + x=$location.x + y=$location.y + [/unit] + [/do] + [/repeat] [clear_variable] name=dwarf_type [/clear_variable] diff --git a/data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg b/data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg index 949548a40ae3..c2a3f1bd83d8 100644 --- a/data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg @@ -242,42 +242,50 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m # For each unit on side-1, store its reachable locations. Then, check each hex # adjacent to the enemy leader to see if one matches one of those locations. - {FOREACH side1_units unit} - [store_reachable_locations] - [filter] - id=$side1_units[$unit].id - [/filter] - moves=max - variable=reachable_locations - [/store_reachable_locations] - {FOREACH adjacent_to_leader adjacent} - [if] - [have_location] - # If an enemy unit can reach this hex... - x=$adjacent_to_leader[$adjacent].x - y=$adjacent_to_leader[$adjacent].y - find_in=reachable_locations - [/have_location] - [and] - # ...and we haven't already stored this unit... - [have_unit] - id=$side1_units[$unit].id - [not] - find_in=close_units - [/not] - [/have_unit] - [/and] - [then] - # ...then add it to the close_units list: - [set_variables] - name=close_units - mode=append - to_variable=side1_units[$unit] - [/set_variables] - [/then] - [/if] - {NEXT adjacent} - {NEXT unit} + [for] + array=side1_units + variable=unit + [do] + [store_reachable_locations] + [filter] + id=$side1_units[$unit].id + [/filter] + moves=max + variable=reachable_locations + [/store_reachable_locations] + [for] + array=adjacent_to_leader + variable=adjacent + [do] + [if] + [have_location] + # If an enemy unit can reach this hex... + x=$adjacent_to_leader[$adjacent].x + y=$adjacent_to_leader[$adjacent].y + find_in=reachable_locations + [/have_location] + [and] + # ...and we haven't already stored this unit... + [have_unit] + id=$side1_units[$unit].id + [not] + find_in=close_units + [/not] + [/have_unit] + [/and] + [then] + # ...then add it to the close_units list: + [set_variables] + name=close_units + mode=append + to_variable=side1_units[$unit] + [/set_variables] + [/then] + [/if] + [/do] + [/for] + [/do] + [/for] # We need a variable to use in the switch statement: [set_variable] @@ -381,33 +389,37 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m [/case] [/switch] - {FOREACH close_units i} - # For each side 1 unit in range, add a unit from the list: - [if] - [variable] - name=i - less_than=7 - [/variable] - [then] - {EXTRA_STARTING_UNIT {SIDE} $i} - [/then] - [/if] - - # If the close unit is an ancient lich waiting to assassinate the leader, it - # is going to find it protected by an equally-powerful unit. This doesn't - # completely prevent an assassination, but it makes the loss of the lich - # almost certain if the attempt fails (which is the most likely outcome). - [if] - [have_unit] - id=$close_units[$i].id - type=Ancient Lich, Ancient Lich SotA - [/have_unit] - [then] - # Using "5" as the index chooses a level-4 unit: - {EXTRA_STARTING_UNIT {SIDE} 5} - [/then] - [/if] - {NEXT i} + [for] + array=close_units + variable=i + [do] + # For each side 1 unit in range, add a unit from the list: + [if] + [variable] + name=i + less_than=7 + [/variable] + [then] + {EXTRA_STARTING_UNIT {SIDE} $i} + [/then] + [/if] + + # If the close unit is an ancient lich waiting to assassinate the leader, it + # is going to find it protected by an equally-powerful unit. This doesn't + # completely prevent an assassination, but it makes the loss of the lich + # almost certain if the attempt fails (which is the most likely outcome). + [if] + [have_unit] + id=$close_units[$i].id + type=Ancient Lich, Ancient Lich SotA + [/have_unit] + [then] + # Using "5" as the index chooses a level-4 unit: + {EXTRA_STARTING_UNIT {SIDE} 5} + [/then] + [/if] + [/do] + [/for] # If the AI got just a couple units, they would go off to die one at a time. We # finish filling up the keep so that doesn't happen. Also, this will make leader @@ -426,9 +438,12 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m greater_than=1 # *One* unit is the leader. [/variable] [then] - {REPEAT "$(7 - $extra_starting_units.length)" ( - {EXTRA_STARTING_UNIT {SIDE} 6} - )} + [repeat] + times="$(7 - $extra_starting_units.length)" + [do] + {EXTRA_STARTING_UNIT {SIDE} 6} + [/do] + [/repeat] [/then] [else] [set_variable] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg index 84c3382437f2..c0730b0da681 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg @@ -5,7 +5,6 @@ name= _ "Bone Bird" race=undead image="units/bone-bird.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=33 movement_type=undeadfoot [defense] @@ -18,6 +17,7 @@ [resistance] blade=80 [/resistance] + description=""+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} movement=9 experience=32 level=1 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg index 1e74f2dd0084..97a8bf8dc4d3 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg @@ -5,7 +5,6 @@ name= _ "Bone Captain" race=undead image="units/bone-captain.png" - {MAGENTA_IS_THE_TEAM_COLOR} profile=portraits/bone-captain2.png small_profile=portraits/bone-captain2.png~BG(0,0,0)~CROP(10, 31, 344, 344)~SCALE(205, 205) hitpoints=46 @@ -22,7 +21,7 @@ die_sound=skeleton-big-die.ogg [abilities] {ABILITY_SUBMERGE} - {ABILITY_LEADERSHIP_LEVEL_2} + {ABILITY_LEADERSHIP} [/abilities] [resistance] blade=60 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg index 6641cd24a1c6..e2674667d0ab 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg @@ -32,7 +32,6 @@ [/attack] image="units/delinquent/zombie-shynal.png" - {MAGENTA_IS_THE_TEAM_COLOR} die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT} {DEFENSE_ANIM "units/delinquent/zombie-shynal-defend.png" "units/delinquent/zombie-shynal.png" {SOUND_LIST:ZOMBIE_WEAK_HIT} } [death] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Delinquent.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Delinquent.cfg index 5d101c9ace71..22905699c052 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Delinquent.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Delinquent.cfg @@ -7,7 +7,6 @@ race=human image="units/delinquent/delinquent.png" profile="portraits/humans/footpad+female.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=16 movement_type=elusivefoot movement=5 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Dwarvish_Miner.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Dwarvish_Miner.cfg index 4de3fd82e62a..63b5da436351 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Dwarvish_Miner.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Dwarvish_Miner.cfg @@ -5,7 +5,6 @@ name= _ "Dwarvish Miner" race=dwarf image=units/miner.png - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=25 movement_type=dwarvishfoot movement=4 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Khalif.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Khalif.cfg index acd11773b536..3a4a95d45cbe 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Khalif.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Khalif.cfg @@ -5,7 +5,6 @@ name= _ "Khalif" race=human image="units/khalif.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=30 movement_type=smallfoot movement=5 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg index 04b8298cd86a..c58d26b8eea0 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg @@ -6,7 +6,6 @@ race=undead image="units/ancient-lich/ancient-lich.png" profile="portraits/undead/ancient-lich.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=80 movement_type=undeadfoot movement=6 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Necro_Sacrifice.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Necro_Sacrifice.cfg index b30db2d78963..6645063dbbb7 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Necro_Sacrifice.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Necro_Sacrifice.cfg @@ -10,7 +10,6 @@ name= _ "Necromancer" race=human image="units/rastabahn-on-altar.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=70 movement_type=smallfoot movement=0 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Noble.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Noble.cfg index 0ac47f6db1e8..f69efec1fd15 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Noble.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Noble.cfg @@ -5,7 +5,6 @@ name= _ "Noble" race=human image="units/noble.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=30 movement_type=smallfoot movement=5 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg index c8d98f09499e..96de7afff3b5 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg @@ -5,7 +5,6 @@ name= _ "Orcish Shaman" race=orc image="units/orcish-shaman.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=23 movement_type=orcishfoot profile="portraits/orcish-shaman.png" diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Sailor.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Sailor.cfg index d0fa0c268b20..e516b2dffac2 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Sailor.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Sailor.cfg @@ -5,7 +5,6 @@ name= _ "Sailor" race=human image="units/sailor.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=30 movement_type=smallfoot movement=5 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg index cd09a4242a01..a7ef0050c6b6 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg @@ -5,7 +5,6 @@ name= _ "Sea Captain" race=human image="units/sea-captain.png" - {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=43 movement_type=smallfoot movement=6 @@ -16,11 +15,11 @@ alignment=neutral cost=26 usage=fighter - description= _ "Aboard his vessel, the captain is the ultimate authority, and all his orders must be instantly obeyed. A passenger or crew member crosses the captain at their peril, for he is within his rights to summarily execute criminals or mutineers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Aboard his vessel, the captain is the ultimate authority, and all his orders must be instantly obeyed. A passenger or crew member crosses the captain at their peril, for he is within his rights to summarily execute criminals or mutineers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/sea-captain.png" "units/sea-captain.png" {SOUND_LIST:HUMAN_HIT} } [abilities] - {ABILITY_LEADERSHIP_LEVEL_2} + {ABILITY_LEADERSHIP} [/abilities] [attack] name=scimitar