fixed sleeping gryphon behavior in GM, fixed fog dialog in HoTNE (#5006)

This commit is contained in:
Scott Klempner 2006-01-29 05:38:04 +00:00
parent 0bbd00ca99
commit 111453835b
6 changed files with 125 additions and 27 deletions

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@ -1,39 +1,39 @@
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@ -2,7 +2,6 @@
id=Gryphon_Mountain
#textdomain wesnoth-httt
name= _ "Gryphon Mountain"
music="wesnoth-4.ogg"
map_data="{campaigns/Heir_To_The_Throne/maps/Gryphon_Mountain}"
{TURNS 27 24 21}
@ -15,6 +14,18 @@
next_scenario=The_Ford_of_Abez
[music]
name="wesnoth-4.ogg"
[/music]
[music]
name="wesnoth-8.ogg"
append=yes
[/music]
[music]
name="wesnoth-7.ogg"
append=yes
[/music]
[event]
name=prestart
[objectives]
@ -100,6 +111,13 @@
{UNIT (Sleeping Gryphon) (Graak) ( _ "Graak") 3 12 18}
{UNIT (Sleeping Gryphon) (Grook) ( _ "Grook") 3 16 16}
{UNIT (Sleeping Gryphon) (Gruak) ( _ "Gruak") 3 10 14}
# Eliminate the gryphon's starting keep
[terrain]
x,y=13,16
letter=m
[/terrain]
[/event]
[event]
@ -211,16 +229,18 @@
[/message]
[/event]
#
# If the sleeping gryphon is attacked, it wakes up
#
[event]
name=attack
[filter_second]
description=Graak
[/filter_second]
[kill]
description=Graak
[/kill]
{UNIT (Gryphon) (Rampant Graak) ( _ "Rampant Graak") 3 12 18}
[/event]
@ -232,7 +252,6 @@
[kill]
description=Grook
[/kill]
{UNIT (Gryphon) (Rampant Grook) ( _ "Rampant Grook") 3 16 16}
[/event]
@ -241,14 +260,68 @@
[filter_second]
description=Gruak
[/filter_second]
[kill]
description=Gruak
[/kill]
{UNIT (Gryphon) (Rampant Gruak) ( _ "Rampant Gruak") 3 10 14}
[/event]
#
# If the sleeping gryphon attacks you, it wakes up
#
[event]
name=attack
[filter]
description=Graak
[/filter]
[kill]
description=Graak
[/kill]
{UNIT (Gryphon) (Rampant Graak) ( _ "Rampant Graak") 3 12 18}
[/event]
[event]
name=attack
[filter]
description=Grook
[/filter]
[kill]
description=Grook
[/kill]
{UNIT (Gryphon) (Rampant Grook) ( _ "Rampant Grook") 3 16 16}
[/event]
[event]
name=attack
[filter]
description=Gruak
[/filter]
[kill]
description=Gruak
[/kill]
{UNIT (Gryphon) (Rampant Gruak) ( _ "Rampant Gruak") 3 10 14}
[/event]
#
# Zero out the movement for sleeping gryphons every turn
#
[event]
name=side turn
[store_unit]
variable=sleepy_gryphon_store
[filter]
type=Sleeping Gryphon
[/filter]
[/store_unit]
{FOREACH sleepy_gryphon_store i}
{VARIABLE sleepy_gryphon_store[$i].moves 0}
[unstore_unit]
variable=sleepy_gryphon_store[$i]
[/unstore_unit]
{NEXT i}
[/event]
{campaigns/Heir_To_The_Throne/utils/deaths.cfg}
[/scenario]

View file

@ -240,10 +240,17 @@
description=Li'sar
message= _ "After being in this wilderness for so long, it will be good to get some rest!"
[/message]
#ifdef EASY
[message]
description=Konrad
message= _ "But we don't know what dangers may lie ahead!"
[/message]
#else
[message]
description=Konrad
message= _ "But there is a great fog around us again! We don't know what dangers may lie ahead!"
[/message]
#endif
[message]
description=Kalenz
message= _ "So long as we move ahead with caution and prudence, I am sure we will reach the safety and hospitality of the elves."
@ -272,6 +279,9 @@
[/modifications]
[/unit]
[redraw]
[/redraw]
[message]
description=Eonihar
message= _ "My lords! I have found you at last."

View file

@ -163,6 +163,8 @@
#ifdef EASY
{UNIT (Dwarvish Berserker) (Peldril) ( _ "Peldril") 1 4 33}
#endif
[redraw]
[/redraw]
[message]
description=Stalrag
message= _ "Greetings, Travelers. I am Stalrag, chief of these villages! I warn you, a great wizard and his trolls are in the mountains and will surely attack. I will summon my tribesmen to aid you!"

View file

@ -202,7 +202,7 @@
name=victory
[message]
description=Delfador
message= _ "Victory is ours! We have secured the land from the Orcs. Now we can rest here while the cold winter passes."
message= _ "Victory is ours! We have secured the land from the orcs. Now we can rest here while the cold winter passes."
[/message]
[message]
description=Kalenz

View file

@ -15,6 +15,19 @@ cost=40
usage=scout
unit_description= _ "Shhhh! The Gryphon is sleeping! You'd better not wake it up!"
get_hit_sound=groan.wav
#
# Note: do not set this unit's movement to zero (causes weird infinite movement behavior)
# Also, do not remove this unit's attack (causes game to crash)
# Finally, make sure the movement costs are >1 for any terrain it is placed next to
#
[movement_costs]
shallow_water=3
hills=3
mountains=3
castle=3
[/movement_costs]
[attack]
name=claws
type=blade