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SotA: Make each scenario have the expected recruit if change level is…
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… used
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sigurdfdragon committed May 29, 2019
1 parent f6da00c commit 63e8737
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Showing 14 changed files with 46 additions and 38 deletions.
Expand Up @@ -113,7 +113,8 @@ With further observation, I have determined that this is probably not the way to

[side]
# wmllint: who SIDE_1_ARDONNA is Ardonna
{SIDE_1_ARDONNA_EARLY}
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_1}
facing=se
{GOLD 15 5 0}
fog=yes
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Expand Up @@ -52,7 +52,8 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
{TURNS 18 18 18}

[side]
{SIDE_1_ARDONNA_EARLY}
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_1}
{GOLD 50 40 30}
facing=se
# The scenario won't be shrouded, but some of the intro dialog is:
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Expand Up @@ -27,7 +27,8 @@ Even with the delay at the graveyard, I reached the outskirts of Llorvin at firs
{TURNS 35 35 35}

[side]
{SIDE_1_ARDONNA_EARLY}
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_2}
{GOLD 150 150 140}
[/side]

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Expand Up @@ -89,7 +89,8 @@ The journey started well enough, but on the dawn following our departure, the wi
{TURNS 14 15 16}

[side]
{SIDE_1_ARDONNA_EARLY}
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
# We are assuming substantial gold from the previous scenario:
{GOLD 60 40 20}
facing=ne
Expand Down Expand Up @@ -447,10 +448,7 @@ The journey started well enough, but on the dawn following our departure, the wi
time=1000
[/delay]

[allow_recruit]
side=1
type=Ghoul
[/allow_recruit]
# Ghoul added to side recruit this scenario
[message]
speaker=narrator
image=portraits/undead/ghoul.png~SCALE(93, 93)
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Expand Up @@ -42,7 +42,8 @@ When the captain retained his memories, I reasoned that it may have been because
{TURNS 28 28 28}

[side]
{SIDE_1_ARDONNA_EARLY}
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
{GOLD 270 230 200}
income=6
facing=se
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Expand Up @@ -60,6 +60,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag

[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
{GOLD 200 175 150}
shroud=yes
[/side]
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Expand Up @@ -25,6 +25,7 @@ The tunnel at the back of the cave narrowed and ran on for quite some time. Patc

[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
shroud=yes
gold=0
[/side]
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Expand Up @@ -46,6 +46,7 @@ After several days of travel, he approached the frontier town of Carcyn."
[side]
# wmllint: who SIDE_1_RAS-TABAHN is Ras-Tabahn
{SIDE_1_RAS-TABAHN}
{RAS-TABAHN_RECRUIT_1}
{GOLD 200 200 200}
[/side]

Expand Down Expand Up @@ -436,8 +437,8 @@ After several days of travel, he approached the frontier town of Carcyn."
message= _ "You can now recruit dark adepts!"
[/message]
# This message is actually a lie. DA recruitment is not added
# until the end of the next scenario. We don't want the
# automatically-recruited DA's there to be able to recruit more.
# 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]
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Expand Up @@ -34,6 +34,7 @@

[side]
{SIDE_1_RAS-TABAHN}
{RAS-TABAHN_RECRUIT_1}
gold=0
[/side]

Expand Down Expand Up @@ -291,13 +292,6 @@
[/have_unit]
[/not]
[then]
# This allow_recruit didn't happen at the end of the previous
# scenario so that DAs couldn't recruit each other in this one.
[allow_recruit]
side=1
# This type of Dark Adept cannot advance to a lich.
type=SotA Dark Adept
[/allow_recruit]
# Gold was removed at the beginning, and is returned now.
[gold]
side=1
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Expand Up @@ -33,6 +33,7 @@

[side]
{SIDE_1_RAS-TABAHN}
{RAS-TABAHN_RECRUIT_2}
{GOLD 150 130 110}
[/side]

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Expand Up @@ -53,6 +53,7 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te

[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
gold=0
# Gold is not set here because if Ardonna's gold is higher, it will replace
# this value anyway (because of the original bonus rules). If we use zero,
Expand Down Expand Up @@ -176,11 +177,7 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
image=portraits/undead/ghost.png~SCALE(93, 93)
message= _ "You can now recruit ghosts!"
[/message]

[allow_recruit]
side=1
type=Ghost
[/allow_recruit]
# Ghosts added to recruit start of next scenario

# Find the nearest hex to (16,4) that doesn't have unit on it:
{NEAREST_HEX 16 4 20 (
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Expand Up @@ -32,6 +32,7 @@ My primary objective was met, and I had been able to press a number of ghosts in

[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_4}
{GOLD 200 190 180}
[/side]

Expand Down
Expand Up @@ -25,6 +25,7 @@ I never would have been able to escape the trees without ghosts. They had proven

[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_4}
gold=0
[/side]

Expand Down Expand Up @@ -203,12 +204,8 @@ I never would have been able to escape the trees without ghosts. They had proven
time=1000
[/delay]

# Now that Ardonna is the leader again, we need to add DAs to her list, and
# maybe Chocobones too:
[allow_recruit]
side=1
type=SotA Dark Adept
[/allow_recruit]
# Now that Ardonna is the leader again, DA's are added to her list start of next scenario.
# Add Chocobones now if the bones were already found.
[if]
[variable]
name=bird_bones_found
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31 changes: 22 additions & 9 deletions data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg
@@ -1,6 +1,6 @@
#textdomain wesnoth-sota

#define SIDE_1_ARDONNA_BASE
#define SIDE_1_ARDONNA
side=1
controller=human
team_name=good
Expand All @@ -19,22 +19,28 @@
{FLAG_VARIANT undead}
#enddef

#define SIDE_1_ARDONNA
{SIDE_1_ARDONNA_BASE}
#define ARDONNA_RECRUIT_1
recruit=Vampire Bat
#enddef

#define SIDE_1_ARDONNA_EARLY
{SIDE_1_ARDONNA_BASE}
recruit=Vampire Bat
#define ARDONNA_RECRUIT_2
recruit=Vampire Bat,Skeleton,Skeleton Archer
#enddef

#define ARDONNA_RECRUIT_3
recruit=Vampire Bat,Skeleton,Skeleton Archer,Ghoul
#enddef

#define ARDONNA_RECRUIT_4
recruit=Vampire Bat,Skeleton,Skeleton Archer,Ghoul,Ghost
#enddef

#define SIDE_1_RAS-TABAHN
side=1
controller=human
team_name=good
user_team_name= _ "Ras-Tabahn"
# This type of Dark Sorcerer advances to a Necromancer with a custom plague
# This type of Dark Sorcerer advances to a Necromancer with a custom plague
# attack, and cannot advance to a Lich.
type=SotA Dark Sorcerer
id=Ras-Tabahn
Expand All @@ -44,10 +50,17 @@
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer
{FLAG_VARIANT undead}
#enddef

#define RAS-TABAHN_RECRUIT_1
recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer
#enddef

#define RAS-TABAHN_RECRUIT_2
recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer,SotA Dark Adept
#enddef

#define SIDE_1_BOTH
side=1
controller=human
Expand All @@ -66,7 +79,7 @@
{TRAIT_RESILIENT}
[/modifications]
{FLAG_VARIANT undead}
recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer
recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer,SotA Dark Adept,Ghoul,Vampire Bat
#enddef

#define RECALL_LOYAL_UNITS
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