Merge scenario 5 per ESRs request

This commit is contained in:
Piotr Cychowski 2008-03-25 14:24:00 +00:00
parent efe8ed43e2
commit 13f278cc62
8 changed files with 3112 additions and 3132 deletions

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#textdomain wesnoth-nr
# This event handles the opening of the doors to the malifors study. Since there are three pairs of them and player can choose not
# to open them immediately it's somewhat complicated and long.
[event]
name=moveto
first_time_only=no
# The doors can be opened from following coordinates : spider (23,6), main [(21,9) (21,10) (21,11)], back (28,12)
[filter]
side=1
x=23,28,21,21,21
y=6,12,9,10,11
[/filter]
# This variable will tell us wether player decided to open the door, initialy set to no
{VARIABLE open_the_door no}
[if]
# If we're at spider door (y==6) and they're still colsed
[variable]
name=spider_door_opened
equals=no
[/variable]
[variable]
name=y1
equals=6
[/variable]
# Give the player option to open them
[then]
[message]
speaker=unit
message= _ "Hmmm, another door. Boy, is this one sure locked up."
[/message]
[message]
speaker=Tallin
message= _ "Anything you can't handle?"
[/message]
[message]
speaker=unit
message= _ "Nope. Should I open it?"
[option]
message= _ "Go for it!"
[command]
[message]
speaker=narrator
message= _ " *CRASH*"
image=misc/empty.png # Stop wmllint from inserting Wesnoth logo
[/message]
[terrain]
x=23
y=7
terrain=Uu
[/terrain]
# Set the flags for future reference, player decided to open a door and it was the spider one
{VARIABLE open_the_door yes}
{VARIABLE spider_door_opened yes}
[message]
speaker=unit
message= _ "There we go."
[/message]
[/command]
[/option]
[option]
message= _ "Just wait a sec."
[command]
[message]
speaker=unit
message= _ "Very well."
[/message]
[/command]
[/option]
[/message]
[/then]
[/if]
[if]
# If we're at the main door (8<y<12) and the door are closed
[variable]
name=main_door_opened
equals=no
[/variable]
[variable]
name=y1
greater_than=8
[/variable]
[variable]
name=y1
less_than=12
[/variable]
[then]
[message]
speaker=unit
message= _ "It looks like this is it. Here is the door to Malifor's study. Are we all ready for this?"
[option]
message= _ "Yeah, open those doors!"
[command]
{VARIABLE open_the_door yes}
{VARIABLE main_door_opened yes}
[message]
speaker=narrator
message= _ " *CRASH*"
image=misc/empty.png # Stop wmllint from inserting a logo here
[/message]
[terrain]
x=22,22
y=9,10
terrain=Uu
[/terrain]
[message]
speaker=unit
message= _ "There we go."
[/message]
[/command]
[/option]
[option]
message= _ "Just wait a sec."
[command]
[message]
speaker=unit
message= _ "Very well."
[/message]
[/command]
[/option]
[/message]
[/then]
[/if]
# If we're at the back door (y==28) and they're closed
[if]
[variable]
name=back_door_opened
equals=no
[/variable]
[variable]
name=y1
equals=12
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey, check this out, it looks like some sort of lever."
[/message]
[message]
speaker=Tallin
message= _ "Probably for that door right there."
[/message]
[message]
speaker=unit
message= _ "Should I throw it?"
[option]
message= _ "Go for it!"
[command]
{VARIABLE open_the_door yes}
{VARIABLE back_door_opened yes}
[message]
speaker=unit
message= _ "Ok, here we go!"
[/message]
[message]
speaker=unit
message= _ " *creak*....."
[/message]
[message]
speaker=unit
message= _ "Nothing. That door is not moving."
[/message]
[message]
speaker=Tallin
message= _ "Why don't you try 'knocking'."
[/message]
[message]
speaker=unit
message= _ "Ok."
[/message]
[message]
speaker=unit
message= _ " *BANG*"
[/message]
[message]
speaker=unit
message= _ "Anybody home?"
[/message]
[message]
speaker=unit
message= _ " *BOOM*"
[/message]
[message]
speaker=unit
message= _ " *CRASH!!!*"
[/message]
[terrain]
x=27
y=13
terrain=Uu
[/terrain]
[message]
speaker=unit
message= _ "There we go."
[/message]
[/command]
[/option]
[option]
message= _ "Just wait a sec."
[command]
[message]
speaker=unit
message= _ "Very well."
[/message]
[/command]
[/option]
[/message]
[/then]
[/if]
# Now opening the door will trigger confrontation with malifor if it didn't happen yet. For this reason we check if player
# decided to open one, and if that confrontation taken place yet
[if]
[variable]
name=open_the_door
equals=yes
[/variable]
[variable]
name=confronted_malifor
equals=no
[/variable]
[then]
# Set a flag to prevent the confrontation form getting triggered more than once
{VARIABLE confronted_malifor yes}
[remove_shroud]
x=23-26
y=8-13
[/remove_shroud]
[message]
speaker=Malifor
message= _ "You wretched vermin, I have had it with you! Guards!"
[/message]
# Give malifor 4 guards and 150 gold at Newbie
{NOTRAIT_UNIT 2 Deathblade 25 11}
{NOTRAIT_UNIT 2 Deathblade 25 11}
{NOTRAIT_UNIT 2 Lich 25 11}
{NOTRAIT_UNIT 2 Lich 25 11}
[gold]
side=2
amount=150
[/gold]
# 6 guards and 200 gold at Easy
#ifndef NEWBIE
{NOTRAIT_UNIT 2 Deathblade 25 11}
{NOTRAIT_UNIT 2 Lich 25 11}
[gold]
side=2
amount=50
[/gold]
# 8 guards and 300 gold at Normal
#ifndef EASY
{NOTRAIT_UNIT 2 Deathblade 25 11}
{NOTRAIT_UNIT 2 Lich 25 11}
[gold]
side=2
amount=100
[/gold]
# 10 guards and 400 gold at Hard
#ifndef NORMAL
{NOTRAIT_UNIT 2 Deathblade 25 11}
{NOTRAIT_UNIT 2 Lich 25 11}
[gold]
side=2
amount=100
[/gold]
#endif
#endif
#endif
[message]
speaker=Malifor
message= _ "You invaded my kingdom, drove me from my mines, raided my dungeon, and plundered my treasury Your audacity ends here!"
[/message]
# Second malifor line doesn't have sense without at least one White Mage around, for this reason we need to check for their presence.
# I'm not assuming that they might die before, but they might not have been freed at this point.
[if]
[have_unit]
id=Father Marcus
[/have_unit]
[or]
[have_unit]
id=Sister Theta
[/have_unit]
[/or]
[then]
[message]
speaker=Father Marcus
message= _ "You are wrong, Malifor, for you shall be the one who is destroyed. You are cruel, merciless and a terror to all that lives. The world will be a better place with you gone!"
[/message]
[message]
speaker=Sister Theta
message= _ "To feed your greed and hunger you have terrorized all that is good. You have disturbed the rest of the brave defenders of Knalga. Now, your evil reign shall be brought to an end."
[/message]
[message]
speaker=Malifor
message= _ "Fools! Don't think it's so easy to kill me. Your corpses shall all soon be serving me. Fall on them, my hordes!"
[/message]
[/then]
[/if]
# This piece turns castles at the side of great chamber into road to prevent recruiting or falling back to them if the player comes
# from that direction
[if]
[variable]
name=chamber_of_death
equals=visited
[/variable]
[then]
[terrain]
x=19,19,19,9,9
y=2,3,4,3,4
terrain=Rr
[/terrain]
[/then]
[/if]
[/then]
[/if]
{CLEAR_VARIABLE open_the_door}
[/event]
# Malifor can be succesfuly killed only by white mages, all other units only cause him to respawn somewhere on the map,
# this event handles that assumption
[event]
name=die
first_time_only=no
[filter]
id=Malifor
[/filter]
# Over the course of the scenario the player can have following units, since outcome of the event depends on
# which unit deals the killing blow we need to make sure we cover all of them
# Dwarvish Lord,Dwarvish Dragonguard,Dwarvish Thunderguard,Dwarvish Steelclad,Dwarvish Fighter,Dwarvish Thunderer
# Thug,Poacher,Bandit,Highwayman,Footpad,Outlaw,Fugitive,Trapper
# Bowman,Master Bowman,Longbowman,Peasant,Woodsman,Spearman,Swordsman,Royal Guard,Pikeman,Javelineer,Halberdier,Arch Mage,Great Mage
# Wraith,Spectre
# Elvish Druid,Elvish Shyde,
# Drake Burner,Fire Drake,Drake Flare,Drake Flameheart
# White Mage,Mage of Light
# Above units can be grouped by a prevailing damage type, we need to know later which of the groups did the kill to choose
# proper dialogue and respawn location
{VARIABLE malifor_died_by nothing}
{VARIABLE malifor_will_respawn_at_x 0}
{VARIABLE malifor_will_respawn_at_y 0}
# First lets filter out all dwarves, that covers
# Dwarvish Lord,Dwarvish Dragonguard,Dwarvish Thunderguard,Dwarvish Steelclad,Dwarvish Fighter,Dwarvish Thunderer
[if]
[variable]
name=second_unit.race
equals=Dwarf
[/variable]
[then]
{VARIABLE malifor_died_by axe}
{VARIABLE malifor_will_respawn_at_x 23}
{VARIABLE malifor_will_respawn_at_y 4}
[/then]
[/if]
# In second step we cover all lawful human and undead units
# Bowman,Master Bowman,Longbowman,Peasant,Woodsman,Spearman,Swordsman,Royal Guard,Pikeman,Javelineer,Halberdier,Arch Mage,Great Mage
# Wraith,Spectre
# White Mage,Mage of Light
[if]
[variable]
name=second_unit.race
equals=Human
[/variable]
[variable]
name=second_unit.alignment
equals=lawful
[/variable]
[or]
[variable]
name=second_unit.race
equals=Undead
[/variable]
[/or]
[then]
{VARIABLE malifor_died_by blade}
{VARIABLE malifor_will_respawn_at_x 14}
{VARIABLE malifor_will_respawn_at_y 4}
[/then]
[/if]
# Since outcome is different for archers we overwride things set for them previously, add chaotic humans and elves to the mix
# Thug,Poacher,Bandit,Highwayman,Footpad,Outlaw,Fugitive,Trapper
# Bowman,Master Bowman,Longbowman
# Elvish Druid,Elvish Shyde
[if]
[variable]
name=second_unit.race
equals=Human
[/variable]
[and]
[variable]
name=second_unit.usage
equals=archer
[/variable]
[or]
[variable]
name=second_unit.alignment
equals=chaotic
[/variable]
[/or]
[/and]
[or]
[variable]
name=second_unit.race
equals=Elf
[/variable]
[/or]
[then]
{VARIABLE malifor_died_by arrow}
{VARIABLE malifor_will_respawn_at_x 5}
{VARIABLE malifor_will_respawn_at_y 2}
[/then]
[/if]
# Filtering out the single drake and overwriting red mage
# Drake Burner,Fire Drake,Drake Flare,Drake Flameheart
# Arch Mage,Great Mage
[if]
[variable]
name=second_unit.id
equals=Krash
[/variable]
[or]
[variable]
name=second_unit.id
equals=Camerlin
[/variable]
[/or]
[then]
{VARIABLE malifor_died_by fire}
{VARIABLE malifor_will_respawn_at_x 30}
{VARIABLE malifor_will_respawn_at_y 11}
[/then]
[/if]
# And finaly overwriting the white mages and calling scenario end
# White Mage,Mage of Light
[if]
[variable]
name=second_unit.id
equals=Father Marcus
[/variable]
[or]
[variable]
name=second_unit.id
equals=Sister Theta
[/variable]
[/or]
[then]
[message]
speaker=Malifor
message= _ "AHHHHHH! YOU BLASTED MAGE!"
[/message]
[message]
speaker=Tallin
message= _ "Good. We finally got him. He is just dissolving."
[/message]
[message]
speaker=Malifor
message= _ "Curses on you you blasted mages, curses on you you blasted dwarves, curses on you you blasted humans, and CURSES ON YOU YOU BLASTED TALLIN! MAY YOUR MISERABLE LIVES BE FULL OF TORTURE! MAY YOUR PEOPLE NEVER BE FREE! MAY ALL YOUR NEAR AND DEAR DESERT YOU! MAY A THUNDERBOLT HIT YOUR HEAD! MAY..."
[/message]
[message]
speaker=Tallin
message= _ "May you shut your ugly mouth and hurry up and die."
[/message]
[message]
speaker=Malifor
message= _ "MAY THE EARTH OPEN UP AND SWALLOW YOU! MAY ALL YOUR TEETH FALL OUT! MAY YOU BECOME A WEAK SKINNY OLD MAN! MAY............."
[/message]
[message]
speaker=second_unit
message= _ "Finally! He has been reduced to dust."
[/message]
[message]
speaker=Tallin
message= _ "At last! Victory is ours! Good work, men!"
[/message]
[message]
speaker=Father Marcus
message= _ "So, where to now, Tallin?"
[/message]
[message]
speaker=Tallin
message= _ "Now, let's get back to the dwarves and see what progress they have made in forging us weapons."
[/message]
{CLEAR_VARIABLE malifor_will_respawn_at_x}
{CLEAR_VARIABLE malifor_will_respawn_at_y}
{CLEAR_VARIABLE malifor_died_by}
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
# If Malifor wasn't killed by white mages respawn him at the location set previously and give him some extra gold
[unit]
type=Ancient Lich
id=Malifor
name= _ "Malifor"
profile=portraits/Malifor.jpg
canrecruit=yes
side=2
recruit=Skeleton,Skeleton Archer
x=$malifor_will_respawn_at_x
y=$malifor_will_respawn_at_y
[/unit]
[gold]
side=2
amount=300
[/gold]
[terrain]
x=13,14
y=14,14
terrain=Uu
[/terrain]
# Malifor was killed by dwarves
[if]
[variable]
name=malifor_died_by
equals=axe
[/variable]
[then]
[message]
speaker=Malifor
message= _ "HAHAHAHAHA, FOOLS, YOU THINK YOU CAN KILL ME?"
[/message]
{FLASH}
[message]
speaker=Malifor
message= _ "HAHAHAHAHAHAHA!"
[/message]
[message]
speaker=Tallin
message= _ "What the...!"
[/message]
[message]
speaker=second_unit
message= _ "How can it be?! Our axes and hammers are failing."
[/message]
[message]
speaker=Tallin
message= _ "Blast it! Now where did he go? Let's find him and try something else!"
[/message]
[/then]
[/if]
# Malifor was killed by units with main slashing damage
[if]
[variable]
name=malifor_died_by
equals=blade
[/variable]
[then]
[message]
speaker=Malifor
message= _ "HAHAHAHAHAHA, DEATH HAS NO EFFECT ON ME YOU FOOLS!"
[/message]
{FLASH}
[message]
speaker=Malifor
message= _ "HAHAHAHAHA, I CAN NEVER BE DESTROYED!"
[/message]
[message]
speaker=Tallin
message= _ "Oh yes you will! But... how?"
[/message]
[message]
speaker=second_unit
message= _ "Well, it sure isn't gonna be done with a blade."
[/message]
[message]
speaker=Tallin
message= _ "And look, he's gone. Now we gotta find him all over again!"
[/message]
[/then]
[/if]
# Malifor was killed by archers or blunt damage dealers
[if]
[variable]
name=malifor_died_by
equals=arrow
[/variable]
[then]
[message]
speaker=Malifor
message= _ "HAHAHAHAHAHA, YOUR IDIOCY AMUSES ME GREATLY!"
[/message]
{FLASH}
[message]
speaker=Malifor
message= _ "COME AND GET ME!"
[/message]
[message]
speaker=Tallin
message= _ "Geez, how are we going to kill him?"
[/message]
[message]
speaker=second_unit
message= _ "Well, obviously clubs and arrows won't work."
[/message]
[message]
speaker=Tallin
message= _ "Oh darn, he disappeared. Let's find him and try a different weapon."
[/message]
[/then]
[/if]
# Malifor was burned with fire
[if]
[variable]
name=malifor_died_by
equals=fire
[/variable]
[then]
[message]
speaker=Malifor
message= _ "HAHAHAHAHAHA, I AM IMMORTAL!"
[/message]
{FLASH}
[message]
speaker=Malifor
message= _ "YOU PUNY MORTALS SHALL SOON BE SERVING ME!"
[/message]
[message]
speaker=Camerin
message= _ "That blasted skeleton! Even fire has no affect on him!"
[/message]
[message]
speaker=Tallin
message= _ "Look, he disappeared again. Let's find him and try using a different weapon on him."
[/message]
[/then]
[/if]
# Again, white mages might not been freed yet, in that case folowing dialogue looks absurd.
[if]
[have_unit]
id=Father Marcus
[/have_unit]
[have_unit]
id=Sister Theta
[/have_unit]
[then]
[message]
speaker=Father Marcus
message= _ "I see now. It is impossible to destroy him by ordinary means."
[/message]
[message]
speaker=Tallin
message= _ "Then how are we going to destroy him? Surely there must be a way."
[/message]
[message]
speaker=Father Marcus
message= _ "Yes, I think there is, but only myself or Theta have the means to do it. Come on Theta, let's destroy that old skeleton."
[/message]
[message]
speaker=Sister Theta
message= _ "Yeah, I can't wait to get my hands on that bastard!"
[/message]
[message]
speaker=Father Marcus
message= _ "That was very unladylike of you."
[/message]
[message]
speaker=Sister Theta
message= _ " *giggle* Sorry."
[/message]
[/then]
[/if]
[/event]
[event]
name=victory
{CLEAR_VARIABLE back_door_opened}
{CLEAR_VARIABLE main_door_opened}
{CLEAR_VARIABLE spider_door_opened}
{CLEAR_VARIABLE confronted_malifor}
{CLEAR_VARIABLE treasury_alerted}
{CLEAR_VARIABLE chamber_of_death}
[/event]

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@ -1,375 +0,0 @@
#textdomain wesnoth-nr
# The flooded path
# In the beggining there was a signpost
# 5 - The flooded path - Signpost
[event]
name=moveto
[filter]
side=1
x=24
y=34
[/filter]
[message]
speaker=narrator
message= _ "Caution! Tunnel flooded and infested with aquatic monsters. Enter at the risk of your life."
image=scenery/signpost.png
[/message]
[message]
speaker=unit
message= _ "Interesting. It seems like someone really doesn't want us going down this tunnel."
[/message]
[allow_undo][/allow_undo]
[/event]
# Which pointed towards the lake with a creepy tentacled monster
# 5a - Monster of the lake
[event]
name=moveto
[filter]
side=1
x=34-36
y=22-25
[/filter]
[message]
speaker=unit
message= _ "Hey, an underground lake."
[/message]
# We don't have tentacled monsters as such but we do have a single tentacle unit
{NOTRAIT_UNIT 2 "Tentacle of the Deep" 35 23}
{NOTRAIT_UNIT 2 "Tentacle of the Deep" 33 25}
{NOTRAIT_UNIT 2 "Tentacle of the Deep" 33 23}
#ifndef NEWBIE
{NOTRAIT_UNIT 2 "Tentacle of the Deep" 34 21}
#ifndef EASY
{NOTRAIT_UNIT 2 "Tentacle of the Deep" 31 23}
#ifndef NORMAL
{NOTRAIT_UNIT 2 "Tentacle of the Deep" 32 22}
#endif
#endif
#endif
[message]
speaker=unit
message= _ "Ack! What are those things!"
[/message]
[if]
[have_unit]
id=Camerin
[/have_unit]
[then]
[message]
speaker=Camerin
message= _ "Oh yeah, those things. Watch out, they are the arms of some sort of underwater creature. They'll try to pummel you to death, then drag you under for dinner."
[/message]
[message]
speaker=Tallin
message= _ "Then how do we get past? I can see that the passage continues to both the north and south and we haven't found Malifor yet..."
[/message]
[message]
speaker=Camerin
message= _ "Creatures of that type regenerate over time; it's doubtful we can destroy it completely. But if we destroy its arms we'll be relatively safe until they regenerate."
[/message]
[message]
speaker=Tallin
message= _ "Let's get to it, then."
[/message]
[/then]
[/if]
[/event]
# If you decide to stray into the side tunnel you might see a ghost
# 5b - Runaway spectre
[event]
name=moveto
[filter]
side=1
x=28
y=28
[/filter]
[message]
speaker=unit
message= _ "Hmm, what is this thing?"
[/message]
[unit]
type=Wraith
side=1
x=29
y=29
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
id=Abhai
name= _ "Abhai"
#profile=Abhai.jpg
[/unit]
[message]
speaker=Abhai
message= _ "EEEEEEEEEEEEEEEE!"
[/message]
[message]
speaker=unit
message= _ "AHHHHHHHHH!"
[/message]
[message]
speaker=Abhai
message= _ "... wait a second, who are you?"
[/message]
[message]
speaker=unit
message= _ "I.... I am one of Tallin's men..."
[/message]
[message]
speaker=Abhai
message= _ "Who is this Tallin?"
[/message]
[message]
speaker=Tallin
message= _ "I am."
[/message]
[message]
speaker=Abhai
message= _ "What is your purpose in coming here?"
[/message]
[message]
speaker=Tallin
message= _ "We seek the lich Malifor."
[/message]
[message]
speaker=Abhai
message= _ "Malifor!... *goes a bit paler (if possible)* What business do you have with him?"
[/message]
[message]
speaker=Tallin
message= _ "We seek to crush and destroy him."
[/message]
[message]
speaker=Abhai
message= _ "Oh, thank the Gods of Light! Finally there is someone here in force to deal with that menace. You must have been sent by the High Kalian of Hiera'Shirsha?"
[/message]
[message]
speaker=Tallin
message= _ "The what!?"
[/message]
[message]
speaker=Camerin
message= _ "Err, I think we might be in different... uh... time zones, here."
[/message]
[message]
speaker=Abhai
message= _ "I beg your pardon. Say, what year is it anyway?"
[/message]
[message]
speaker=Tallin
message= _ "Uh... 534 YW..."
[/message]
[message]
speaker=Abhai
message= _ "Huh!? Can't be, the last year I remember it was 14, 318 AD!"
[/message]
[message]
speaker=Tallin
message= _ "?????"
[/message]
[message]
speaker=Camerin
message= _ "Different calendars, folks."
[/message]
[message]
speaker=Tallin
message= _ "I see, but say, who are you?"
[/message]
[message]
speaker=Abhai
message= _ "What? How can you not know who I am?"
[/message]
[message]
speaker=Tallin
message= _ "The times have changed, my friend."
[/message]
[message]
speaker=Abhai
message= _ "Right... sorry about that. My name is Lord Abhai and I am... or was... the ruler of the great kingdom of Garet-Desh."
[/message]
[message]
speaker=Tallin
message= _ "What happened to you? Why are you a ghost?"
[/message]
[message]
speaker=Abhai
message= _ "I grew old and died as all men do and entered the land of the dead. I don't know how long I dwelled there, I was wrenched from my peace and forced into this ectoplasmic body by a terrible power."
[/message]
[message]
speaker=Tallin
message= _ "Let me guess. Malifor?"
[/message]
[message]
speaker=Abhai
message= _ "Indeed. He tried to break my spirit into mindless slavery, but I resisted his power and fled. I have been hiding in these flooded tunnels ever since. Some monster that Malifor's minions greatly fear lives in these waters; they do not molest me here."
[/message]
[message]
speaker=Tallin
message= _ "Would you join us to defeat this evil creature?"
[/message]
[message]
speaker=Abhai
message= _ "Wouldn't miss it. Maybe after he is destroyed me and my kind can live... err.... be dead peacefully."
[/message]
[message]
speaker=Abhai
message= _ "Keep following these flooded tunnels. I think they might lead you directly to Malifor."
[/message]
[message]
speaker=Tallin
message= _ "Great! Forward, men!"
[/message]
[/event]
# And going forward is a sure way to find some bodies
# 5c - A string of corpses
[event]
name=moveto
[filter]
side=1
x=37
y=19
[/filter]
[message]
speaker=unit
message= _ "Ugh, a dead body!"
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
x=38
y=13
[/filter]
[message]
speaker=unit
message= _ "Here's another body."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
x=35
y=7
[/filter]
[message]
speaker=unit
message= _ "And another..."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
x=27
y=5
[/filter]
[message]
speaker=unit
message= _ "Gee, what's with all these bodies floating around? Is this river some sort of body disposal?"
[/message]
[allow_undo][/allow_undo]
[/event]
# 5d - A dead end
[event]
name=moveto
[filter]
side=1
x=38
y=16
[/filter]
[message]
speaker=unit
message= _ "Just great, I am cold, wet, and tired and what have we here? Another dead end. This place is starting to get on my nerves!"
[/message]
[/event]
# And a sea serpent
# 5e - Sea serpent
[event]
name=moveto
[filter]
side=1
x=32-34
y=4-6
[/filter]
[message]
speaker=unit
message= _ "Ssssh! I hear something."
[/message]
{NOTRAIT_UNIT 2 "Sea Serpent" 31 5}
[message]
type=Sea Serpent
message= _ "ROOOAAARRR!"
[/message]
[message]
speaker=unit
message= _ "Ahhhhh!"
[/message]
[/event]
# In the end you'll allways find some bad guy sidekicks just waiting to get mauled
# 5f - Naga guardians
[event]
name=moveto
[filter]
side=1
x=28,29,30,30
y=7,8,8,9
[/filter]
[message]
speaker=unit
message= _ "Hold it, people, there is something just ahead!"
[/message]
{GENERIC_UNIT 2 "Naga Warrior" 28 11}
{GENERIC_UNIT 2 "Naga Fighter" 28 11}
#ifndef NEWBIE
{GENERIC_UNIT 2 "Naga Fighter" 29 10}
#ifndef EASY
{GENERIC_UNIT 2 "Naga Fighter" 29 11}
#ifndef NORMAL
{GENERIC_UNIT 2 "Naga Fighter" 29 12}
#endif
#endif
#endif
[remove_shroud]
x=28-30
y=8-12
[/remove_shroud]
[message]
type=Naga Warrior
message= _ " *sniff* I smell humans."
[/message]
[message]
speaker=Naga Fighter
message= _ "You are just plain deaf. I heard them coming from a mile off."
[/message]
[message]
speaker=Naga Warrior
message= _ "Ahh, shut up. Let's go kill them."
[/message]
[/event]

View file

@ -1,749 +0,0 @@
#textdomain wesnoth-nr
# 1 - Prison - signpost and alarm
[event]
name=moveto
[filter]
side=1
x=15
y=34
[/filter]
[message]
speaker=narrator
message= _ "The Dungeon"
image=scenery/signpost.png
[/message]
[allow_undo][/allow_undo]
[/event]
# Raise alarm in the prison section, this gives enemies there more gold on top of the one they had initialy
[event]
name=moveto
[filter]
side=1
x=10-12
y=35-40
[/filter]
[message]
speaker=Trevor
message= _ "They are trying to free the prisoners! Stop them!"
[/message]
[message]
speaker=Tallin
message= _ "Good luck, my friend."
[/message]
# Allways give 100 gold
[gold]
side=5
amount=100
[/gold]
# If the difficulty level is higher than Newbie add another 100
#ifndef NEWBIE
[gold]
side=5
amount=100
[/gold]
# And another 150 if higher then Easy
#ifndef EASY
[gold]
side=5
amount=150
[/gold]
# With last 150 thrown up on Hard
#ifndef NORMAL
[gold]
side=5
amount=150
[/gold]
#endif
#endif
#endif
# Above sums up to Newbie - 100 gold, Easy - 200, Normal - 350 and Hard 500
[/event]
# Now freeing the prisoners, there is four of them and the nearest one looking from the entrance is
# 1a - Father Marcus - free and death event
[event]
name=moveto
[filter]
side=1
x=9
y=40
[/filter]
# Remove the caged white mage image from hex
[removeitem]
x=9
y=40
[/removeitem]
# Spawn unit
[unit]
type=White Mage
side=1
id=Father Marcus
name= _ "Father Marcus"
profile=portraits/Father_Marcus.jpg
x=9
y=39
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# Some dialogue
[message]
speaker=Father Marcus
message= _ "Finally! I am free. Lord Tallin, I am forever in your debt! We will follow you to the end of the World if need be."
[/message]
[message]
speaker=Tallin
message= _ "It's just Tallin, no Lord. And no problem."
[/message]
# If he was freed after sister Theta there is no need to repeat the exposition
[if]
[have_unit]
id="Sister Theta"
[/have_unit]
[then]
[message]
speaker=Sister Theta
message= _ "Marcus!"
[/message]
[message]
speaker=Father Marcus
message= _ "Theta!"
[/message]
[message]
speaker=unit
message= _ "Please, folks, not now."
[/message]
[message]
speaker=Sister Theta
message= _ "Oh, sorry."
[/message]
[/then]
# Else explain how did they finish down here and why are they still alive
[else]
[message]
speaker=Tallin
message= _ "Who are you? How did you end up down here?"
[/message]
[message]
speaker=Father Marcus
message= _ "I am called Father Marcus. My wife, Theta and I were advisers and healers for the dwarvish nobles. We could not shield them from the wrath of Khazg Black-Tusk, but we survived the orcs and trolls -- only to be captured by these skeletons."
[/message]
[message]
speaker=Tallin
message= _ "Funny, why would the bonebag keep you as his prisoners? He doesn't really seem to be the merciful type."
[/message]
[message]
speaker=Father Marcus
message= _ "He didn't keep us alive out of mercy, he wanted to study us to see if there was a way to counteract our arcane attacks. His kind are very vulnerable to such attacks."
[/message]
[message]
speaker=Tallin
message= _ "Indeed, that is good to know. But you are now free to go wherever you like. May the Lords of Light guide your path."
[/message]
[message]
speaker=Father Marcus
message= _ "As I have said, Tallin, I am eternally in your debt, and I take my debts seriously. If you have no objection, I will serve you until one of us departs this life."
[/message]
[message]
speaker=Tallin
message= _ "Oh, think nothing of it. Let no talk of debts come between us; rather let us join hands as allies in restoring these Northlands to sanity."
[/message]
[message]
speaker=Father Marcus
message= _ "Thank you, Tallin."
[/message]
[/else]
[/if]
# Set up a flavour death event for the pair since they can't die in combat (see utils/herodeaths.cfg)
[event]
name=die
[filter]
id=Father Marcus
[/filter]
[message]
speaker=Tallin
message= _ "Wow! That's incredible. Now I understand why the Bag of Bones kept you guys in jail; He just simply couldn't kill you!"
[/message]
[message]
speaker=Sister Theta
message= _ " *giggle*"
[/message]
[/event]
[/event]
# Next prisoner in line is sister Theta, this event is essentialy a clone of the previous one
# 1b - Sister Theta
[event]
name=moveto
[filter]
side=1
x=6
y=39
[/filter]
[removeitem]
x=6
y=39
[/removeitem]
[unit]
type=White Mage
gender=female
id=Sister Theta
name= _ "Sister Theta"
profile=portraits/Sister_Theta.jpg
side=1
x=6
y=38
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[message]
speaker=Sister Theta
message= _ "Freedom at last. Thank you Lord Tallin."
[/message]
[message]
speaker=Tallin
message= _ "Just Tallin. I am no Lord, just a humble peasant trying to restore our people to freedom."
[/message]
[if]
[have_unit]
id="Father Marcus"
[/have_unit]
[then]
[message]
speaker=Sister Theta
message= _ "Marcus!"
[/message]
[message]
speaker=Father Marcus
message= _ "Theta!"
[/message]
[message]
speaker=unit
message= _ "Please folks, not now."
[/message]
[message]
speaker=Sister Theta
message= _ "Oh, sorry."
[/message]
[/then]
[else]
[message]
speaker=Tallin
message= _ "Who are you? How did you end up down here?"
[/message]
[message]
speaker=Sister Theta
message= _ "I am called Sister Theta. My husband Marcus and I were advisers and healers for the dwarvish nobles of Knalga. We could not save them from Khazg Black-Tusk's troops, but we survived the orcs and trolls only to be captured when these skeletons appeared."
[/message]
[message]
speaker=Tallin
message= _ "Funny, why would the bonebag keep you as his prisoners? He didn't seem to be the merciful type."
[/message]
[message]
speaker=Sister Theta
message= _ "He didn't keep us alive out of mercy, he wanted to study us to see if there was a way to counteract our arcane attacks. His kind are very vulnerable to such attacks, as I am sure you know by now."
[/message]
[message]
speaker=Tallin
message= _ "Indeed, that is good to know. But you are now free to go wherever you like. May the Lords of Light guide your path."
[/message]
[message]
speaker=Sister Theta
message= _ "If you have no objection, Tallin, we would like to join you. These northlands are hardly safe these days for anyone to be traveling on their own, and we could lend valuable help to your cause."
[/message]
[message]
speaker=Tallin
message= _ "Very well, you are most welcome to join us."
[/message]
[message]
speaker=Sister Theta
message= _ "Thank you, Tallin."
[/message]
[/else]
[/if]
[/event]
# Third prisoner
# 1c - Elenia
[event]
name=moveto
[filter]
side=1
x=3
y=40
[/filter]
[removeitem]
x=3
y=40
[/removeitem]
[unit]
type=Elvish Druid
side=1
id=Elenia
name= _ "Elenia"
profile=portraits/Elenia.jpg
x=3
y=39
hitpoints=1
[modifications]
{TRAIT_LOYAL}
{TRAIT_HEALTHY}
[/modifications]
[/unit]
[message]
speaker=unit
message= _ "Oh my, she is almost dead!"
[/message]
# Depending wether or not Theta has been freed dialog describes Elenia healing herself or being healed.
[if]
[have_unit]
id="Sister Theta"
[/have_unit]
[then]
[message]
speaker=Sister Theta
message= _ "Here, let me see her."
[/message]
[teleport]
[filter]
id=Sister Theta
[/filter]
x=3
y=38
[/teleport]
{FLASH}
[message]
speaker=Tallin
message= _ "Was that a teleport you just did? Wow, you guys are good!"
[/message]
[message]
speaker=Father Marcus
message= _ " *wink* *wink*"
[/message]
[message]
speaker=Sister Theta
message= _ "Here, this will help her."
[/message]
[sound]
name=heal.wav
[/sound]
[message]
speaker=Elenia
message= _ "Uh....... where..... am..... I...?"
[/message]
[message]
speaker=Sister Theta
message= _ "You are in the dungeons of Malifor. These brave people have just released you."
[/message]
[message]
speaker=Elenia
message= _ "....thanks."
[/message]
[message]
speaker=Tallin
message= _ "No problem. Sister Theta, you take care of her. If she wants to join us she would make a powerful ally."
[/message]
[message]
speaker=Elenia
message= _ "Yes, I would... like to join... you Lord Tallin."
[/message]
[message]
speaker=Tallin
message= _ "Just Tallin; I am no lord. But gee, that sure is some powerful spell you used on her, Sister. She is looking better already."
[/message]
[message]
speaker=Elenia
message= _ "And I feel better too. Now let's get back at that disgusting skeleton."
[/message]
[/then]
[else]
[message]
speaker=Tallin
message= _ "I wish we had some healers with us. Just try to help her the best you can."
[/message]
[message]
speaker=unit
message= _ "Here, I hope that helps."
[/message]
[message]
speaker=Elenia
message= _ "Uh....... where..... am..... I...?"
[/message]
[message]
speaker=unit
message= _ "You are in the dungeons of Malifor. We have just released you."
[/message]
[message]
speaker=Elenia
message= _ "....thanks."
[/message]
[message]
speaker=Tallin
message= _ "No problem. Just take it easy. If you would like to join us your help could mean life or death for a lot of us."
[/message]
[message]
speaker=Elenia
message= _ "Yes, I would... like to join... you Lord Tallin."
[/message]
[message]
speaker=Tallin
message= _ "Just Tallin, I am no lord. And you are looking better already."
[/message]
[sound]
name=heal.wav
[/sound]
[message]
speaker=Elenia
message= _ "Oh, just a few tricks I know, otherwise I probably would be dead by now. But let's get back at that disgusting skeleton."
[/message]
[/else]
[/if]
[message]
speaker=Tallin
message= _ "Why did the bag of bones capture you in the first place?"
[/message]
[message]
speaker=Elenia
message= _ "Because he thought I was pretty."
[/message]
[message]
speaker=Tallin
message= _ "That old skeleton? Geez, what a nutcase."
[/message]
[message]
speaker=Elenia
message= _ "You're telling me."
[/message]
[/event]
# Fourth prisoner
# 1d - Krash
[event]
name=moveto
[filter]
side=1
x=2
y=32
[/filter]
[removeitem]
x=2
y=32
[/removeitem]
[unit]
type=Drake Burner
id=Krash
name= _ "Krash"
side=1
x=2
y=33
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# I'm not checking for existence of Camerlin since the dialogue still looks decent without his lines
[message]
speaker=unit
message= _ "Holy cow! What did I just let out of that cage! Look out everyone."
[/message]
[message]
speaker=Camerin
message= _ "Oooooh, cool, it's a drake!"
[/message]
[message]
speaker=Krash
message= _ " *whimper*"
[/message]
[message]
speaker=unit
message= _ "My God, such a fierce creature whimpering! What the heck have they done to it?"
[/message]
[message]
speaker=Camerin
message= _ "The bastards!"
[/message]
# On the other hand following two look akward without Marcus
[if]
[have_unit]
id="Father Marcus"
[/have_unit]
[then]
[message]
speaker=Father Marcus
message= _ "Probably another one of Malifor's experiments."
[/message]
[message]
speaker=Tallin
message= _ "I don't know, see if it talks."
[/message]
[/then]
[/if]
[message]
speaker=unit
message= _ "Hey, big guy. We aren't gonna hurt you. We wanna be your friends."
[/message]
[message]
speaker=Krash
message= _ ".....not..... going..... to...... hurt.... me?"
[/message]
[message]
speaker=Tallin
message= _ "Hey, it talks!"
[/message]
[message]
speaker=Camerin
message= _ "It's a 'he', and yes, they're actually very intelligent creatures."
[/message]
[message]
speaker=unit
message= _ "Hush! I am trying to talk to him. Nope, we'll never hurt you. But if you want to you can hurt some skeletons."
[/message]
[message]
speaker=Krash
message= _ "Skeletons! GRRRRRRRR!!!"
[/message]
[message]
speaker=unit
message= _ "Look out! He is ready to go! Hey, is that smoke coming out of his ears?"
[/message]
[message]
speaker=unit
message= _ "And look at this, there is some sort of opening in the back of his cell..."
[/message]
[message]
speaker=Krash
message= _ "It's an escape tunnel. The hole wasn't big enough for me to go through but one you little guys you might fit."
[/message]
[message]
speaker=unit
message= _ "Hmmm, it is pretty small, let's see if we can make it bigger."
[/message]
# Open the escape tunnel by replacing wall tile with a cave floor hex
[terrain]
x=2
y=31
terrain=Uu
[/terrain]
[message]
speaker=unit
message= _ "There we go. Now let's see where this tunnel leads to."
[/message]
# Set up a flavour attack event for Krash, placed as a subevent since there is no need to have it in memory before he's found
[event]
name=attack
[filter]
id=Krash
[/filter]
[message]
speaker=Krash
message= _ "ROOOOOOAAAARRRR!"
[/message]
[message]
role=Supporter
message= _ "Whoa! Maybe he isn't so friendly after all... or at least to some things."
[/message]
[/event]
[/event]
# 1e - Escape tunnel
# On encountering water in the tunnel, this line doesn't make sense when seen before the sequence in flooded_path but fixing that
# would require breaking the string or introducing a new one. Both had to be avoided at the moment of writing this commentary.
[event]
name=moveto
[filter]
side=1
x=3,4,5,5,4
y=13,13,14,15,15
[/filter]
[message]
speaker=unit
message= _ " *sigh* Great. More water. And there doesn't seem to be anything down this tunnel, either friend or foe."
[/message]
[allow_undo][/allow_undo]
[/event]
# 1f - Runaway dwarfs
# Player meets three dwarfs that escaped from the dungeon some time ago, they join the army and show a back entrance to the treasury
[event]
name=moveto
[filter]
side=1
x=9,7-10
y=8-11,10-12
[/filter]
# Remove some shroud and place the units
[remove_shroud]
x=9,7-10
y=8-11,10-12
[/remove_shroud]
[unit]
type=Dwarvish Steelclad
id=Dulcatas
name= _ "Dulcatas"
side=1
x=6
y=11
[modifications]
{TRAIT_LOYAL}
{TRAIT_HEALTHY}
[/modifications]
[/unit]
[unit]
type=Dwarvish Thunderguard
id=Antolos
name= _ "Antolos"
side=1
x=8
y=11
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Dwarvish Fighter
id=Varem
name= _ "Varem"
side=1
x=9
y=12
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Dulcatas
message= _ "Halt! Who goes there? Friend or foe?"
[/message]
[message]
speaker=unit
message= _ "Depends. Are you loyal to Malifor?"
[/message]
[message]
speaker=Dulcatas
message= _ "Never! If you ha' been sent by Malifor, then know that we will never yield! Come and meet your death!"
[/message]
[message]
speaker=unit
message= _ "Hold! We aren't friends of Malifor in the least. Rather, we have come to destroy him."
[/message]
[message]
speaker=Dulcatas
message= _ "Finally! You don't know how long we have been waiting for this day."
[/message]
[message]
speaker=unit
message= _ "How did you get here and how long have you been here?"
[/message]
[message]
speaker=Dulcatas
message= _ "We were originally prisoners of Malifor, but we tunnelled out and escaped. Since then, we have eked out a precarious survival on what we have been able to steal or raid from Malifor."
[/message]
[message]
speaker=unit
message= _ "By now you have tunnels all through this place."
[/message]
[message]
speaker=Dulcatas
message= _ "Aye. That seemingly blank wall to the south there is actually a hidden entrance to the treasury."
[/message]
[message]
speaker=unit
message= _ "Awesome, let's go!"
[/message]
# Since the player doesn't know about the entrance until shown it this event can be set up only after meeting the dwarfs
[event]
name=moveto
[filter]
side=1
x=8
y=13
[/filter]
# Open the back entrance
[message]
speaker=unit
message= _ "Here we go."
[/message]
[terrain]
x=7
y=14
terrain=Uu
[/terrain]
# If the treasury alarm wasn't raised yet do it now and set the flag
[if]
[variable]
name=treasury_alerted
equals=no
[/variable]
[then]
[message]
role=Treasury Guard
message= _ "Intruders! Get them!"
[/message]
[message]
speaker=unit
message= _ "Bring it on!"
[/message]
# For detailed explanation of how these work out see dungeon alarm event at the top of this file
# Add 100,200,350 or 500 gold to both treasury guards depending on difficulty level
[gold]
side=6
amount=100
[/gold]
[gold]
side=7
amount=100
[/gold]
#ifndef NEWBIE
[gold]
side=6
amount=100
[/gold]
[gold]
side=7
amount=100
[/gold]
#ifndef EASY
[gold]
side=6
amount=150
[/gold]
[gold]
side=7
amount=150
[/gold]
#ifndef NORMAL
[gold]
side=6
amount=150
[/gold]
[gold]
side=7
amount=150
[/gold]
#endif
#endif
#endif
# Set the flag
{VARIABLE treasury_alerted yes}
[/then]
[/if]
[/event]
[/event]

View file

@ -1,585 +0,0 @@
#textdomain wesnoth-nr
id=pursuit
name= _ "The Pursuit"
map_data="{campaigns/Northern_Rebirth/maps/the_pursuit.map}"
# There is no turn limit in the scenario, whole map is underground and a special event needs to occur to achieve victory
turns=-1
{UNDERGROUND}
next_scenario=old_friend
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "underground.ogg"}
# Players side
[side]
type=Peasant
id=Tallin
name=_ "Tallin"
canrecruit=yes
side=1
controller=human
{GOLD4 700 600 400 300}
recruit=Peasant,Woodsman,Thug,Poacher,Footpad
team_name=rebels
shroud=yes
[/side]
# Main enemy
[side]
type=Ancient Lich
id=Malifor
name= _ "Malifor"
profile=portraits/Malifor.jpg
canrecruit=yes
side=2
team_name=undead
recruit=Deathblade,Revenant,Bone Shooter,Necromancer
gold=0
[/side]
# Enemies to the immediate left and right of the first chamber
[side]
type=Death Knight
id=Hettel
name=_ "Hettel"
canrecruit=yes
side=3
team_name=undead
{GOLD4 50 100 150 250}
{INCOME4 4 10 16 22}
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
[side]
type=Death Knight
id=Thor
canrecruit=yes
side=4
team_name=undead
{GOLD4 50 100 150 250}
{INCOME4 4 10 16 22}
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
# Dungeon guard
[side]
type=Death Knight
id=Trevor
name=_ "Trevor"
canrecruit=yes
side=5
team_name=undead
gold=0
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
# Treasury guards
[side]
type=Death Knight
id=Author
name=_ "Author"
canrecruit=yes
side=6
team_name=undead
gold=0
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
[side]
type=Death Knight
id=Sam
name=_ "Sam"
canrecruit=yes
side=7
team_name=undead
gold=0
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
# Study Guards
[side]
type=Death Knight
id=Boblin
name=_ "Boblin"
canrecruit=yes
side=8
team_name=undead
gold=0
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
[side]
type=Death Knight
id=Antrasis
canrecruit=yes
side=9
team_name=undead
gold=0
#ifdef NEWBIE
recruit=Skeleton,Skeleton Archer
#endif
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Revenant
#endif
#ifdef NORMAL
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter
#endif
#ifdef HARD
recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade
#endif
[/side]
[event]
name=prestart
# Place images
# Whole lot of doors
{PLACE_IMAGE scenery/dwarven-doors-closed.png 23 7}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 22 9}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 22 10}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 27 13}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 19 2}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 19 3}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 19 4}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 9 3}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 9 4}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 34 28}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 35 34}
# Prisoners
{PLACE_IMAGE units/human-magi/white-mage.png 9 40}
{PLACE_IMAGE items/cage.png 9 40}
{PLACE_IMAGE "units/human-magi/white-mage+female.png" 6 39}
{PLACE_IMAGE items/cage.png 6 39}
{PLACE_IMAGE units/elves-wood/druid.png 3 40}
{PLACE_IMAGE items/cage.png 3 40}
{PLACE_IMAGE units/drakes/burner.png 2 32}
{PLACE_IMAGE items/cage.png 2 32}
# Corpses in the water.
{PLACE_IMAGE units/undead/soulless-die-3.png 37 19}
{PLACE_IMAGE units/undead/soulless-die-3.png 38 13}
{PLACE_IMAGE units/undead/soulless-die-3.png 35 7}
{PLACE_IMAGE units/undead/soulless-die-3.png 27 5}
# Signposts
{PLACE_IMAGE scenery/signpost.png 15 34}
{PLACE_IMAGE scenery/signpost.png 15 32}
{PLACE_IMAGE scenery/signpost.png 25 32}
{PLACE_IMAGE scenery/signpost.png 24 34}
{PLACE_IMAGE scenery/signpost.png 24 28}
{PLACE_IMAGE scenery/signpost.png 19 28}
{PLACE_IMAGE scenery/signpost.png 15 29}
{PLACE_IMAGE scenery/signpost.png 34 27}
{PLACE_IMAGE scenery/signpost.png 32 36}
# Treasury chests
{PLACE_IMAGE items/chest.png 6 22}
{PLACE_IMAGE items/chest.png 17 22}
{PLACE_IMAGE items/chest.png 17 20}
{PLACE_IMAGE items/chest.png 5 20}
{PLACE_IMAGE items/chest.png 6 16}
{PLACE_IMAGE items/chest.png 9 15}
# Rod of justice
{PLACE_IMAGE items/staff.png 3 7}
# Place holy water - uses core macro to set up required pickup event as well
{OBJ_POTION_HOLY 34 26 object7_holywater}
{OBJ_POTION_HOLY 33 27 object7_holywater2}
{OBJ_POTION_HOLY 33 28 object7_holywater3}
{OBJ_POTION_HOLY 31 37 object7_holywater4}
{OBJ_POTION_HOLY 32 37 object7_holywater5}
{OBJ_POTION_HOLY 33 37 object7_holywater6}
# Set up some variables that need an initial value
{VARIABLE back_door_opened no}
{VARIABLE main_door_opened no}
{VARIABLE spider_door_opened no}
{VARIABLE confronted_malifor no}
{VARIABLE treasury_alerted no}
[/event]
[event]
name=start
[role]
[wml_filter]
[variables]
role=Supporter
[/variables]
[/wml_filter]
role=Supporter
[/role]
# Malifor escapes into shroud
[hide_unit]
x=20
y=39
[/hide_unit]
[terrain]
x=20
y=39
terrain=Rr
[/terrain]
[message]
speaker=narrator
message= _ "Leaving most of the dwarves behind, Tallin and the rest of his party set off to pursue the Sorcerer."
image=wesnoth-icon.png
[/message]
[move_unit_fake]
type=Ancient Lich
side=2
x=20,20,20,20,20,20,20
y=39,38,37,36,35,34,33
[/move_unit_fake]
[unhide_unit]
[/unhide_unit]
# Recall some units
[recall]
role=Supporter
[/recall]
[role]
race=Dwarf
role=follower
[/role]
[recall]
role=follower
[/recall]
[recall]
id=Camerin
[/recall]
# Set up an army of guarding Draugs, first two have an role for 'sighted' events
{NOTRAIT_UNIT 6 Draug 10 23}
[+unit]
role=Treasury Guard
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 26 19}
[+unit]
role=Study Guard
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 18 11}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 20 11}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 20 14}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 21 13}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 23 16}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 23 22}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 23 24}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 24 14}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 26 21}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 26 23}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 26 25}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 28 20}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 28 22}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 28 24}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Draug 28 26}
[+unit]
ai_special=guardian
[/unit]
# And larger army of Revenants
{NOTRAIT_UNIT 2 Revenant 2 35}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 4 37}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 4 19}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 6 21}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 6 25}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 6 26}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 6 30}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 6 32}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 6 36}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 7 15}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 7 38}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 9 36}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 10 17}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 10 19}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 10 21}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 11 15}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 12 17}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 12 23}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 13 9}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 13 20}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 14 18}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 15 9}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 19 21}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 19 24}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 19 27}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 21 21}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 21 24}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 21 27}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 33 30}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 33 33}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 34 30}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 34 32}
[+unit]
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 21 35}
[+unit]
id=Revenant
ai_special=guardian
[/unit]
{NOTRAIT_UNIT 2 Revenant 19 35}
[+unit]
ai_special=guardian
[/unit]
# Initial dialogue and objectives
[message]
speaker=Tallin
message= _ "There he goes! Quick, get him!"
[/message]
[message]
speaker=Revenant
message= _ "I don't think so, you living vermin."
[/message]
[message]
speaker=Tallin
message= _ "We'll have to kill these Revenants to get after him. There is only two of them, so they shouldn't last long."
[/message]
[objectives]
side=1
[objective]
description= _ "Get past the revenants."
condition=win
[/objective]
[objective]
description= _ "Death of Tallin"
condition=lose
[/objective]
[/objectives]
[/event]
# Player enters the first chamber - some more initial dialogues and objectives
[event]
name=moveto
[filter]
side=1
x=19-21
y=30-32
[/filter]
[message]
speaker=unit
message= _ "Uh... Which way?"
[/message]
[message]
speaker=Tallin
message= _ "Blast it! We lost him."
[/message]
[message]
speaker=Tallin
message= _ "It makes no difference in the end, because we will hunt him down and crush him to powder. HEAR THAT, YOU OLD SKELETON?"
[/message]
[message]
speaker=Malifor
message= _ " *faint cackle of laughter in the distance*"
[/message]
[message]
speaker=Camerin
message= _ "Yeah! This is gonna be fun!"
[/message]
[message]
speaker=Tallin
message= _ "Let us proceed with caution. Nobody is to go off by himself. We don't know what could be lurking in these tunnels."
[/message]
[objectives]
side=1
[objective]
description= _ "Find Malifor and Destroy Him"
condition=win
[/objective]
[objective]
description= _ "Death of Tallin"
condition=lose
[/objective]
[/objectives]
[/event]

View file

@ -1,200 +0,0 @@
#textdomain wesnoth-nr
# Nothing hard in this module either, mostly dialogues. The alarm event is a clone of the other alarms. Holy water objects are
# placed by a macro in start_sequence.cfg
# 4 - Signpost
[event]
name=moveto
[filter]
side=1
x=24
y=28
[/filter]
[message]
speaker=narrator
message= _ "Malifor the Great's Study."
image=scenery/signpost.png
[/message]
[message]
speaker=unit
message= _ "There we go! This way guys!"
[/message]
[allow_undo][/allow_undo]
[/event]
# 4a - Holy water storage
[event]
name=moveto
[filter]
side=1
x=34
y=27
[/filter]
[message]
speaker=narrator
message= _ "Warning! These bottles contain toxic waste. Causes disintegration on contact."
image=scenery/signpost.png
[/message]
[message]
speaker=unit
message= _ "Ha ha, for skeletons anyway."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
x=32
y=36
[/filter]
[message]
speaker=narrator
message= _ "Warning! These bottles contain toxic waste. Causes disintegration on contact."
image=scenery/signpost.png
[/message]
[message]
speaker=unit
message= _ " *rolls eyes* Oh the hazardous life of a skeleton."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
x=34,35
y=29,29
[/filter]
[message]
speaker=unit
message= _ "A door, and a big, big lock, hmmmmm..."
[/message]
[message]
speaker=unit
message= _ "Sorry folks, this is just too tempting."
[/message]
[message]
speaker=unit
message= _ " *SMASH*"
[/message]
[terrain]
x=34
y=28
terrain=Uu
[/terrain]
[/event]
[event]
name=moveto
[filter]
side=1
x=35,36
y=33,33
[/filter]
[message]
speaker=unit
message= _ "Hmmmm, this door sure is locked up pretty tight. I wonder what's behind it."
[/message]
[message]
speaker=unit
message= _ " *SMASH*"
[/message]
[terrain]
x=35
y=34
terrain=Uu
[/terrain]
[/event]
[event]
name=moveto
[filter]
side=1
x=33,33,34,31,32,33
y=28,27,26,37,37,37
[/filter]
[if]
[variable]
name=y1
less_than=30
[/variable]
[then]
[message]
speaker=unit
message= _ "Holy water! For a certainty, those skeletons won't like us getting our hands on this stuff. But that's probably why they kept them back here in the first place."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Oh yeah, holy water!"
[/message]
[/else]
[/if]
[/event]
# 4b - Study alarm
[event]
name=sighted
[filter]
role=Study Guard
[/filter]
[message]
role=Study Guard
message= _ "They are attacking the master's study! We must stop them! Call the reserves!"
[/message]
[message]
speaker=second_unit
message= _ " 'The master's study' eh? I bet we'll find Malifor there!"
[/message]
[gold]
side=8
amount=100
[/gold]
[gold]
side=9
amount=100
[/gold]
#ifndef NEWBIE
[gold]
side=8
amount=100
[/gold]
[gold]
side=9
amount=100
[/gold]
#ifndef EASY
[gold]
side=8
amount=150
[/gold]
[gold]
side=9
amount=150
[/gold]
#ifndef NORMAL
[gold]
side=8
amount=150
[/gold]
[gold]
side=9
amount=500
[/gold]
#endif
#endif
#endif
[/event]

View file

@ -1,311 +0,0 @@
#textdomain wesnoth-nr
# 3 - The Great Chamber - signpost
[event]
name=moveto
[filter]
side=1
x=19
y=28
[/filter]
[message]
speaker=narrator
message= _ "The Great Chamber"
image=scenery/signpost.png
[/message]
[message]
speaker=unit
message= _ " 'The Great Chamber'? Hmmm, wonder what that could be."
[/message]
[allow_undo][/allow_undo]
[/event]
# 3a - The spider ambush
# On entering the great chamber two stone blocks cut off the way back and a number of giant spiders spawn to harass the player
[event]
name=moveto
[filter]
side=1
x=10-18
y=1-5
[/filter]
[message]
speaker=unit
message= _ "So this is the Great Chamber eh? Doesn't look like there is much to see here."
[/message]
# This macro should shake the screen
{TREMOR}
[message]
speaker=narrator
message= _ " *rumble*"
image=misc/empty.png # Stop wmllint from inserting the Wesnoth logo here
[/message]
[message]
speaker=unit
message= _ "Perhaps I spoke too soon..."
[/message]
{TREMOR}
{TREMOR}
[message]
speaker=narrator
message= _ " *CRASH*"
image=misc/empty.png # Stop wmllint from inserting the Wesnoth logo here
[/message]
[message]
speaker=unit
message= _ "What was that? Oh, woe - two big slabs of rock cutting off our retreat!"
[/message]
# Cutting off the exit
[terrain]
x=13,15
y=14,14
terrain=Xu
[/terrain]
# Spawning spiders 9,13,17 or 21 depending on difficulty levels split in half on both sides of the chamber
{NOTRAIT_UNIT 2 "Giant Spider" 23 4}
{NOTRAIT_UNIT 2 "Giant Spider" 22 3}
{NOTRAIT_UNIT 2 "Giant Spider" 22 4}
{NOTRAIT_UNIT 2 "Giant Spider" 20 3}
{NOTRAIT_UNIT 2 "Giant Spider" 21 5}
{NOTRAIT_UNIT 2 "Giant Spider" 6 2}
{NOTRAIT_UNIT 2 "Giant Spider" 6 4}
{NOTRAIT_UNIT 2 "Giant Spider" 6 3}
{NOTRAIT_UNIT 2 "Giant Spider" 5 5}
#ifndef NEWBIE
{NOTRAIT_UNIT 2 "Giant Spider" 23 3}
{NOTRAIT_UNIT 2 "Giant Spider" 24 3}
{NOTRAIT_UNIT 2 "Giant Spider" 5 3}
{NOTRAIT_UNIT 2 "Giant Spider" 5 2}
#ifndef EASY
{NOTRAIT_UNIT 2 "Giant Spider" 20 2}
{NOTRAIT_UNIT 2 "Giant Spider" 21 3}
{NOTRAIT_UNIT 2 "Giant Spider" 8 2}
{NOTRAIT_UNIT 2 "Giant Spider" 8 3}
#ifndef NORMAL
{NOTRAIT_UNIT 2 "Giant Spider" 21 4}
{NOTRAIT_UNIT 2 "Giant Spider" 25 4}
{NOTRAIT_UNIT 2 "Giant Spider" 4 2}
{NOTRAIT_UNIT 2 "Giant Spider" 3 3}
#endif
#endif
#endif
{TREMOR}
{TREMOR}
[message]
speaker=narrator
message= _ " *CRASH*"
image=misc/empty.png # Stop wmllint from inserting a Wesnoth logo here
[/message]
# Break some walls exposing side tunnels
[terrain]
x=19,19,19,9,9
y=2,3,4,3,4
terrain=Uu
[/terrain]
[message]
speaker=Giant Spider
message= _ "Hsssssssss"
[/message]
[message]
speaker=unit
message= _ "This doesn't look good."
[/message]
[message]
role=Supporter
message= _ "Great Chamber my foot! This is a Death Chamber!"
[/message]
# Set a flag required by entering the study event
{VARIABLE chamber_of_death visited}
[/event]
# 3b - Rod of Justice
# At the end of the left side corridor. Uberpowerfull artifact that can be picked up by any unit with exception of Abhai.
[event]
name=moveto
[filter]
side=1
x=3
y=7
[/filter]
# Check who picked the rod
[if]
[variable]
name=unit.id
equals=Abhai
[/variable]
# If it's Abhai hand the rod to Tallin
[then]
[music]
name=nr-sad.ogg
play_once=yes
[/music]
{VARIABLE explorer Tallin}
[/then]
[/if]
# Remove the icon
[removeitem]
x=3
y=7
[/removeitem]
# Apply the effects
[object]
id=justice_rod
name= _ "Rod of Justice"
image=attacks/staff-magic.png
duration=forever
description= _ "This is a magical staff of tremendous power and unknown origin. Although the full extent of its power has not been fathomed, there are a few features about it that will be obvious to any master of lore. The wielder of this staff gains a dramatic increase in strength, speed and intelligence, and is granted the ability to fire devastating lightning bolts at at his opponents. Only a person who is good at heart and who is willing to sacrifice his life on the path of justice can wield this staff."
[filter]
id=$unit.id
[/filter]
# New 16-4 fire attack with cool lightning animation
[effect]
apply_to=new_attack
name=rod of justice
description= _ "rod of justice"
type=fire
range=ranged
damage=16
number=4
icon=attacks/lightning.png
[/effect]
# The cool animation mentioned above, a copypasted fragment from Delfadors attack
[effect]
apply_to=new_animation
[attack_anim]
[attack_filter]
name=rod of justice
[/attack_filter]
[missile_frame]
begin=-150
end=0
image=projectiles/lightning-n.png
image_diagonal=projectiles/lightning-ne.png
[/missile_frame]
[if]
hits=no
[frame]
begin=-200
end=0
sound=lightning-miss.ogg
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-200
end=0
sound=lightning.ogg
[/frame]
[/else]
[/attack_anim]
[/effect]
# Increase the movement by 2
[effect]
apply_to=movement
increase=2
[/effect]
# If the unit has melee attacks increase the damage of all of them by two
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
# Give the unit additional 10 HP and heal it
[effect]
apply_to=hitpoints
increase_total=10
heal_full=yes
[/effect]
# Reduce the amount of experience required for next level by 20%
[effect]
apply_to=max_experience
increase=-20%
[/effect]
[/object]
# And do all the talk
[if]
[variable]
name=unit.id
equals=Abhai
[/variable]
[then]
[message]
speaker=Abhai
message= _ "The Rod of Justice! What in the world is it doing all the way down here?"
[/message]
[message]
speaker=Tallin
message= _ "What do you have there, Abhai?"
[/message]
[message]
speaker=Abhai
message= _ "This is the Great Rod of Justice, my boy. It was an ancient artifact even when I was young. They say it was crafted by the Great Gods themselves, and given to the first true Ruler of Men to ensure peace, harmony and above all - justice. For hundreds of years it did just that, for during the time it was wielded by men, the ruling class never became corrupt, the people never lacked justice and neither evil nor wars troubled the land."
[/message]
[message]
speaker=Tallin
message= _ "Well, if you don't mind me saying - that certainly isn't the state of affairs now. Knalga lies in ruins, orcs ravish the surface, and these dark and evil creatures haunt the underground passages. In the meantime, Wesnoth is said to be ruled by the wicked and cruel queen Asheviere, while the rightful heir must have long since perished in his vain quest for the Scepter of Fire."
[/message]
[message]
speaker=Abhai
message= _ "Ahh, with the Rod of Justice down here it is to be expected. Come Tallin, either you or one of your trusted men must wield this staff and bring peace and justice back into this world."
[/message]
[message]
speaker=Tallin
message= _ "Why can't you wield it, Abhai?"
[/message]
[message]
speaker=Abhai
message= _ "I am a creature of the past, and thus my time to wield it is long gone. This is your era, Tallin, and thus it is your responsibility to see to it that your people receive peace, prosperity and justice. Quickly, come forth or send one of your men for time is waning."
[/message]
[message]
speaker=Tallin
message= _ "Very well."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Wow! This thing is... incredible!"
[/message]
[message]
speaker=unit
message= _ "I wonder what such a powerful artifact is doing hidden all the way back here..."
[/message]
[if]
[have_unit]
id=Camerin
[/have_unit]
[then]
[message]
speaker=Camerin
message= _ "That's.... that's the Rod of Justice!"
[/message]
[message]
speaker=Tallin
message= _ "Do you know anything about it, Camerin?"
[/message]
[message]
speaker=Camerin
message= _ "I don't think there is a person alive who knows anything more solid than rumors and legends. There are very few people who even knows it exists!"
[/message]
[message]
speaker=Tallin
message= _ "How did you come to know of it?"
[/message]
[message]
speaker=Camerin
message= _ "Some of the most ancient elvish legends make some vague mention of this artifact. But beyond that..."
[/message]
[message]
speaker=Tallin
message= _ "Interesting. I wonder who - or what - could have created such a powerful artifact. There must be one heck of a story behind this thing."
[/message]
[/then]
[/if]
[/else]
[/if]
[/event]

View file

@ -1,226 +0,0 @@
#textdomain wesnoth-nr
# 2 - Treasury - Signpost
# Signpost event, there is nothing like pure greed ;)
[event]
name=moveto
[filter]
side=1
x=15
y=29
[/filter]
[message]
speaker=narrator
message= _ "The Treasury"
image=scenery/signpost.png
[/message]
[message]
speaker=unit
message= _ "The Treasury! Cool, let's go loot some booty!"
[/message]
[allow_undo][/allow_undo]
[/event]
# 2a - Alarm
# If alarm wasn't raised yet raise it on first sight of treasury guard. It should probably work the other way around but I promised
# not to alter scenario behaviour. To much at least.
[event]
name=sighted
[filter]
role=Treasury Guard
[/filter]
[if]
[variable]
name=treasury_alerted
equals=no
[/variable]
[then]
[message]
role=Treasury Guard
message= _ "Intruders! Get them!"
[/message]
[message]
role=Supporter
message= _ "Bring it on!"
[/message]
# Add 100,200,350,500 gold to treasury guards. See dungeon alarm in prison.cfg for more detailed explanation of behaviour
[gold]
side=6
amount=100
[/gold]
[gold]
side=7
amount=100
[/gold]
#ifndef NEWBIE
[gold]
side=6
amount=100
[/gold]
[gold]
side=7
amount=100
[/gold]
#ifndef EASY
[gold]
side=6
amount=150
[/gold]
[gold]
side=7
amount=150
[/gold]
#ifndef NORMAL
[gold]
side=6
amount=150
[/gold]
[gold]
side=7
amount=150
[/gold]
#endif
#endif
#endif
# Set the flag
{VARIABLE treasury_alerted yes}
[/then]
[/if]
[/event]
# 2b - Gold chests
# And the main feature of this room. Gold. Each event gives a determined amount of gold and removes a chest.
[event]
name=moveto
[filter]
x=17
y=22
side=1
[/filter]
[message]
speaker=unit
message= _ "Wow! There is at least 1000 gold in here!"
[/message]
[gold]
side=1
amount=1025
[/gold]
[removeitem]
x=17
y=22
[/removeitem]
[/event]
[event]
name=moveto
[filter]
x=17
y=20
side=1
[/filter]
[message]
speaker=unit
message= _ "Holy Gods of Light! 500 gold!"
[/message]
[gold]
side=1
amount=505
[/gold]
[removeitem]
x=17
y=20
[/removeitem]
[/event]
[event]
name=moveto
[filter]
x=6
y=22
side=1
[/filter]
[message]
speaker=unit
message= _ "800 gold! We're rich!!!"
[/message]
[gold]
side=1
amount=800
[/gold]
[removeitem]
x=6
y=22
[/removeitem]
[/event]
[event]
name=moveto
[filter]
x=5
y=20
side=1
[/filter]
[message]
speaker=unit
message= _ "What a hoard! 2 000 gold!"
[/message]
[gold]
side=1
amount=2000
[/gold]
[removeitem]
x=5
y=20
[/removeitem]
[/event]
[event]
name=moveto
[filter]
x=6
y=16
side=1
[/filter]
[message]
speaker=unit
message= _ "500 gold! Not bad!"
[/message]
[gold]
side=1
amount=510
[/gold]
[removeitem]
x=6
y=16
[/removeitem]
[/event]
[event]
name=moveto
[filter]
x=9
y=15
side=1
[/filter]
[message]
speaker=unit
message= _ "10,000 gold! Wow! Where is that bag of bones getting all this?"
[/message]
[gold]
side=1
amount=10151
[/gold]
[removeitem]
x=9
y=15
[/removeitem]
[/event]