/
15_Mountain_Pass.cfg
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/
15_Mountain_Pass.cfg
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#textdomain wesnoth-sota
# If the bird bones were not found on the beach, then you get the ability to recruit
# chocobones when a unit inspects the bones of a flightless bird half-buried in the snow.
# There is one long event for this. If the bones *were* found earlier, this event is
# removed in the prestart event.
[scenario]
name= _ "Mountain Pass"
map_data="{campaigns/Secrets_of_the_Ancients/maps/15_Mountain_Pass.map}"
id=15_Mountain_Pass
next_scenario=16_The_Mage
victory_when_enemies_defeated=no
[story]
[part]
[background_layer]
image=story/mountain-pass.jpg
scale=no
[/background_layer]
story= _ "6 V, 23 YW
We have reached a pass through the mountains that Ras-Tabahn knew of. The air is cool in these upper reaches. Mist rises from the snow in the afternoon, and the icicles drip the purest water from rock overhangs. I find it all refreshing, but Ras-Tabahn’s coughing fits are frequent. Sometimes he is reduced to speaking in short phrases due to lack of breath. Of course he is quite old — 50 at least — but I am also certain that he is ill. His thinness leads me to believe it is consumption, but he refuses to discuss it, preferring to deny the severity of his problem." #po: "consumption" is an old word for tuberculosis
[/part]
{JOURNEY_PART 15}
[/story]
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 30 30 30}
[side]
{SIDE_1_BOTH}
# This assumes plenty of gold from the previous scenario.
{GOLD 150 100 50}
fog=yes
[/side]
[side]
side=2
type=Gryphon
controller=ai
user_team_name= _ "Gryphons"
team_name=bad
recruit=Gryphon
{GOLD 160 180 200}
{INCOME 20 30 30}
[/side]
[side]
side=3
type=Gryphon
controller=ai
user_team_name= _ "Gryphons"
team_name=bad
recruit=Gryphon
{GOLD 160 180 200}
{INCOME 20 30 30}
[/side]
{STARTING_VILLAGES 1 6}
# *************************** PRESTART ***************************
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Move Ardryn-Na and Ras-Tabahn to level ground in the northeast corner"
condition=win
[/objective]
{HOW_TO_LOSE_WITH_BOTH}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[if]
[variable]
name=bird_bones_found
not_equals=yes
[/variable]
[then]
[item]
x,y=25,9
image=items/bird-bones.png
[/item]
[/then]
[else]
# If chocobones can already be recruited, you lose one unit.
# Even though that unit tended to die fairly quickly, you still
# should be compensated, so here's a little gold.
[gold]
side=1
amount=18
[/gold]
[remove_event]
id=bird_bones
[/remove_event]
[/else]
[/if]
[clear_variable]
name=bird_bones_found
[/clear_variable]
{RECALL_LOYAL_UNITS}
[/event]
# *************************** PLAY ***************************
# This long event creates a chocobone when a unit moves to where bird bones are
# buried in the snow. The event is removed if chocobones were discovered on the
# beach with the Merfolk.
# There is a short conversation, but there are many possibilities for which units
# are involved, so there are a lot of ifs. There is also a lot of animation around
# the appearance of the chocobone involving a skeleton and a flightless-bird unit.
[event]
name=moveto
id=bird_bones
[filter]
x,y=25,9
side=1
[/filter]
[if]
[variable]
name=unit.race
equals=bats
[/variable]
[or]
[variable]
name=unit.variation
equals=bat
[/variable]
[/or]
[then]
# Bones examined by a bat or undead bat
[message]
speaker=Ras-Tabahn
message= _ "There are some... large bones there. Claws and wings... I think."
[/message]
[/then]
[else]
[if]
[variable]
name=unit.race
equals=undead
[/variable]
[then]
# Bones examined by a ghost, skeleton, or ghoul.
[message]
speaker=$unit.id
message= _ "Bones. Claws and wings."
[/message]
[/then]
[else]
# Bones examined by a human or Vendraxis.
[message]
speaker=$unit.id
message= _ "There are some large bones here. I can see claws and wings."
[/message]
[/else]
[/if]
[/else]
[/if]
[message]
speaker=Ardonna
message= _ "I wonder what are they from. A gryphon perhaps?"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "A large (<i>cough, cough</i>) flightless bird... would be my guess."
[/message]
[message]
speaker=Ardonna
message= _ "Well, there is an easy way to discover the truth."
[/message]
# Remove the bones and show a resurrected bird:
[if]
[have_unit]
id=Ardonna
x,y=25,9
[/have_unit]
[then]
# Since Ardonna is standing on the bones, face her toward the most likely hex for the bird to appear
[animate_unit]
# Fire the recruitment animation (actually an extra_anim):
[filter]
id=Ardonna
[/filter]
flag=recruit2
[facing]
x,y=24,8
[/facing]
[/animate_unit]
[/then]
[else]
[animate_unit]
# Fire the recruitment animation (actually an extra_anim):
[filter]
id=Ardonna
[/filter]
flag=recruit2
[facing]
x,y=25,9
[/facing]
[/animate_unit]
[/else]
[/if]
[remove_item]
# Remove the bones:
x,y=25,9
[/remove_item]
[unit]
# Show the bird fading in. The engine will automatically find an empty
# location for it.
x,y=25,9
id=bird
type=Bone Bird
side=1
facing=se
animate=yes
[/unit]
[store_unit]
# Store the bird so we can get its location later:
[filter]
id=bird
[/filter]
variable=bird
[/store_unit]
[message]
speaker=Ardonna
message= _ "Oh, you were right!"
[/message]
[if]
[have_unit]
id=Vendraxis
[/have_unit]
[then]
[message]
speaker=Ras-Tabahn
message= _ "I wonder... if it could carry... someone light. Vendraxis perhaps."
[/message]
[message]
speaker=Vendraxis
message= _ "I will not climb on that ridiculous thing!"
[/message]
[/then]
[else]
[message]
speaker=Ras-Tabahn
message= _ "I wonder... if it could carry... someone light."
[/message]
[/else]
[/if]
[message]
speaker=Ardonna
message= _ "A skeleton could ride it I think."
[/message]
# Replace the bird with a Chocobone:
[modify_unit]
# We're about to animate a recruit which will most likely appear to
# Ardonna's upper left, so we'll face her that direction:
[filter]
id=Ardonna
[/filter]
facing=nw
[/modify_unit]
[animate_unit]
# Fire the recruitment animation (actually an extra_anim):
[filter]
id=Ardonna
[/filter]
flag=recruit2
[/animate_unit]
[unit]
# Animate a skeleton getting recruited:
side=1
animate=yes
type=Skeleton
id=rider
placement=leader
[/unit]
[store_unit]
# Remove the skeleton, but store it so we can get its location:
[filter]
id=rider
[/filter]
variable=rider
kill=yes
[/store_unit]
[move_unit_fake]
# Show a skeleton moving from where the skeleton appeared to wherever
# the bird is:
type=Skeleton
side=1
x=$rider.x, $bird.x
y=$rider.y, $bird.y
[/move_unit_fake]
[kill]
id=bird
animate=no
[/kill]
[unit]
# Now we show a joined skeleton and bird:
x,y=$bird.x, $bird.y
type=Chocobone
side=1
animate=no
facing=se
[/unit]
[clear_variable]
name=bird, rider
[/clear_variable]
[message]
speaker=Ardonna
message= _ "That’s fantastic! These birds could be quite useful."
[/message]
[allow_recruit]
side=1
type=Chocobone
[/allow_recruit]
[message]
speaker=narrator
image=units/undead-skeletal/chocobone.png~SCALE(93,93)
message= _ "You can now recruit chocobones!"
[/message]
[/event]
# *************************** ENDING / OPENING ***************************
[event]
name=start
[message]
speaker=Ardonna
message= _ "What dangers may lurk in this fog?"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "Gryphons... live at this height. We should be cautious."
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
id=Ardonna
[or]
id=Ras-Tabahn
[/or]
[/filter]
[store_unit]
# Stores whichever leaders are the grassland in the NE corner.
[filter]
x=21-29
y=1-3
[filter_location]
terrain=G*^*
[/filter_location]
[and]
id=Ardonna
[or]
id=Ras-Tabahn
[/or]
[/and]
[/filter]
variable=leaders_at_end
[/store_unit]
# If both leaders got stored, the player wins.
[if]
[variable]
name=leaders_at_end.length
equals=2
[/variable]
[then]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[else]
[allow_undo]
[/allow_undo]
[/else]
[/if]
[clear_variable]
name=leaders_at_end
[/clear_variable]
[/event]
{HERO_DEATHS}
{MAKE_BATS_NORMAL}
{ZOMBIES}
{KIDS_ADVANCE}
[/scenario]