Does it make sense to dump legacy win/defeat conditions ?
PostPosted: 25 Feb 2015, 12:47
Since KaM Remake scripting is so advanced now, do you think it makes sense to dump legacy KaM victory/defeat conditions from static map script?
I mean ADD_GOAL and ADD_LOST_GOAL which are responsible for:
For the standard win/defeat conditions KMR could save template dynamic script file and place a template win and defeat script text into it.
I mean ADD_GOAL and ADD_LOST_GOAL which are responsible for:
- Code:
gc_BuildTutorial: Result := True; //Deprecated //gc_Time is disabled as we process messages in Event system now. Return true so players //do not have to wait for all messages to show before they are allowed to win (same in TPR) gc_Time: Result := True; //Deprecated gc_Buildings: Result := (Stat.GetHouseQty([ht_Store, ht_School, ht_Barracks]) > 0); gc_Troops: Result := (Stat.GetArmyCount > 0); gc_MilitaryAssets: Result := (Stat.GetArmyCount > 0) or (Stat.GetHouseQty([ht_Barracks, ht_CoalMine, ht_WeaponWorkshop, ht_ArmorWorkshop, ht_Stables, ht_IronMine, ht_IronSmithy ,ht_WeaponSmithy, ht_ArmorSmithy, ht_TownHall, ht_SiegeWorkshop]) > 0); gc_SerfsAndSchools: Result := (Stat.GetHouseQty([ht_School]) > 0) or (Stat.GetUnitQty(ut_Serf) > 0); gc_EconomyBuildings: Result := (Stat.GetHouseQty([ht_Store, ht_School, ht_Inn]) > 0);