function building_taxes(b, blevel) btype = b.type if btype=="castle" then return blevel * 0.01 elseif btype=="watch" then return blevel * 0.005 end return 0.0 end -- the "raindance" spell function raindance(r, mage, level, force) if (create_curse(mage, r, "blessedharvest", force, 1+force*2, 100 * force)) then -- slightly crooked way of reporting an action to everyone in the region local msg = message.create("raindance_effect") msg:set_unit("mage", mage) if (msg:report_action(r, mage, 3)) then local msg2 = message.create("raindance_effect") msg2:set_unit("mage", nil) msg2:report_action(r, mage, 4) end end return level end -- the "blessed harvest" spell function blessedharvest(r, mage, level, force) if create_curse(mage, r, "blessedharvest", force, 1+force*2, 50 * force) then -- slightly crooked way of reporting an action to everyone in the region local msg = message.create("harvest_effect") msg:set_unit("mage", mage) if (msg:report_action(r, mage, 3)) then local msg2 = message.create("harvest_effect") msg2:set_unit("mage", nil) msg2:report_action(r, mage, 4) end for idx, rn in ipairs(r.adj) do -- nur landregionen haben moral>=0 if r.morale>=0 then create_curse(mage, r, "blessedharvest", force, force*2, 50 * force) end end end return level end