-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
07_Night_in_the_Swamp.cfg
214 lines (199 loc) · 5.85 KB
/
07_Night_in_the_Swamp.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
#textdomain wesnoth-dm
[scenario]
id=07_Night_in_the_Swamp
name=_ "Night in the Swamp"
{MEMOIRS_MAP 07_Night_in_the_Swamp.map}
next_scenario=08_Ur-Thorodor
turns=12
victory_when_enemies_defeated=no
# There is one less turn than times, so time over displays on morning
{DUSK}
{FIRST_WATCH}
{FIRST_WATCH}
{FIRST_WATCH}
{FIRST_WATCH}
{FIRST_WATCH}
{SECOND_WATCH}
{SECOND_WATCH}
{SECOND_WATCH}
{SECOND_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{SCENARIO_MUSIC underground.ogg} # No story part, so no intro music
{EXTRA_SCENARIO_MUSIC frantic.ogg}
{EXTRA_SCENARIO_MUSIC vengeful.ogg}
{EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}
{DM_TRACK {SEARCH_STAGE7}}
# wmllint: validate-off
[side]
side=1
controller=human
recruit=Mage,Spearman,Horseman,Bowman,Cavalryman,Heavy Infantryman
save_id=Player
team_name=allies
user_team_name= _ "Loyalists"
side_name= _ "Delfador"
{FLAG_VARIANT loyalist}
[leader]
{YOUNG_DELFADOR}
[/leader]
[unit]
{LIONEL}
placement=leader
[/unit]
{GOLD 120 110 100}
[/side]
[side]
side=2
controller=ai
team_name=enemies
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
no_leader=yes
[/side]
# wmllint: validate-on
#ifdef EASY
{MEMOIRS_GENERATOR_SKELETON 18 3}
{MEMOIRS_GENERATOR_SKELETON 10 16}
#endif
#ifdef NORMAL
{MEMOIRS_GENERATOR_SKELETON 7 5}
{MEMOIRS_GENERATOR_SKELETON 11 19}
#endif
#ifdef HARD
{MEMOIRS_GENERATOR_SKELETON 18 3}
{MEMOIRS_GENERATOR_SKELETON 7 5}
{MEMOIRS_GENERATOR_SKELETON 11 19}
#endif HARD
[event]
name=prestart
{MODIFY_UNIT (id=Delfador) facing nw}
{MODIFY_UNIT (id=Lionel) facing se}
[objectives]
side=1
[objective]
description=_ "Survive until daybreak"
condition=win
show_turn_counter=yes
[/objective]
[objective]
{ALTERNATIVE_OBJECTIVE_CAPTION}
description=_ "Destroy the stones"
condition=win
[/objective]
[objective]
description=_ "Death of Delfador"
condition=lose
[/objective]
[objective]
description=_ "Death of Lionel"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=80
[/gold_carryover]
[note]
description=_ "Mages and Paladins are capable of destroying the stones"
[/note]
[/objectives]
[/event]
[event]
name=start
[message]
speaker=Delfador
message=_"These swamps seem to go on forever!"
[/message]
[message]
speaker=Lionel
message=_"One more day’s travel, I think. We should camp for the night now — we should be out of it by tomorrow evening."
[/message]
[/event]
[event]
name=new turn
[message]
speaker=Delfador
message=_"Those standing stones — they summon evil creatures!"
[/message]
[message]
speaker=Lionel
message=_"I saw this kind of thing in the north... These abominations are not much affected by swords, but they fear the light of day. We must hold them off as best we can."
[/message]
[message]
speaker=Delfador
message=_"Hmmm... if I could get nearer to the stones, I could perhaps break their power..."
[/message]
[/event]
# encourage the player who takes the hint about "swords"
[event]
name=attack
[filter]
type_adv_tree=Heavy Infantryman
[/filter]
[filter_second]
type_adv_tree=Skeleton,Skeleton Archer
[/filter_second]
[message]
speaker=unit
message=_"This’ll splinter your bones, you vile monstrosity!"
[/message]
[/event]
[event]
name=time over
[if]
[have_unit]
side=2
[/have_unit]
[then]
[message]
speaker=Delfador
message=_"At last, morning is here... And the skeletons are disappearing!"
[/message]
[kill]
side=2
[/kill]
[redraw]
[/redraw]
[/then]
[else]
[message]
speaker=Delfador
message=_"At last, morning is here!"
[/message]
[/else]
[/if]
[message]
speaker=Lionel
message=_"I hope I never see another night like that! Let’s leave this evil place as quickly as possible — I want to get us out of Illuven before dusk."
[/message]
[endlevel]
result=victory
bonus=no
[/endlevel]
[/event]
# if the player manages to destroy all generators...
# an unlikely outcome unless we are on EASY
[event]
name=new turn
first_time_only=no
[if]
[not]
[have_unit]
side=2
[/have_unit]
[/not]
[then]
[message]
speaker=Delfador
message=_"I think that’s all of them! Let’s move on — the less time we spend in this swamp the better."
[/message]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
{MEMOIRS_DEATHS}
[/scenario]