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SotA: Add ability to recruit a variety of walking corpse types
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beetlenaut authored and sigurdfdragon committed Jan 15, 2019
1 parent 888d128 commit c05d72a
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Showing 78 changed files with 1,605 additions and 14 deletions.
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Expand Up @@ -109,6 +109,7 @@ With further observation, I have determined that this is probably not the way to

{DEFAULT_MUSIC_PLAYLIST}
{TURNS 20 20 20}
{ZOMBIE_INIT}

[side]
# wmllint: who SIDE_1_ARDONNA is Ardonna
Expand Down Expand Up @@ -200,8 +201,7 @@ With further observation, I have determined that this is probably not the way to
{PLACE_BAT 6 24 RESILIENT}
[unit]
x,y=6,23
type=Walking Corpse
variation=bat
type=SotA Flying Corpse_Bat
side=1
[/unit]

Expand Down Expand Up @@ -307,6 +307,15 @@ With further observation, I have determined that this is probably not the way to
[/event]
[/event]

[event]
name=select
[message]
speaker=narrator
image="units/undead/corpses-full.png~XBRZ(2)"
message= _ "<span color='cyan'>Special Note: </span>In this campaign, if a unit is killed and not immediately raised as a corpse, its corpse type will be permanantly added to the recruit list instead."
[/message]
[/event]

# *************************** OPENING / ENDING ***************************
[event]
name=start
Expand Down Expand Up @@ -357,6 +366,7 @@ With further observation, I have determined that this is probably not the way to

{HERO_DEATHS}
{MANAGE_PROFILE}
{ZOMBIES}

#undef PLACE_WOLF
#undef PLACE_BAT
Expand Down
Expand Up @@ -320,7 +320,7 @@ of Healing"
name=graves,stone_number
[/clear_variable]

{SET_MENU_ITEM_FOR (Walking Corpse) walking_corpse 8}
{SET_MENU_ITEM_FOR (SotA Walking Corpse_Human) walking_corpse 8}
[/event]

# *************************** PLAY ***************************
Expand Down Expand Up @@ -703,11 +703,6 @@ of Healing"
id=raise_skeleton_archer, raise_skeleton, raise_walking_corpse, summon_bat
[/clear_menu_item]

[allow_recruit]
type=Walking Corpse
side=1
[/allow_recruit]

[endlevel]
result=victory
bonus=yes
Expand Down Expand Up @@ -816,13 +811,21 @@ Well, I might as well do my experiment and worry about leaving later."
side=1
x,y=23,8
id=first_zombie
type=Walking Corpse
type=SotA Walking Corpse_Human
animate=yes
moves=0
attacks_left=0
facing=nw
[/unit]

[fire_event]
name=add_SotA Walking Corpse_Human
[primary_unit]
# It doesn't matter *which* human.
race=human
[/primary_unit]
[/fire_event]

[message]
speaker=Ardonna
message= _ "Hello?"
Expand Down Expand Up @@ -925,6 +928,7 @@ Well, I might as well do my experiment and worry about leaving later."
[/message]
[/event]
{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}

#undef PLACE_GUARD
Expand Down
Expand Up @@ -270,6 +270,7 @@ Even with the delay at the graveyard, I reached the outskirts of Llorvin at firs
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}

#undef THEY_ARE_UNDEAD
Expand Down
Expand Up @@ -648,6 +648,7 @@ The journey started well enough, but on the dawn following our departure, the wi
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}

#undef PLACE_SAILOR
Expand Down
Expand Up @@ -431,6 +431,7 @@ When the captain retained his memories, I reasoned that it may have been because
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}

#undef SHOW_SAILS_MENU_ITEM
Expand Down
Expand Up @@ -606,6 +606,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}

#undef MOVE_AND_PLACE_BAT
Expand Down
Expand Up @@ -69,6 +69,24 @@ The tunnel at the back of the cave narrowed and ran on for quite some time. Patc
[event]
name=prestart

# Prepare to switch leaders.
{SAVE_ZOMBIE_LIST ardonna_zombies}
# Clear Ardonna's recruitable zombie list so Ras-Tabahn doesn't start with them.
[foreach]
array=zombies
[do]
[set_variable]
name=this_item.allow_recruit
value=no
[/set_variable]
[/do]
[/foreach]
# Ras-Tabahn does start out with human walking corpses.
[set_variable]
name=zombies[3].allow_recruit
value=yes
[/set_variable]

[item]
x,y=13,3
image=scenery/gate-rusty-sw.png
Expand Down
Expand Up @@ -464,5 +464,6 @@ After several days of travel, he approached the frontier town of Carcyn."
[/event]

{HERO_DEATHS}
{ZOMBIES}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -424,5 +424,6 @@
[/event]

{HERO_DEATHS}
{ZOMBIES}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -575,5 +575,6 @@
[/event]

{HERO_DEATHS}
{ZOMBIES}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -114,6 +114,12 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
[/gold_carryover]
[/objectives]

{SAVE_ZOMBIE_LIST rastabahn_zombies}
{LOAD_ZOMBIE_LIST ardonna_zombies}
[clear_variable]
name=ardonna_zombies
[/clear_variable]

{RECALL_LOYAL_UNITS}
[/event]

Expand Down Expand Up @@ -259,5 +265,6 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
[/scenario]
Expand Up @@ -391,6 +391,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}

#undef MAX_NUMBER_OF_WOSES
Expand Down
Expand Up @@ -46,8 +46,37 @@ I never would have been able to escape the trees without ghosts. They had proven
side=1
amount=$rastabahn_gold
[/gold]

# It's very unlikely that Ras-Tabahn has access to zombie types that Ardonna does
# not, but we'll check anyway--just for completeness.
[set_variables]
name=rastabahn_zombie_array
[split]
list=$rastabahn_zombies
key=allow_recruit
separator=","
[/split]
[/set_variables]
[foreach]
array=zombies
[do]
[if]
[variable]
name=rastabahn_zombie_array[$i].allow_recruit
boolean_equals=yes
[/variable]
[then]
[set_variable]
name=this_item.allow_recruit
value="yes"
[/set_variable]
[/then]
[/if]
[/do]
[/foreach]

[clear_variable]
name=rastabahn_gold,rastabahn_recall_list
name=rastabahn_gold, rastabahn_recall_list, rastabahn_zombies, rastabahn_zombie_array
[/clear_variable]

# Only one Shynal will be recalled.
Expand Down
Expand Up @@ -262,6 +262,7 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -406,6 +406,7 @@ We have reached a pass through the mountains that Ras-Tabahn knew of. The air is
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -522,6 +522,7 @@ We crossed the high plateaus, and forded the Arkan-thoria. Then we headed up int
[/event]

{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -522,6 +522,7 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
{ALLOW_LICHES}
{TURN_INTO_A_LICH}
{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}

Expand Down
Expand Up @@ -158,6 +158,7 @@ We continued down the tunnel in utter darkness for a time. The darkness presente
{ALLOW_LICHES}
{TURN_INTO_A_LICH}
{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -816,6 +816,7 @@ We left the fires of the mountain behind and plunged once more into darkness. Af
{ALLOW_LICHES}
{TURN_INTO_A_LICH}
{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}
[/scenario]
Expand Up @@ -875,6 +875,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
{ALLOW_LICHES}
{TURN_INTO_A_LICH}
{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
{KIDS_ADVANCE}
[/scenario]
12 changes: 12 additions & 0 deletions data/campaigns/Secrets_of_the_Ancients/units/Necromancer.cfg
Expand Up @@ -6,6 +6,18 @@
[/base_unit]
hide_help=yes
do_not_list=yes
[attack]
name=plague staff
description=_"plague staff"
icon=attacks/staff-plague.png
type=impact
range=melee
damage=6
number=3
[specials]
{WEAPON_SPECIAL_SOTA_PLAGUE}
[/specials]
[/attack]
[extra_anim]
# This is a copy of the recruit animation, but it doesn't need a second unit
# in order to work, so it can be called with animate_unit.
Expand Down

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