/
08_Carcyn.cfg
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08_Carcyn.cfg
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#textdomain wesnoth-sota
# We are switching to Ras-Tabahn for the next three scenarios. Ardonna and her recall
# list still exist and will be back later.
# Moving a unit to the jailhouse gets you two loyal, level-0 units. One is a ruffian, and
# the other is a female version of a ruffian called a delinquent. She can't level into a
# thug, but both of them can level into DAs. (This is recommended. You can eventually have
# a pair of loyal ancient liches if you take this option.) Winning the scenario also
# works to get these units.
[scenario]
name= _ "Carcyn" # The name of the city and its most prominent citizen
map_data="{campaigns/Secrets_of_the_Ancients/maps/08_Carcyn.map}"
id=08_Carcyn
next_scenario=09_Training_Session
victory_when_enemies_defeated=no
[story]
[part]
[background_layer]
image=story/black-background.png
scale=yes
base_layer=yes
[/background_layer]
[image]
x,y=400,200
centered=yes
file=portraits/humans/necromancer.png~FL()
[/image]
title= _ "<i>Chapter Two:</i> Two Missions"
show_title=yes
title_alignment=left
story= _ "We will first follow the adventures of Ras-Tabahn.
After several days of travel, he approached the frontier town of Carcyn."
[/part]
{JOURNEY_PART 8}
[/story]
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 28 28 28}
[side]
# wmllint: who SIDE_1_RAS-TABAHN is Ras-Tabahn
{SIDE_1_RAS-TABAHN}
{RAS-TABAHN_RECRUIT_1}
{GOLD 200 200 200}
[/side]
[side]
side=2
controller=ai
user_team_name= _ "Town Defense"
type=Swordsman
name= _ "Carcyn Fisher"
id=Carcyn Fisher
recruit=Cavalryman,Spearman,Bowman
profile=portraits/humans/swordsman-2.png
# Not a lot of gold is needed because of the large income from the villages:
{GOLD 100 150 200}
{FLAG_VARIANT loyalist}
[/side]
{LIMIT_RECRUITS 2 Cavalryman 4}
{STARTING_VILLAGES 2 30}
# *************************** PRESTART ***************************
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Capture every village"
condition=win
[/objective]
{ALTERNATIVE_OBJECTIVE ( _ "Kill every enemy unit")}
{HOW_TO_LOSE_WITH_RAS-TABAHN}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[unit]
x,y=14,9
type=Mage
side=2
name= _ "Wynran"
id=Wynran
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
x,y=15,10
type=Mage
side=2
name= _ "Raydah"
id=Raydah
gender=female
[modifications]
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[label]
x,y=4,8
text= _ "Inn"
color=255, 255, 255
[/label]
[label]
x,y=6,4
text= _ "Tackle Shop" #po: or Fishing Supplies
color=255, 255, 255
[/label]
[label]
x,y=3,15
text= _ "Cemetery"
color=255, 255, 255
[/label]
[label]
x,y=10,9
text= _ "Mercantile" #po: the old word for "general store"
color=255, 255, 255
[/label]
[label]
x,y=18,8
text= _ "Carcyn" #po: The name of the city
color=255, 255, 255
[/label]
[label]
x,y=18,13
text= _ "Public House" #po: the old word for "pub". "Bar" is about the same.
color=255, 255, 255
[/label]
[label]
x,y=4,12
text= _ "Jailhouse" #po: or just "Jail"
color=255, 255, 255
[/label]
[label]
x,y=23,3
text= _ "Boatworks" #po: or Boatyard
color=255, 255, 255
[/label]
[label]
x,y=25,8
text= _ "Grange Hall" #po: "Grange" in the American usage: farmers' association
color=255, 255, 255
[/label]
[item]
x,y=4,1
image=items/boat.png~RC(magenta>white)
[/item]
[item]
x,y=23,2
image=items/boat.png~RC(magenta>orange)~FL()
[/item]
[/event]
# *************************** PLAY ***************************
# After recruiting a second unit, Carcyn has filled his starting castle. He doesn't
# move to the other, larger castle to continue recruiting unless we tell him to:
[event]
name=recruit
[filter]
side=2
[/filter]
[event]
name=recruit
[filter]
side=2
[/filter]
[move_unit]
id=Carcyn Fisher
to_x=20
to_y=9
[/move_unit]
[/event]
[/event]
# We want the magi to move out with the other units, not on their own, so we'll
# take away their movement points before the other units get recruited.
[event]
name=side 2 turn 1 refresh
[modify_unit]
[filter]
type=Mage
[/filter]
moves=0
[/modify_unit]
[/event]
# Moving a unit to the jailhouse gets you two loyal, level-0 units.
[event]
name=moveto
[filter]
x,y=4,12
side=1
[/filter]
[fire_event]
name=get_kids
[/fire_event]
[/event]
[event]
name=get_kids
[move_unit_fake]
type=Delinquent
side=1
x=4,5
y=12,12
[/move_unit_fake]
[unit]
# wmllint: who CHARACTER_STATS_SHYNAL is Shynal
{CHARACTER_STATS_SHYNAL}
x,y=5,12
side=1
[/unit]
[move_unit_fake]
type=Ruffian
side=1
x=4,5
y=12,13
[/move_unit_fake]
[unit]
# wmllint: who CHARACTER_STATS_CARCYN is Carcyn
{CHARACTER_STATS_CARCYN}
x,y=5,13
side=1
[/unit]
[message]
speaker=Carcyn
message= _ "Carcyn Fisher at your service, and this is my friend Shynal."
[/message]
[message]
speaker=Shynal
message= _ "“Friend?” (<i>Giggle</i>) Oh, yes, we’re very good friends."
[/message]
[message]
speaker=Carcyn
message= _ "Or... you know. Thanks so much for getting us out, sir. We would be glad to follow you!"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "You are Carcyn the Third I presume?"
[/message]
[if]
[have_unit]
id=Carcyn Fisher
[/have_unit]
[then]
[message]
speaker=Carcyn
message= _ "Don’t remind me. My father is the one who threw me in this hole."
[/message]
[message]
speaker=Carcyn Fisher
message= _ "You stay out of this, son."
[/message]
[message]
speaker=Carcyn
message= _ "Not a chance! I’ve waited all my life to see someone put you in your place. Here is someone you can’t push around!"
[/message]
[message]
speaker=Shynal
message= _ "And we’re leaving this stinking town!"
[/message]
[/then]
[else]
[message]
speaker=Carcyn
message= _ "The only Carcyn now. I’ve waited all my life to see someone to put my father in his place. I guess you did that."
[/message]
[message]
speaker=Shynal
message= _ "You’re the only Carcyn for me."
[/message]
[/else]
[/if]
[/event]
[event]
name=recruit, recall
[filter]
side=1
[/filter]
[message]
speaker=Raydah
message= _ "Look at that! He’s not from the Academy."
[/message]
[message]
speaker=Carcyn Fisher
message= _ "Hold your tongue! I can see that! I tolerate advisors but not when they only speak the obvious."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Carcyn Fisher
[/filter]
[message]
speaker=Ras-Tabahn
message= _ "I warned you not to defy me."
[/message]
[/event]
# *************************** OPENING / ENDING ***************************
[event]
name=start
[message]
speaker=Ras-Tabahn
message= _ "Greetings! I am Ras-Tabahn the mage."
[/message]
[message]
speaker=Carcyn Fisher
message= _ "Greetings, traveler. I am Carcyn Fisher the Second. How can I be of service?"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "I come with an offer. An offer of training in the magical arts. An offer of learning, adventure, and escape from this town."
[/message]
[message]
speaker=Carcyn Fisher
message= _ "No one in <i>my</i> town wishes to “escape”! We don’t care to hear your offer. Peddle your corruption elsewhere."
[/message]
[message]
speaker=Ras-Tabahn
message= _ "The offer is not intended for <i>you</i>, it is for your youth. I will send my agents to every house and public space in this town and repeat my offer. You will allow this."
[/message]
[message]
speaker=Carcyn Fisher
message= _ "I will do no such thing! I will be dead before I allow you to ensorcell our children!"
[/message]
[message]
speaker=Ras-Tabahn
message= _ "That may well be true."
[/message]
[/event]
[event]
name=turn 2
[message]
speaker=Ras-Tabahn
message= _ "Hmm. The youngsters most willing to leave may be the ones in the jailhouse. I should investigate."
[/message]
[/event]
[event]
name=capture,die
first_time_only=no
# Check for a win.
[if]
# If there are no villages left that are not owned by side 1...
[not]
[have_location]
terrain=*^V*
[not]
owner_side=1
[/not]
[/have_location]
[/not]
# ...OR all enemy units are dead...
[or]
[not]
[have_unit]
side=2
[/have_unit]
[/not]
[/or]
[then]
[capture_village]
side=1
x=1-99
y=1-99
[/capture_village]
[delay]
time=800
[/delay]
[fire_event]
name=get_kids
[/fire_event]
# ...then the player wins.
[message]
speaker=narrator
image=portraits/humans/dark-adept.png~SCALE(93, 93)
message= _ "You can now recruit dark adepts!"
[/message]
# This message is actually a lie. DA recruitment is not added
# until the start of the scenario after the next one. We don't want the
# automatically-recruited DA's in the next scenario to be able to recruit more.
[clear_variable]
name=side_2_limited_recruits,side_2_limited_recruits_length
[/clear_variable]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[else]
[allow_undo]
[/allow_undo]
[/else]
[/if]
[/event]
[event]
name=time over
[message]
speaker=Ras-Tabahn
message= _ "This has taken too long. We will surely miss our meeting with Ardonna now."
[/message]
[/event]
{HERO_DEATHS}
{MAKE_BATS_NORMAL}
{ZOMBIES}
{KIDS_ADVANCE}
[/scenario]