#textdomain wesnoth-low #define LOW_MAP NAME map_data="{campaigns/Legend_of_Wesmere/maps/{NAME}}" #enddef #define LOAD_SUBMAP X_SPAN Y_SPAN OFFSET_X OFFSET_Y MAP [store_unit] [filter] x=1-999 y=1-999 [/filter] variable=MOVE_UNIT_store kill=yes [/store_unit] [store_villages] variable=villages [/store_villages] {FOREACH MOVE_UNIT_store unit} {VARIABLE_OP MOVE_UNIT_store[$unit].x add {OFFSET_X}} {VARIABLE_OP MOVE_UNIT_store[$unit].y add {OFFSET_Y}} [if] [variable] name=MOVE_UNIT_store[$unit].goto_x numerical_not_equals=0 [/variable] [then] {VARIABLE_OP MOVE_UNIT_store[$unit].goto_x add {OFFSET_X}} [/then] [/if] [if] [variable] name=MOVE_UNIT_store[$unit].goto_y numerical_not_equals=0 [/variable] [then] {VARIABLE_OP MOVE_UNIT_store[$unit].goto_y add {OFFSET_Y}} [/then] [/if] {NEXT unit} {FOREACH villages village} #Make the villages on the old map neutral [capture_village] x=$villages[$village].x y=$villages[$village].y [/capture_village] {VARIABLE_OP villages[$village].x add {OFFSET_X}} {VARIABLE_OP villages[$village].y add {OFFSET_Y}} {NEXT village} [replace_map] x={X_SPAN} y={Y_SPAN} {LOW_MAP {MAP}} [/replace_map] [shift_labels] x={OFFSET_X} y={OFFSET_Y} [/shift_labels] {FOREACH MOVE_UNIT_store unit} [unstore_unit] variable=MOVE_UNIT_store[$unit] find_vacant=no [/unstore_unit] {NEXT unit} {CLEAR_VARIABLE unit} {CLEAR_VARIABLE MOVE_UNIT_store} {FOREACH villages village} [capture_village] x=$villages[$village].x y=$villages[$village].y side=$villages[$village].owner_side [/capture_village] {NEXT village} {CLEAR_VARIABLE village} {CLEAR_VARIABLE villages} #enddef #define LOW_MASK_IN_EVENT NAME X Y [terrain_mask] x={X} y={Y} mask="{campaigns/Legend_of_Wesmere/masks/{NAME}}" [/terrain_mask] [redraw] [/redraw] #enddef #define LOW_MASK NAME X Y [event] name=prestart {LOW_MASK_IN_EVENT {NAME} {X} {Y}} [/event] #enddef #define WINTER_MASK MASK_NAME [event] name=prestart [terrain_mask] x,y=1,1 mask="{campaigns/Legend_of_Wesmere/masks/{MASK_NAME}}" border=yes #seems not to work #Windmill [rule] old=Gg^Wm new=Aa terrain=Aa^Wm [/rule] #Encampment [rule] old=Ce new=Aa terrain=Cea [/rule] [rule] use_old=no new=Cea [/rule] #Encampment Keep [rule] old=Ke new=Aa terrain=Kea [/rule] [rule] use_old=no new=Kea [/rule] #human Village [rule] old=G*^Vh new=Aa terrain=Aa^Vha [/rule] [rule] old=G*^Vl new=Aa terrain=Aa^Vla [/rule] #Orc Village [rule] old=G*^Vo new=Aa terrain=Aa^Voa [/rule] [rule] old=H*^Vo new=Aa terrain=Ha^Voa [/rule] # #dessert mountain # [rule] # old=M # [/rule] #Orc Castle [rule] old=Co new=Aa terrain=Coa [/rule] #Orc Keep [rule] old=Ko new=Aa terrain=Koa [/rule] #dwarf Village [rule] old=H*^Vhh new=Aa terrain=Ha^Vhha [/rule] [rule] old=M*^Vhh new=Aa terrain=Ms^Vhha [/rule] #elvish Village [rule] old=G*^Ve new=Aa terrain=Aa^Vea [/rule] #flat hut Village [rule] old=G*^Vc new=Aa terrain=Aa^Vca [/rule] #hill hut Village [rule] old=H*^Vc new=Aa terrain=Ha^Vca [/rule] #forest [rule] old=G*^Fp new=Aa terrain=Aa^Fpa [/rule] #hills [rule] old=H* new=Aa terrain=Ha [/rule] #forested hills [rule] old=H*^Fp new=Aa terrain=Ha^Fpa [/rule] #deciduous forest [rule] old=G*^Fds new=Aa terrain=Aa^Fda [/rule] #deciduous forested hills [rule] old=H*^Fds new=Aa terrain=Ha^Fda [/rule] #water [rule] old=Ww*^* new=Aa terrain=Ai layer=base [/rule] # that would brake the balance of S19 #swamp #[rule] # old=Ss # new=Aa # terrain=Ai #[/rule] #castle [rule] new=Ce,Ke [/rule] [rule] old=Ce,Ke new=Aa^Fpa [/rule] #mountains [rule] old=M* new=Aa terrain=Ms [/rule] #mountain village [rule] old=M*^Vhh new=Aa terrain=Ms^Vhha [/rule] #Grass [rule] old=G*,Re,Rd,G*^Efm,Re^Gvs,G*^Em new=Aa #don't specify terrain and it just uses the new terrain [/rule] #Grass with obstacles [rule] old=G*^Es new=Aa terrain=Aa^Es [/rule] #Mushroom lichtung [rule] old=Gs^Uf new=Aa terrain=Aa [/rule] #default: Will match everything, since 'old' and 'new' aren't #specified. Set 'use_old=yes' to signal no change. [rule] use_old=yes [/rule] [/terrain_mask] [/event] #enddef #define RIVER_FORD X Y [event] name=prestart [sound_source] id=river_ford_{X}_{Y} #sounds=ambient/river/ford.ogg delay=0 chance=100 check_fogged=false loop=-1 x={X} y={Y} full_range=1 fade_range=4 [/sound_source] [/event] #enddef #define RIVER_SLOW X Y [event] name=prestart [sound_source] id=river_slow_{X}_{Y} #sounds=ambient/river/slow.ogg delay=0 chance=100 check_fogged=false loop=-1 x={X} y={Y} full_range=3 fade_range=5 [/sound_source] [/event] #enddef #define RIVER_FAST X Y [event] name=prestart [sound_source] id=river_fast_{X}_{Y} #sounds=ambient/river/fast.ogg delay=0 chance=100 check_fogged=false loop=-1 x={X} y={Y} full_range=2 fade_range=4 [/sound_source] [/event] #enddef #define BIRD_SOUND X Y [event] name=new turn first_time_only=no [store_time_of_day] variable=time_of_day [/store_time_of_day] [if] [not] [variable] name=time_of_day.id equals=first_watch [/variable] [or] [variable] name=time_of_day.id equals=second_watch [/variable] [/or] [/not] [then] [sound_source] id=birds_{X}_{Y} sounds=ambient/birds1.ogg,ambient/birds2.ogg,ambient/birds3.ogg delay=50000 chance=10 check_fogged=false loop=1 x={X} y={Y} full_range=3 fade_range=5 [/sound_source] [/then] [else] [remove_sound_source] id=birds_{X}_{Y} [/remove_sound_source] [/else] [/if] {CLEAR_VARIABLE time_of_day} [/event] #enddef