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SotA: Cleanup and bugfixes for mainlining
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- Fix missing custom menu items
  The right-click menu items, "Hide/Show Sails and Rigging," were missing
  from the two scenarios that have a ship.

- Fix sails and rigging don't stay hidden
  If you hide the sails and rigging in the first scenario with a ship,
  they should still be hidden in the next scenario.

- Add wooden table background to bigmap

- Fix comment that referred to something that existed in an older version.

- Fix an incorrectly scaled image
  There is a message that says "You can now recruit skeletons and
  skeleton archers!", and the image shown with it only showed half of
  the skeleton because of scaling issues.

- Reformatting and improvements to objectives
  - Made the objectives for all scenarios match the mainline style better.
  - Move some adverbs in objective notes
  - Change narration of recruit ability into objectives note

- Rewrite "sighted" events to work better
  There were two "sighted" events that were written from side 1's point
  of view even though they were meant to apply to side 2. That was much
  simpler, but it meant that hidden units like shadows could trigger the
  events, which they shouldn't have been able to do. The events have been
  rewritten in a way that takes hidden units into account.

  There was also a dwarf who used to vanish into the shroud and return
  with gold. He didn't actually pick anything up though, because the
  player couldn't see what he was doing anyway. With these changes, a
  shadow could be in a position to watch him, so he does actually unlock
  a gate and pick up a chest now.

- Remove skeleton from the opening
  Skeletons are useless in this scenario, and one of the leaders can do
  what the skeleton used to.
  • Loading branch information
beetlenaut authored and CelticMinstrel committed Dec 16, 2016
1 parent 61e1b96 commit cfc2025
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@@ -1,6 +1,3 @@
border_size=1
usage=map

Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Vud, Xu, Xu, Xu, Xu, Xu, Uh^Crys, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Uh^Crys, Xu, Uh^Crys, Uh^Crys, Uh^Crys, Xu, Uh^Crys, Uh^Crys, Ur, Uh, Ur^Br/, Uu^Br\, Uh^Br\, Uh^Dr, Uh^Crys, Uu, Uh^Vud, Uh^Crys, Uh^Crys, Xu, Xu, Xu, Uu, Xu, Xu, Xu, Ur^Xo, Xu, Xu, Ur^Kov, Xu, Xu, Ur^Xo, Xu, Xu, Xu, Xu, Xu
Expand Down Expand Up @@ -35,7 +32,7 @@ Xu, Xu, Xu, Xu, Xu, Uu^Br\, Uu^Br\, Xu, Urb, Urb, Urb, Urb, Urb, Urb, Xol, Urb,
Xu, Xu, Xu, Xu, Xu, Xu, Urb^Br|, Urb^Br\, Urb^Br\, Xu, Xu, Urb^Vud, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xol, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb^Vud, Xu, Xu, Sm^Uf, Sm^Emf, Sm^Uf, Xu, Xu, Uh, Uu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Urb^Br\, Urb, Urb, Urb^Br\, Urb^Br|, Xu, Xu, Urb, Urb, Urb, Urb, Urb, Xol, Urb, Urb, Urb, Xol, Urb, Urb, Urb, Urb, Urb, Xu, Xu, Xu, Xu, Sm^Emf, Sm^Em, Rb^Uf, Sm^Emf, Xu, Xu, Uu, Uh, Xu, Xu
Xu, Xu, Xu, Xu, Urb, Urb, Urb, Urb^Br\, Urb^Br\, Urb, Urb^Br|, Urb, Xu, Xu, Xu, Urb, Urb, Urb, Urb, Urb, Xol, Urb, Urb, Urb, Urb, Urb, Rr, Xu, Xu, Xu, Xu, Sm^Uf, Sm^Uf, Sm^Uf, Rb^Uf, Sm^Uf, Xu, Xu, Uu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Urb, Urb, Urb, Urb, Urb^Br/, Xu, Xu, Urb, Urb, Urb, Xu, Urb, Urb, Urb^Vud, Urb, Urb, Urb, Urb^Vud, Urb, Xu, Rr, Rr, Rr, Rr, Xu, Xu, Sm^Uf, Rb^Uf, Sm^Em, Sm^Emf, Rb^Uf, Uh, Xu, Uu, Uh, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Urb, Urb, Urb, Urb, Urb^Br/, Xu, Xu, Urb, Urb, Urb, Xu, Urb^Prg, Urb, Urb^Vud, Urb, Urb, Urb, Urb^Vud, Urb, Xu, Rr, Rr, Rr, Rr, Xu, Xu, Sm^Uf, Rb^Uf, Sm^Em, Sm^Emf, Rb^Uf, Uh, Xu, Uu, Uh, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Urb, Xu, Xu, Xu, Xu, Xu, Urb, Urb, Urb, Urb, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rr, Rr, Xu, Xu, Xu, Rb^Uf, Rb^Uf, Rb^Uf, Xu, Uh, Uu, Uh, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Urb, Urb, Urb, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rr, Rr, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Rr, Rr, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
Expand Up @@ -168,7 +168,7 @@ With further observation, I have determined that this is probably not be the way
[objectives]
side=1
[objective]
description= _ "Move Ardonna to the signpost."
description= _ "Move Ardonna to the signpost"
condition=win
[/objective]

Expand All @@ -180,8 +180,7 @@ With further observation, I have determined that this is probably not be the way
[/gold_carryover]

[note]
red,blue,green=0,255,255
description= _ "This entire scenario takes place at night."
description= _ "This scenario takes place entirely at night."
[/note]
[/objectives]

Expand Down
Expand Up @@ -215,7 +215,7 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
[objectives]
side=1
[objective]
description= _ "Kill all the guards, and capture the guardhouse."
description= _ "Kill all the guards, and capture the guardhouse"
condition=win
[/objective]

Expand All @@ -227,12 +227,13 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
[/gold_carryover]

[note]
red,blue,green=0,255,255
description= _ "This entire scenario takes place at night."
description= _ "Right-click on a grave adjacent to your leader to raise a unit."
[/note]
[note]
red,blue,green=0,255,255
description= _ "Right-click on nearby gravestones to get more units."
description= _ "Each grave can be used only once."
[/note]
[note]
description= _ "This scenario takes place entirely at night."
[/note]
[/objectives]

Expand Down Expand Up @@ -332,7 +333,7 @@ of Healing"
speaker=narrator
# This puts images of the two units next to each other,
# scaled to the same size:
image=story/black-background.png~BLIT(portraits/undead/archer.png~SCALE(180,180),6,25 )~BLIT(portraits/undead/skeleton.png,187,0)~CROP(0,0,376,205)~SCALE(171,93)
image=story/black-background.png~BLIT(portraits/undead/archer.png~SCALE(180,180),6,25 )~BLIT(portraits/undead/skeleton.png~SCALE(220,220),187,0)~CROP(0,0,376,205)~SCALE(171,93)
message= _ "You can now recruit skeletons and skeleton archers!"
[/message]
[set_variable]
Expand Down Expand Up @@ -680,7 +681,7 @@ Well, I might as well do my experiment and worry about leaving later."
[message]
speaker=narrator
image=logo.png
message= _ "You can recruit or recall from your starting position on the first turn only. To get more units, right-click on gravestones adjacent to your leader. Each grave can only be used once."
message= _ "You can recruit or recall from your starting position on the first turn only. To get more units, raise them from their graves."
[/message]
[/event]

Expand Down
Expand Up @@ -63,7 +63,7 @@ Even with the delay at the graveyard, I reached the outskirts of Llorcyn at firs
[objectives]
side=1
[objective]
description= _ "Defeat the enemy leader."
description= _ "Defeat the enemy leader"
condition=win
[/objective]

Expand Down
21 changes: 11 additions & 10 deletions data/campaigns/Secrets_of_the_Ancients/scenarios/04_Becalmed.cfg
Expand Up @@ -194,7 +194,7 @@ The journey started well enough, but on the dawn following our departure, the wi
[objectives]
side=1
[objective]
description= _ "Defeat the enemy leader."
description= _ "Defeat the enemy leader"
condition=win
[/objective]

Expand All @@ -204,6 +204,16 @@ The journey started well enough, but on the dawn following our departure, the wi
bonus=yes
carryover_percentage=40
[/gold_carryover]

[note]
description= _ "You can recruit from anywhere on the two highest decks."
[/note]
[note]
description= _ "Barrels act as villages."
[/note]
[note]
description= _ "Right-click to simplify the ship graphics."
[/note]
[/objectives]

[set_variable]
Expand Down Expand Up @@ -571,15 +581,6 @@ The journey started well enough, but on the dawn following our departure, the wi
speaker=Ardonna
message= _ "Oh dear. We must do this again. Come to me my friends!"
[/message]

[message]
speaker=narrator
image=logo.png
message= _ "• You can recruit from anywhere on the two upper decks.
• Barrels act as villages.
• Right-click to simplify the ship graphics.
• You can access the lower deck through the trapdoors."
[/message]
[/event]

[event]
Expand Down
44 changes: 37 additions & 7 deletions data/campaigns/Secrets_of_the_Ancients/scenarios/05_Blackwater.cfg
Expand Up @@ -5,8 +5,9 @@
# enemy to recruit level-2 units occasionally for the whole scenario, but not every turn.
# For that reason, side 2 gets a "level 2 credit". Credit is used to recruit each unit,
# and then recharges a bit every turn. When it is high enough, another level-2 unit is
# available. (Assuming side 2 has enough gold.) The ship graphic macros are still in
# effect, and on Easy, there is a barrel on the deck of the ship to provide healing.
# available. (Assuming side 2 has enough gold.) The ship graphic macros are still in
# effect, and on Easy, there is an extra merman village near the deck of the ship to
# provide healing.

[scenario]
name= _ "Blackwater"
Expand Down Expand Up @@ -105,7 +106,7 @@ When the captain retained his memories, I reasoned that it may have been because
[objectives]
side=1
[objective]
description= _ "Kill all enemy units."
description= _ "Kill every enemy unit"
condition=win
[/objective]

Expand All @@ -115,6 +116,12 @@ When the captain retained his memories, I reasoned that it may have been because
bonus=yes
carryover_percentage=40
[/gold_carryover]
[note]
description= _ "You can recruit from anywhere on the two highest decks."
[/note]
[note]
description= _ "Right-click to simplify the ship graphics."
[/note]
[/objectives]

[item]
Expand Down Expand Up @@ -166,10 +173,33 @@ When the captain retained his memories, I reasoned that it may have been because
[/effect]
[/object]

[set_variable]
name=sails_hidden
value=false
[/set_variable]
# Remove sails and rigging if they were hidden at the end of the previous
# scenario.
[if]
[variable]
name=sails_hidden
boolean_equals=true
[/variable]

[then]
[terrain]
x,y=5,12
terrain=''
layer=overlay
[/terrain]
[terrain]
x,y=14,10
terrain=''
layer=overlay
[/terrain]
[terrain]
x,y=7,10
terrain=^Zrlp
layer=overlay
[/terrain]
[/then]
[/if]

{SHOW_SAILS_MENU_ITEM 1}
{HIDE_SAILS_MENU_ITEM 1}

Expand Down
Expand Up @@ -149,7 +149,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
[objectives]
side=1
[objective]
description= _ "Find where the ghost went and follow it."
description= _ "Find out where the ghost went and follow it"
condition=win
[/objective]

Expand Down
Expand Up @@ -72,13 +72,10 @@ After several days of travel, he approached the frontier town of Carcyn."
[objectives]
side=1
[objective]
description= _ "Own every building on the map, <span color='white' font_style='italic'>or</span>"
condition=win
[/objective]
[objective]
description= _ "Kill every enemy unit."
description= _ "Own every building on the map"
condition=win
[/objective]
{ALTERNATIVE_OBJECTIVE ( _ "Kill every enemy unit")}

{HOW_TO_LOSE_WITH_RAS-TABAHN}

Expand Down
Expand Up @@ -133,11 +133,11 @@
[objectives]
side=1
[objective]
description= _ "Destroy all the undead units. (There will be three waves.)"
description= _ "Destroy all the undead units" + {OBJECTIVE_FOOTNOTE _"(there will be three waves)"}
condition=win
[/objective]
[objective]
description= _ "Death of all five dark adepts."
description= _ "Death of all five dark adepts"
condition=lose
[/objective]
[objective]
Expand All @@ -149,8 +149,8 @@
bonus=no
[/gold_carryover]

{HAS_NO_TURN_LIMIT}
[note]
red,blue,green=0,255,255
description= _ "You will not earn gold this scenario, but your gold from the previous scenario will be available in the next."
[/note]
[/objectives]
Expand Down
Expand Up @@ -64,7 +64,7 @@
[objectives]
side=1
[objective]
description= _ "Defeat the enemy leader."
description= _ "Defeat the enemy leader"
condition=win
[/objective]

Expand Down
Expand Up @@ -100,7 +100,7 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
[objectives]
side=1
[objective]
description= _ "Defeat both enemy leaders."
description= _ "Defeat all enemy leaders"
condition=win
[/objective]

Expand Down
Expand Up @@ -91,7 +91,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
[objectives]
side=1
[objective]
description= _ "Move Ardonna to the north-east corner of the map."
description= _ "Move Ardonna to the northeast corner of the map"
condition=win
[/objective]

Expand Down
Expand Up @@ -109,7 +109,7 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
[objectives]
side=1
[objective]
description= _ "Defeat both enemy leaders."
description= _ "Defeat all enemy leaders"
condition=win
[/objective]

Expand Down
Expand Up @@ -68,7 +68,7 @@ We have reached a pass through the mountains that Ras-Tabahn knew of. The air is
[objectives]
side=1
[objective]
description= _ "Move Ardryn-Na and Ras-Tabahn to level ground in the North-East corner."
description= _ "Move Ardryn-Na and Ras-Tabahn to level ground in the northeast corner"
condition=win
[/objective]

Expand Down

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