#textdomain wesnoth-sotbe #define OLD_ORCISH_SHAMAN SIDE X Y ID_STRING NAME_STRING [unit] id={ID_STRING} name={NAME_STRING} type=Old Orcish Shaman profile=portraits/old_orcish_shaman.png side={SIDE} x={X} y={Y} random_traits=no {IS_HERO} [modifications] {TRAIT_LOYAL} [/modifications] [/unit] #enddef #define NOVICE_ORCISH_SHAMAN SIDE X Y ID_STRING NAME_STRING [unit] id={ID_STRING} name={NAME_STRING} type=Novice Orcish Shaman profile=portraits/young_orcish_shaman.png side={SIDE} x={X} y={Y} random_traits=no {IS_HERO} [modifications] {TRAIT_LOYAL} [/modifications] [/unit] #enddef #define ORCISH_SHAMAN SIDE X Y ID_STRING NAME_STRING [unit] id={ID_STRING} name={NAME_STRING} type=Orcish Shaman profile=portraits/orcish_shaman.png side={SIDE} x={X} y={Y} random_traits=no {IS_HERO} [modifications] {TRAIT_LOYAL} [/modifications] [/unit] #enddef #define BLACK_FLAG flag=flags/black-flag-[1,2,1,3].png:[100,300,100,300] flag_icon=flags/black-flag-icon.png #enddef #define RENAME_IF_DEAD VAR NAME STRING [if] [variable] name={VAR} equals=yes [/variable] [then] {MODIFY_UNIT id={NAME} name {STRING}} [/then] [/if] #enddef #define ALBROCK_SIDE type=Orcish Warlord id="Al'Brock" name= _ "Al’Brock" side=2 canrecruit=yes profile=portraits/albrock.png recruit=Wolf Rider, Orcish Grunt, Troll Whelp, Orcish Archer, Orcish Crossbowman, Orcish Warrior team_name=Kapoue user_team_name=_ "Kapou’e" persistent=yes #enddef #define FLARTAR_SIDE type=Orcish Warlord id="Flar'Tar" name= _ "Flar’Tar" side=3 canrecruit=yes profile=portraits/flartar.png recruit=Wolf Rider, Orcish Grunt, Troll Whelp, Orcish Archer, Orcish Crossbowman, Orcish Warrior team_name=Kapoue user_team_name=_ "Kapou’e" persistent=yes #enddef #define GREAT_HORDE_NOTE [note] description= _ "The Great Horde: upkeep cost of every unit decreased by one." [/note] #enddef #define GOT_THE_GREAT_HORDE SIDES [event] name=prerecruit first_time_only=no [filter] side={SIDES} [/filter] {VARIABLE unit.upkeep $unit.level} {VARIABLE_OP unit.upkeep sub 1} {VARIABLE unit.variables.great_horde_upkeep_mod_applied yes} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/event] [event] name=start [store_unit] [filter] side={SIDES} [not] [filter_wml] [modifications] [trait] id=loyal [/trait] [/modifications] [/filter_wml] [/not] [not] [filter_wml] [variables] great_horde_upkeep_mod_applied=yes [/variables] [/filter_wml] [/not] [/filter] kill=yes variable=horde_units [/store_unit] {FOREACH horde_units i} {VARIABLE horde_units[$i].upkeep $horde_units[$i].level} {VARIABLE_OP horde_units[$i].upkeep sub 1} {VARIABLE horde_units[$i].variables.great_horde_upkeep_mod_applied yes} [unstore_unit] variable=horde_units[$i] find_vacant=no [/unstore_unit] {NEXT i} {CLEAR_VARIABLE horde_units} [/event] [event] name=post_advance first_time_only=no [filter] side={SIDES} [not] [filter_wml] [modifications] [trait] id=loyal [/trait] [/modifications] [/filter_wml] [/not] [/filter] {VARIABLE unit.upkeep $unit.level} {VARIABLE_OP unit.upkeep sub 1} {VARIABLE unit.variables.great_horde_upkeep_mod_applied yes} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/event] #enddef #define AI_FORCE_ATTACK_HIGH_XP_UNITS_SETUP # Function needed for Micro AI which forces attacks on units 1 XP from leveling # Goes directly into scenario toplevel, but only once per scenario [event] name=preload first_time_only=no [lua] code=<< function close_to_advancing(unit) if (unit.experience >= unit.max_experience-1) then return true else return false end end >> [/lua] [/event] #enddef #define AI_FORCE_ATTACK_HIGH_XP_UNITS SIDE # Micro AI which forces attacks on units 1 XP from leveling # Goes directly into scenario toplevel, one macro per side [event] name=prestart [micro_ai] side={SIDE} ai_type=simple_attack action=add ca_score=100001 [filter] canrecruit=no [/filter] [filter_second] lua_function = "close_to_advancing" [/filter_second] [/micro_ai] [/event] #enddef