Changed Northern Outpost completely

This commit is contained in:
Joseph Simmons 2004-10-27 22:19:51 +00:00
parent 880e894c41
commit 048f8fcf42
2 changed files with 172 additions and 326 deletions

View file

@ -1,36 +1,32 @@
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View file

@ -19,9 +19,7 @@
objectives= _ "
Victory:
@Find the thieves in the villages
@Kill the thieves and any other bandits that attack
@Reach the signpost near Owaec
@Find the outlaw leader in the villages and kill him
Defeat:
#Death of Gweddry
#Death of Dacyn
@ -54,12 +52,16 @@ Defeat:
description=Owaec
side=2
canrecruit=1
recruit=Bowman
recruit=Horseman,Bowman
team_name=good
{GOLD 200 150 100}
[ai]
ai_algorithm="idle_ai"
{NO_SCOUTS}
[avoid]
x=1-32
y=1-18
[/avoid]
[/ai]
gold=0
[/side]
[side]
@ -74,7 +76,7 @@ Defeat:
{GOLD 20 30 40}
[ai]
aggression=-0.1
[/ai]
[/ai]
[/side]
[side]
@ -85,62 +87,21 @@ Defeat:
[/ai]
[/side]
#define TRAPTHIEF X Y
#define TRAPMAN UNIT
[unit]
type=Thief
type={UNIT}
side=4
x={X}
y={Y}
[/unit]
#enddef
#define TRAPTHUG X Y
[unit]
type=Thug
side=4
x={X}
y={Y}
[/unit]
#enddef
#define TRAPPOACHER X Y
[unit]
type=Poacher
side=4
x={X}
y={Y}
[/unit]
#enddef
#define TRAPROGUE X Y
[unit]
type=Rogue
side=4
x={X}
y={Y}
x=$x1
y=$y1
[/unit]
#enddef
[event]
name=start
[set_variable]
name=num_deaths
value=0
name=trapdiff
value=1
[/set_variable]
[unit]
type=Bowman
x=19
y=3
side=2
ai_special=guardian
[/unit]
[unit]
type=Bowman
x=17
y=3
side=2
ai_special=guardian
[/unit]
[recall]
description=Dacyn
[/recall]
@ -157,261 +118,150 @@ y={Y}
[message]
description=Owaec
id=msg_cmpgn_ei_06_03
message= _ "I am not sure. There are bandits in this country, and it is they who rule this land, not the king. My men are afraid of them, and refuse to come out and fight. As you see, though I have many men, they stay penned up in the keep. The thieves hide in the villages when we come out in groups, and pick us off when we separate."
message= _ "I am not sure. There are bandits in this country, and I have been told that it is my duty to defeat them, and protect the local villages. Whenever I send out troops to defeat them, they end up being slaughtered before they get aid, and the bandits retreat into the villages. I cannot find a way to defeat them."
[/message]
[message]
description=Dacyn
id=msg_cmpgn_ei_06_04
message= _ "Gweddry, I don't think we should try to regain our outpost. We need to go directly to the king. We will see if we can get across to where you are without thieves killing us. Also, we will try to go to the villages and drive the thieves out. Onward, men!"
message= _ "I think I may be able to help you. I am a mage; I believe I will be able to cast a spell that will reveal them if you enter the villages. However, I won't be able to help you in battle."
[/message]
[/event]
#"winning" event
[item]
x=22
y=2
image=items/signpost.png
[/item]
[event]
name=moveto
[filter]
x=22
y=2
[message]
description=Gweddry
id=msg_cmpgn_ei_06_05
message= _ "It is time to drive out some bandits. Dacyn, go cast your spell!"
[/message]
[message]
description=Owaec
id=msg_cmpgn_ei_06_05
message= _ "I believe there is a leader behind these outlaws; kill him, and we will have defeated these bandits."
[/message]
[message]
description=Lanar-Skal
message= _ "Go, go far from here! But me and my kind will chase you, and kill you!"
[/message]
[store_unit]
[filter]
description=Dacyn
[/filter]
variable=dacyn
kill=yes
[/store_unit]
[/event]
[event]
name=capture
first_time_only=no
#creates random enemies when you flag a village
[filter]
side=1
[/filter]
{TRAPTHIEF 21 2}
{TRAPTHIEF 23 2}
{TRAPTHUG 21 3}
{TRAPTHUG 23 3}
{TRAPPOACHER 22 3}
{TRAPROGUE 22 1}
{RANDOM 0..10}
[set_variable]
name=random
multiply=.5
[/set_variable]
[if]
[variable]
name=random
less_than=$trapdiff
[/variable]
[then]
[set_variable]
name=numban
random=0..3
[/set_variable]
[set_variable]
name=numban
add=$trapdiff
[/set_variable]
[while]
[variable]
name=numban
greater_than=0
[/variable]
[do]
{RANDOM Footpad,Thug,Thief,Poacher,Thug,Thief,Footpad,Thug,Thief,Poacher,Thug,Thief,Rogue,Bandit}
{TRAPMAN $random}
[set_variable]
name=numban
add=-1
[/set_variable]
[/do]
[/while]
{CLEAR_VARIABLE numban}
[message]
speaker=unit
message= _ "They're here!"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "No outlaws in this village."
[/message]
[/else]
[/if]
[set_variable]
name=trapdiff
add=.5
[/set_variable]
#decides if the badguy leader appears
#badguy leader has less chance of appearing early on. (as in 0% chance for first 5 villages. :P)
{RANDOM 4..10}
[set_variable]
name=random
multiply=.5
[/set_variable]
[if]
[variable]
name=random
less_than=$trapdiff
[/variable]
[then]
[unit]
type=Asssassin
side=4
x=$x1
y=$y1
description=Shodrano
[/unit]
[message]
description=Shodrano
message= _ "So, you have found my hiding place. Very well, I guess I will have to kill you!"
[/message]
[message]
description=Owaec
message= _ "Thats the bandit leader! Kill him, and we will have fufilled our duty!"
[/message]
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[filter]
side=4
description=Shodrano
[/filter]
[set_variable]
name=num_deaths
add=1
[/set_variable]
[if]
[variable]
name=num_deaths
numerical_equals=20
[/variable]
[then]
[message]
description=Gweddry
id=msg_cmpgn_ei_06_06
message= _ "We have defeated these bandits. Dacyn, where should we go now?"
[/message]
[message]
description=Dacyn
id=msg_cmpgn_ei_06_07
message= _ "Well, our outpost has been overrun by undead, and we can't go back there safely. What about yours, Owaec? Have you encountered them?"
[/message]
[message]
description=Owaec
id=msg_cmpgn_ei_06_08
message= _ "No, I haven't seen any undead yet. However, if you say more undead are coming, I believe you. I don't think me and my men could fight against them, so we will come with you."
[/message]
[message]
description=Dacyn
id=msg_cmpgn_ei_06_09
message= _ "Very well. We are going north right now, because there are too many undead to the east and they have already passed us in the west and south."
[/message]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
#losing event
[event]
name=time over
[unit]
type=Necromancer
description=Mal-Karhal
x=45
y=21
side=3
[/unit]
[message]
description=Mal-Karhal
id=msg_cmpgn_ei_06_09
message= _ "Hahaha! I have found you, pesky humans! Prepare to die!"
description=Shodrano
message= _ "You have defeated me! I can terrorize the villagers no more..."
[/message]
[message]
discription=Owaec
id=msg_cmpgn_ei_06_10
message= _ "Oh no! The undead have come, and we have not had time to prepare for them! We will all die now!"
description=Owaec
message= _ "I have fufilled me duty to the villages. Now I suppose I can join you in your quest."
[/message]
[unstore_unit]
variable=dacyn
find_vacant=yes
[/unstore_unit]
[message]
description=Dacyn
message= _ "Good job! Now, we should move onward, north. The undead scout has warned us; we must get far away from these lands. I think we should go north, and try to reach Weldyn from a different route."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#trap units
[event]
name=moveto
[filter]
x=18
y=23
side=1
[/filter]
{TRAPTHIEF 18 22}
{TRAPTHIEF 18 24}
[/event]
[event]
name=moveto
[filter]
x=16-24
y=16-17
side=1
[/filter]
{TRAPTHUG 16 16}
{TRAPPOACHER 21 16}
{TRAPTHUG 23 16}
[/event]
[event]
name=moveto
[filter]
x=11-13
y=12-14
side=1
[/filter]
{TRAPTHIEF 12 12}
{TRAPROGUE 12 14}
{TRAPTHUG 11 13}
{TRAPTHUG 13 13}
[/event]
[event]
name=moveto
[filter]
x=15-23
y=6-9
side=1
[/filter]
{TRAPTHUG 16 8}
{TRAPTHUG 20 8}
{TRAPPOACHER 18 10}
{TRAPPOACHER 18 7}
{TRAPROGUE 18 9}
[/event]
# # # #
#what I have attempted here is having owaec say
#something every time you kill the last bandit
#on the field. the idea is if you still have
#a lot to kill, he will say so.
#its macro time.
#define STILLBANDITS N M
[event]
name=die
[filter]
side=4
[/filter]
[if]
[have_unit]
side=4
[/have_unit]
[else]
[if]
[variable]
name=num_deaths
numerical_equals={N}
[/variable]
[then]
[message]
description=Owaec
message={M}
[/message]
[/then]
[/if]
[/else]
[/if]
[/event]
#enddef
#for 1-6
{STILLBANDITS 1 (_"You have gotten rid of some of these bandits, but I fear many still remain. Keep searching.")}
{STILLBANDITS 2 (_"You have gotten rid of some of these bandits, but I fear many still remain. Keep searching.")}
{STILLBANDITS 3 (_"You have gotten rid of some of these bandits, but I fear many still remain. Keep searching.")}
{STILLBANDITS 4 (_"You have gotten rid of some of these bandits, but I fear many still remain. Keep searching.")}
{STILLBANDITS 5 (_"You have gotten rid of some of these bandits, but I fear many still remain. Keep searching.")}
{STILLBANDITS 6 (_"You have gotten rid of some of these bandits, but I fear many still remain. Keep searching.")}
#for 7-12
{STILLBANDITS 7 (_"Good work so far. I suspect we have significantly weakened the bandit's number.")}
{STILLBANDITS 8 (_"Good work so far. I suspect we have significantly weakened the bandit's number.")}
{STILLBANDITS 9 (_"Good work so far. I suspect we have significantly weakened the bandit's number.")}
{STILLBANDITS 10 (_"Good work so far. I suspect we have significantly weakened the bandit's number.")}
{STILLBANDITS 11 (_"Good work so far. I suspect we have significantly weakened the bandit's number.")}
{STILLBANDITS 12 (_"Good work so far. I suspect we have significantly weakened the bandit's number.")}
#for 13-19
{STILLBANDITS 13 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
{STILLBANDITS 14 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
{STILLBANDITS 15 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
{STILLBANDITS 16 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
{STILLBANDITS 17 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
{STILLBANDITS 18 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
{STILLBANDITS 19 (_"I think you have killed most of them. I hope those that are left don't kill us.")}
#done! that wasn't too hard.
# # # #
#eternal holy water!
[item]
x=30
y=15
image=misc/item-holywater.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=30
y=15
[/filter]
[object]
id=holywater
name= _ "Holy Water"
image=misc/item-holywater.png
duration=forever
description= _ "This water will make all of your weapons holy for your whole life!"
cannot_use_message= _ "I am not suited to using this item! Let another take it."
[then]
[removeitem]
x=30
y=15
[/removeitem]
[/then]
[effect]
apply_to=attack
range=short
set_type=holy
[/effect]
[effect]
apply_to=attack
range=long
set_type=holy
[/effect]
[/object]
[/event]
[/scenario]