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08_Glory.cfg
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08_Glory.cfg
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#textdomain wesnoth-l
[scenario]
id=08_Glory
name= _ "Glory"
next_scenario=09_Epilogue
victory_when_enemies_defeated=no
map_data="{campaigns/Liberty/maps/08_Glory.map}"
{TURNS 48 45 40}
{DEFAULT_SCHEDULE_AFTERNOON}
{INTRO_AND_SCENARIO_MUSIC heroes_rite.ogg loyalists.ogg}
{EXTRA_SCENARIO_MUSIC vengeful.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}
{EXTRA_SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}
# wmllint: local spelling Archmagi
[story]
[part]
story= _ "In the Year of Wesnoth 161, the newly crowned king sought to tame the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar once and for all."
[/part]
[part]
story= _ "The grand army of Wesnoth, personally led by the High Council of Archmagi, scoured the plains of all manner of hostile creature, be it beast, orc, or elf. The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread. The country of Wesnoth had been carved in deed as well as in name."
[/part]
[part]
background=story/Halstead.jpg
story= _ "A monument to this achievement was erected in the very heart of the wildlands. In a twelve-year ritual, the High Council demonstrated the height to which human magic had grown over the years by drawing the monument directly from the earth’s living rock."
[/part]
[part]
background=story/Halstead.jpg
story= _ "Hundreds of feet tall, the mountain towered high above the plains, its sheer walls both inspiring and terrifying. Men from all over the countryside labored there, building the most formidable fortress ever conceived. It became the Stronghold of Halstead."
[/part]
[part]
background=story/Halstead.jpg
story= _ "This sentinel of the western plains stood watch as Wesnoth prospered for many centuries under the protection it provided. No war has overcome it, and its walls have never been overrun. The blood of invaders stains its parapets and the bones of the defeated crumble at the base of Halstead’s frozen waves of stone."
[/part]
[/story]
{BIGMAP_08}
[side]
side=1
type=Highwayman
id=Baldras
canrecruit=yes
controller=human
gold=200
team_name=good_guys
user_team_name=_"Rebels"
[/side]
{AI_CONTROLLER () 1 5,6 ()}
{STARTING_VILLAGES 1 4}
[side]
side=2
type=General
id=Dommel
name= _ "Dommel"
profile=portraits/dommel.png
canrecruit=yes
recruit=Swordsman,Pikeman,Dragoon,Shock Trooper,Longbowman,Red Mage,White Mage,Spearman,Heavy Infantryman,Bowman
{GOLD 200 340 400}
{INCOME 10 20 40}
controller=ai
color=blue
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 0}
{AI_SIMPLE_DAY_ASPECT aggression 0.4}
{AI_SIMPLE_NIGHT_ASPECT aggression 0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.9}
[goal]
# This is supposed to make the AI tend to group at the gates
[criteria]
side=2,3
# These cover the area around the four gates
x=14-16,19-21,19-21,25-27
y=14-19,10-13,19-22,14-19
# Only try to group with 1-2 other units, instead of forming
# huge lumps of units
[filter_adjacent]
side=2,3
count=1-2
[/filter_adjacent]
[/criteria]
value=5
[/goal]
{AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid (
[not]
# These cover Halstead itself and a bit of the area around
# the four gates
x=14-26,12-28,17-23
y=11-22,14-20,10-22
[/not]
)}
[/ai]
team_name=bad_guys
user_team_name=_"Asheviere"
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 2 20}
[side]
side=3
no_leader=yes
controller=ai
color=blue
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 0}
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.4}
[goal]
value=10
[criteria]
[filter_location]
# These cover Halstead itself and a bit of the area around
# the four gates
x=14-26,12-28,17-23
y=11-22,14-20,10-22
[/filter_location]
[/criteria]
[/goal]
[/ai]
team_name=bad_guys
user_team_name=_"Asheviere"
{FLAG_VARIANT loyalist}
[/side]
[side]
side=4
type=Orcish Warlord
id=Vashna
name= _ "Vashna"
canrecruit=yes
facing=sw
recruit=Wolf Rider,Orcish Grunt,Orcish Archer,Orcish Assassin,Troll,Troll Whelp
gold=300
controller=ai
color=green
[ai]
turns=1-6
caution=0.2
aggression=0.8
scout_village_targeting=1
[goal]
[criteria]
side=1,5
[/criteria]
value=1.0
[/goal]
[goal]
[criteria]
side=2,3
[/criteria]
value=2.5
[/goal]
[goal]
[criteria]
side=6
[/criteria]
value=0.5
[/goal]
[avoid]
x,y=1-22,1-40
[/avoid]
[/ai]
[ai]
turns=7-FOREVER
caution=0.1
aggression=0.9
scout_village_targeting=1
[goal]
[criteria]
side=1,5
[/criteria]
value=1.0
[/goal]
[goal]
[criteria]
side=2,3
[/criteria]
value=2.5
[/goal]
[goal]
[criteria]
side=6
[/criteria]
value=0.5
[/goal]
[avoid]
x,y=1-17,1-40
[/avoid]
[/ai]
team_name=orcs_dammit
user_team_name=_"Orcs"
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 4 5}
[side]
side=5
type=Shadow Lord
id=Helicrom
name= _ "Helicrom"
profile=portraits/helicrom.png
canrecruit=yes
facing=sw
recruit=Shadow Mage,Fugitive,Rogue Mage,Rogue,Huntsman
{GOLD 700 600 500}
controller=ai
color=purple
[ai]
recruitment_pattern=mixed fighter,mixed fighter,fighter,mixed fighter,archer
[goal]
[criteria]
id=Dommel
[/criteria]
value=10
[/goal]
[/ai]
team_name=good_guys
user_team_name=_"Rebels"
[/side]
[side]
side=6
no_leader=yes
{GOLD 380 260 160}
controller=ai
color=black
team_name=good_guys
user_team_name=_"Rebels"
[ai]
turns=1-6
aggression=0.6
caution=0.6
leader_value=0.5
[goal]
[criteria]
side=2
[/criteria]
value=2.5
[/goal]
[goal]
[criteria]
side=3
[/criteria]
value=1.5
[/goal]
[goal]
[criteria]
side=4
[/criteria]
value=0.5
[/goal]
[goal]
[criteria]
id=Dommel
[/criteria]
value=0.25
[/goal]
[avoid]
x,y=18-40,1-40
[/avoid]
[/ai]
[ai]
turns=7-FOREVER
aggression=0.6
caution=0.6
leader_value=0.5
[goal]
[criteria]
side=2
[/criteria]
value=2.5
[/goal]
[goal]
[criteria]
side=3
[/criteria]
value=1.5
[/goal]
[goal]
[criteria]
side=4
[/criteria]
value=0.5
[/goal]
[goal]
[criteria]
id=Dommel
[/criteria]
value=0.25
[/goal]
[avoid]
x,y=22-40,1-40
[/avoid]
[/ai]
[/side]
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Destroy the stronghold of Halstead"
condition=win
[/objective]
[objective]
description= _ "Death of Baldras"
condition=lose
[/objective]
{TURNS_RUN_OUT}
{IS_LAST_SCENARIO}
[/objectives]
#Initialize the counter and switches
{VARIABLE supports_destroyed 0}
{VARIABLE harper_dead 0}
{VARIABLE dommel_dead 0}
#Set up the inside of the fortress just like we want it
{PLACE_IMAGE scenery/trapdoor-closed.png 16 13}
{PLACE_IMAGE scenery/trapdoor-closed.png 24 13}
{PLACE_IMAGE scenery/trapdoor-closed.png 16 19}
{PLACE_IMAGE scenery/trapdoor-closed.png 24 19}
#Some badass trapdoor guards
#define MK_GUARD SIDE TYPE X Y
# Create a guard unit TYPE belonging to SIDE at X,Y
# Will have a guardian AI, no traits, and a generated description.
[unit]
type={TYPE}
side={SIDE}
x={X}
y={Y}
ai_special=guardian
generate_name=yes
[/unit]
#enddef
{MK_GUARD 2 (Royal Guard) 16 13}
{MK_GUARD 2 (Royal Guard) 24 13}
{MK_GUARD 2 (Royal Guard) 16 19}
{MK_GUARD 2 (Royal Guard) 24 19}
#ifdef NORMAL
{MK_GUARD 2 (Longbowman) 16 14}
{MK_GUARD 2 (Pikeman) 17 13}
{MK_GUARD 2 (Longbowman) 23 13}
{MK_GUARD 2 (Pikeman) 24 14}
{MK_GUARD 2 (Pikeman) 16 18}
{MK_GUARD 2 (Longbowman) 17 20}
{MK_GUARD 2 (Pikeman) 23 20}
{MK_GUARD 2 (Longbowman) 24 18}
#endif
#ifdef HARD
{MK_GUARD 2 (Longbowman) 15 13}
{MK_GUARD 2 (Pikeman) 16 14}
{MK_GUARD 2 (Pikeman) 17 13}
{MK_GUARD 2 (Longbowman) 25 13}
{MK_GUARD 2 (Pikeman) 23 13}
{MK_GUARD 2 (Pikeman) 24 14}
{MK_GUARD 2 (Longbowman) 15 20}
{MK_GUARD 2 (Pikeman) 16 18}
{MK_GUARD 2 (Pikeman) 17 20}
{MK_GUARD 2 (Longbowman) 25 20}
{MK_GUARD 2 (Pikeman) 23 20}
{MK_GUARD 2 (Pikeman) 24 18}
{MK_GUARD 2 (Halberdier) 18 16}
#endif
#undef MK_GUARD
{MODIFY_TERRAIN Gg (5) (3)}
#If the shadow gang is supposed to come help, then leave things
# otherwise kill the shadow lord and erase his castle
[if]
[variable]
name=Helicrom_status
numerical_equals=3
[/variable]
[then]
# Add the AI controller note if Helicrom is helping out
[objectives]
side=1
[objective]
description= _ "Destroy the stronghold of Halstead"
condition=win
[/objective]
[objective]
description= _ "Death of Baldras"
condition=lose
[/objective]
{TURNS_RUN_OUT}
{IS_LAST_SCENARIO}
{AI_CONTROLLER_NOTE}
[/objectives]
[/then]
[else]
[kill]
side=5
[/kill]
{MODIFY_TERRAIN Gs^Fds (25-28) (37-40)}
[/else]
[/if]
[/event]
#
# Starting conversation and actions
#
[event]
name=start
#First, take away Harper's shield. He can die now. Sorry, Harper!
[recall]
id=Harper
[/recall]
{UNMAKE_HERO Harper}
[message]
speaker=Baldras
message= _ "There it is. The stronghold of Halstead."
[/message]
[scroll_to]
x,y=20,16
[/scroll_to]
[delay]
time=1000
[/delay]
[message]
speaker=Harper
message= _ "Look at how tall it is! Those towers rise sheer out of the ground, as if called forth out of the earth."
[/message]
[message]
speaker=Baldras
message= _ "That may not be too far from the truth. During the time of the Great Kings of Wesnoth, this land was tamed with powerful magic. Wizards of an ancient era forged the walls of Halstead from the rock below."
[/message]
[message]
speaker=Harper
message= _ "I don’t see how we can bring it down. They are already invincible in there!"
[/message]
[if]
[variable]
name=Helicrom_status
numerical_equals=3
[/variable]
[then]
[message]
speaker=Helicrom
message= _ "No, my young friend. Halstead indeed has a weakness. Among my many assets is access to a wealth of secrets few in Wesnoth are privy to."
[/message]
[message]
speaker=Helicrom
message= _ "You see, the mountain on which the fort was built is solid, but the castle on top has been built and rebuilt many times over the ages. It is not as indestructible as you might think."
[/message]
[message]
speaker=Helicrom
message= _ "Beneath the structure is a system of catacombs that connects all four towers to the central keep. Over time, after many wars, supports were required to hold up the middle."
[/message]
[message]
speaker=Harper
message= _ "So... we can knock out the supports and bring down the stronghold of Halstead. Would it really work?"
[/message]
[message]
speaker=Helicrom
message= _ "I believe it will. Each tower has a passage down to the catacombs. If we can reach the center of each tower, one of our men can escape down to the bowels of the mountain and destroy its support. I am sure we will need to demolish no less than all four supports to raze the fortress."
[/message]
[/then]
[else]
[message]
speaker=Baldras
message= _ "No, young one. Halstead indeed has a weakness."
[/message]
[message]
speaker=Harper
message= _ "How do you know?"
[/message]
[message]
speaker=Baldras
message= _ "When I was a boy, my father — your grandfather — brought your dad and me to live in Aldril after orcs massacred many in our village. We grew up around here, and we learned many things."
[/message]
[message]
speaker=Baldras
message= _ "Beneath the structure is a system of catacombs that connects all four towers to the central keep. The catacombs growing over time, combined with centuries of war, made it necessary to install supports to hold up the middle."
[/message]
[message]
speaker=Harper
message= _ "So... we can knock out the supports and bring down the stronghold of Halstead. Would it really work?"
[/message]
[message]
speaker=Baldras
message= _ "I believe it will. Each tower has a passage down to the catacombs. If we can reach the center of each tower, one of our men can escape down to the bowels of the mountain and destroy its support. I am sure we will need to demolish no less than all four supports to raze the fortress."
[/message]
[/else]
[/if]
[message]
speaker=Harper
message= _ "I hope you’re right. In a few hours, night will fall, and we will find out."
[/message]
[message]
speaker=Baldras
message= _ "We must be cautious. Look there, a substantial orc force is also advancing on Halstead. They must think Wesnoth’s army is spread out right now."
[/message]
[message]
speaker=Harper
message= _ "Heh. They’re in for a surprise. This may work to our advantage."
[/message]
[/event]
#
# Special Event - The cavalry comes (to help YOU)
#
[event]
name=turn 4
[role]
role=farseer
type=Outlaw,Footpad,Bandit,Thug,Thief,Huntsman,Trapper,Poacher,Rogue Mage,Rogue,Shadow Mage
[/role]
[message]
role=farseer
message= _ "Look in the distance... riders approach!"
[/message]
[if]
[have_unit]
role=farseer
[/have_unit]
[then]
[message]
speaker=Baldras
message= _ "Who is it?"
[/message]
[message]
role=farseer
message= _ "Help, I hope. Circumstances cannot afford to get much more dire."
[/message]
[/then]
[else]
[message]
speaker=Baldras
message= _ "Riders approach from the northwest! Stand fast, men."
[/message]
[/else]
[/if]
[unit]
side=6
type=Paladin
id=Sir Gwydion
name= _ "Sir Gwydion"
x,y=1,1
canrecruit=yes
[/unit]
{MOVE_UNIT (id=Sir Gwydion) 5 3}
{GENERIC_UNIT 6 (Lancer) 4 3}
{GENERIC_UNIT 6 (Lancer) 6 2}
{GENERIC_UNIT 6 (Knight) 4 2}
{GENERIC_UNIT 6 (Knight) 5 2}
#
#
[message]
type=Lancer
message= _ "Sound the advance!"
[/message]
[message]
speaker=Sir Gwydion
message= _ "Knights of Elensefar, behold: the battle has already begun! Make camp here. Then, we charge!"
[/message]
{MODIFY_TERRAIN Ce (4-6,4) (2-2,3)}
{MODIFY_TERRAIN Ke (5) (3)}
[set_recruit]
side=6
recruit=Knight,Lancer
[/set_recruit]
[message]
speaker=Baldras
message= _ "Amazing. Lord Maddock sent his house guards... his finest troops! Elensefar must be defenseless now. More hinges on this battle than I thought."
[/message]
[message]
role=farseer
# wmllint: local spelling Gwydion
message= _ "Baldras, Gwydion is Lord Maddock’s son. This battle isn’t just about Annuvin anymore."
[/message]
# Add the AI controller note when Gwydion shows up
[objectives]
side=1
[objective]
description= _ "Destroy the stronghold of Halstead"
condition=win
[/objective]
[objective]
description= _ "Death of Baldras"
condition=lose
[/objective]
{TURNS_RUN_OUT}
{IS_LAST_SCENARIO}
{AI_CONTROLLER_NOTE}
[/objectives]
[/event]
#
# Special Event - The cavalry comes (to help THEM) -
# every other afternoon a platoon arrives
#
#define BAD_CAVALRY TURN
[event]
name=turn {TURN}
[message]
speaker=narrator
message= _ "That afternoon, another advance element of the main Wesnoth army arrived..."
image="wesnoth-icon.png"
[/message]
# The side filter in MOVE_UNIT is used to ensure that only the spawned
# unit can be moved, in case the player would have misplaced his units
# on the spawn coordinates.
{GENERIC_UNIT 3 (Shock Trooper) 40 23}
{MOVE_UNIT x,y,side=40,23,3 38 23}
{GENERIC_UNIT 3 (Shock Trooper) 40 24}
{MOVE_UNIT x,y,side=40,24,3 39 23}
{GENERIC_UNIT 3 (Shock Trooper) 40 23}
{MOVE_UNIT x,y,side=40,23,3 38 22}
{GENERIC_UNIT 3 (Pikeman) 40 24}
{MOVE_UNIT x,y,side=40,24,3 39 21}
{GENERIC_UNIT 3 (Lieutenant) 40 23}
{MOVE_UNIT x,y,side=40,23,3 37 21}
{GENERIC_UNIT 3 (Longbowman) 40 24}
{MOVE_UNIT x,y,side=40,24,3 38 21}
{GENERIC_UNIT 3 (Heavy Infantryman) 40 23}
{MOVE_UNIT x,y,side=40,23,3 39 24}
[/event]
#enddef
{BAD_CAVALRY 7}
{BAD_CAVALRY 13}
{BAD_CAVALRY 19}
{BAD_CAVALRY 25}
{BAD_CAVALRY 31}
# If the side 3 reinforcements move to a village, it is given to side 2
[event]
name=moveto
first_time_only=no
[filter]
side=3
[filter_location]
terrain=*^V*
[/filter_location]
[/filter]
[capture_village]
side=2
x,y=$x1,$y1
[/capture_village]
[/event]
#
# Special Event - the first time you kill one of them, they catch on
# that you're trying to storm the fortress (color dialogue)
#
[event]
name=attack
[filter]
side=2
[/filter]
[filter_second]
side=1,5,6
[/filter_second]
[message]
speaker=Dommel
message= _ "I think... I think they’re trying to storm Halstead itself... the fools!"
[/message]
[/event]
#
# Special Event - when you enter the fortress proper they freak out
# (color dialogue)
#
[event]
name=moveto
[filter]
x,y=20,16
radius=4
side=1,4,5
[/filter]
[message]
speaker=Dommel
message= _ "They have breached the fortress gate! Repulse them!"
[/message]
[/event]
#
# Special Event - You move a unit to a tower center
#
#define MOVETO_TRAPDOOR X Y
[event]
name=moveto
[filter]
x,y={X},{Y}
side=1,5
[/filter]
[message]
speaker=unit
message= _ "I’m inside the tower! I’m going down to the catacombs — cover me."
[/message]
[hide_unit]
x,y={X},{Y}
[/hide_unit]
[sound]
name=fuse.ogg
[/sound]
[message]
speaker=narrator
message= _ "After about an hour..."
image="wesnoth-icon.png"
[/message]
[sound]
name=explosion.ogg
[/sound]
[unhide_unit]
[/unhide_unit]
[message]
speaker=unit
message= _ "It’s done."
[/message]
[set_variable]
name=supports_destroyed
add=1
[/set_variable]
[remove_item]
x,y={X},{Y}
[/remove_item]
[if]
[variable]
name=supports_destroyed
numerical_equals=4
[/variable]
[then]
[sound]
name=fire.wav
[/sound]
{QUAKE "rumble.ogg"}
{QUAKE "rumble.ogg"}
{QUAKE "rumble.ogg"}
[sound]
name=fire.wav
[/sound]
{QUAKE "rumble.ogg"}
[message]
speaker=narrator
message= _ "The stronghold of Halstead began to shake..."
image="wesnoth-icon.png"
[/message]
[message]
speaker=unit
message= _ "We cannot stay here. The fortress has started to collapse!"
[/message]
{VARIABLE supports_destroyed all}
[/then]
[/if]
[/event]
#enddef
{MOVETO_TRAPDOOR 16 13}
{MOVETO_TRAPDOOR 24 13}
{MOVETO_TRAPDOOR 16 19}
{MOVETO_TRAPDOOR 24 19}
#
# Special event - you knock out all four supports
#
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=supports_destroyed
equals=all
[/variable]
[then]
[scroll_to]
x,y=20,16
[/scroll_to]
{QUAKE "rumble.ogg"}
[message]
speaker=Baldras
message= _ "I think it’s working! Everybody get clear <i>now</i>!"
[/message]
# When you finish your turn, the fortress will collapse
[event]
name=side turn
first_time_only=no
[if]
[variable]
name=side_number
equals=2
[/variable]
[then]
[scroll_to]
x,y=20,16
[/scroll_to]
[sound]
name=fire.wav
[/sound]
{QUAKE "cave-in.ogg"}
[message]
speaker=narrator
message= _ "With a thunderous roar and a vast billowing of dust, thousands of tons of stone and wood crashed in on itself. Some of it tumbled down the steep sides, while the remainder came to rest several hundred feet below ground, in the bowels of the hollowed-out mountain."
image="wesnoth-icon.png"
[/message]
[message]
speaker=narrator
message= _ "No one inside the fortress would make it out alive."
image="wesnoth-icon.png"
[/message]
{QUAKE "cave-in.ogg"}
{QUAKE "cave-in.ogg"}
[kill]
fire_event=yes
animate=no
x=15-25
y=12-20
[/kill]
[redraw][/redraw]
[scroll_to]
x,y=20,16
[/scroll_to]
#
# Wrecking the castle
#
[terrain_mask]
x,y=15,11
mask="usage=mask
border_size=0
Re , Mm^Xm , Re , Ww , Rr , Ww^Bw| , Rr , Rr , Gs^Fds , Mm^Xm , Gs^Fds
Mm , Chr , Mm^Xm , Re , Uh , Uu , Uh , Uh , Mm^Xm , Uu , Mm^Xm
Uu , Uu , Qxu , Uu , Re , Qxu , Re , Qxu , Chr , Rr , Chr
Uu , Chr , Qxu , Qxu , Qxu , Qxu , Qxu , Qxu , Uu , Qxu , Re
Uh , Qxu , Qxu , Re , Uh , Uh , Chr , Chr , Qxu , Qxu , Qxu
Re , Qxu , Qxu , Chr , Mm , Mm^Xm , Mm , Qxu , Qxu , Qxu , Uh
Ce , Qxu , Qxu , Re , Mm , Uh , Mm , Qxu , Qxu , Qxu , Uh
Uh , Qxu , Qxu , Qxu , Qxu , Qxu , Chr , Qxu , Qxu , Uu , Qxu
Chr , Rr , Qxu , Qxu , Qxu , Qxu , Qxu , Qxu , Qxu , Uu , Uu
Uu , Uu , Chr , Uh , Re , Uu , Uu , Uh , Uu , Chr , Chr
"
[/terrain_mask]
[redraw][/redraw]
[sound]
name=rumble.ogg
[/sound]
[delay]
time=2000
[/delay]
[endlevel]
result=victory
carryover_report=no
save=no
[/endlevel]
[/then]
[/if]
[/event]
[/then]
[/if]
[/event]
#
# Loss conditions - turns run out
#
[event]
name=time over
[message]
speaker=narrator
message= _ "After more than a week of fierce fighting, the main body of Asheviere’s host arrived from Weldyn. The battle was soon finished. Every last man from the province of Annuvin was executed."
image="wesnoth-icon.png"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#
# Deaths - Baldras (loss condition)
#
# wmllint: local spelling Unngh
[event]
name=last breath
[filter]
id=Baldras
[/filter]
[if]
[variable]
name=supports_destroyed
equals=all
[/variable]
[variable]
name=side_number
numerical_equals=2
[/variable]
[then]
[message]
speaker=Baldras
message= _ "Men, help me out of here! I am trapped under this rubble."
[/message]
[message]
speaker=narrator
message= _ "No one was able to get to Baldras in time. He and many of his companions died that day beneath the stronghold of Halstead."
image="wesnoth-icon.png"
[/message]
[message]
speaker=Baldras
message= _ "I hope this sacrifice is not in vain... but we will never know."
[/message]
[/then]
[else]
[message]
speaker=Baldras
message= _ "Our dream of freedom... gone... Unngh."
[/message]
[/else]
[/if]
[message]
speaker=narrator
image=wesnoth-icon.png
message=_ "The rebellion had staked its all on victory at Halstead, but win or lose, there would be no help for the villagers, ground beneath the wheels of Asheviere’s wrath."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#
# Deaths - Harper
#
[event]
name=last breath
[filter]
id=Harper
[/filter]
[message]
speaker=Harper
message= _ "Uncle!"
[/message]
[message]
speaker=Baldras
message= _ "NO!"
[/message]
[message]
speaker=Baldras
message= _ "I promised your father I would watch after you... and I failed."
[/message]
[message]
speaker=Baldras
message= _ "But we are so close to the end. We must finish this. I am sorry you will not be able to enjoy our freedom. Goodbye, Harper."
[/message]
{VARIABLE harper_dead 1}