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Update 07_The_bridge_is_broken.cfg
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should address some of the points in #25 (at least partially); only partially tested (some of these changes were from after I completed the scenario)
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cooljeanius committed Jun 7, 2022
1 parent 8d447b7 commit 35c8177
Showing 1 changed file with 35 additions and 3 deletions.
38 changes: 35 additions & 3 deletions scenarios/07_The_bridge_is_broken.cfg
Original file line number Diff line number Diff line change
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# wmllint: recognize trap_guard
[then]
#left side hidden passage
# TODO: display confirmation prompt to see if player actually wants to go this way
[terrain]
x = 4, 5
y = 20, 20
Expand All @@ -168,6 +169,7 @@
[/then]
[else]
#right side hidden passage
# TODO: display confirmation prompt to see if player actually wants to go this way
[terrain]
x = 26, 27
y = 25, 26
Expand Down Expand Up @@ -543,6 +545,9 @@
id=Clarissa
message=_"I sense the presence of a great evil, perhaps a powerful necromancer. Finally, a challenge!"
[/message]
[redraw]
clear_shroud=yes
[/redraw]
# wmllint: local spelling Ro'Fenthor
[objectives]
side=1
Expand Down Expand Up @@ -1083,8 +1088,13 @@
# TODO: add a check to ensure second_unit belongs to the player, to avoid debug-mode kills triggering this:
[message]
speaker=second_unit
message=_"I think I heard something echo from the depths... I fear these goblins may have been only the start of the enemies in this cave..."
message=_"I think I heard something echo from the depths... I fear these goblins may have been only the start of the enemies in this cave... We should investigate our surroundings to secure our perimeter."
[/message]
[message]
speaker=Hamel
#po: this should work as a follow-up to the previous message regardless of whether Hamel is second_unit himself or not:
message=_"In particular, that nearby ravine may lead to the depths where that echo came from..."
[/message] #
[/then]
[/if]
[/event]
Expand Down Expand Up @@ -1185,6 +1195,24 @@
type=Dwarvish Guardsman
side=1
[/allow_recruit]
[message]
speaker=unit
message=_"Also, there was some gold in here, too!"
[/message]
[gold]
side=1
# Enough for $i_Guards Guardsmen:
amount={ON_DIFFICULTY 76 57 38}
[/gold]
[sound]
name=gold.ogg
[/sound]
[modify_side]
side=1
# Keep higher than their previous income of {6 4 2}:
{INCOME 9 6 3}
[/modify_side]
[redraw][/redraw]
[/event]

#event to limit the recruits of Dwarvish Guardsmen
Expand All @@ -1210,6 +1238,10 @@
type=Dwarvish Guardsman
side=1
[/disallow_recruit]
# FIXME: this is currently the only place in this file where the recruiting of Guardsmen is disallowed again,
# meaning that (theoretically) a player could just not recruit any and then be able to recruit them without
# limit in later scenarios. Although, maybe that's fine? Normally they become recruitable again without limit
# in S12, "Under Pressure"...
[/then]
[/if]
[/event]
Expand Down Expand Up @@ -1255,7 +1287,7 @@
[/message]
[message]
id=Clarissa
message=_"We need to find another way then..."
message=_"We need to find another way then... Maybe around the sides..."
[/message]
{FIND_WAY_OBJECTIVES}
[/event]
Expand Down Expand Up @@ -1542,7 +1574,7 @@
# wmllint: local spelling Uffff
[message]
id=worker1
# po: sound effect:
# po: FIXME: make it clearer (via formatting or something) that this is a sound effect:
message=_"Uffff"
[/message]
[endlevel]
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