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changes that had accumulated in my repo recently #83

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9 changes: 3 additions & 6 deletions ART_TODO.txt
Original file line number Diff line number Diff line change
Expand Up @@ -34,16 +34,13 @@ PORTRAITS
* Generic Akladian unit with spears (Warrior and LightInfantry still remain)
(Clansman already exists as akladian_generic.png and Pikeneer already exists as
profile_pikinier.png)
* A winter version of Yahyazad's portrait (Hailey Gill @haileygill1999 might be
able to take this one)
* A winter version of Yahyazad's portrait
* Another Reme portrait (for the "m"-suffixed message macro for him)
* Generic leading units (Chieftain+leader - this is very low priority)
* Generic Wiseman-line units (Wiseman, Holyman, Wonderman) (being commissioned to
AMY, @ameliolivera1)
* Generic Wiseman-line units (Wiseman, Holyman, Wonderman)
* A winter version of Karen's portrait (low priority, and it'd be more expensive)
(there's one in the ANO_art repo, but it doesn't match her usual look, so one of
the two would have to be updated) (Hailey Gill @haileygill1999 might be able to
take this one)
the two would have to be updated)
* Heinric the Redbeard (enemy leader from the first scenario; can be either a City
Militia or a Lieutenant, depending on difficulty) (low priority)
* better older-looking mage for the medic who heals Gawen in S01 (low priority)
Expand Down
4 changes: 3 additions & 1 deletion scenarios/02_Fighting_for_Passage.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -380,7 +380,9 @@
[/filter_location]
variable=adjacent_locs
[/store_reachable_locations]
{RANDOM 0..$adjacent_locs.length|}
{RANDOM 1..$adjacent_locs.length}
# Try to avoid off-by-one errors:
{VARIABLE_OP random sub 1}
[move_unit]
id="Lady Lorin"
to_x,to_y=$adjacent_locs[$random|].x,$adjacent_locs[$random|].y
Expand Down
44 changes: 32 additions & 12 deletions scenarios/13_Scouting.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -210,7 +210,7 @@
{ELSE_IF ano_opt equals reme}
{MESSAGE (narrator) ({IMG}) () _"Reme? No, I have not heard about him."}
{ELSE_IF ano_opt equals bontom}
{MESSAGE (narrator) ({IMG}) () _"Bontom? It is somewhere to south-west. In one of the villages south of here people might know more about its exact location."}
{MESSAGE (narrator) ({IMG}) () _"Bontom? It is somewhere in the south-west. I think. In one of the villages south of here people might know more about its exact location."}
{ELSE_IF ano_opt equals fight}
{MESSAGE (narrator) ({IMG}) () _"If I were younger, then I might have said yes, why not, but I am really too old for adventure seeking now."}
#IMPOSSIBLE
Expand All @@ -230,7 +230,7 @@
{MSGW_Gawen _"No, no, it's one of the Akladian lords, who..."}
{MESSAGE (narrator) ({IMG}) () _"Oh, Akladian lords, yeah, I've heard about them. They are big and bad and you should avoid them, boy."}
{ELSE_IF ano_opt equals bontom}
{MESSAGE (narrator) ({IMG}) () _"A place called Bontom? Yeah, I've heard about that. It's somewhere in the south, maybe people living in villages more to south would know more about it."}
{MESSAGE (narrator) ({IMG}) () _"A place called Bontom? Yeah, I've heard about that. It's somewhere in the south; maybe people living in villages more to the south would know more about it."}
{ELSE_IF ano_opt equals fight}
{IF ano_hill_join equals yes}
{MESSAGE (narrator) ({IMG}) () _"I'm too old ta be leavin' my village, and the one boy who wanted to search for adventures already joined you."}
Expand Down Expand Up @@ -262,23 +262,37 @@
#enddef

#define RUVIOEXPLAINSTRATEG
# can only be set to "yes" in S14b, "Bontom":
{IF ano_reme_saved equals yes}
# (???)
# (no need to put anything here; Ruvio can skip ahead to one of the next conditionals instead)
{ELSE}
{IF ano_reme_saved equals no}
# (???)
# (no need to put anything here either; I'm moving the idea I had for here to the next conditional block instead)
{ELSE}
{IF ano_bontom_location equals yes}
{MSGW_Ruvio _"Now that we know where your friend Reme is, we can go to that Bontom place the peasants told us about."}
{ELSE_IF ano_reme_prisoned equals yes}
{MSGW_Ruvio _"I guess we could ask peasants whether they know something about this Bontom place, where your friend Reme is being kept."}
{END_IF_WITHOUT_ELSE}
{END_IF}
{END_IF}
{END_IF}
{ELSE}
# ???: is it possible to reach this case? If so, how?
{FOUR_END_IFs}

{IF ano_found_news_orcs equals yes}
{MSGW_Ruvio _"We already know what we were sent to find out. We should return to Freetown now."}
{IF ano_reme_saved equals no}
{MSGW_Gawen _"But we never found out what happened to Reme."}
{IF ano_bontom_location equals yes}
{IF ano_bontom_visited equals yes}
{MSGW_Ruvio _"We had our chance to rescue him in Bontom, but we failed to do so..."}
{ELSE}
{MSGW_Ruvio _"Well, I guess we could still check that Bontom place the peasants told us about."}
{END_IF}
{ELSE_IF ano_reme_prisoned equals yes}
{MSGW_Ruvio _"Well, I guess we could still try to find out where this Bontom place is where your friend Reme is being kept."}
{ELSE}
{MSGW_Ruvio _"I don't think there's anything we can do about that at this point..."}
{TWO_END_IFs}
{END_IF_WITHOUT_ELSE}
{ELSE}

{IF ano_barnon_visited equals yes}
Expand All @@ -293,6 +307,7 @@
{MSGW_Ruvio _"We've heard that some woman, known by the nickname 'The She-wolf of Haeltin', was besieged by the orcs and she was able to repel them. Haeltin is west from here. It would be easy to go to her and ask her a few questions."}
{END_IF}
{IF ano_saorduc_visited equals yes}
# (see next conditional after this block)
{ELSE}
{MSGW_Gawen _"We could also go for the swamps."}
{MSGW_Ruvio _"We could, but saurians live in the swamps of Saorduc, and they rarely go outside of their mud. I doubt they would know anything useful. There are also some villages here, you could go and ask peasants, maybe they would know something."}
Expand All @@ -301,6 +316,7 @@
{IF ano_saorduc_visited equals yes}
{IF ano_barnon_visited equals yes}
{MSGW_Ruvio _"Frankly, I have no idea what to do now. We have already searched all of the obvious locations."}
# (no need for elses here, because we already handled all of those cases in the previous block of conditionals)
{END_IF_WITHOUT_ELSE}
{END_IF_WITHOUT_ELSE}
{END_IF}
Expand Down Expand Up @@ -719,9 +735,11 @@
{ELSE_IF ano_reme_prisoned equals yes}
{MSGW_Ruvio _"In some place called Bontom. We could ask peasants about it."}
{ELSE}
{MSGW_Ruvio _"I have no idea where your friend may be."}
{TWO_END_IFs}
{END_IF}
{IF ano_barnon_visited equals yes}
{MSGW_Ruvio _"I have no idea where your friend may be; I fear we may have already missed our chance to find out about him..."}
{ELSE}
{MSGW_Ruvio _"I have no idea where your friend may be; maybe we could ask around some more about him."}
{FOUR_END_IFs}

{ELSE_IF ano_opt equals explain}
{RUVIOEXPLAINSTRATEG}
Expand All @@ -737,7 +755,9 @@
{MSGW_Ruvio _"And you think that..."}
{MSGW_Gawen _"Why shouldn't I think that?"}
{MSGW_Ruvio _"You are right, Gawen. Akladians have a long history of poisoning each other. You might say it's their national sport. But still... yes, it had escaped my attention before."}
{END_IF_WITHOUT_ELSE}
{ELSE}
{MSGW_Gawen _"I wish I had asked around more about poison previously; it's probably too late to find out more now..."}
{END_IF}
{TWO_END_IFs}
#ENDRUVIO
{ELSE_IF ano_opt equals karen}
Expand Down
34 changes: 30 additions & 4 deletions scenarios/14a_Scouting_Near_Barnon.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -333,6 +333,7 @@ You will receive no bonus if withdrawing with Gawen."}
{MESSAGE (Kariv Rebarnon) () (Kariv Rebarnon) _"Put down that knife! You can't - Aaargh!"}
{MSGW_Gawen _"Mother!"}
{MSGW_Lorin _"What? You should have heard what he sang he wanted to do to me..."}
{MSGW_Gawen _"But I had some questions of my own that I wanted to ask him..."}
[/event]

#Ruvio
Expand All @@ -344,9 +345,9 @@ You will receive no bonus if withdrawing with Gawen."}
[filter_second]
id=Ruvio
[/filter_second]
# Konrad2 says "Understand?" should be "Understood?" but I think it is fine as is. Likewise with the question: "what do you know" applies
# to both halves of the sentence, i.e. "what do you know about the orcs?" and "what do you know about why they are here?" so there is
# no need to rewrite the second part of it into its own separate question as "why are they here?" in this line:
#po: Konrad2 says "Understand?" should be "Understood?" but I think it is fine as is. Likewise with the question: "what do you know" applies
#po: to both halves of the sentence, i.e. "what do you know about the orcs?" and "what do you know about why they are here?" so there is
#po: no need to rewrite the second part of it into its own separate question as "why are they here?" in this line:
{MSGW_Ruvio _"Listen, if you'll answer me a few questions I'll let you go. Understand? Now, what do you know about the orcs and why they are here?"}
{MESSAGE (Kariv Rebarnon) () (Kariv Rebarnon) _"Orcs? Yes, yes, orcs! They are helping us! They are, uhm, our allies or something!"}
{IF ano_reme_prisoned equals no}
Expand Down Expand Up @@ -375,8 +376,33 @@ You will receive no bonus if withdrawing with Gawen."}
{MSGW_Gawen _"Wait, one last question. What about Reme Carrenemoe, do you know anything about his fate?"}
{MESSAGE (Kariv Rebarnon) () (Kariv Rebarnon)
_"Yes! His clan settlements were attacked by outlaws. They captured him and they are keeping him in some place called Bontom. They will sell him to Bor Cryne, I think."}
{END_IF_WITHOUT_ELSE}
{VARIABLE ano_reme_prisoned yes}
{ELSE}
{MSGW_Gawen _"Oh well..."}
{END_IF}
[/event]

# Anyone else:
[event]
name=last breath
[filter]
id=Kariv Rebarnon
[/filter]
[filter_second]
side=1
[not]
id=Gawen Hagarthen
[/not]
[not]
id=Ruvio
[/not]
[not]
id=Lady Lorin
[/not]
[/filter_second]
{MSGW_Gawen _"Wait! I wanted to interrogate him..."}
[/event] #

#################################
#BARUK BAR INTERROGATIONS
#Lorin
Expand Down
1 change: 1 addition & 0 deletions scenarios/14b_Bontom.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -464,6 +464,7 @@
{MSGW_Gawen _"I'm sorry Reme, but we simply couldn't succeed."}
{MSGW_Lorin _"Good. Reme left me, we left him, so balance in the universe is preserved."}
{VARIABLE ano_reme_saved no}
# FIXME: this still fires the victory event, causing Reme to be freed anyways:
{NEXT_SCENARIO_CONTINUE 13_Scouting}
{ELSE}
[allow_undo][/allow_undo]
Expand Down
53 changes: 45 additions & 8 deletions scenarios/27_Orannon.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
victory_when_enemies_defeated=yes
victory_when_enemies_defeated=yes # TODO: ...or maybe not? See note on "victory" event...

#define AVOID_INVULNERABLES
# (to be placed inside [ai][/ai] tags)
Expand Down Expand Up @@ -783,6 +783,9 @@
[event]
# FIXME: this can be reached before Grekulak arrives...
name=victory
{IF ano_grekulak_come not_equals yes}
# XXX: ???
{END_IF_WITHOUT_ELSE}
[move_unit_fake]
side=2
x=13,13,14,15
Expand Down Expand Up @@ -1095,7 +1098,18 @@
x,y=41,14
highlight=yes
[/scroll_to]
# TODO: change music here
{REPLACE_SCENARIO_MUSIC into_the_shadows.ogg} # FIXME: this might not actually be the best choice for this particular moment... maybe something more epic, threatening, and scary-sounding?
{APPEND_MUSIC battle-epic.ogg}
{APPEND_MUSIC knalgan_theme.ogg}
{APPEND_MUSIC the_deep_path.ogg}
{APPEND_MUSIC battle/fragments_of_time_cut.ogg}
{APPEND_MUSIC battle/onethousandsuns.ogg}
{APPEND_MUSIC battle/ambuscade.ogg}
{APPEND_MUSIC battle/battlecry.ogg}
{APPEND_MUSIC battle/through_the_gates.ogg}
{APPEND_MUSIC theme_of_a_new_order.ogg}
{APPEND_MUSIC northerners.ogg}
{APPEND_MUSIC weight_of_revenge.ogg}
{MSG_Grekulak _"I am your new messiah. Recognise me as your lord now and you shall be spared. Try to oppose me and you will be killed and raised as my mindless slaves."}
#po: Hint that Huon's recruits have changed:
{MESSAGE (Huon Ryedric) (portraits/huon.png) (Huon Ryedric) _"Never, foul lich! We may have to adjust our tactics, but we shall never surrender!"}
Expand Down Expand Up @@ -1147,7 +1161,19 @@
id=Grekulak_darkens
first_time_only=no #for firing via the debug menu
{IF ano_grekulak_come equals yes}
# TODO: change music here
{REPLACE_SCENARIO_MUSIC suspense.ogg}
{APPEND_MUSIC into_the_shadows.ogg}
{APPEND_MUSIC battle-epic.ogg}
{APPEND_MUSIC knalgan_theme.ogg}
{APPEND_MUSIC the_deep_path.ogg}
{APPEND_MUSIC battle/fragments_of_time_cut.ogg}
{APPEND_MUSIC battle/onethousandsuns.ogg}
{APPEND_MUSIC battle/ambuscade.ogg}
{APPEND_MUSIC battle/battlecry.ogg}
{APPEND_MUSIC battle/through_the_gates.ogg}
{APPEND_MUSIC theme_of_a_new_order.ogg}
{APPEND_MUSIC northerners.ogg}
{APPEND_MUSIC weight_of_revenge.ogg}
#po: This incantation that Grekulak tries should sound (or at least look) poetic:
{MSG_Grekulak _"
Forces of Darkness, come to my aid -
Expand Down Expand Up @@ -1198,9 +1224,10 @@ Forces of Darkness will consume your mind."}
#enddef
{TREMOR}
{TREMOR}
# I think the issue here is that since these are all the same value, it doesn't look like anything
# is happening? Maybe the original intent was to have them as relative values rather than absolute
# values? Anyways, varying the numbers a bit is kinda noticeable; maybe vary them more...
# I think the issue here is that since these are (well, were) all the same value, it doesn't
# look like anything is happening? Maybe the original intent was to have them as relative
# values rather than absolute values? Anyways, varying the numbers a bit is kinda noticeable;
# maybe vary them more...
{COC (30) (-20) (-20)}
{COC (30) (-20) (-21)}
{COC (30) (-21) (-20)}
Expand Down Expand Up @@ -1238,6 +1265,7 @@ Forces of Darkness will consume your mind."}
time=10
[/delay]
{MSG_Deorien _"NO! Avaunt, the darkness, avaunt, the night!"}
# TODO: maybe change music again?
# FIXME: I'm not sure if this works properly...
{COC (-30) (20) (20)}
{COC (-30) (20) (21)}
Expand Down Expand Up @@ -1357,13 +1385,18 @@ Forces of Darkness will consume your mind."}
side=1
x,y=14-22,3-7
[/filter]
# Wait, doesn't this just negate the "first_time_only=no" above, though?
# Only the first time should have an actual trap:
{IF ano_trap_first equals yes}
{MSG_Cryne _"Are you prepared for a little surprise? Get them boys!"}
{UNIT 3 (Akladian Darknite) $x1 $y1 (id=Hidden Dragon 1)}
{UNIT 3 (Akladian Darknite) $x1 $y1 (id=Hidden Dragon 2)}
{VARIABLE ano_trap_first no}
{END_IF_WITHOUT_ELSE}
{ELSE}
[gold]
amount={ON_DIFFICULTY4 1 2 3 4} # (just a little bit, so that there's an actual point to setting first_time_only=no, without actually being too much of a pain)
side=3 # Bor Cryne
[/gold]
{END_IF}
[/event]

# WIP: I want units who move next to bridges to be able to destroy them:
Expand All @@ -1380,6 +1413,10 @@ Forces of Darkness will consume your mind."}
terrain=*^Bw*
[/filter_adjacent_location]
[/filter_location]
[not]
# Ensure he isn't talking to himself:
id=Gawen Hagarthen
[/not]
[/filter]
{IF ano_bridge_questions equals yes}
[message]
Expand Down