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Merge remote-tracking branch 'origin/master' into guifixes
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aginor committed Feb 24, 2016
2 parents 12d1fd0 + a33a669 commit c0f7fb6
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Showing 170 changed files with 1,320 additions and 1,250 deletions.
2 changes: 1 addition & 1 deletion data/campaigns/An_Orcish_Incursion/_main.cfg
Expand Up @@ -20,7 +20,7 @@
{CAMPAIGN_DIFFICULTY EASY "units/elves-wood/fighter.png~RC(magenta>red)" ( _ "Fighter") ( _ "Beginner")}
{CAMPAIGN_DIFFICULTY NORMAL "units/elves-wood/lord.png~RC(magenta>red)" ( _ "Lord") ( _ "Normal")} {DEFAULT_DIFFICULTY}
{CAMPAIGN_DIFFICULTY HARD "units/elves-wood/high-lord.png~RC(magenta>red)" ( _ "High Lord") ( _ "Challenging")}

# Geographical and historical assumptions (ESR):
#
# As originally written by Josh Parsons, this campaign was not set in
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Expand Up @@ -68,6 +68,7 @@
id=Lomarfel
name= _ "Lomarfel"
profile=portraits/lomarfel.png
unrenamable=yes
x,y=15,18
[modifications]
{TRAIT_LOYAL}
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Expand Up @@ -85,7 +85,7 @@
[side]
side=3
controller=ai
hidden=yes
hidden=yes
team_name=Mages
user_team_name= _ "Mages"
# Use stock flags
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5 changes: 5 additions & 0 deletions data/campaigns/An_Orcish_Incursion/scenarios/07_Showdown.cfg
Expand Up @@ -119,6 +119,7 @@
id=Lomarfel
name= _ "Lomarfel"
profile=portraits/lomarfel.png
unrenamable=yes
x,y=16,18
[modifications]
{TRAIT_LOYAL}
Expand All @@ -139,6 +140,7 @@
id=Celodith
name= _ "Celodith"
gender=female
unrenamable=yes
x,y=17,18
side=1
[modifications]
Expand All @@ -159,6 +161,7 @@
id=Earanduil
name= _ "Earanduil"
gender=male
unrenamable=yes
x,y=17,19
side=1
[modifications]
Expand All @@ -179,6 +182,7 @@
id=Elvyniel
name= _ "Elvyniel"
gender=female
unrenamable=yes
x,y=18,18
side=1
[modifications]
Expand All @@ -199,6 +203,7 @@
id=Delorfilith
name= _ "Delorfilith"
gender=male
unrenamable=yes
x,y=18,19
side=1
[modifications]
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70 changes: 35 additions & 35 deletions data/campaigns/Eastern_Invasion/scenarios/13_The_Drowned_Plains.cfg
Expand Up @@ -241,41 +241,41 @@
[/filter_location]
[command]
{VARIABLE random_ambusher_type_i ("$(($random_ambusher_type_i + 1) % $random_ambusher_type_table.length)")}
[unit]
x,y=$ambush_location.x,$ambush_location.y
type=$random_ambusher_type_table[$random_ambusher_type_i].type
side={SIDE}
role=ambusher
random_traits=yes
upkeep=loyal
[/unit]

[object]
silent=yes

[filter]
x,y=$ambush_location.x,$ambush_location.y
[/filter]

[effect]
apply_to=new_ability

[abilities]
[hides]
id=undead_ambush
affect_self=yes

[filter_self]
role=ambusher

[filter_location]
terrain=Ss
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[unit]
x,y=$ambush_location.x,$ambush_location.y
type=$random_ambusher_type_table[$random_ambusher_type_i].type
side={SIDE}
role=ambusher
random_traits=yes
upkeep=loyal
[/unit]

[object]
silent=yes

[filter]
x,y=$ambush_location.x,$ambush_location.y
[/filter]

[effect]
apply_to=new_ability

[abilities]
[hides]
id=undead_ambush
affect_self=yes

[filter_self]
role=ambusher

[filter_location]
terrain=Ss
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[/command]
[/random_placement]
#enddef
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158 changes: 79 additions & 79 deletions data/campaigns/Heir_To_The_Throne/scenarios/07_Crossroads.cfg
Expand Up @@ -284,86 +284,86 @@
#define ORC_AMBUSH_AREA SIDE X_SPAN Y_SPAN NUMBER
# Any hill that's completely surrounded by other hills, mountains or
# forest is eligible as an ambush location.
[random_placement]
[random_placement]
variable=ambush_location
num_items={NUMBER}
[filter_location]
x={X_SPAN}
y={Y_SPAN}
terrain=Hh

[not]
[filter_adjacent_location]
[not]
terrain=Hh*,Mm*,*^F*
[/not]
[/filter_adjacent_location]
[/not]
[/filter_location]
[command]
[if]
[variable]
name=random_ambusher_type_i
less_than=4
[/variable]

[then]
{VARIABLE_OP random_ambusher_type_i add 1}
[/then]

[else]
{VARIABLE random_ambusher_type_i 0}
[/else]
[/if]

# And here we place an ambusher of a type specified by the
# random_ambusher_type_table and random_ambusher_type_i
# variables, thus always having the same ratio of different
# types.

[unit]
x,y=$ambush_location.x,$ambush_location.y
type=$random_ambusher_type_table[$random_ambusher_type_i].type
side={SIDE}
facing=sw
role=ambusher
random_traits=yes

[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
[/unit]

[object]
silent=yes

[filter]
x,y=$ambush_location.x,$ambush_location.y
[/filter]

[effect]
apply_to=new_ability

[abilities]
[hides]
id=orc_ambush
affect_self=yes

[filter_self]
role=ambusher

[filter_location]
terrain=Hh,Mm
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[/command]
[/random_placement]
num_items={NUMBER}
[filter_location]
x={X_SPAN}
y={Y_SPAN}
terrain=Hh

[not]
[filter_adjacent_location]
[not]
terrain=Hh*,Mm*,*^F*
[/not]
[/filter_adjacent_location]
[/not]
[/filter_location]
[command]
[if]
[variable]
name=random_ambusher_type_i
less_than=4
[/variable]

[then]
{VARIABLE_OP random_ambusher_type_i add 1}
[/then]

[else]
{VARIABLE random_ambusher_type_i 0}
[/else]
[/if]

# And here we place an ambusher of a type specified by the
# random_ambusher_type_table and random_ambusher_type_i
# variables, thus always having the same ratio of different
# types.

[unit]
x,y=$ambush_location.x,$ambush_location.y
type=$random_ambusher_type_table[$random_ambusher_type_i].type
side={SIDE}
facing=sw
role=ambusher
random_traits=yes

[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
[/unit]

[object]
silent=yes

[filter]
x,y=$ambush_location.x,$ambush_location.y
[/filter]

[effect]
apply_to=new_ability

[abilities]
[hides]
id=orc_ambush
affect_self=yes

[filter_self]
role=ambusher

[filter_location]
terrain=Hh,Mm
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[/command]
[/random_placement]

#enddef

# Only the number of ambushers differs by difficulty here.
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Expand Up @@ -143,7 +143,7 @@ This is the story of Kalenz, Landar, and of the Elves in the first days of the h
#### /Kalenz side ####

#### Landar's side ####
{MP_SIDE 2 (
{MP_SIDE 2 (
save_id=Landar
{PLAYABLE}
{LANDAR}
Expand All @@ -163,7 +163,7 @@ This is the story of Kalenz, Landar, and of the Elves in the first days of the h
x=19
y=16
[/unit]
)}
)}
#### Landar's side ####

[side]
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Expand Up @@ -84,7 +84,7 @@
{PLAYER_GOLD}
fog=no
extra_recruit=Elvish Fighter, Elvish Archer
)}
)}

### Olurf's Code ###
#define OLURFS_LAND
Expand Down Expand Up @@ -604,9 +604,9 @@
[endlevel]
result=victory
#ifdef MULTIPLAYER
bonus=0.5
bonus=0.5
#else
bonus=yes
bonus=yes
#endif
[/endlevel]
[/event]
Expand Down Expand Up @@ -646,9 +646,9 @@
[endlevel]
result=victory
#ifdef MULTIPLAYER
bonus=0.5
bonus=0.5
#else
bonus=yes
bonus=yes
#endif
[/endlevel]
[/event]
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