#textdomain wesnoth-nr
## These macros support a fourth (actually zeroth) difficulty level, NEWBIE.

#macro to define a 'quantity' differently based on difficulty levels
#define QUANTITY4 NAME NEWBIE_VALUE EASY_VALUE NORMAL_VALUE HARD_VALUE
#ifdef NEWBIE
    {NAME}={NEWBIE_VALUE}
#endif

#ifdef EASY
    {NAME}={EASY_VALUE}
#endif

#ifdef NORMAL
    {NAME}={NORMAL_VALUE}
#endif

#ifdef HARD
    {NAME}={HARD_VALUE}
#endif
#enddef

#macro to define number of turns for different difficulty levels
#define TURNS4 NEWBIE_AMOUNT EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT
    {QUANTITY4 turns {NEWBIE_AMOUNT} {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}}
#enddef

#macro which will let you go {GOLD w/x y z} to set
#the gold depending on newbie/easy/medium/hard - w/x/y/z

#define GOLD4 NEWBIE_AMOUNT EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT
    {QUANTITY4 gold {NEWBIE_AMOUNT} {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}}
#enddef

#define INCOME4 NEWBIE_AMOUNT EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT
    {QUANTITY4 income {NEWBIE_AMOUNT} {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}}
#enddef

## These are campaign-specific.

#define SUPPORTER
    [role]
        type=Royal Guard, Halberdier, Master Bowman, Pikeman, Swordsman, Longbowman, Javelineer, Spearman, Bowman, Peasant
        [not]
            description=Tallin
        [/not]
        role=Supporter
    [/role]
#enddef

#define FLASH
    [sound]
        name=lightning.ogg
    [/sound]

    [colour_adjust]
        red=100
        green=100
        blue=100
    [/colour_adjust]

    [delay]
        time=10
    [/delay]

    [colour_adjust]
        red=0
        green=0
        blue=0
    [/colour_adjust]
#enddef

#define DUNGEON_REVENANT X Y
    [unit]
        type=Revenant
        x={X}
        y={Y}
        side=5
        ai_special=guardian
    [/unit]
#enddef

#define GIANT_SPIDER X Y
    [unit]
        type=Giant Spider
        side=2
        x={X}
        y={Y}
    [/unit]
#enddef

#define TREASURY_REVENANT X Y
    [unit]
        type=Revenant
        x={X}
        y={Y}
        side=6
        ai_special=guardian
    [/unit]

#enddef

#define MALIFORS_DEATHBLADE X Y
    [unit]
        type=Deathblade
        x={X}
        y={Y}
        side=2
    [/unit]
#enddef

#define MALIFORS_DEMILICH X Y
    [unit]
        type=Lich	# This was originally a special Demilich unit.
        x={X}
        y={Y}
        side=2
    [/unit]
#enddef

#define MALIFORS_NAGA X Y
    [unit]
        type=Naga Fighter
        side=2
        x={X}
        y={Y}
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define DRAUG_GUARD X Y
    [unit]
        type=Draug
        x={X}
        y={Y}
        side=2
        ai_special=guardian
    [/unit]
#enddef

#define REVENANT_GUARD X Y
    [unit]
        type=Revenant
        x={X}
        y={Y}
        side=2
        ai_special=guardian
    [/unit]
#enddef

#define CONFRONTATION
    [message]
        description=Malifor
        message= _ "You invaded my kingdom, drove me from my mines, raided my dungeon, and plundered my treasury Your audacity ends here!"
    [/message]

    [message]
        description=Father Marcus
        message= _ "You are wrong, Malifor, for you shall be the one who is destroyed. You are cruel, merciless and a terror to all that lives. The world will be a better place with you gone!"
    [/message]

    [message]
        description=Sister Theta
        message= _ "To feed your greed and hunger you have terrorized all that is good. You have disturbed the rest of the brave defenders of Knalga. Now, your evil reign shall be brought to an end."
    [/message]

    [message]
        description=Malifor
        message= _ "Fools! Don't think it's so easy to kill me. Your corpses shall all soon be serving me. Fall on them, my hordes!"
    [/message]
#enddef

#define WARRIOR X Y
    [unit]
        type=Orcish Warrior
        x={X}
        y={Y}
        side=3
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define ARCHER X Y
    [unit]
        type=Orcish Crossbowman
        x={X}
        y={Y}
        side=3
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define SLURBOW X Y
    [unit]
        type=Orcish Slurbow
        x={X}
        y={Y}
        side=3
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define WARLORD X Y
    [unit]
        type=Orcish Warlord
        x={X}
        y={Y}
        side=3
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define TROLL_RAIDER X Y
    [unit]
        type=Troll
        x={X}
        y={Y}
        side=2
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define RANGED_RAIDER X Y
    [unit]
        type=Troll Rocklobber
        x={X}
        y={Y}
        side=2
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define TROLL_JUNIOR X Y
    [unit]
        type=Troll Whelp
        x={X}
        y={Y}
        side=2
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define WARLORD_GUARD X Y
    [unit]
        type=Orcish Warlord
        x={X}
        y={Y}
        side=2
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define SLURBOW_GUARD  X Y
    [unit]
        type=Orcish Slurbow
        x={X}
        y={Y}
        side=2
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define WARDEN X Y
    [unit]
        type=Drake Warden
        description=Nest Guardian
        x={X}
        y={Y}
        side=9
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define SLASHER X Y
    [unit]
        type=Drake Slasher
        x={X}
        y={Y}
        side=9
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define ENFORCER X Y
    [unit]
        type=Drake Enforcer
        x={X}
        y={Y}
        side=9
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define GLADIATOR X Y
    [unit]
        type=Drake Gladiator
        x={X}
        y={Y}
        side=9
        ai_special=guardian
        random_traits=yes
        generate_description=yes
    [/unit]
#enddef

#define GHOUL X Y
    [unit]
        type=Ghoul
        x={X}
        y={Y}
        side=2
    [/unit]
#enddef

#define NECROPHAGE X Y
    [unit]
        type=Necrophage
        x={X}
        y={Y}
        side=2
    [/unit]
#enddef
