/
19_The_Vanguard.cfg
659 lines (544 loc) · 20.6 KB
/
19_The_Vanguard.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
#textdomain wesnoth-trow
[scenario]
id=19_The_Vanguard
name= _ "The Vanguard"
next_scenario=20_Return_of_the_Fleet
map_data="{campaigns/The_Rise_Of_Wesnoth/maps/19_The_Vanguard.map}"
{TURNS 41 38 35}
{DEFAULT_SCHEDULE}
{SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC northerners.ogg}
{EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}
# No story
{TROW_GC_TRACK {JOURNEY_19_NEW} }
{TROW_DEATHS}
[side]
id=Prince Haldric
name= _ "Prince Haldric"
side=1
type=Noble Commander
unrenamable=yes
canrecruit=yes
gold=200
controller=human
team_name=Haldric
user_team_name=_"Refugees"
fog=yes
{FLAG_VARIANT loyalist}
[/side]
[side]
type=Orcish Warlord
id=Tan-Erirt
name= _ "Tan-Erirt"
side=2
canrecruit=yes
#ifdef EASY
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Knight, Goblin Spearman
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Knight, Orcish Slayer, Orcish Warrior, Goblin Spearman
#endif
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman, Goblin Impaler
#endif
{GOLD 150 190 230}
team_name=orcs
user_team_name=_"Orcs"
[ai]
#{NO_SCOUTS}
recruitment_pattern=scout,fighter,fighter,mixed fighter,archer
{ATTACK_DEPTH 5 5 6}
[/ai]
[ai]
time_of_day=dusk,first_watch,second_watch
aggression=0.75
caution=0.0
grouping=no
[/ai]
{INCOME 2 4 8}
[/side]
{STARTING_VILLAGES 2 8}
[side]
type=Orcish Warlord
id=Tan-Gagar
name= _ "Tan-Gagar"
profile=portraits/orcs/grunt-2.png
side=3
canrecruit=yes
#ifdef EASY
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Knight, Goblin Spearman
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Orcish Slayer, Orcish Warrior, Goblin Spearman
#endif
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman, Goblin Impaler
#endif
{GOLD 150 190 230}
team_name=orcs
user_team_name=_"Orcs"
[ai]
#{NO_SCOUTS}
recruitment_pattern=scout,fighter,fighter,mixed fighter,archer
{ATTACK_DEPTH 5 5 6}
[/ai]
[ai]
time_of_day=dusk,first_watch,second_watch
aggression=0.75
caution=0.0
grouping=no
[/ai]
{INCOME 2 4 8}
[/side]
{STARTING_VILLAGES 3 8}
[side]
type=Troll Warrior
id=Thruf
name= _ "Thruf"
side=4
canrecruit=yes
#ifdef EASY
recruit=Troll Whelp
#endif
#ifdef NORMAL
recruit=Troll Whelp,Troll,Troll Rocklobber
#endif
#ifdef HARD
recruit=Troll Whelp,Troll,Troll Warrior,Troll Rocklobber
#endif
{GOLD 110 150 190}
team_name=orcs
user_team_name=_"Orcs"
[ai]
{NO_SCOUTS}
#ifdef EASY
recruitment_pattern=fighter
#else
recruitment_pattern=fighter,fighter,mixed fighter
#endif
grouping=no
{ATTACK_DEPTH 5 5 6}
[/ai]
{INCOME 2 4 8}
[/side]
{STARTING_VILLAGES 4 8}
[event]
name=prestart
# TODO: better random locations
{VARIABLE_OP xx1 rand "10..18"}
{VARIABLE_OP yy1 rand "2..6"}
{PLACE_IMAGE (items/chest-plain-closed.png) $xx1 $yy1}
[recall]
id=Lady Jessene
[/recall]
[recall]
id=Commander Aethyr
[/recall]
[remove_object]
id=Prince Haldric
object_id=ruby_of_fire
[/remove_object]
[objectives]
side=1
[objective]
description= _ "Defeat all enemy leaders"
condition=win
[/objective]
[objective]
description= _ "Death of Prince Haldric"
condition=lose
[/objective]
[objective]
description= _ "Death of Commander Aethyr"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]
[event]
name=start
[message]
speaker=narrator
message= _ "Haldric and his companions race across the plains to confront the resurgent orcish threat. On the eve of battle, Lady Jessene catches up with Haldric on a fog-covered plain."
image=wesnoth-icon.png
[/message]
[message]
speaker=Lady Jessene
message= _ "Haldric, the elves, we can’t trust them!"
[/message]
[message]
speaker=Prince Haldric
message= _ "I could have told you that."
[/message]
[message]
speaker=Lady Jessene
message= _ "Haldric, it’s bad. The elves are having second thoughts. They think we might be more trouble than we’re worth. We have to defeat these orcs decisively."
[/message]
[message]
speaker=Prince Haldric
message= _ "That does not sound unreasonable."
[/message]
[message]
speaker=Lady Jessene
message= _ "More orcs will follow after these. That ruby guarantees it. If more orcs follow us here, the elves seem content to let us fight it out. Then they said they would ‘deal with the survivors’."
[/message]
[message]
speaker=Lady Jessene
message= _ "Jevyan is here... His familiar, that skull. He won’t let such a lucrative prize as the Ruby of Fire just slip away. Especially when he sees that he has the advantage."
[/message]
[message]
speaker=Prince Haldric
message= _ "I have a plan. Jessene, remember that troll-hole? Here, take the Ruby of Fire, hide it in the hole."
[/message]
[message]
speaker=Lady Jessene
message= _ "Haldric! What! Why?"
[/message]
[message]
speaker=Prince Haldric
message= _ "Just do it."
[/message]
[message]
speaker=Prince Haldric
message= _ "Commander Aethyr, did these orcs come on our ships? Did they capture the fleet we sent out?"
[/message]
[message]
speaker=Commander Aethyr
message= _ "No, sir! They must have seized all remaining boats on the Green Isle. Our fleet should be returning any day now."
[/message]
[message]
speaker=Prince Haldric
message= _ "We are a refugee people. We must push back their vanguard, and secure our beachhead. If they capture our ships all is lost. We will be crushed under a tide of orcs."
image=portraits/haldric-mad.png
[/message]
[recall]
id=Burin the Lost
[/recall]
[recall]
id=Sir Ruddry
[/recall]
[recall]
id=Sir Ladoc
[/recall]
[recall]
id=Minister Edren
[/recall]
[store_unit]
variable=jessica_store
kill=yes
[filter]
id=Lady Jessene
[/filter]
[/store_unit]
[message]
speaker=narrator
message= _ "Lady Jessene soon departs. In the distance a voice booms:"
image=wesnoth-icon.png
[/message]
[message]
speaker=Tan-Gagar
message= _ "Drop the gold where it is! We’ve paid our friends enough. There are humans about, I can smell ’em!"
[/message]
[/event]
[event]
name=time over
[message]
speaker=Prince Haldric
message= _ "We have run out of time... We’ll never beat the orcs to the beach."
image=portraits/haldric-surprised.png
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x=$xx1
y=$yy1
[/filter]
[sound]
name=open-chest.wav
[/sound]
[message]
speaker=unit
message= _ "I’ve found the orcs’ chest! It’s filled with gold."
[/message]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{PLACE_IMAGE (items/chest-plain-open.png) $xx1 $yy1}
#ifdef EASY
{LOOT 125 1}
#endif
#ifdef NORMAL
{LOOT 100 1}
#endif
#ifdef HARD
{LOOT 75 1}
#endif
[/event]
# When an enemy side has less than half of its units left, some undead
# appear at the next turn start in a location from which they can't reach
# any player unit in one turn.
#
# NOTE: if you modify anything in the inner event, make extra sure you
# handle delayed/undelayed variable substitution right!
[event]
name=die
first_time_only=no
[filter]
side=2,3,4
[/filter]
[filter_condition]
[variable]
name=side_$unit.side|_undead_backup_triggered
boolean_not_equals=yes
[/variable]
[/filter_condition]
# This bit tracks the highest number of units the side has had; in most
# cases this will likely be the number of units the side has when its
# first unit dies.
#
# If this counter isn't perfectly accurate in every situation, it
# shouldn't matter.
[store_unit]
[filter]
side=$unit.side
[not]
x,y=$x1,$y1
[/not]
[/filter]
kill=no
variable=this_side_enemies
[/store_unit]
[if]
[variable]
name=side_$unit.side|_top_enemy_count
less_than_equal_to=$this_side_enemies.length
[/variable]
[then]
{VARIABLE side_$unit.side|_top_enemy_count "$($this_side_enemies.length + 1)"}
[/then]
[/if]
[if]
[variable]
name=this_side_enemies.length
less_than_equal_to="$($side_$unit.side|_top_enemy_count / 2)"
[/variable]
[then]
#{DEBUG_MSG "Side $unit.side only has $this_side_enemies.length|/$side_$unit.side|_top_enemy_count units left, triggering undead reinforcements..."}
{VARIABLE side_$unit.side|_undead_backup_triggered yes}
[store_starting_location]
side=$unit.side
variable=search_center
[/store_starting_location]
[event]
name=new turn
delayed_variable_substitution=no
# This loop searches for a location which satisfies the
# following conditions:
# 1. Within exactly 12 hexes from any player unit
# 2. As close as possible to the location where this unit
# was killed, but only through G*,R*,C*,K*,S*
# 3. Not next to any existing (enemy) unit
{VARIABLE search_radius 1}
[while]
[variable]
name=possible_undead_locs.length
less_than=1
[/variable]
[variable]
name=search_radius
less_than=30
[/variable]
[do]
[store_locations]
terrain=!,H*,M*,*^F*,Q*
[not]
[filter]
[/filter]
radius=1
[/not]
[not]
[filter]
side=1
[/filter]
radius=11
[/not]
[and]
[filter]
side=1
[/filter]
radius=12
[/and]
[and]
x,y=$search_center.x,$search_center.y
radius=$|search_radius
[filter_radius]
terrain=G*,R*,C*,K*,S*
[/filter_radius]
[/and]
variable=possible_undead_locs
[/store_locations]
{VARIABLE_OP search_radius add 1}
[/do]
[/while]
[if]
[variable]
name=possible_undead_locs.length
greater_than_equal_to=1
[/variable]
[then]
{VARIABLE_OP undead_loc_i rand "0..$|($|possible_undead_locs.length - 1)"}
{VARIABLE spawn_x $|possible_undead_locs[$|undead_loc_i].x}
{VARIABLE spawn_y $|possible_undead_locs[$|undead_loc_i].y}
{VARIABLE_OP undead_spawns_so_far add 1}
[scroll_to]
x,y=$|possible_undead_locs[$|undead_loc_i].x,$|possible_undead_locs[$|undead_loc_i].y
[/scroll_to]
#{DEBUG_MSG "spawning at $|spawn_x|,$|spawn_y"}
[switch]
variable=undead_spawns_so_far
[case]
value=1
{NAMED_LOYAL_UNIT $unit.side Deathblade $|spawn_x $|spawn_y Norte _"Norte"}
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
#ifndef EASY
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
#endif
{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
[message]
speaker=Norte
message= _ "You will be felled by my hand, useless fleshbags!"
[/message]
[/case]
[case]
value=2
{NAMED_LOYAL_UNIT $unit.side Banebow $|spawn_x $|spawn_y Rabbin _"Rabbin"}
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
#ifdef HARD
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
#endif
{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
[message]
speaker=Rabbin
message= _ "Embrace your end, mortals!"
[/message]
[message]
speaker=Burin the Lost
message= _ "These monsters seem like they want to be embraced by my hammer!"
[/message]
[/case]
[case]
value=3
{NAMED_LOYAL_UNIT $unit.side Draug $|spawn_x $|spawn_y "General Kafka" _"General Kafka"}
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
#ifdef HARD
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
#endif
{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
[message]
speaker=General Kafka
message= _ "Never trust the living to do the job of the undead. Prepare to meet the inevitable!"
[/message]
[message]
speaker=Minister Edren
message= _ "The only job of the dead is to remain dead. Prepare to be reunited with the ground."
[/message]
[/case]
[/switch]
{UNCLEAR_FOG}
{CLEAR_VARIABLE undead_loc_i,spawn_x,spawn_y}
[/then]
#[else]
# Player got lucky, no good spawn location was found
#[/else]
[/if]
{CLEAR_VARIABLE search_radius,possible_undead_locs}
[/event]
{CLEAR_VARIABLE side_$unit.side|_top_enemy_count}
[/then]
#[else]
# {DEBUG_MSG "Side $unit.side has $this_side_enemies.length|/$side_$unit.side|_top_enemy_count units left... Needs to be less or equal to $($side_$unit.side|_top_enemy_count / 2) for reinforcements."}
#[/else]
[/if]
{CLEAR_VARIABLE this_side_enemies,search_center}
[/event]
[event]
name=die
[filter]
id=Tan-Erirt
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Tan-Gagar
message= _ "We must block the human advance!"
[/message]
[gold]
side=3
amount=80
[/gold]
[/event]
[event]
name=die
[filter]
id=Tan-Gagar
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Tan-Erirt
message= _ "Reserves! We can’t let them get to their landing site."
[/message]
[gold]
side=2
amount=80
[/gold]
[/event]
[event]
name=enemies defeated
[message]
speaker=Prince Haldric
message= _ "We’ve defeated their vanguard. We have to meet the fleet before Jevyan destroys them and captures the ships. I hope Jessene makes it back soon."
[/message]
{CLEAR_VARIABLE side_2_undead_backup_triggered,side_3_undead_backup_triggered,side_4_undead_backup_triggered,undead_spawns_so_far}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=last breath
[filter]
id=Commander Aethyr
[/filter]
[message]
speaker=Commander Aethyr
message= _ "Oh, to join my family again! Do not mourn my passing."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=attack
[filter]
id=Burin the Lost
[/filter]
[message]
speaker=Burin the Lost
message= _ "Ahh, it’s great to be home! I’m not much for the politics, but it’s great to be home!"
[/message]
[/event]
[/scenario]