-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
01_Tutorial_part_1.cfg
950 lines (791 loc) · 29.8 KB
/
01_Tutorial_part_1.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
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
#textdomain wesnoth-tutorial
# po: Hello, translators! The tutorial is meant to be a bit funny at the start,
# po: welcoming new players. Please keep the friendly fun feeling!
# po: If you have any questions, ask in the forums or in the #wesnoth-dev channel on the Freenode IRC network.
[tutorial]
id=tutorial
name= _ "Wesnoth Tutorial — Part I"
map_data="{campaigns/tutorial/maps/01_Tutorial_part_1.map}"
next_scenario=2_Tutorial
victory_when_enemies_defeated=no
experience_modifier=100
{DEFAULT_SCHEDULE}
{SCENARIO_MUSIC traveling_minstrels.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
{EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}
{EXTRA_SCENARIO_MUSIC loyalists.ogg}
[side]
side=1
controller=human
gold=100
save_id=human_player
persistent=yes
team_name=player
user_team_name= _ "team_name^Student"
type=Fighter
id=student
name= _"Konrad"
unrenamable=yes
profile=portraits/konrad.png
canrecruit=yes
facing=se
[/side]
[side]
side=2
controller=ai
no_leader=yes
hidden=yes
defeat_condition=never
[ai]
{AI_SIMPLE_ALWAYS_ASPECT caution 0}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1}
[goal]
[criteria]
id=student
[/criteria]
value=10
[/goal]
[goal]
[criteria]
id=Delfador
[/criteria]
value=.1
[/goal]
[/ai]
[/side]
[side]
side=3
controller=null
team_name=player
no_leader=yes
hidden=yes
[unit]
id=Delfador
name= _ "Delfador"
type=Elder Mage
profile=portraits/delfador.png~RIGHT()
x,y=13,6
random_traits=no
facing=nw
{IS_HERO}
[modifications]
{TRAIT_INTELLIGENT}
[object]
[effect]
apply_to=new_animation
[extra_anim]
flag=summon_quintain_raise_staff
start_time=0
[frame]
image="units/human-magi/elder-mage-ranged[1~3].png:100"
[/frame]
[/extra_anim]
[extra_anim]
flag=summon_quintain_lower_staff
start_time=0
[frame]
image="units/human-magi/elder-mage-ranged[3~1].png:150"
[/frame]
[/extra_anim]
[/effect]
[/object]
[/modifications]
[/unit]
[/side]
[event]
name=prestart
[store_unit]
[filter]
id=student
[/filter]
variable=student_store
kill=yes
[/store_unit]
[objectives]
side=1
summary= _ "You will learn the basics of:
• <small>Movement</small>
• <small>Attacking</small>
• <small>Healing</small>
• <small>Recruiting</small>"
[objective]
description= _ "Destroy a fierce enemy"
condition=win
[/objective]
[objective]
description= _ "Get yourself killed"
condition=lose
[/objective]
[/objectives]
# We don't want players ending their turn before the requisite actions have been completed
# Therefor, we frequently disallow or allow end turn as needed
[disallow_end_turn][/disallow_end_turn]
[/event]
[event]
name=start
[message]
speaker=narrator
caption= _ "Welcome to Wesnoth!"
image=wesnoth-icon.png
message= _ "This is a two-part tutorial intended for people who are new to the game. Part 1 will teach you the basics about movement, attacking, healing, and recruiting. Firstly, you’ll choose a hero (both heroes play the same)." +
{CONTINUE_MSG}
[/message]
[select_character][/select_character]
{CLEAR_VARIABLE student_store}
{GENDER (
[message]
speaker=narrator
caption= _ "Welcome to Wesnoth!"
image=wesnoth-icon.png
message= _ "For this tutorial, you are playing Konrad. You are standing on the keep, and your mentor Delfador is on the east side of the river. You can move the mouse over a unit to see a summary of its abilities and stats on the right of the screen." +
{CONTINUE_MSG}
[/message]
) (
[message]
speaker=narrator
caption= _ "Welcome to Wesnoth!"
image=wesnoth-icon.png
message= _ "For this tutorial, you are playing Li’sar. You are standing on the keep, and your mentor Delfador is on the east side of the river. You can move the mouse over a unit to see a summary of its abilities and stats on the right of the screen." +
{CONTINUE_MSG}
[/message]
)}
{GENDER (
{PRINT ( _ "Click on Konrad")}
) (
{PRINT ( _ "Click on Li’sar")}
)}
[/event]
# HP stat tracking
[event]
name=side 1 turn,attack_end
id=hp_stat_tracking
first_time_only=no
[lua]
code= <<
local unit = wesnoth.get_units({id = "student"})[1]
local hp_diff = unit.max_hitpoints - unit.hitpoints
if hp_diff > 7 then hp_diff = 8 end
wml.variables.student_hp = unit.hitpoints
wml.variables.student_hp_heal_amount = hp_diff
>>
[/lua]
[/event]
[event]
name=select
[filter]
side=1
[/filter]
{CLEAR_PRINT}
{GENDER (
[message]
speaker=narrator
caption= _ "Movement"
image=wesnoth-icon.png
message= _ "When you select a unit, in this case Konrad, the places he can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
{CONTINUE_MSG}
[/message]
) (
[message]
speaker=narrator
caption= _ "Movement"
image=wesnoth-icon.png
message= _ "When you select a unit, in this case Li’sar, the places she can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
{CONTINUE_MSG}
[/message]
)}
# [message]speaker=narrator deselects the unit, so reselect it now
[select_unit]
id=student
[/select_unit]
{GENDER (
{PRINT ( _ "Move Konrad next to Delfador.")}
) (
{PRINT ( _ "Move Li’sar next to Delfador.")}
)}
[/event]
[event]
name=moveto
[filter]
side=1
[filter_adjacent]
id=Delfador
[/filter_adjacent]
[/filter]
{CLEAR_PRINT}
[message]
speaker=student
message= _ "Good morning, Delfador! Is it time to attack things?"
female_message= _ "female^Good morning, Delfador! Is it time to attack things?"
[/message]
[message]
speaker=Delfador
message= _ "Um, well..."
[/message]
[message]
speaker=student
message= _ "Have you found an orc for me to fight, huh? A troll?"
female_message= _ "female^Have you found an orc for me to fight, huh? A troll?"
[/message]
[message]
speaker=Delfador
message= _ "Quiet! I will summon an enemy for you..."
[/message]
[scroll_to_unit]
id=Delfador
[/scroll_to_unit]
[animate_unit]
[filter]
id=Delfador
[/filter]
flag=summon_quintain_raise_staff
[/animate_unit]
[color_adjust]
red=100
green=100
blue=100
[/color_adjust]
[unit]
id=Quintain
type=Quintain
ai_special=guardian
x,y=13,5
side=2
[/unit]
[sound]
name=lightning.ogg
[/sound]
[animate_unit]
[filter]
id=Delfador
[/filter]
flag=summon_quintain_lower_staff
[/animate_unit]
[color_adjust]
red=0
green=0
blue=0
[/color_adjust]
[message]
speaker=Delfador
message= _ "... this quintain!"
[/message]
[message]
speaker=student
message= _ "A quintain? You want me to fight a dummy?"
female_message= _ "female^A quintain? You want me to fight a dummy?"
[/message]
{GENDER (
[message]
speaker=Delfador
message= _ "Young man, you have $student_hp hitpoints and a sword. I’m fairly sure you’ll win."
[/message]
) (
[message]
speaker=Delfador
message= _ "female^Young lady, you have $student_hp hitpoints and a sword. I’m fairly sure you’ll win."
[/message]
)}
# wmllint: local spelling OK
{GENDER (
[message]
speaker=narrator
caption= _"Attacking"
image=wesnoth-icon.png
message= _ "To attack the quintain, first select the attacker (Konrad), then the target (the quintain). You will see an attack description. Click <b>Attack</b> when you’re ready."
[/message]
) (
[message]
speaker=narrator
caption= _"Attacking"
image=wesnoth-icon.png
message= _"To attack the quintain, first select the attacker (Li’sar), then the target (the quintain). You will see an attack description. Click <b>Attack</b> when you’re ready."
[/message]
)}
[/event]
# First time the student attacks the quintain
[event]
name=attack_end
first_time_only=yes
[filter]
id=student
[/filter]
[message]
speaker=student
message= _ "Hey! This quintain fights back!"
[/message]
[message]
speaker=Delfador
message= _ "Hmm, perhaps we should have started with a doll."
[/message]
[message]
speaker=student
message= _ "Should I retreat?"
female_message= _ "female^Should I retreat?"
[/message]
[message]
speaker=Delfador
message= _ "Good idea!"
[/message]
{GENDER (
[message]
speaker=narrator
caption= _ "Crowns"
image=wesnoth-icon.png
message= _ "The tiny golden crown above your leader (Konrad) indicates he is a side leader. In most scenarios, you will lose if your leader is killed. Be sure to keep him safe!"
[/message]
) (
[message]
speaker=narrator
caption= _ "Crowns"
image=wesnoth-icon.png
message= _ "The tiny golden crown above your leader (Li’sar) indicates she is a side leader. In most scenarios, you will lose if your leader is killed. Be sure to keep her safe!"
[/message]
)}
{MOVE_UNIT (id=Delfador) 14 8}
{MODIFY_UNIT (id=Delfador) facing nw}
[message]
speaker=Delfador
message= _ "Unfortunately, you’ve used up your turn attacking the quintain. The quintain now gets to attack."
[/message]
[message]
speaker=student
message= _ "The <i>dummy</i> gets a turn?"
[/message]
[message]
speaker=Delfador
message= _ "Yes. It’s a magical quintain! If it hits you, it does 3 damage, and has 5 chances. If it hits every time, you’ll drop from $student_hp to $($student_hp-15) hitpoints. Brace yourself!"
[/message]
[allow_end_turn][/allow_end_turn]
[message]
speaker=narrator
caption= _ "Turns"
image=wesnoth-icon.png
message= _ "Every turn, each side in a scenario gets a chance to make their move. Once you’ve completed everything you wish to do this turn, click on the <b>End Turn</b> button in the bottom right of the screen. The other teams, whether controlled by the AI or other human players, will then make their move. Some scenarios must be completed in a certain number of turns. You can see what turn it is, and any applicable turn limit, next to the flag icon at the top of the screen."
[/message]
{PRINT (_"End your turn")}
[/event]
# TURN 2: lesson in healing
# There is a 1 in 170,000 chance that the quintain will miss on all
# 10 attacks. Ignoring that.
[event]
name=turn 2
[disallow_end_turn][/disallow_end_turn]
{ALLOW_END_TURN_AFTER_ATTACK}
{CLEAR_PRINT}
[message]
speaker=student
message= _ "Ouch! I need to heal! Only $student_hp hitpoints left!"
female_message= _ "female^Ouch! I need to heal! Only $student_hp hitpoints left!"
[/message]
[message]
speaker=Delfador
message= _ "There are two villages within your reach. Visiting villages is a good idea, and ending your turn on one will heal you. To a village!"
[/message]
{GENDER (
{PRINT ( _ "Move Konrad to a nearby village")}
) (
{PRINT ( _ "Move Li’sar to a nearby village")}
)}
[event]
name=capture
[filter]
side=1
[/filter]
{CLEAR_PRINT}
[message]
speaker=narrator
caption= _ "Villages"
image=wesnoth-icon.png
message= _"You have captured a village! It now flies your colors and has been added to your total village count (the house icon at the top of the screen shows how many villages you currently control). Villages provide the gold needed to recruit units. Each turn, you gain 2 gold, plus 1 for every village you own."
[/message]
[allow_end_turn][/allow_end_turn]
{PRINT ( _ "End your turn")}
[/event]
[/event]
# TURN 3: lesson in recruiting
# Use a refresh event so dialog happens post-healing
[event]
name=turn 3 refresh
[disallow_end_turn][/disallow_end_turn]
{ALLOW_END_TURN_AFTER_ATTACK}
{CLEAR_PRINT}
[message]
speaker=Delfador
message= _ "Since you started your turn on a village, you regained some health! Villages heal units 8 hitpoints per turn, or enough to top off their health, whichever is less. In your case, you regained $student_hp_heal_amount hitpoints."
[/message]
[message]
speaker=Delfador
message= _ "Now, it’s time to summon some help against that quintain."
[/message]
[message]
speaker=student
message= _ "I’ll recruit some elves!"
female_message= _ "female^I’ll recruit some elves!"
[/message]
[message]
speaker=Delfador
message= _ "A splendid idea! It’s probably best not to attempt attacking the quintain this turn. Instead, you should return to the keep and recruit two units; you have plenty of gold for that."
[/message]
{GENDER (
{PRINT ( _ "Move Konrad to the keep")}
) (
{PRINT ( _ "Move Li’sar to the keep")}
)}
[event]
name=moveto
[filter]
x,y=9,6
[/filter]
{CLEAR_PRINT}
[set_recruit]
recruit=Elvish Fighter
side=1
[/set_recruit]
[message]
speaker=narrator
caption= _ "Recruiting"
image=wesnoth-icon.png
message= _ "Whenever you’re on a <i>keep</i>, you can <i>recruit</i> units on the castle tiles around it by right-clicking and selecting <b>Recruit</b>. Note that newly recruited units cannot act the turn you recruit them; you will be able to use them next turn. This scenario you have only one type of unit to choose from: the Elvish Fighter."
[/message]
{PRINT (_"Recruit two Elvish Fighters")}
[/event]
[event]
name=recruit
[filter]
side=1
[/filter]
[filter_condition]
[have_unit]
type=Elvish Fighter
count=2
[/have_unit]
[/filter_condition]
{CLEAR_PRINT}
[message]
speaker=narrator
caption= _ "Traits"
image=wesnoth-icon.png
message= _"Be sure to examine the <i>traits</i> of your new recruits. They are listed under its race in the sidebar. Traits can subtly affect how you use your troops. For example, units with the <i>quick</i> trait can move a extra hex each turn, and units with the <i>intelligent</i> trait require 20% less experience to level up."
[/message]
[allow_end_turn][/allow_end_turn]
{PRINT ( _ "End your turn")}
[/event]
# Clean up hp tracking. We no longer need it after this point
{CLEAR_VARIABLE student_hp,student_hp_heal_amount}
[remove_event]
id=hp_stat_tracking
[/remove_event]
[/event]
# TURN 4: enemy healing and attacking
# Optimally, the Quintain will still be alive at this point, but it is possible
# it will kill itself attacking the student if they attacked it at the end of
# turn 3. Therefor, only fire this if the Quintain is still alive.
[event]
name=turn 4
[filter_condition]
[have_unit]
id=Quintain
[/have_unit]
[/filter_condition]
[disallow_end_turn][/disallow_end_turn]
{ALLOW_END_TURN_AFTER_ATTACK}
{CLEAR_PRINT}
[message]
speaker=student
message= _ "Hey, the quintain just healed 2 hitpoints! I’d better attack it at once!"
female_message= _ "female^Hey, the quintain just healed 2 hitpoints! I’d better attack it at once!"
[/message]
[message]
speaker=Delfador
message= _ "Yes, if a unit doesn’t do anything for a turn, it will slowly heal."
[/message]
[message]
speaker=Delfador
message= _ "Before you send your fighters against the quintain, you should know they have two kinds of attack..."
[/message]
[message]
speaker=student
message= _ "I’ll tell them to use the one that does more damage!"
female_message= _ "female^I’ll tell them to use the one that does more damage!"
[/message]
[message]
speaker=Delfador
message= _ "And which would that be? The sword (5×4; or 5 damage on each hit, with 4 attacks) or the bow (3×3; or 3 damage on each hit, with 3 attacks)? I suppose you’ll find out..."
[/message]
{PRINT ( _ "Attack the quintain with your fighters")}
[event]
name=select
id=trying_to_be_a_wise_guy
[filter]
id=student
[/filter]
[message]
speaker=Delfador
message= _ "You wouldn’t do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they’ll be a lot of help."
[/message]
[/event]
[event]
name=attack
[filter]
type=Elvish Fighter
[/filter]
[remove_event]
id=trying_to_be_a_wise_guy
[/remove_event]
{CLEAR_PRINT}
# After this, we no longer need to restrict turn endings
[allow_end_turn][/allow_end_turn]
[/event]
[event]
name=attack_end
[filter]
type=Elvish Fighter
[/filter]
[filter_attack]
name=sword
[/filter_attack]
[message]
speaker=Delfador
message= _ "Your elf used a sword (5×4; or 5 damage on each hit, with 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (3×5; or 3 damage on each hit, with 5 attacks). The ranged attack (the bow) would have been safer."
[/message]
[/event]
[event]
name=attack_end
[filter_attack]
name=bow
[/filter_attack]
[message]
speaker=Delfador
message= _ "Your elf used a bow, which is a <i>ranged</i> attack (3×3; or 3 damage on each hit, with 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
[/message]
[/event]
[/event]
# TURN 5 onwards: advice
# There are three lines of dialog in the following events that are only show if
# the quintain (and as such, Delfador) are still around.
[event]
name=turn 5
{CLEAR_PRINT}
[message]
speaker=Delfador
message= _"Keep attacking with both elves until the quintain is finished!"
[show_if]
[have_unit]
id=Delfador
[/have_unit]
[/show_if]
[/message]
[/event]
# TURN 6: recruit more guys
[event]
name=turn 6
[message]
speaker=Delfador
message= _"Maybe you should recruit another elf?"
[show_if]
[have_unit]
id=Delfador
[/have_unit]
[/show_if]
[/message]
[message]
speaker=narrator
caption= _ "Unit Descriptions"
image=wesnoth-icon.png
message= _ "You can right click on a unit to see a detailed <b>Unit Description</b>."
[/message]
[/event]
# TURN 7: protect your troops
[event]
name=turn 7
[message]
speaker=narrator
caption= _ "Protect Your Troops"
image=wesnoth-icon.png
message= _ "Remember to pull back wounded units into villages and recruit more if needed. Take special care of units with the highest <i>experience points (XP)</i> so they can gain levels and become more powerful."
[/message]
[/event]
# TURN 8: support
[event]
name=turn 8
[message]
speaker=narrator
caption= _ "Support"
image=wesnoth-icon.png
message= _"Each village you control will <i>support</i> one unit for free. After that, each unit costs you one gold per turn."
[/message]
[/event]
# TURN 9: advancement
[event]
name=turn 9
[message]
speaker=Delfador
message= _ "You had really better finish off that quintain."
[show_if]
[have_unit]
id=Delfador
[/have_unit]
[/show_if]
[/message]
[message]
speaker=narrator
caption= _ "Advancement"
image=wesnoth-icon.png
message= _ "When a unit gains enough experience points (the <i>experience bar</i>, if present, is on the <b>right</b> of the <i>hitpoints bar</i>), it will gain a level. Elvish Fighters have two advancement options, and you will be able to choose which one you want. However, second level units cost twice as much to support as first level units."
[/message]
[/event]
# TURN 10: defenses
[event]
name=turn 10
[message]
speaker=narrator
caption= _ "Defenses"
image=wesnoth-icon.png
# wmllint: local spelling quintains
message= _ "Whenever one of your units is selected, you’ll see varying percentages as you move the mouse over the map. The higher the percentage, the more <i>defense</i> that unit has in that kind of terrain. For example, most units have good defenses in castles and villages but poor defenses in rivers. Some units, like these quintains, have a <i>magical</i> attack, which always has a 70% chance of hitting no matter what terrain their targets occupy."
[/message]
[/event]
[event]
name=last_breath
[filter]
id=student
[/filter]
[message]
speaker=unit
message= _ "Agh! This training is too much for me..."
female_message= _ "female^Agh! This training is too much for me..."
[/message]
[/event]
[event]
name=die
[filter]
id=student
[/filter]
[endlevel]
result=defeat
[/endlevel]
[/event]
# Death of the first quintain
[event]
name=die
[filter]
id=Quintain
[/filter]
{CLEAR_PRINT}
# This is for debug purposes, so anyone using console commands doesn't get stuck
# and unable to end their turn. It should have no affect on normal gameplay.
[allow_end_turn][/allow_end_turn]
[message]
speaker=second_unit
message= _ "The quintain is destroyed, and I have gained more experience!"
[/message]
[message]
speaker=Delfador
message= _ "Yes, you gain experience through battle, especially by killing an opponent. Gain enough experience and you’ll become more powerful."
[/message]
{GENDER (
[message]
speaker=Delfador
message= _ "Now, Konrad, I will leave you with more dummies to practice on! After that, we have real work to do..."
[/message]
) (
[message]
speaker=Delfador
message= _ "Now, Li’sar, I will leave you with more dummies to practice on! After that, we have real work to do..."
[/message]
)}
[scroll_to_unit]
id=Delfador
[/scroll_to_unit]
[animate_unit]
[filter]
id=Delfador
[/filter]
flag=summon_quintain_raise_staff
[/animate_unit]
[color_adjust]
red=100
green=100
blue=100
[/color_adjust]
[unit]
id=Quintain1
type=Quintain
ai_special=guardian
x,y=16,10
side=2
[/unit]
[unit]
id=Quintain2
type=Quintain
ai_special=guardian
x,y=13,11
side=2
[/unit]
[unit]
id=Quintain3
type=Quintain
ai_special=guardian
x,y=9,11
side=2
[/unit]
[modify_side]
side=2
defeat_condition=no_units_left
[/modify_side]
[sound]
name=lightning.ogg
[/sound]
[animate_unit]
[filter]
id=Delfador
[/filter]
flag=summon_quintain_lower_staff
[/animate_unit]
[color_adjust]
red=0
green=0
blue=0
[/color_adjust]
{MOVE_UNIT (id=Delfador) (12,8,8) (7,9,11)}
[scroll_to_unit]
type=Quintain
[/scroll_to_unit]
[kill]
id=Delfador
[/kill]
[message]
speaker=narrator
caption= _ "Note"
image=wesnoth-icon.png
message= _ "These dummies only attack if you are a single tile away. With care, you should be able to kill them one at a time."
[/message]
[/event]
[event]
name=enemies defeated
[message]
speaker=student
message= _ "Well, I think I know the basics. Onwards! Maybe I can fight in a real battle next?"
female_message= _ "female^Well, I think I know the basics. Onwards! Maybe I can fight in a real battle next?"
[/message]
[endlevel]
result=victory
carryover_report=no
carryover_add=yes
carryover_percentage=0
[/endlevel]
[/event]
[event]
name=victory
[message]
speaker=narrator
caption= _ "Victory"
image=wesnoth-icon.png
message= _ "After your victory notice, the map will be grayed out to indicate that the scenario is over; this is called <i>linger mode</i>. You will still be able to examine the final positions and state of your troops and any surviving enemies. When you’re finished, click the <b>End Scenario</b> button to go on to the next scenario in the campaign."
[/message]
[/event]
[event]
name=defeat
{CLEAR_PRINT}
[/event]
[/tutorial]