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Tutorial S2: Highlight talked-about locations
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This also tweaks some locations, in particular fixing a case of scrolling to the wrong village
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CelticMinstrel committed Mar 20, 2016
1 parent 1c27caf commit dcdac2f
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Showing 2 changed files with 7 additions and 3 deletions.
6 changes: 3 additions & 3 deletions data/campaigns/tutorial/scenarios/02_Tutorial_part_2.cfg
Expand Up @@ -170,7 +170,7 @@

{TALK_ABOUT Thrag ( _ "By then, their leader will have recruited more units to send against us and the real fight will begin.")}

{TALK_ABOUT_LOC 19,14 ( _ "See this dark blue water? It’s too deep for either side to cross. The orcs could slowly wade through that narrow band of shallow lighter-blue water in the east; but we could stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
{TALK_ABOUT_LOC 18,15 ( _ "See this dark blue water? It’s too deep for either side to cross. The orcs could slowly wade through that narrow band of shallow lighter-blue water in the east; but we could stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}

{TALK_ABOUT_LOC 9,14 ( _ "The more likely attack, then, is across the bridge. That middle island is the key: it has a village for healing injured units and forests in which we fight so well.")}

Expand Down Expand Up @@ -520,7 +520,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
message= _ "Well done! The island village is ours. You can use the trees to set up a blockade against the orcs; they can only come across the bridge one by one without wading through the water, and you will be securely on a terrain with good defense."
[/message]

{TALK_ABOUT_LOC 19,5 ( _ "Don’t forget about that last village near the channel. The orcs will capture it if they try to sneak around via the ford! It will be hard to dislodge them if they do.")}
{TALK_ABOUT_LOC 18,13 ( _ "Don’t forget about that last village near the channel. The orcs will capture it if they try to sneak around via the ford! It will be hard to dislodge them if they do.")}
[/event]

[event]
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name=check_income
[/fire_event]

{TALK_ABOUT_LOC 9,15 ( _ "Remember to retreat your wounded units to villages. Healers can only heal 4 hitpoints at a time, while villages can heal 8 (the maximum healing for any unit).")}
{TALK_ABOUT_LOC 11,14 ( _ "Remember to retreat your wounded units to villages. Healers can only heal 4 hitpoints at a time, while villages can heal 8 (the maximum healing for any unit).")}
[/event]

[event]
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4 changes: 4 additions & 0 deletions data/campaigns/tutorial/utils/utils.cfg
Expand Up @@ -44,23 +44,27 @@
#define TALK_ABOUT ID_STRING MESSAGE_TEXT
[scroll_to_unit]
id={ID_STRING}
highlight=yes
[/scroll_to_unit]

[message]
speaker=Galdrad
scroll=no
highlight=no
message={MESSAGE_TEXT}
[/message]
#enddef

#define TALK_ABOUT_LOC POSITION MESSAGE_TEXT
[scroll_to]
x,y={POSITION}
highlight=yes
[/scroll_to]

[message]
speaker=Galdrad
scroll=no
highlight=no
message={MESSAGE_TEXT}
[/message]
#enddef
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