/
05_Blackwater.cfg
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05_Blackwater.cfg
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#textdomain wesnoth-sota
# The enemy leader is modified to be unable to reach sea or sand. Otherwise, he tends to
# attack and die easily because of his terrible defense on those terrains. We want the
# enemy to recruit level-2 units occasionally for the whole scenario, but not every turn.
# For that reason, side 2 gets a "level 2 credit". Credit is used to recruit each unit,
# and then recharges a bit every turn. When it is high enough, another level-2 unit is
# available. (Assuming side 2 has enough gold.) The ship graphic macros are still in
# effect, and on Easy, there is an extra merman village near the deck of the ship to
# provide healing.
[scenario]
name= _ "Blackwater"
map_data="{campaigns/Secrets_of_the_Ancients/maps/05_Blackwater.map}"
id=05_Blackwater
next_scenario=06_Following_the_Shadow
victory_when_enemies_defeated=no
[story]
[part]
[background_layer]
image=story/book.png
scale=no
[/background_layer]
story=_ "29 III, 23 YW
When the captain retained his memories, I reasoned that it may have been because he was raised so soon after his death. Further experiments with the other passengers bore out that conclusion. Just think: They may be the first people on this continent to live forever!"
[/part]
[part]
[background_layer]
image=story/blackwater.jpg
scale=no
[/background_layer]
story=_ "Happily, the captain was fairly wealthy, so that will solve my income problems for a time. Now I must go, as the captain prepares to guide the ship into port."
[/part]
{JOURNEY_PART 5}
[/story]
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 28 28 28}
[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
{GOLD 270 230 200}
income=6
facing=se
[/side]
{STARTING_VILLAGES 2 6}
[side]
side=2
controller=ai
user_team_name= _ "Guard"
id=Gweddyn
type=Knight
name= _ "Gweddyn"
facing=nw
recruit=Horseman, Cavalryman, Spearman, Bowman, Mage
{GOLD 250 310 380}
{FLAG_VARIANT loyalist}
[unit]
type=Mage
gender=male
x,y=24,14
name= _ "Bremen"
id=Bremen
facing=nw
[/unit]
[unit]
type=Cavalryman
x,y=24,11
facing=nw
[/unit]
[unit]
type=Swordsman
x,y=21,14
facing=nw
[/unit]
[unit]
type=Bowman
x,y=24,15
facing=nw
[/unit]
[/side]
#ifdef EASY
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Mage) 2}
#endif
# Dummy side for ghost
[side]
side=3
team_name=good
controller=null
hidden=yes
color=darkred
[/side]
# *************************** PRESTART ***************************
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Kill every enemy unit"
condition=win
[/objective]
{HOW_TO_LOSE_WITH_ARDONNA}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[note]
description= _ "You can recruit from anywhere on the two highest decks."
[/note]
[note]
description= _ "Right-click to simplify the ship graphics."
[/note]
[/objectives]
[item]
x,y=10,10
image=items/trap-doors-closed.png
[/item]
[item]
x,y=14,8
image=items/trap-doors-closed.png
[/item]
[allow_recruit]
side=1
type=Ghoul,Skeleton,Skeleton Archer,Walking Corpse
[/allow_recruit]
# If this variable is 1 or more, side 2 can recruit a level 2 unit.
# It costs one credit to do so. The credit rercharges a little each turn.
#ifdef HARD
[set_variable]
name=level_2_credit
value=1
[/set_variable]
#else
[set_variable]
name=level_2_credit
value=0
[/set_variable]
#endif
{RECALL_LOYAL_UNITS}
# This object will keep the knight from attacking from terrible terrain,
# which he will otherwise.
[object]
[filter]
id=Gweddyn
[/filter]
silent=yes
duration=forever
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
sand={UNREACHABLE}
shallow_water={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
# Remove sails and rigging if they were hidden at the end of the previous
# scenario.
[if]
[variable]
name=sails_hidden
boolean_equals=yes
[/variable]
[then]
[terrain]
x,y=5,12
terrain=^
layer=overlay
[/terrain]
[terrain]
x,y=14,10
terrain=^
layer=overlay
[/terrain]
[terrain]
x,y=7,10
terrain=^Zrlp
layer=overlay
[/terrain]
[/then]
[/if]
{SHOW_SAILS_MENU_ITEM 1}
{HIDE_SAILS_MENU_ITEM 1}
#ifdef EASY
[terrain] # An extra village is available on EASY
x,y=9,9
terrain=Wwrt^Vm
[/terrain]
#endif
[/event]
# *************************** PLAY ***************************
# The next two events control the ability of side 2 to recruit a level-2 unit.
[event]
name=side 2 turn
first_time_only=no
[set_variable]
name=level_2_credit
#ifdef EASY
add=0.25
#endif
#ifdef NORMAL
add=0.5
#endif
#ifdef HARD
add=0.7
#endif
[/set_variable]
[if]
[variable]
name=level_2_credit
greater_than_equal_to=1
[/variable]
[then]
[allow_recruit]
side=2
type=Javelineer,Swordsman
[/allow_recruit]
[/then]
[/if]
[/event]
[event]
name=recruit
first_time_only=no
[filter]
side=2
level=2
[/filter]
[set_variable]
name=level_2_credit
sub=1
[/set_variable]
[if]
[variable]
name=level_2_credit
less_than=1
[/variable]
[then]
[disallow_recruit]
side=2
type=Javelineer,Swordsman
[/disallow_recruit]
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[filter]
side=2
[/filter]
[if]
[not]
[have_unit]
side=2
[/have_unit]
[/not]
[then]
[fire_event]
name=closing
[/fire_event]
[clear_variable]
name=level_2_credit,sails_hidden
[/clear_variable]
[clear_menu_item]
id=show-sails,hide-sails
[/clear_menu_item]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[/if]
[/event]
# *************************** OPENING / ENDING ***************************
[event]
name=start
[message]
speaker=Gweddyn
message= _ "Ho Rudic! Welcome. You are late, old friend."
[/message]
[message]
speaker=Bone Captain
message= _ "Late."
[/message]
[message]
speaker=Gweddyn
message= _ "Not talking much today? What happened?"
[/message]
[message]
speaker=Bone Captain
message= _ "Happened? Dead."
[/message]
[message]
speaker=Ardonna
message= {WHISPER ( _ "Keep quiet about that.")}
[/message]
[message]
speaker=Gweddyn
message= _ "Ha! Well, actually, you do look terrible. Very... gray, and your face is... But we’re speaking! You can’t actually be dead!"
[/message]
[message]
speaker=Bone Captain
message= _ "Yes. Dead."
[/message]
[message]
speaker=Gweddyn
message= _ "What madness is this?"
[/message]
[message]
speaker=Bremen
message= _ "It’s sorcery my lord. Dark sorcery."
[/message]
[message]
speaker=Gweddyn
message= _ "Necromancy! The penalty for that is death. Rudic, who is responsible for this?"
[/message]
[message]
speaker=Bone Captain
message= _ "She."
[/message]
[message]
speaker=Ardonna
message= _ "Ah, well. I should have known this wouldn’t be easy."
[/message]
[message]
speaker=Gweddyn
message= _ "Kill her!"
[/message]
[message]
speaker=Ardonna
message= _ "We must leave no one alive to report us, or the entire country will become unsafe. We have no choice. We must kill them all."
[/message]
[/event]
[event]
name=closing
[message]
speaker=Ardonna
message= _ "We are finished."
[/message]
[move_unit_fake]
x=34,30
y=7, 10
type=Shadow
side=3
[/move_unit_fake]
[unit]
type=Shadow
side=3
id=Shadow
x,y=30,10
facing=sw
[/unit]
[message]
speaker=Shadow
message= _ "Girl. You will follow."
[/message]
[message]
speaker=Ardonna
message= _ "What in the world are <i>you</i>?"
[/message]
[message]
speaker=Shadow
message= _ "Spirit and shadow. You will follow."
[/message]
[message]
speaker=Ardonna
message= _ "You’re a ghost... a real ghost! I will indeed follow you. Lead on."
[/message]
[kill]
id=Shadow
[/kill]
[move_unit_fake]
x=30,34
y=10,7
type=Shadow
side=3
[/move_unit_fake]
[/event]
[event]
name=die
[filter]
side=2
canrecruit=yes
[/filter]
[if]
[have_unit]
side=2
[/have_unit]
[then]
[message]
speaker=Ardonna
message= _ "Blackwater Port is defeated, but we must let none escape. Finish them all."
[/message]
[/then]
[/if]
[/event]
{HERO_DEATHS}
{TRANSFORM_BATS_FOR_SHIP}
{ZOMBIES}
{MANAGE_PROFILE}
#undef SHOW_SAILS_MENU_ITEM
#undef HIDE_SAILS_MENU_ITEM
[/scenario]