   //------------------------------------------------------------------//
  // PoW as armies code						      //
 //  SLIC by Immortal Wombat, some code from Locutus' miltia script. //
//------------------------------------------------------------------//

  //-------------//
 //  Variables  //
//-------------//


int_t	i;
int_t	age;
unit_t	tmpUnit;
int_t	tmpPlayer;
int_t	tmpNum;
int_t	tmpNum2;
army_t	tmpArmy;

  //---------------------//
 //  Define Player Age  //
//---------------------//


int_f WOUTER_GetAge(int_t thePlayer) {
	tmpPlayer = thePlayer;

	// to add ages, change age 6 to whatever the highest age should be and use age 5 as example for the other ages
	if (HasAdvance(tmpPlayer, ID_ADVANCE_CHAOS_THEORY)) {			// if player has Chaos Theory,
		return 6;							
	} elseif (HasAdvance(tmpPlayer, ID_ADVANCE_ADV_INFANTRY_TACTICS)) {		// etc.
		return 5;
	} elseif (HasAdvance(tmpPlayer, ID_ADVANCE_FLINTLOCK)) {
		return 4;
	} elseif (HasAdvance(tmpPlayer, ID_ADVANCE_DARK_AGES)) {
		return 3;
	} elseif (HasAdvance(tmpPlayer, ID_ADVANCE_BRONZE_WORKING)) {
		return 2;
	} elseif (HasAdvance(tmpPlayer, ID_ADVANCE_TOOLMAKING)) {
		return 1;
	} else {								// if none of above advances present, (should never happen)
		return 0;							// age is age 0
	}
}

  //--------------------------//
 //  Handle the BattleEvent  //
//--------------------------//

HandleEvent(VictoryMoveOrder) 'capture' pre {
	tmpArmy = army[0];
	tmpNum = tmpArmy.size;
	tmpPlayer = army[0].owner;
	for(i = 0; i < tmpNum; i = i + 1) {
		GetUnitFromArmy(tmpArmy, i, tmpUnit);
		tmpNum2 = tmpUnit.type;
		if(tmpNum2 == 56){				// number of unit. this example is slaver
			age = WOUTER_GetAge(tmpPlayer);
			if(age == 6){
				// chaos theory obsoletes it
			}
			elseif(age == 5){
				message(tmpPlayer, 'five');
				CreateUnit(Player[0], UnitDB(UNIT_MACHINE_GUNNER), army[0].location, 0, tmpUnit);
			}
			elseif(age == 4){
				message(tmpPlayer, 'four');
				CreateUnit(Player[0], UnitDB(UNIT_INFANTRYMAN), army[0].location, 0, tmpUnit);
			}
			elseif(age == 3){
				message(tmpPlayer, 'three');
				CreateUnit(Player[0], UnitDB(UNIT_MAN_AT_ARMS), army[0].location, 0, tmpUnit);
			}
			elseif(age == 2){
				message(tmpPlayer, 'two');
				CreateUnit(Player[0], UnitDB(UNIT_HOPLITE), army[0].location, 0, tmpUnit);
			}
			elseif(age == 1) {
				message(tmpPlayer, 'one');
				CreateUnit(Player[0], UnitDB(UNIT_SPEARMAN), army[0].location, 0, tmpUnit);
			}
			else {
			}
			
		}
	}
}

   //------------------------------//
  //  Messageboxes create units   //
 //  depending on button chosen  //
//------------------------------//


messagebox 'five' {
	Show();
	Title(ID_CAPTURE);
	text(ID_CAPTURE_T_FIVE);	
}

messagebox 'four'{
	Show();
	Title(ID_CAPTURE);
	text(ID_CAPTURE_T_FOUR);	
}

messagebox 'three' { 
	Show();
	Title(ID_CAPTURE);
	text(ID_CAPTURE_T_THREE);	
}

messagebox 'two'{
	Show();
	Title(ID_CAPTURE);
	Text(ID_CAPTURE_T_TWO);	
}

messagebox 'one'{
	Show();
	Title(ID_CAPTURE);
	text(ID_CAPTURE_T_ONE);
}


