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17_Mortality.cfg
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17_Mortality.cfg
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#textdomain wesnoth-sota
# There is lots of animation here, but nothing complicated.
[scenario]
name= _ "Mortality"
map_data="{campaigns/Secrets_of_the_Ancients/maps/17_Mortality.map}"
theme=Cutscene_Minimal
id=17_Mortality
next_scenario=18_Abandoned_Outpost
victory_when_enemies_defeated=no
[story]
[part]
story= _ "6 VI, 23 YW
Not far inside the cave was a ruined castle built in a style I did not recognize. Ras-Tabahn said, “Dwarves.” It is infested with rats, and clearly, no dwarves have lived here for a long time."
[/part]
{JOURNEY_PART 17}
[/story]
{UNDERGROUND}
turns=unlimited
[side]
{SIDE_1_BOTH}
shroud=yes
gold=0
[/side]
[side]
side=2
controller=ai
user_team_name= _ "Rats"
team_name=bad
no_leader=yes
gold=0
hidden=yes
[/side]
#define PLACE_RAT X Y
[unit]
type=Giant Rat
x={X}
y={Y}
side=2
[/unit]
#enddef
# *************************** PRESTART ***************************
[event]
name=prestart
{PLACE_RAT 4 4}
{PLACE_RAT 5 4}
{PLACE_RAT 14 6}
{PLACE_RAT 2 7}
{PLACE_RAT 11 3}
[/event]
# This inserts the event that allows units to turn into a lich. (See: sota-utils.cfg)
{TURN_INTO_A_LICH}
# *************************** ENDING / OPENING ***************************
#define DELAY
[delay]
time=400
[/delay]
[redraw][/redraw]
#enddef
[event]
name=start
[move_unit]
id=Ardonna
to_x=12
to_y=4
[/move_unit]
[remove_shroud]
x,y=12,4
radius=4
[/remove_shroud]
[move_unit]
id=Ardonna
to_x=9
to_y=6
[/move_unit]
[modify_unit]
[filter]
id=Ardonna
[/filter]
facing=ne
[/modify_unit]
# The shroud won't normally be cleared until all the animation is finished,
# even with [redraw]. We have to do it manually:
[remove_shroud]
x,y=9,6
radius=5
[/remove_shroud]
[remove_shroud]
x,y=5,6
radius=3
[/remove_shroud]
[remove_shroud]
x,y=8,2
radius=2
[/remove_shroud]
[recall]
id=Ras-Tabahn
x,y=16,1
[/recall]
[modify_unit]
[filter]
id=Ras-Tabahn
[/filter]
hitpoints=6
[/modify_unit]
[move_unit]
id=Ras-Tabahn
to_x=14
to_y=3
[/move_unit]
[message]
speaker=Ardonna
message= _ "Just a little farther."
[/message]
[move_unit]
id=Ras-Tabahn
to_x=11
to_y=5
[/move_unit]
[message]
speaker=Ras-Tabahn
message= _ "Ardryn-Na, I’m dying. (<i>Cough, cough</i>) I don’t think... I can stop it."
[/message]
[message]
speaker=Ardonna
message= _ "Nor should you! You must embrace it. Crelanu said as much. He also said your life force must depart, but he didn’t say it could not come back to you!"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "What are you... proposing?"
[/message]
[message]
speaker=Ardonna
message= _ "That you project your will into another object so that it is part of you — your staff for example. If you do this just as your body dies, your whole consciousness should follow the flow of your will, as it will have no other place to go."
[/message]
[message]
speaker=Ras-Tabahn
message= _ "Well, it could go to the... lands of the dead. But... if I had an altar... the stone would serve to anchor me (<i>cough, cough, cough</i>) to this plane... and stop the downward flow of my soul... for just a moment."
[/message]
[message]
speaker=Ardonna
message= _ "And a moment is all you need! You only need project your will <i>back</i> into your body, animating it as you would anything else!"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "You seem... more sure than I, but (<i>cough, cough</i>) I have no choice."
[/message]
[message]
speaker=Ardonna
message= _ "Crelanu said he wouldn’t do it. That implies that he <i>could</i>, so he also believed that it would work. And like you said, he should know. For now, you can rest. We’ll have an altar built soon."
[/message]
# Skeletons are created, and some rock disappears. ("Collected" by the
# skeletons.)
[unit]
type=Skeleton
x,y=8,4
side=1
animate=yes
facing=ne
[/unit]
[unit]
type=Skeleton
x,y=10,5
side=1
animate=yes
facing=nw
[/unit]
[terrain]
x,y=10,4
terrain=^
layer=overlay
[/terrain]
[terrain]
x,y=9,4
terrain=^
layer=overlay
[/terrain]
{DELAY}
# Skeletons face the eventual location of the altar, and rock appears there.
[modify_unit]
[filter]
x,y=8,4
[/filter]
facing=se
[/modify_unit]
[modify_unit]
[filter]
x,y=10,5
[/filter]
facing=nw
[/modify_unit]
[terrain]
x,y=9,5
terrain=^Dr
layer=overlay
[/terrain]
{DELAY}
# One skeleton turns around and more rock disappears.
[modify_unit]
[filter]
x,y=10,5
[/filter]
facing=se
[/modify_unit]
[terrain]
x,y=11,6
terrain=^
layer=overlay
[/terrain]
{DELAY}
# Skeletons face the new pile of rock, and the altar appears.
[modify_unit]
[filter]
x,y=10,5
[/filter]
facing=nw
[/modify_unit]
[terrain]
x,y=9,5
terrain=^
layer=overlay
[/terrain]
[item]
# So color is the same as the Ras-Tabahn-on-the-altar.
image=items/altar-sacrifice.png~NO_TOD_SHIFT()
x,y=9,5
[/item]
{DELAY}
# Ras-Tabahn appears to move to the altar and lie on it.
[store_unit]
[filter]
id=Ras-Tabahn
[/filter]
variable=rastabahn_stored
[/store_unit]
[hide_unit]
id=Ras-Tabahn
[/hide_unit]
[move_unit_fake]
type=Necromancer
side=1
x=11,10,9
y=5, 4, 5
[/move_unit_fake]
[remove_item]
x,y=9,5
[/remove_item]
# Ras-Tabahn-on-the-altar is a unit so that he can retain his property bars
# and orb, and be drawn in the correct z-position.
[unit]
type=Sacrifice
x,y=9,5
side=1
facing=se
experience=$rastabahn_stored.experience
hitpoints=$rastabahn_stored.hitpoints
max_hitpoints=$rastabahn_stored.max_hitpoints
ellipse=misc/ellipse-hero
id=necromancer_on_altar
name= _ "Ras-Tabahn"
profile=$rastabahn_stored.profile
[modifications]
[insert_tag]
name=trait
variable=rastabahn_stored.modifications.trait[0]
[/insert_tag]
[insert_tag]
name=trait
variable=rastabahn_stored.modifications.trait[1]
[/insert_tag]
[/modifications]
[/unit]
[clear_variable]
name=rastabahn_stored
[/clear_variable]
{DELAY}
[message]
speaker=Ardonna
message= _ "No need for you to wait to die. We can have done with it immediately. And although neither of us needs speak the incantations aloud anymore, you should this time, as any mistake would be disastrous."
[/message]
[message]
speaker=necromancer_on_altar
message= _ "Yes. I’m ready. Do it."
[/message]
[unit]
type=Skeleton SotA
side=1
placement=map_overwrite
x,y=8,4
id=skeleton
facing=se
[/unit]
[animate_unit]
[filter]
id=skeleton
[/filter]
flag=sacrifice
[/animate_unit]
[hide_unit]
# All units.
[/hide_unit]
{FADE_TO_BLACK_HOLD 1000}
[fire_event]
name=lichify # See: sota-utils.cfg
[primary_unit]
id=Ardonna
[/primary_unit]
[/fire_event]
[fire_event]
name=lichify
[primary_unit]
id=Ras-Tabahn
[/primary_unit]
[/fire_event]
# New, lich versions of the two leaders are now on the recall list, so we
# need to remove the necromancer versions from the game:
[kill]
side=1
# Since we don't want to include units on the recall list:
x=1-16
y=1-7
[/kill]
[endlevel]
result=victory
linger_mode=no
carryover_report=no
bonus=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/event]
[/scenario]