-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
03_Bandits.cfg
277 lines (246 loc) · 7.25 KB
/
03_Bandits.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
#textdomain wesnoth-sota
# There is one complicated event, but it is described in the code.
[scenario]
name= _ "Bandits"
map_data="{campaigns/Secrets_of_the_Ancients/maps/03_Bandits.map}"
id=03_Bandits
next_scenario=04_Becalmed
[story]
[part]
[background_layer]
image=story/trackless-wilds.jpg
scale=no
[/background_layer]
story= _ "17 III, 23 YW:
Even with the delay at the graveyard, I reached the outskirts of Llorvin at first light, and it was far behind me when the sun rose above the mountain peaks. I doubt the Academy will be looking for me in the trackless wilds inhabited only by woodcutters, and with my new companions, I feel safe enough to travel during the day. I am heading east and then north towards the docks. A ship should be leaving for Blackwater Port in a few days, and I mean to be on it."
[/part]
{JOURNEY_PART 3}
[/story]
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 35 35 35}
[side]
{SIDE_1_ARDONNA_EARLY}
{GOLD 150 150 140}
[/side]
[side]
side=2
controller=ai
user_team_name= _ "Bandits"
type=Bandit
id=Garcyn
name= _ "Garcyn"
recruit=Thug, Footpad, Ruffian, Poacher
{GOLD 150 200 250}
[unit]
type=Outlaw
gender=female
id=Mossa
name= _ "Mossa"
x,y=9,16
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
{FLAG_VARIANT knalgan}
[/side]
{STARTING_VILLAGES 2 7}
# *************************** PRESTART ***************************
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Defeat the enemy leader"
condition=win
[/objective]
{HOW_TO_LOSE_WITH_ARDONNA}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[set_variable]
name=undead_seen
value=no
[/set_variable]
[/event]
[event]
name=side 1 turn 1 refresh
[modify_unit]
[filter]
id=Mossa
[/filter]
moves=0
attacks_left=0
[/modify_unit]
[/event]
# *************************** PLAY ***************************
#define THEY_ARE_UNDEAD ID
[message]
speaker={ID}
message= _ "They are not underfed, they’re dead! How can they be dead? They’re horrible!"
[/message]
[message]
speaker=Garcyn
message= _ "Huh. Well, they’re not the first ugly things we’ve seen in the wilds. Your club crushes bone just fine, so crush them."
[/message]
[message]
speaker={ID}
message= _ "And there is a white-haired girl."
[/message]
[message]
speaker=Garcyn
message= _ "She must be in league with the dead, so crush her too."
[/message]
[set_variable]
name=undead_seen
value=yes
[/set_variable]
#enddef
# The first time a unit from side 2 gets close to an undead unit, the conversation
# above is triggered. This happens no matter which unit is the one that moved.
# The next two events control this behavior. The variable undead_seen is to make
# sure only one of the events triggers the conversation. It's a lot of work for a
# small effect, but it's important to the plot that the average person hasn't ever
# seen the undead.
[event]
name=moveto
first_time_only=no
# An outlaw gets close to an undead unit:
[filter]
side=2
[/filter]
[filter_condition]
[variable]
name=undead_seen
equals=no
[/variable]
[and]
[have_location]
[and]
x,y=$x1,$y1
radius=3
[/and]
[and]
[filter]
race=undead
[/filter]
[/and]
[/have_location]
[/and]
[/filter_condition]
{THEY_ARE_UNDEAD $unit.id}
[/event]
[event]
name=moveto
first_time_only=no
# An undead unit gets close to an outlaw:
[filter]
race=undead
[/filter]
[filter_condition]
[variable]
name=undead_seen
equals=no
[/variable]
[/filter_condition]
[store_unit]
variable=seen_by
[filter]
side=2
[filter_location]
x,y=$x1,$y1
radius=3
[/filter_location]
[/filter]
[/store_unit]
[if]
[variable]
name=seen_by.length
greater_than=0
[/variable]
[then]
{THEY_ARE_UNDEAD $seen_by.id}
[/then]
[/if]
[allow_undo]
[/allow_undo]
[/event]
[event]
name=die
[filter]
id=Mossa
[/filter]
[message]
speaker=Garcyn
message= _ "No!"
[/message]
[message]
speaker=Garcyn
message= _ "You have earned my wrath, wench. Death will be too good for you!"
[/message]
[/event]
# *************************** OPENING / ENDING ***************************
[event]
name=start
[message]
speaker=Mossa
message= _ "What have we here?"
[/message]
[move_unit]
id=Mossa
to_x=5
to_y=7
[/move_unit]
[message]
speaker=Mossa
message= _ "Prey approaches, dearest. It’s an unusual band, but the ones with weapons look underfed."
[/message]
[message]
speaker=Garcyn
message= _ "Easy pickings then."
[/message]
[message]
speaker=Ardonna
message= _ "I think we were just spotted from that hill. Weapons up, my friends. We may be walking into an ambush."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Garcyn
[/filter]
[message]
speaker=Garcyn
message= _ "Please! Don’t kill me."
[/message]
[message]
speaker=Ardonna
message= _ "No? Fine then. I have an idea for another experiment."
[/message]
[clear_variable]
name=undead_seen,seen_by
[/clear_variable]
[/event]
[event]
name=enemies defeated
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=time over
[message]
speaker=Ardonna
message= _ "The ship will surely leave before we can reach it!"
[/message]
[/event]
{HERO_DEATHS}
{ZOMBIES}
{MANAGE_PROFILE}
#undef THEY_ARE_UNDEAD
[/scenario]