/
2p_Dark_Forecast.cfg
247 lines (226 loc) · 7.15 KB
/
2p_Dark_Forecast.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
#textdomain wesnoth-multiplayer
[multiplayer]
id=multiplayer_2p_Dark_Forecast
name= _ "2p — Dark Forecast (Survival)"
description= _ "Dark Forecast is a survival scenario for solitaire or two-player team-based play against randomly-spawned AI units. Victory is achieved by surviving and defeating all enemy waves. During the course of play, the terrain will change based on random weather effects.
Note: You need to use the default map settings for the scenario to work right."
turns=-1
experience_modifier=100
map_data="{multiplayer/maps/Dark_Forecast_basic.map}"
victory_when_enemies_defeated=no
force_lock_settings=yes
{DEFAULT_SCHEDULE_DAWN}
mp_village_gold=1
[side]
side=1
team_name="revolt"
user_team_name= _ "teamname^Revolt"
allow_player=no
disallow_observers=yes
no_leader=yes
controller="ai"
defeat_condition=never
[/side]
[side]
side=2
color=red
team_name="revolt"
user_team_name= _ "teamname^Revolt"
allow_player=no
disallow_observers=yes
no_leader=yes
controller="ai"
[ai]
aggression=-4.0
caution=0.99
grouping=defensive
village_value=12
attack_depth=1
[/ai]
[/side]
[side]
side=3
canrecruit=yes
team_name="human"
user_team_name= _ "teamname^Human"
controller="human"
save_id="Player1"
gold=75
income=0
gold_lock="true"
income_lock="true"
team_lock="true"
fog="yes"
share_view="yes"
[/side]
[side]
side=4
canrecruit=yes
team_name="human"
user_team_name= _ "teamname^Human"
controller="human"
save_id="Player2"
gold=75
income=0
gold_lock="true"
income_lock="true"
team_lock="true"
fog="yes"
share_view="yes"
[/side]
[lua]
code = <<
wesnoth.dofile("multiplayer/scenarios/2p_Dark_Forecast.lua")
>>
[/lua]
[event]
name=prestart
[store_unit]
variable=leader
[filter]
side=3,4
[/filter]
kill=no
[/store_unit]
[if]
[variable]
name=leader.length
less_than=2
[/variable]
[then]
{VARIABLE lose_condition_string ( _ "Death of your leader")}
{VARIABLE notes ( _ "Since your team has only one leader, the enemy waves will not be at full strength.")}
[/then]
[else]
{VARIABLE lose_condition_string ( _ "Death of both of your team’s leaders")}
{VARIABLE notes ( _ "Since your team has two leaders, the enemy waves will be at full strength.")}
[/else]
[/if]
{CLEAR_VARIABLE leader}
[music]
name=wanderer.ogg
ms_before=2000
[/music]
[music]
name=battle.ogg
ms_before=2000
append=yes
[/music]
[music]
name=breaking_the_chains.ogg
play_once=yes
immediate=yes
[/music]
[objectives]
[objective]
description= _ "Survive and defeat all enemy waves"
condition=win
[/objective]
[objective]
description=$lose_condition_string
condition=lose
[/objective]
[note]
description=$notes
[/note]
[/objectives]
{CLEAR_VARIABLE lose_condition_string}
{CLEAR_VARIABLE notes}
[/event]
[event]
name=start
[message]
caption= _"Dark Forecast — a random survival scenario"
speaker=narrator
image=misc/time-schedules/default/schedule-dawn.png
#wmllint: local spellings jb Rhuvaen
#wmllint: display on
message= _ "Your aim is to survive the spawning waves of units and defeat the final archenemies.
The spawning waves are randomly generated and will be different each time Dark Forecast is played.
They appear along the north, south, and west map edges — though they are most likely to spawn on the west edge. The waves appear at somewhat regular intervals.
The weather will also change randomly, affecting the layout of the map.
<b>Dark Forecast was made by:</b>
<span color='green'>jb:</span>
• Map design, spawn groups, and scenario concept
<span color='green'>Rhuvaen:</span>
• WML implementation"
#wmllint: display off
[/message]
[message]
side=3
message= _"So this is the accursed valley — a land ours for the taking."
[/message]
[message]
side=4
message= _"The inhabitants are rumored to be a strange alliance of man and beast, and our claim is not going to be unopposed. We must be prepared for the surprises of this land."
[/message]
[message]
side=3
message= _"Then let us discover what lies in waiting and teach them not to oppose our claim."
[/message]
[/event]
[event]
name=last breath
first_time_only=no
[filter]
side=3,4
canrecruit=yes
[/filter]
[if]
[have_unit]
side=3,4
canrecruit=yes
[/have_unit]
[then]
[message]
speaker=unit
message= _"Ugh! How can this be? Defeated by mere barbarians! My gods have forsaken me..."
[/message]
[/then]
[else]
[music]
name=defeat.ogg
play_once=yes
immediate=yes
[/music]
[sound]
name=dwarf-laugh.wav
[/sound]
[message]
speaker=second_unit
message= _"Cheers of your enemy are the last thing you hear as you slip into death...their joy fills your last moments with pure hate."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=time over
[music]
name=defeat.ogg
play_once=yes
immediate=yes
[/music]
[sound]
name=dwarf-laugh.wav
[/sound]
[message]
side=1,2
canrecruit=yes
message= _ "The enemy cheers as a dark mist rises from the land, engulfing you. As ghostly wisps drain away your will, you realize that your time in this land is over."
[/message]
[/event]
[options]
[slider]
id = "enemey_gold_factor"
default = 0
min = -30
max = 30
step = 10
name = "Difficulty"
description =_ "Changes the gold worth of the enemy spawns by a certain percentage"
[/slider]
[/options]
[/multiplayer]