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07_A_Small_Favor.cfg
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07_A_Small_Favor.cfg
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#textdomain wesnoth-did
[scenario]
id=07_A_Small_Favor
name= _ "A Small Favor"
map_data="{campaigns/Descent_Into_Darkness/maps/07_A_Small_Favor.map}"
{TURNS 28 26 22}
next_scenario=08_A_Small_Favor2
victory_when_enemies_defeated=no
#ifdef EASY
{FIRST_WATCH_HOUR2}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{DAWN_HOUR}
#endif
#ifdef NORMAL
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{DAWN_HOUR}
#endif
#ifdef HARD
{FIRST_WATCH_HOUR4}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{DAWN_HOUR}
#endif
{SCENARIO_MUSIC elvish-theme.ogg}
{EXTRA_SCENARIO_MUSIC wanderer.ogg}
{EXTRA_SCENARIO_MUSIC elf-land.ogg}
[story]
[part]
music=underground.ogg
story= _ "Fleeing from the city of his birth, Malin heads to the west. Soon he reunites with his teacher."
{STORYTXT_BACKGROUND travel.jpg}
[/part]
[part]
story=_ "<i>“For your final test as my apprentice, you will aid me in retrieving a book,”</i> the necromancer says. <i>“The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”</i>"
{STORYTXT_BACKGROUND book.jpg}
[/part]
[part]
story= _ "Malin replies, <i>“They are no longer countrymen of mine, since they have rejected me twice now.”</i>"
{STORYTXT_BACKGROUND book.jpg}
[/part]
[part]
story= _ "Darken Volk continues, <i>“Excellent. We travel, then, to the city of Tath. There is a lord of that city by the name of Karres. He was trained as a mage in his youth, and now uses his wealth to support a large number of mages in their studies. Among his library is the book we seek. We will need to break into his manor and seek the book inside.”</i>"
{STORYTXT_BACKGROUND book.jpg}
[/part]
[/story]
{DID_TRACK {JOURNEY_07_NEW}}
# wmllint: validate-off
[side]
side=1
controller=human
recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton,Dark Adept DiD
{GOLD 170 130 110}
team_name=intruders
user_team_name= _ "Intruders"
{FLAG_VARIANT undead}
# disable the possibility to build up an economy, compensate with higher village support
village_gold=0
village_support=2
# wmllint: recognize Malin Keshar
{CHARACTER_STATS_MALIN_KESHAR}
fog=yes
facing=sw
[/side]
# wmllint: validate-on
[side]
side=2
controller=ai
recruit=Swordsman,Pikeman,Longbowman,Cavalryman,Dragoon,Mage,Heavy Infantryman,Shock Trooper
gold=0
team_name=defenders
user_team_name= _ "Defenders"
{FLAG_VARIANT loyalist}
village_gold=0
income=-2
type=General
id=Taylor
name= _ "Taylor"
canrecruit=yes
fog=yes
color=green
facing=se
# Place city guards
{NAMED_LOYAL_UNIT 2 Spearman 11 3 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 17 6 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 23 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 25 14 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 13 23 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 7 23 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 4 18 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 2 14 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 16 28 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 20 22 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 24 20 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 19 22 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 19 () ( _ "Gate Guard")} {GUARDIAN}
# More guards, depending on the difficulty
#ifdef EASY
{NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Mage 8 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Sergeant 21 15 () ( _ "Head Trainer")} {GUARDIAN}
#endif
#ifdef NORMAL
{NAMED_LOYAL_UNIT 2 (Mage) 7 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Spearman) 12 7 () ( _ "Townperson")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 21 15 () ( _ "Head Trainer")} {GUARDIAN}
#endif
#ifdef HARD
{NAMED_LOYAL_UNIT 2 (Silver Mage) 7 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Pikeman) 12 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 21 15 () ( _ "Head Trainer")} {GUARDIAN}
#endif
[ai]
passive_leader=yes
aggression=1.0
caution=0.4
grouping=offensive
[protect_location]
# Manor entrance
x,y=7,8
protect_radius=5
value=4
[/protect_location]
[protect_location]
# Rest of city
x=3-22
y=6-22
protect_radius=1
value=2
[/protect_location]
[goal]
name=protect_unit
[criteria]
side=2
canrecruit=yes
[/criteria]
value=2
[/goal]
[/ai]
[/side]
{STARTING_VILLAGES 2 15}
# City
{PLACE_IMAGE scenery/well.png 17 11}
{PLACE_IMAGE scenery/well.png 8 12}
{PLACE_IMAGE scenery/tent-shop-weapons.png 17 16}
{PLACE_IMAGE scenery/monolith1.png 11 5}
{PLACE_IMAGE scenery/monolith1.png 12 4}
{PLACE_IMAGE scenery/monolith1.png 13 5}
{PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 18 15}
{PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 19 15}
{PLACE_IMAGE items/armor.png 19 17}
{PLACE_IMAGE items/armor.png 21 17}
{PLACE_IMAGE items/armor.png 22 16}
{PLACE_IMAGE items/flower2.png 9 19}
{PLACE_IMAGE items/flower1.png 10 18}
{PLACE_IMAGE items/flower3.png 12 18}
{PLACE_IMAGE items/flower4.png 13 19}
{PLACE_IMAGE items/altar.png 12 5}
# Manor
{PLACE_IMAGE scenery/trapdoor-closed.png 3 6}
{PLACE_IMAGE items/cloak-green.png 5 7}
{PLACE_IMAGE items/ornate1.png 5 5}
{PLACE_IMAGE items/potion-blue.png 4 5}
{PLACE_IMAGE items/potion-red.png 6 5}
[event]
name=prestart
[objectives]
side=1
[objective]
condition=win
description= _ "Move Malin and Darken Volk into the Mage Lord’s manor"
[/objective]
[objective]
condition=lose
description= _ "Death of Malin Keshar"
[/objective]
[objective]
condition=lose
description= _ "Death of Darken Volk"
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[note]
description= _ "This scenario takes place entirely at night."
[/note]
[/objectives]
# Place Darken Volk
{VARIABLE darken_volk_store.x recall}
{VARIABLE darken_volk_store.y recall}
[unstore_unit]
variable=darken_volk_store
[/unstore_unit]
{CLEAR_VARIABLE darken_volk_store}
[recall]
id=Darken Volk
x,y=40,18
[/recall]
{MODIFY_UNIT (side=1) facing sw}
[/event]
[event]
name=start
[message]
speaker=Darken Volk
message= _ "The stolen book lies within Lord Karres’s manor on the north end of the city. We cannot defeat the entire city guard, so we must stay hidden as long as possible. The cover of the night and this fog will aid us. Once we are seen by the night watchmen, we will have to make a run for it. Our forces are not strong enough to take the whole city."
[/message]
[message]
speaker=narrator
message= _ "Note: Only the units you recruit now will be available to you once inside."
image=wesnoth-icon.png
[/message]
[/event]
# Sentry attacks an undead
[event]
name=sighted
[filter]
side=1
[/filter]
[filter_second]
side=2
[/filter_second]
# Sound a warning and give gold to the general
[if]
[variable]
name=second_unit.id
not_equals=Taylor
[/variable]
[then]
[message]
speaker=second_unit
message= _ "Sir! Undead creatures are coming out of the forest! Wake the guard immediately!"
[/message]
[message]
speaker=Taylor
message= _ "To arms, men!"
[/message]
[/then]
[else]
[message]
speaker=Taylor
message= _ "Undead creatures are coming out of the forest! To arms, men!"
[/message]
[/else]
[/if]
[modify_side]
side=2
{GOLD 75 150 300}
[/modify_side]
[/event]
# Undead unit kicks the holy water
[event]
name=moveto
[filter]
x,y=5,5
race=undead
[/filter]
[message]
speaker=unit
message= _ "Ooouuuh! It burns... burrrrnnns..." # wmllint: no spellcheck
[/message]
[harm_unit]
[filter]
x,y=$x1,$y1
[/filter]
amount=1
animate=yes
[/harm_unit]
[floating_text]
x,y=$x1,$y1
text="<span color='#ff0000'>-1</span>" # wmllint: ignore
[/floating_text]
[remove_item]
x,y=5,5
[/remove_item]
[message]
speaker=Malin Keshar
message= _ "What in the name of all demons of hell was this thing?"
[/message]
[message]
speaker=Darken Volk
message= _ "This was the impact of what is known as holy water among common people. It is brewed in a complicated and mysterious procedure only known to a few priests and often used to fight resurrected creatures."
[/message]
[/event]
# Victory Conditions
[event]
name=moveto
first_time_only=no
[filter]
id=Malin Keshar,Darken Volk
x=2-6
y=5-7
[/filter]
[filter_condition]
[have_unit]
id=Malin Keshar
x=2-6
y=5-7
[/have_unit]
[have_unit]
id=Darken Volk
x=2-6
y=5-7
[/have_unit]
[/filter_condition]
[message]
speaker=unit
message= _ "Here is the entrance! Hurry!"
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=victory
{MODIFY_UNIT (
side=1
{NOT_ON_RECALL_LIST}
[not]
id=Malin Keshar
[or]
id=Darken Volk
[/or]
[/not]
) variables.got_inside_manor yes}
[/event]
{HERODEATH_MALIN}
{HERODEATH_VOLK}
{TIME_OVER_DEFEAT}
[/scenario]