-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
04a_The_Swamp_of_Esten.cfg
627 lines (543 loc) · 17.8 KB
/
04a_The_Swamp_of_Esten.cfg
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
#textdomain wesnoth-trow
[scenario]
id=04a_The_Swamp_of_Esten
name= _ "The Swamp of Esten"
next_scenario=05_The_Oldwood
map_data="{campaigns/The_Rise_Of_Wesnoth/maps/04a_The_Swamp_of_Esten.map}"
{TURNS 39 36 33}
{DEFAULT_SCHEDULE}
{SCENARIO_MUSIC wanderer.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
[story]
[part]
# Same as in 04b!
story= _ "So it came to pass that Prince Haldric was forced from his home, never to return. With the help of his father’s noble sacrifice he has escaped through the southern pass. Haldric has left the lands of his home, and before him stretches the vast expanse of the southern kingdoms of his people."
background=story/trow_story_04-Fall_of_Eldaric.jpg
music=underground.ogg
[/part]
[part]
story= _ "The river road follows the Isle’s greatest river to the southeast. This road leads to the Isle’s second largest city, Clearwater Port. It would likely have been the Isle’s largest city save for the events of the Wesfolk War. The Lich-Lords befouled much of the land around the river during the course of a great battle. Now the swamp is home to a Wesfolk-imitating cult."
background=story/trow_story_04a-The_Swamp_of_Esten.jpg
[/part]
[/story]
{TROW_GI_TRACK {JOURNEY_04A_NEW} }
{TROW_DEATHS}
[side]
type=Noble Commander
id=Prince Haldric
name= _ "Prince Haldric"
unrenamable=yes
side=1
canrecruit=yes
gold=100
controller=human
team_name=Haldric
user_team_name=_"Refugees"
fog=yes
{FLAG_VARIANT loyalist}
[/side]
[side]
type=Dark Sorcerer
id=Cleon
name= _ "Cleon"
#This is the nearest enemy, make him softer.
side=2
canrecruit=yes
#He's fodder boy
recruit=Vampire Bat, Walking Corpse, Dark Adept
[ai]
{NO_SCOUTS}
recruitment_pattern=scout,fighter,fighter,fighter,archer
{ATTACK_DEPTH 3 4 5}
[/ai]
{GOLD 80 120 160}
team_name=cult
user_team_name=_"Cultists"
{FLAG_VARIANT undead}
[/side]
[side]
type=Dark Sorcerer
id=Lollyra
name= _ "Lollyra"
gender=female
side=3
canrecruit=yes
{GOLD 130 170 210}
[ai]
{NO_SCOUTS}
recruitment_pattern=scout,fighter,fighter,fighter,archer
{ATTACK_DEPTH 3 4 5}
[/ai]
#ifdef EASY
recruit=Dark Adept, Ghoul, Ghost, Skeleton, Skeleton Archer, Vampire Bat, Walking Corpse, Mudcrawler
#endif
#ifdef NORMAL
recruit=Dark Adept, Necrophage, Ghost, Skeleton, Skeleton Archer, Blood Bat, Soulless, Giant Mudcrawler
#endif
#ifdef HARD
recruit=Dark Adept, Necrophage, Wraith, Shadow, Revenant, Deathblade, Bone Shooter, Blood Bat, Soulless
#endif
team_name=cult
user_team_name=_"Cultists"
{FLAG_VARIANT undead}
[/side]
[side]
type=Dark Sorcerer
id=Clurka
name= _ "Clurka"
gender=female
side=4
canrecruit=yes
{GOLD 130 170 210}
[ai]
{NO_SCOUTS}
recruitment_pattern=scout,fighter,fighter,fighter,archer
{ATTACK_DEPTH 3 4 5}
[/ai]
#ifdef EASY
recruit=Dark Adept, Ghoul, Ghost, Skeleton, Skeleton Archer, Vampire Bat, Walking Corpse, Mudcrawler
#endif
#ifdef NORMAL
recruit=Dark Adept, Necrophage, Ghost, Skeleton, Skeleton Archer, Blood Bat, Soulless, Giant Mudcrawler
#endif
#ifdef HARD
recruit=Dark Adept, Necrophage, Wraith, Shadow, Revenant, Deathblade, Bone Shooter, Blood Bat, Soulless
#endif
team_name=cult
user_team_name=_"Cultists"
{FLAG_VARIANT undead}
[/side]
[event]
name=prestart
{PLACE_IMAGE (scenery/signpost.png) 15 31}
{PLACE_IMAGE (scenery/temple1.png) 19 5}
{PLACE_IMAGE (scenery/temple1.png) 30 10}
{PLACE_IMAGE (scenery/temple1.png) 34 36}
{PLACE_IMAGE (scenery/temple1.png) 1 26}
{PLACE_IMAGE (scenery/temple1.png) 5 12}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 2 26 4}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 3 32 27}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 4 17 35}
#ifdef NORMAL
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 2 13 8}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 3 32 31}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 4 9 34}
#endif
#ifdef HARD
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 2 13 8}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 2 15 3}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 3 32 31}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 3 33 36}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 4 9 34}
{GUARD_UNIT (Giant Scorpion) () ( _ "Scorpion") 4 20 32}
#endif
[recall]
id=Lady Outlaw
[/recall]
[recall]
id=Burin the Lost
[/recall]
[objectives]
side=1
[objective]
description= _ "Defeat all enemy leaders"
condition=win
[/objective]
[objective]
description= _ "Death of Prince Haldric"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]
[event]
name=start
[message]
speaker=narrator
message= _ "With great trepidation, Prince Haldric leads his refugee band into the Swamp of Esten. In the center of that very swamp a shroud of fog descends over young Prince Haldric."
image=wesnoth-icon.png
[/message]
[message]
speaker=Prince Haldric
message= _ "I have a very bad feeling about this. This awful swamp and its crazy cult... Before these troubles started we used to have to clear the swamp every spring and fall."
[/message]
[message]
speaker=Prince Haldric
message= _ "I suppose with the rampaging bands of murderous orcs roaming about that hasn’t been done in a while."
[/message]
[message]
speaker=Burin the Lost
message= _ "I miss the orcs... We go all this way, and (<i>sniff</i>) what a lovely smell we have discovered."
image=portraits/burin-annoyed.png
[/message]
[message]
speaker=Lady Outlaw
message= _ "This is too quiet. I don’t like this one bit, not one bit at all."
[/message]
[message]
speaker=Prince Haldric
message= _ "Wait, I think I hear something... To arms!"
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
[filter_location]
[and]
x,y=13,6
[or]
x,y=10,25
[/or]
[or]
x,y=28,33
[/or]
radius=4
[/and]
[not]
find_in=triggered_scorpion_locs
radius=4
[/not]
[/filter_location]
[/filter]
[store_locations]
[and]
x,y=13,6
[or]
x,y=10,25
[/or]
[or]
x,y=28,33
[/or]
[/and]
[and]
x,y=$x1,$y1
radius=4
[/and]
[or]
find_in=triggered_scorpion_locs
[/or]
variable=triggered_scorpion_locs
[/store_locations]
[event]
name=new turn
delayed_variable_substitution=no
[store_locations]
[filter_vision]
side=1
visible=yes
[/filter_vision]
[filter_adjacent_location]
[filter_vision]
side=1
visible=no
[/filter_vision]
[/filter_adjacent_location]
terrain=Wwf,G*,R*
variable=player_vision_edge
[/store_locations]
{VARIABLE search_radius 5}
[while]
[variable]
name=possible_scorpion_locs.length
less_than=1
[/variable]
[variable]
name=search_radius
less_than=20
[/variable]
[do]
[store_locations]
x,y=$x1,$y1
radius=$|search_radius
variable=temp
[/store_locations]
[store_locations]
find_in=temp
[and]
find_in=player_vision_edge
[/and]
variable=possible_scorpion_locs
[/store_locations]
[if]
[variable]
name=possible_scorpion_locs.length
greater_than_equal_to=1
[/variable]
[then]
{VARIABLE_OP scorpion_loc_i rand "0..$|($|possible_scorpion_locs.length - 1)"}
{VARIABLE spawn_x $|possible_scorpion_locs[$|scorpion_loc_i].x}
{VARIABLE spawn_y $|possible_scorpion_locs[$|scorpion_loc_i].y}
[scroll_to]
x,y=$|spawn_x,$|spawn_y
[/scroll_to]
{NAMED_LOYAL_UNIT 2 (Giant Scorpion) $|spawn_x $|spawn_y () ( _ "Scorpion")}
[+unit]
animate=yes
[/unit]
{CLEAR_VARIABLE scorpion_loc_i,spawn_x,spawn_y}
[/then]
[/if]
{VARIABLE_OP search_radius add 1}
[/do]
[/while]
{CLEAR_VARIABLE player_vision_edge,search_radius,temp,possible_scorpion_locs}
[redraw]
[/redraw]
[/event]
[/event]
#define TEMPLE_HELP X Y
[event]
name=moveto
[filter]
side=1
x={X}
y={Y}
[/filter]
[message]
speaker=Prince Haldric
message= _ "Careful, you don’t know what’s lurking in there!"
[/message]
[unit]
side=1
type=White Mage
id=Minister Edren
name= _ "Minister Edren"
profile="portraits/edmond.png"
x={X}
y={Y}
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
{IS_LOYAL}
[/unit]
[message]
speaker=Minister Edren
message= _ "Back you vile— Oh, sorry I thought you were undead. When are those goofs in Clearwater Port going to clear the swamp again?"
[/message]
[message]
speaker=Prince Haldric
message= _ "Maybe they’ll clear it some time after the APOCALYPSE is OVER!"
image=portraits/haldric-mad.png
[/message]
[message]
speaker=Minister Edren
message= _ "Oooh! I take it you wouldn’t mind if I helped out?"
[/message]
[/event]
#enddef
#define TEMPLE_TRAP X Y
[event]
name=moveto
[filter]
side=1
x={X}
y={Y}
[/filter]
[message]
speaker=unit
message= _ "Hey, there’s somebody hidden in the temple. Ack! Hold there!"
[/message]
{LOYAL_UNIT 2 (Vampire Bat) ({X}) ({Y})}
{LOYAL_UNIT 3 (Walking Corpse) ({X}) ({Y})}
{LOYAL_UNIT 4 (Walking Corpse) ({X}) ({Y})}
#ifdef HARD
{LOYAL_UNIT 2 (Ghost) ({X}) ({Y})}
#endif
[/event]
#enddef
#define TEMPLE_LOOT X Y
[event]
name=moveto
[filter]
side=1
x={X}
y={Y}
[/filter]
{LOOT 50 1}
[/event]
#enddef
[event]
name=start
{RANDOM 1..3}
[if]
[variable]
name=random
numerical_equals=1
[/variable]
[then]
{TEMPLE_HELP 5 12}
{TEMPLE_TRAP 34 36}
{TEMPLE_TRAP 19 5}
{TEMPLE_LOOT 1 26}
{TEMPLE_LOOT 30 10}
[/then]
[/if]
[if]
[variable]
name=random
numerical_equals=2
[/variable]
[then]
{TEMPLE_HELP 1 26}
{TEMPLE_TRAP 34 36}
{TEMPLE_TRAP 5 12}
{TEMPLE_LOOT 19 5}
{TEMPLE_LOOT 30 10}
[/then]
[/if]
[if]
[variable]
name=random
numerical_equals=3
[/variable]
[then]
{TEMPLE_HELP 19 5}
{TEMPLE_TRAP 34 36}
{TEMPLE_TRAP 1 26}
{TEMPLE_LOOT 5 12}
{TEMPLE_LOOT 30 10}
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
side=1
x=15
y=31
[/filter]
[redraw]
[/redraw]
[message]
speaker=narrator
# wmllint: local spelling SW
#wmllint: display on
message= _ "SW — The Oldwood Forest.
Enter at Your Own Risk!"
#wmllint: display off
image=scenery/signpost.png
[/message]
[allow_undo]
[/allow_undo]
[/event]
[event]
name=last breath
[filter]
id=Lollyra
[/filter]
[message]
speaker=Lollyra
# wmllint: local spelling Un-death
message= _ "May I live forever in Un-death!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Clurka
[/filter]
[message]
speaker=Clurka
message= _ "Ohh! To be risen again!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Cleon
[/filter]
[message]
speaker=Cleon
message= _ "A prayer for life immortal!"
[/message]
[/event]
[event]
name=enemies defeated
[sound]
name=horse-canter.wav
[/sound]
[unit]
side=1
type=Knight
id=Sir Ruddry
name= _ "Sir Ruddry"
profile="portraits/ruddry.png"
x=35
y=35
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
[/unit]
[redraw]
side=1
[/redraw]
{MOVE_UNIT (id=Sir Ruddry) 30 33}
[message]
speaker=Sir Ruddry
message= _ "I don’t know who you are, but you can’t continue down this road! There is a horde of those orcs bigger than any army I’ve ever seen just down the road!"
[/message]
[message]
speaker=Prince Haldric
message= _ "I’m Haldric; my father was King Eldaric IV in the lands northwest of here. Soldier, have you deserted your post?"
[/message]
[message]
speaker=Sir Ruddry
message= _ "No, Sir! I’m the sole survivor of the Clearwater Port expeditionary force. Trust me, you can’t continue down this road, Sir. Especially with the refugees, you’ll be slaughtered."
[/message]
[message]
speaker=Prince Haldric
message= _ "Tell me, does Clearwater Port still stand? Is the port free?"
[/message]
[message]
speaker=Sir Ruddry
message= _ "As far as I know, Sir. We have a large army, and they were pressing all able bodied men and boys into service when I left. That orcish army is huge, but they haven’t met the main body of our forces yet."
[/message]
[message]
speaker=Prince Haldric
message= _ "Well, we can’t go back, and the road ahead is blocked. I guess we’ll have to risk it and go through the Oldwood forest, then make a break for Clearwater Port or Southbay."
[/message]
[message]
speaker=Burin the Lost
message= _ "Oh great, now a forest... I should have stayed at home and taken my chances with the orcs!"
image=portraits/burin-annoyed.png
[/message]
[message]
speaker=Sir Ruddry
message= _ "Sir, if you don’t mind, I’ll go with you."
[/message]
[message]
speaker=Lady Outlaw
message= _ "On we go..."
[/message]
[set_variable]
name=last_done
value="River"
[/set_variable]
{CLEAR_VARIABLE random}
{CLEAR_VARIABLE triggered_scorpion_locs}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=time over
[message]
speaker=Prince Haldric
message= _ "We have run out of time... We’ll be trapped in this swamp when winter arrives!"
[/message]
[/event]
[/scenario]
#undef TEMPLE_HELP
#undef TEMPLE_TRAP
#undef TEMPLE_LOOT