wmlindent strikes again.

This commit is contained in:
Eric S. Raymond 2008-03-07 21:26:44 +00:00
parent 36f2b97cbf
commit 364a4decbd
150 changed files with 6158 additions and 6250 deletions

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@ -111,28 +111,28 @@
tip_width=495
tip_padding=4
#else
#ifdef SMALL_GUI
buttons_x=760
buttons_y=210
buttons_padding=20
logo_x=85
logo_y=20
tip_x=30
#does this option do anything at all?!?
tip_y=500
tip_width=620
tip_padding=20
#else
buttons_x=760
buttons_y=330
buttons_padding=20
logo_x=292
logo_y=120
tip_x=100
tip_y=500
tip_width=495
tip_padding=20
#endif
#ifdef SMALL_GUI
buttons_x=760
buttons_y=210
buttons_padding=20
logo_x=85
logo_y=20
tip_x=30
#does this option do anything at all?!?
tip_y=500
tip_width=620
tip_padding=20
#else
buttons_x=760
buttons_y=330
buttons_padding=20
logo_x=292
logo_y=120
tip_x=100
tip_y=500
tip_width=495
tip_padding=20
#endif
#endif
lobby_refresh=2000

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@ -1,7 +1,6 @@
#textdomain wesnoth-did
# All of the story parts and dialogue are stored here as macros. This greatly shortens the scenario files, and makes editing the storyline for tone and consistency much easier.
# ----- Saving Parthyn ----------------------------------------------------
#define STORY_SAVING_HALAL
[story]

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@ -6,7 +6,7 @@
name=_ "Saving Parthyn"
map_data="{campaigns/Descent_Into_Darkness/maps/Saving_Parthyn.map}"
turns=15
{SCENARIO_MUSIC northerners.ogg}
victory_when_enemies_defeated=no

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@ -6,7 +6,7 @@
name=_ "Peaceful Valley"
map_data="{campaigns/Descent_Into_Darkness/maps/Peaceful_valley.map}"
{TURNS 29 26 23}
{SCENARIO_MUSIC wanderer.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}

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@ -6,7 +6,7 @@
name=_ "A Haunting in Winter"
map_data="{campaigns/Descent_Into_Darkness/maps/A_haunting_in_winter.map}"
{TURNS 36 34 32}
{SCENARIO_MUSIC knalgan_theme.ogg}
{EXTRA_SCENARIO_MUSIC underground.ogg}

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@ -6,7 +6,7 @@
name=_ "Beginning of the Revenge"
map_data="{campaigns/Descent_Into_Darkness/maps/Revenge.map}"
turns=36
{SCENARIO_MUSIC wanderer.ogg}
{EXTRA_SCENARIO_MUSIC elvish-theme.ogg}

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@ -6,7 +6,7 @@
name=_ "Orc War"
map_data="{campaigns/Descent_Into_Darkness/maps/Orc_war.map}"
turns=30
{SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}

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@ -6,7 +6,7 @@
name=_ "Return to Parthyn"
map_data="{campaigns/Descent_Into_Darkness/maps/Return_to_Parthyn.map}"
turns=-1
{SCENARIO_MUSIC breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
{EXTRA_SCENARIO_MUSIC elvish-theme.ogg}

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@ -6,7 +6,7 @@
name=_ "A Small Favor"
map_data="{campaigns/Descent_Into_Darkness/maps/A_small_favor.map}"
{TURNS 28 26 22}
{SCENARIO_MUSIC underground.ogg}
{EXTRA_SCENARIO_MUSIC wanderer.ogg}
@ -74,7 +74,7 @@
[event]
name=prestart
# wmllint: recognize Darken Volk
# wmllint: recognize Darken Volk
[objectives]
side=1

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@ -6,7 +6,7 @@
name=_ "A Small Favor - Part 2"
map_data="{campaigns/Descent_Into_Darkness/maps/A_small_favor2.map}"
{TURNS 30 27 25}
{SCENARIO_MUSIC loyalists.ogg}
victory_when_enemies_defeated=no
@ -136,7 +136,7 @@
{GEN_GUARDIAN (Great Mage) (Lord Karres) (_ "Lord Karres") 2 $actualStart.x $actualStart.y}
{CLEAR_VARIABLE actualStart}
# wmllint: recognize Lord Karres
# wmllint: recognize Lord Karres
{VARIABLE_OP i random (0..2)}
{IF_VAR i numerical_equals 0 (

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@ -6,7 +6,7 @@
name=_ "A Small Favor - Part 3"
map_data="{campaigns/Descent_Into_Darkness/maps/A_small_favor3.map}"
{TURNS 30 27 25}
{SCENARIO_MUSIC underground.ogg}
{EXTRA_SCENARIO_MUSIC loyalists.ogg}

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@ -6,7 +6,7 @@
name=_ "Alone at Last"
map_data="{campaigns/Descent_Into_Darkness/maps/Alone_at_last.map}"
turns=-1
{SCENARIO_MUSIC breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC vengeful.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}

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@ -6,7 +6,7 @@
name=_ "Descent into Darkness"
map_data="{campaigns/Descent_Into_Darkness/maps/Descent_into_darkness.map}"
turns=-1
{SCENARIO_MUSIC silence.ogg}
victory_when_enemies_defeated=no

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@ -81,7 +81,7 @@
canrecruit=yes
[/unit]
{ALLOW_RECRUIT (Spearman,Swordsman,Pikeman,Bowman,Longbowman,Heavy Infantry,Shock Trooper,Mage,Red Mage,White Mage,Horseman,Knight,Lancer)}
[music]
name=loyalists.ogg
immediate=yes
@ -108,7 +108,7 @@
canrecruit=yes
[/unit]
{ALLOW_RECRUIT (Thug,Bandit,Footpad,Outlaw,Poacher,Trapper,Thief,Rogue)}
[music]
name=battle.ogg
append=no
@ -130,7 +130,7 @@
canrecruit=yes
[/unit]
{ALLOW_RECRUIT (Elvish Figher,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Ranger,Elvish Marksman,Elvish Shaman,Elvish Sorceress,Elvish Druid,Elvish Scout,Elvish Rider,Wose)}
[music]
name=knolls.ogg
immediate=yes
@ -157,7 +157,7 @@
canrecruit=yes
[/unit]
{ALLOW_RECRUIT (Dwarvish Figher,Dwarvish Steelclad,Dwarvish Thunderer,Dwarvish Thunderguard,Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Berserker,Gryphon Rider,Gryphon Master)}
[music]
name=battle.ogg
immediate=yes
@ -184,7 +184,7 @@
canrecruit=yes
[/unit]
{ALLOW_RECRUIT (Orcish Warrior,Orcish Slayer,Orcish Crossbowman,Troll,Troll Rocklobber)}
[music]
name=northerners.ogg
immediate=yes
@ -251,7 +251,7 @@
[/event]
[/then]
[/if]
# play only sad music after a few repetitions
[if]
[variable]

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@ -109,8 +109,8 @@
[event]
name=prestart
# {SCATTER_IMAGE (terrain=Gg) 12 scenery/pine1.png}
{PLACE_IMAGE scenery/rock3.png 25 30}
# {SCATTER_IMAGE (terrain=Gg) 12 scenery/pine1.png}
{PLACE_IMAGE scenery/rock3.png 25 30}
[store_unit]
variable=konrad_store

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@ -39,7 +39,6 @@
{BIGMAP_VALLEY_OF_DEATH}
[side]
type=Commander
description=Konrad

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@ -116,7 +116,7 @@
[event]
name=prestart
{PLACE_IMAGE scenery/icepack-1.png 22 7}
{PLACE_IMAGE scenery/snowbits.png 32 14}
[role]

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@ -702,7 +702,7 @@
[/message]
{LOYAL_UNIT 2 (Princess) 8 44 (Li'sar) ( _ "Li'sar")}
# wmllint: recognize Li'sar
# wmllint: recognize Li'sar
{LISAR_GUARD_DOORS}
{LISAR_GUARD_DOORS}
{LISAR_GUARD_DOORS}

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@ -305,7 +305,7 @@
{GUARDIAN 3 (Swordsman) 64 38}
{GUARDIAN 3 (Royal Guard) 63 34}
{GUARDIAN 3 (Sergeant) 64 34}
#undef GUARDIAN
#undef GUARDIAN
[/event]
[event]

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@ -136,10 +136,10 @@
name=scepter of fire
[/attack_filter]
{MISSILE_FRAME_FIREBALL}
start_time=-550
start_time=-550
[frame]
duration=200
duration=200
image="human-battleprincess-scepter-leading.png"
sound=fire.wav
[/frame]

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@ -215,10 +215,10 @@
name=scepter of fire
[/attack_filter]
{MISSILE_FRAME_FIREBALL}
start_time=-550
start_time=-550
[frame]
sound=fire.wav
duration=200
duration=200
image="konrad-commander-scepter-leading.png"
[/frame]
[/attack_anim]

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@ -72,11 +72,11 @@
name=scepter of fire
[/attack_filter]
{MISSILE_FRAME_FIREBALL}
start_time=-550
start_time=-550
[frame]
sound=fire.wav
duration=200
duration=200
[/frame]
[/attack_anim]
[attack_anim]

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@ -244,9 +244,9 @@
name=scepter of fire
[/attack_filter]
{MISSILE_FRAME_FIREBALL}
start_time=-550
start_time=-550
[frame]
duration=200
duration=200
sound=fire.wav
image="konrad-lord-scepter-leading.png"
[/frame]

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@ -136,9 +136,9 @@
[/attack_filter]
{MISSILE_FRAME_FIREBALL}
start_time=-550
start_time=-550
[frame]
duration=200
duration=200
image="human-princess-scepter-leading.png"
sound=fire.wav
[/frame]

File diff suppressed because it is too large Load diff

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=the_raid
name= _ "The Raid"
map_data="{campaigns/Liberty/maps/the_raid.map}"

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=civil_disobedience
name= _ "Civil Disobedience"
map_data="{campaigns/Liberty/maps/civil_disobedience.map}"

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=a_strategy_of_hope
name= _ "A Strategy of Hope"
map_data="{campaigns/Liberty/maps/strategy_of_hope.map}"

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=unlawful_orders
name= _ "Unlawful Orders"
map_data="{campaigns/Liberty/maps/unlawful_orders.map}"
@ -254,11 +253,11 @@
[/store_unit]
{FOREACH stored_changers i}
{VARIABLE stored_changers[$i].variables.real_hitpoints $stored_changers[$i].hitpoints}
{VARIABLE stored_changers[$i].variables.real_hitpoints $stored_changers[$i].hitpoints}
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
{NEXT i}
{CHG_TYPE side,type=3,Spearman Skeleton}
@ -291,11 +290,11 @@
[/store_unit]
{FOREACH stored_changers i}
{VARIABLE stored_changers[$i].hitpoints $stored_changers[$i].variables.real_hitpoints}
{VARIABLE stored_changers[$i].hitpoints $stored_changers[$i].variables.real_hitpoints}
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE stored_changers}
@ -341,11 +340,11 @@
[/store_unit]
{FOREACH stored_changers i}
{VARIABLE stored_changers[$i].variables.real_hitpoints $stored_changers[$i].hitpoints}
{VARIABLE stored_changers[$i].variables.real_hitpoints $stored_changers[$i].hitpoints}
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
{NEXT i}
{CHG_TYPE side,type=3,Skeleton Spearman}
@ -378,11 +377,11 @@
[/store_unit]
{FOREACH stored_changers i}
{VARIABLE stored_changers[$i].hitpoints $stored_changers[$i].variables.real_hitpoints}
{VARIABLE stored_changers[$i].hitpoints $stored_changers[$i].variables.real_hitpoints}
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
[unstore_unit]
variable=stored_changers[$i]
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE stored_changers}

View file

@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=hide_and_seek
name= _ "Hide and Seek"
map_data="{campaigns/Liberty/maps/hide_and_seek.map}"
@ -624,12 +623,12 @@
[/store_unit]
{FOREACH side_2_units_nearby i}
{VARIABLE side_2_units_nearby[$i].side 3}
{VARIABLE side_2_units_nearby[$i].side 3}
[unstore_unit]
variable=side_2_units_nearby[$i]
find_vacant=no
[/unstore_unit]
[unstore_unit]
variable=side_2_units_nearby[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE side_2_units_nearby}

View file

@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=the_gray_woods
name= _ "The Gray Woods"
map_data="{campaigns/Liberty/maps/gray_woods.map}"

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=the_hunters
name= _ "The Hunters"
map_data="{campaigns/Liberty/maps/the_hunters.map}"
@ -83,7 +82,7 @@
name=prestart
# {SCATTER_IMAGE (terrain=Gg) 14 scenery/oak-leaning.png}
{PLACE_IMAGE scenery/rock1.png 12 22}
{PLACE_IMAGE scenery/rock1.png 12 22}
[objectives]
side=1
@ -124,7 +123,7 @@
[recall]
description=Harper
[/recall]
{LOYAL_UNIT 1 Outlaw 30 17 Jingo ( _ "Jingo")}
{LOYAL_UNIT 1 Outlaw 30 17 Jingo ( _ "Jingo")}
{LOYAL_UNIT 1 Outlaw 32 17 Majel ( _ "Majel")}
# wmllint: recognize Jingo
# wmllint: recognize Majel
@ -154,7 +153,7 @@
message= _ "The garrison. The towers of Halstead are more than a garrison, nephew, they are a fortress. They used to protect this area from the enemies of Wesnoth; I never imagined they would house the enemies of Wesnoth."
[/message]
{LOYAL_UNIT 1 Dragoon 11 1 (Pitcher) ( _ "Pitcher")}
{LOYAL_UNIT 1 Dragoon 11 1 (Pitcher) ( _ "Pitcher")}
# wmllint: recognize Pitcher
{MOVE_UNIT description=Pitcher 20 14}

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=glory
name= _ "Glory"
map_data="{campaigns/Liberty/maps/glory.map}"
@ -299,7 +298,7 @@
{PLACE_IMAGE scenery/trapdoor-closed.png 24 19}
#Some badass trapdoor guards
#define MK_GUARD SIDE TYPE X Y
#define MK_GUARD SIDE TYPE X Y
# Create a guard unit TYPE belonging to SIDE at X,Y
# Will have a guardian AI, no traits, and a generated description.
[unit]
@ -340,7 +339,7 @@
{MK_GUARD 2 (Pikeman) 24 18}
{MK_GUARD 2 (Halberdier) 18 16}
#endif
#undef MK_GUARD
#undef MK_GUARD
{CHG_TERRAIN Gg (5) (3)}

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[scenario]
id=epilog
name= _ "Liberty - Epilogue"
{NO_MAP_DATA}

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@ -1,6 +1,5 @@
#textdomain wesnoth-l
[unit]
id=Death Squire
name= _ "Death Squire"
race=undead

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@ -4,10 +4,10 @@
id=chain_break
name= _ "Breaking the Chains"
# Set the music background for the scenario, for full explanation see /macros/sound-utils.cfg
# Set the music background for the scenario, for full explanation see /macros/sound-utils.cfg
{SCENARIO_MUSIC "breaking_the_chains.ogg"}
# Scenario story, with it's own music background. This will be overridden by SCENARIO_MUSIC macro above when the story ends.
# Scenario story, with it's own music background. This will be overridden by SCENARIO_MUSIC macro above when the story ends.
[story]
[part]
story= _ "Far to the north of Wesnoth, and hard by the dwarven caves of Knalga, there was once a thriving mixed community known as Dwarven Doors. Food, wood, and cloth from all over Wesnoth and many elvish lands as well were brought here to be sold to the dwarves, while ores, metals and worked dwarven manufactures were bought here to be traded throughout the surface nations. Dwarves and humans worked and lived side by side; even the elves who came to trade mingled more with the other kindred races than was common elsewhere. Dwarven Doors grew populous and wealthy."
@ -54,15 +54,15 @@
[/part]
[/story]
# Load map, set scenario length, time scheudle and point to next scenario. Note TURNS4 macro used due to four difficulty levels and
# and DEFAULT_SCHEUDLE that loads standart wesnoth ToD scheudle.
# Load map, set scenario length, time scheudle and point to next scenario. Note TURNS4 macro used due to four difficulty levels and
# and DEFAULT_SCHEUDLE that loads standart wesnoth ToD scheudle.
map_data="{campaigns/Northern_Rebirth/maps/breaking_the_chains.map}"
{TURNS4 51 41 31 26}
{DEFAULT_SCHEDULE}
next_scenario=infested_caves
# Define players side. Recruits only peasants. STARTING_VILLAGES captures all villages for side (1) within a radius (6) from leader
# initial location.
# Define players side. Recruits only peasants. STARTING_VILLAGES captures all villages for side (1) within a radius (6) from leader
# initial location.
[side]
type=Peasant
description=Tallin
@ -81,7 +81,7 @@
{STARTING_VILLAGES 1 6}
# First of the orcish opponents, recruits simple lvl1 mix with no trolls
# First of the orcish opponents, recruits simple lvl1 mix with no trolls
[side]
type=Orcish Warlord
description="Al'Tar"
@ -94,7 +94,7 @@
{STARTING_VILLAGES 2 7}
# Second orcish opponent, the same recruit options as side 2
# Second orcish opponent, the same recruit options as side 2
[side]
type=Orcish Warrior
description=Garrugch
@ -107,13 +107,13 @@
{STARTING_VILLAGES 3 6}
# Empty side to accomodate cave trolls
# Empty side to accomodate cave trolls
[side]
side=4
no_leader=yes
[/side]
# Prestart event, set objectives.
# Prestart event, set objectives.
[event]
name=prestart
@ -136,10 +136,10 @@
[/objectives]
[/event]
# Start event. Place images on the map, a supporter to give Tallin someone to speak to, perform initial dialogue.
# Start event. Place images on the map, a supporter to give Tallin someone to speak to, perform initial dialogue.
[event]
name=start
{PLACE_IMAGE scenery/dwarven-doors-closed.png 32 4}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 32 4}
# Override Tallin's team color so he has a distinctive purple shirt.
{TEAM_COLOR_OVERRIDE description=Tallin purple}
@ -206,7 +206,7 @@
[/message]
[/event]
# Flavour event. On first player attack against the wardens (side 2) perform a dialogue.
# Flavour event. On first player attack against the wardens (side 2) perform a dialogue.
[event]
name=attack
[filter]
@ -226,8 +226,8 @@
[/message]
[/event]
# Spawn trolls from the caves, 4 whelps and one normal.
#! -- SUGGESTION : make it in less tomato-in-the face like, ATM if triggered at wrong moment it can completely wreck your chances
# Spawn trolls from the caves, 4 whelps and one normal.
#! -- SUGGESTION : make it in less tomato-in-the face like, ATM if triggered at wrong moment it can completely wreck your chances
[event]
name=moveto
[filter]
@ -244,14 +244,14 @@
speaker=unit
message= _ "Aaaaah! Trolls! The caves are infested with trolls!"
[/message]
{NOTRAIT_UNIT 4 "Troll Whelp" 31 4}
{NOTRAIT_UNIT 4 "Troll Whelp" 33 4}
{NOTRAIT_UNIT 4 "Troll Whelp" 33 5}
{NOTRAIT_UNIT 4 "Troll Whelp" 32 5}
{NOTRAIT_UNIT 4 "Troll" 32 3}
{NOTRAIT_UNIT 4 "Troll Whelp" 31 4}
{NOTRAIT_UNIT 4 "Troll Whelp" 33 4}
{NOTRAIT_UNIT 4 "Troll Whelp" 33 5}
{NOTRAIT_UNIT 4 "Troll Whelp" 32 5}
{NOTRAIT_UNIT 4 "Troll" 32 3}
[/event]
# Victory event when both warlords died.
# Victory event when both warlords died.
[event]
name=victory
[message]
@ -291,9 +291,9 @@
[/move_unit_fake]
[/event]
# Death events
# Death events
# Death of Tallin. Equals defeat.
# Death of Tallin. Equals defeat.
[event]
name=die
[filter]
@ -312,7 +312,7 @@
[/endlevel]
[/event]
# Death of sides 2 leader. Flavour event.
# Death of sides 2 leader. Flavour event.
[event]
name=die
[filter]
@ -336,7 +336,7 @@
[/message]
[/event]
# Death of sides 3 leader. Flavour event.
# Death of sides 3 leader. Flavour event.
[event]
name=die
[filter]

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@ -30,12 +30,12 @@
map_data="{campaigns/Northern_Rebirth/maps/infested_caves.map}"
{TURNS4 60 55 50 45}
# Whole scenario takes place underground thus apropriate time of day.
# Whole scenario takes place underground thus apropriate time of day.
{UNDERGROUND}
next_scenario=dwarven_mines
# Set sides
# Players side - some more recruit options this time.
# Set sides
# Players side - some more recruit options this time.
[side]
type=Peasant
description=Tallin
@ -49,7 +49,7 @@
shroud=yes
[/side]
# Three sides for trolls, one lead by troll warrior
# Three sides for trolls, one lead by troll warrior
[side]
type=Troll
description=Knash
@ -73,7 +73,7 @@
team_name=trolls
[/side]
# Dwarven side
# Dwarven side
[side]
type=Dwarvish Lord
description=Hamel
@ -87,7 +87,7 @@
recruitment_pattern=fighter,fighter,fighter,mixed fighter
[/side]
# Three undead sides
# Three undead sides
[side]
type=Death Knight
canrecruit=yes
@ -129,19 +129,19 @@
team_name=undead
[/side]
# And an empty side for the bat used in flavour event
# And an empty side for the bat used in flavour event
[side]
no_leader=yes
side=9
[/side]
# Start event - place some dwarven guards to increase the survivability of the allied AI, set objectives, execute the
# flavour bat encounter.
# Start event - place some dwarven guards to increase the survivability of the allied AI, set objectives, execute the
# flavour bat encounter.
[event]
name=start
# SUPPORTER is a special macro defined in campaign /utils it chooses an unit from peasant advancement tree and sets
# him an supporter role.
# SUPPORTER is a special macro defined in campaign /utils it chooses an unit from peasant advancement tree and sets
# him an supporter role.
{SUPPORTER}
[recall]
role=Supporter
@ -180,7 +180,7 @@
x=15,14,13,12,11
y=12,12,12,12,12
[/move_unit_fake]
{NOTRAIT_UNIT 9 "Blood Bat" 11 12}
{NOTRAIT_UNIT 9 "Blood Bat" 11 12}
[message]
type=Blood Bat
message= _ "Neep Neep!"
@ -216,10 +216,9 @@
condition=lose
[/objective]
[/objectives]
[/event]
# Find Camerin event
# Find Camerin event
[event]
name=moveto
[filter]
@ -286,28 +285,28 @@
message= _ " *Is it safe to have this lunatic with us?*"
[/message]
{VARIABLE found_Camerin 1}
# The following two events are absolutely useless if Camerin was not found so we'll set them only when this happens
# using event nesting.
# Flavour event on Camerins first attack
[event]
name=attack
[filter]
description=Camerin
[/filter]
# The following two events are absolutely useless if Camerin was not found so we'll set them only when this happens
# using event nesting.
[message]
description=Camerin
message= _ "BURN, YOU DISGUSTING FILTH!"
[/message]
[message]
speaker=second_unit
message= _ "Ahhh! Fire!"
[/message]
[/event]
# And flavour event on his first kill
[event]
# Flavour event on Camerins first attack
[event]
name=attack
[filter]
description=Camerin
[/filter]
[message]
description=Camerin
message= _ "BURN, YOU DISGUSTING FILTH!"
[/message]
[message]
speaker=second_unit
message= _ "Ahhh! Fire!"
[/message]
[/event]
# And flavour event on his first kill
[event]
name=die
[filter_second]
description=Camerin
@ -320,7 +319,7 @@
[/event]
[/event]
# Information for the player that he can't proceed without either finding the dwarves or killing the enemies
# Information for the player that he can't proceed without either finding the dwarves or killing the enemies
[event]
name=moveto
[filter]
@ -339,7 +338,7 @@
[/message]
[/event]
# Flavour event on first sighting of the undead
# Flavour event on first sighting of the undead
[event]
name=sighted
[filter]
@ -364,7 +363,7 @@
[/message]
[/event]
# Flavour event for the first time they attack
# Flavour event for the first time they attack
[event]
name=attack
[filter]
@ -384,7 +383,7 @@
[/message]
[/event]
# Opening a pair of hidden doors - the north one
# Opening a pair of hidden doors - the north one
[event]
name=moveto
[filter]
@ -393,25 +392,25 @@
y=4,5
[/filter]
# Check from which side do we open and use apropriate race in the dialogue.
[if]
[variable]
name=unit.y
equals=4
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the trolls were too stupid to find how to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the skeletons were too stupid to find how to open it."
[/message]
[/else]
[/if]
# Check from which side do we open and use apropriate race in the dialogue.
[if]
[variable]
name=unit.y
equals=4
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the trolls were too stupid to find how to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the skeletons were too stupid to find how to open it."
[/message]
[/else]
[/if]
[message]
description=Tallin
message= _ "Well, let's see what's behind it."
@ -439,7 +438,7 @@
[/terrain]
[/event]
# And the south ones
# And the south ones
[event]
name=moveto
[filter]
@ -448,24 +447,24 @@
y=27,28
[/filter]
[if]
[variable]
name=unit.y
equals=4
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the trolls were too stupid to find how to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the skeletons were too stupid to find how to open it."
[/message]
[/else]
[/if]
[if]
[variable]
name=unit.y
equals=4
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the trolls were too stupid to find how to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it's an ancient door. It seems the skeletons were too stupid to find how to open it."
[/message]
[/else]
[/if]
[message]
description=Tallin
message= _ "Well, let's see what's behind it."
@ -493,7 +492,7 @@
[/terrain]
[/event]
# Dwarven mushroom fields
# Dwarven mushroom fields
[event]
name=moveto
[filter]
@ -512,11 +511,11 @@
[/message]
[/event]
# We're doomed (tm) routine on turn 9
# We're doomed (tm) routine on turn 9
[event]
name=turn 9
# We call this macro again in case the previous supporter got killed in the meantime
# We call this macro again in case the previous supporter got killed in the meantime
{SUPPORTER}
[message]
role=Supporter
@ -536,7 +535,7 @@
[/message]
[/event]
# Meeting the dwarves, set new objectives
# Meeting the dwarves, set new objectives
[event]
name=sighted
[filter]
@ -567,7 +566,7 @@
description=Tallin
message= _ "Very well."
[/message]
{VARIABLE found_dwarves 1}
{VARIABLE found_dwarves 1}
[objectives]
side=1
[objective]
@ -593,7 +592,7 @@
[/objectives]
[/event]
# Arriving at the keep, end scenario without bonus.
# Arriving at the keep, end scenario without bonus.
[event]
name=moveto
[filter]
@ -623,7 +622,7 @@
[/endlevel]
[/event]
# All enemies defeated, choose apropriate dialogue depending on wether the dwarves were found or not.
# All enemies defeated, choose apropriate dialogue depending on wether the dwarves were found or not.
[event]
name=enemies defeated
@ -649,7 +648,7 @@
{campaigns/Northern_Rebirth/utils/herodeaths.cfg}
# Hamel got killed, the scenario is lost.
# Hamel got killed, the scenario is lost.
[event]
name=die
[filter]
@ -677,7 +676,7 @@
[/endlevel]
[/event]
# If we won and Camerin wasn't found add him to the players army. Clear variables.
# If we won and Camerin wasn't found add him to the players army. Clear variables.
[event]
name=victory

View file

@ -116,13 +116,13 @@
description=Camerin
[/recall]
# Since in last scenario Hamel was AI controled we need to place him again to have him in this and future scenarios
# Since in last scenario Hamel was AI controled we need to place him again to have him in this and future scenarios
[unit]
type=Dwarvish Lord
description=Hamel
user_description= _ "Hamel"
profile=portraits/Hamel.jpg
# This nice macro gives the unit silver crown.
# This nice macro gives the unit silver crown.
{IS_HERO}
x=6
y=23
@ -169,8 +169,8 @@
[/objectives]
[/event]
# Two events ending the scenario, there is no chance of both of them occuring in the same game. You can either kill
# the opponent...
# Two events ending the scenario, there is no chance of both of them occuring in the same game. You can either kill
# the opponent...
[event]
name=die
[filter]
@ -186,7 +186,7 @@
[/message]
[/event]
# ...or get to the mines with him still alive. But without bonus in that case.
# ...or get to the mines with him still alive. But without bonus in that case.
[event]
name=moveto
[filter]
@ -213,8 +213,7 @@
[/endlevel]
[/event]
# And include some death events.
# And include some death events.
{campaigns/Northern_Rebirth/utils/herodeaths.cfg}
{DEFEAT_WHEN_HAMEL_DEAD}
[/scenario]

View file

@ -4,7 +4,7 @@
name= _ "Clearing the Mines"
{SCENARIO_MUSIC "battle.ogg"}
# No story this time so straight to the point
# No story this time so straight to the point
map_data="{campaigns/Northern_Rebirth/maps/clearing_the_mines.map}"
{TURNS4 85 75 65 55}
{UNDERGROUND}
@ -23,7 +23,7 @@
[/side]
{STARTING_VILLAGES 1 5}
# Five opposing undead sides
# Five opposing undead sides
[side]
type=Ancient Lich
description=Malifor
@ -81,7 +81,7 @@
team_name=undead
[/side]
# Prestart event - hide Malifor for the great and dramatic entrance later
# Prestart event - hide Malifor for the great and dramatic entrance later
[event]
name=prestart
@ -91,7 +91,7 @@
[/hide_unit]
[/event]
# Start event - recall some units, perform initial dialogue and place an army of guardian skeletons
# Start event - recall some units, perform initial dialogue and place an army of guardian skeletons
[event]
name=start
@ -120,8 +120,8 @@
description=Hamel
[/recall]
# For each skeleton we use a core macro for creating an unit with no traits. +unit is a special tag that adds it's content
# to the last encountered [unit][/unit] section. 37 skeletons and 9 skeleton archers with ai_special guardian.
# For each skeleton we use a core macro for creating an unit with no traits. +unit is a special tag that adds it's content
# to the last encountered [unit][/unit] section. 37 skeletons and 9 skeleton archers with ai_special guardian.
{NOTRAIT_UNIT 3 Skeleton 11 24}
[+unit]
ai_special=guardian
@ -352,7 +352,7 @@
description=Thorin
message= _ "YOU DO NOT ANSWER. ALERT THE MASTER!"
[/message]
# The grand entrance
# The grand entrance
[move_unit_fake]
type=Ancient Lich
side=2
@ -415,107 +415,107 @@
message= _ "Tallin, are you OK?!"
[/message]
[message]
description=Malifor
message= _ "It's very easy, Tallin, see that little vermin by your side? Take out your knife...... cut his throat .......feel his hot blood pump over your hands..... sacrifice him to death!"
description=Malifor
message= _ "It's very easy, Tallin, see that little vermin by your side? Take out your knife...... cut his throat .......feel his hot blood pump over your hands..... sacrifice him to death!"
[/message]
# There was an option to choose an alternative, evil, branch here. But since it's not even started I commented it out,
# leaving player a command that leads to instant defeat is not nice.
# [option]
# message= _ "......die.... you..... little.....dwarf.....vermin!"
# [command]
# [message]
# role=Supporter
# message= _ "Tallin! No!"
# [/message]
# [message]
# description=Hamel
# message= _ "Tallin, what are you doing?"
# [/message]
# [message]
# description=Tallin
# message= _ ".....Death!..... Blood!...."
# [/message]
# {MODIFY_UNIT description=Tallin profile portraits/Tallin-Evil.jpg}
# [sound]
# name=dagger-swish.wav
# [/sound]
# [delay]
# time=50
# [/delay]
# [sound]
# name=dwarf-hit-3.ogg
# [/sound]
# [message]
# description=Hamel
# message= _ "Ahhh! Treacherous human! Kill him, men!"
# [/message]
# [message]
# description=Malifor
# message= _ "HAHAHAHAHAHAHA!"
# [/message]
# [sound]
# name=fire.wav
# [/sound]
# [sound]
# name=ugg.wav
# [/sound]
# [colour_adjust]
# red=100
# green=100
# blue=100
# [/colour_adjust]
# [delay]
# time=10
# [/delay]
# [colour_adjust]
# red=0
# green=0
# blue=0
# [/colour_adjust]
# [teleport]
# [filter]
# description=Tallin
# [/filter]
# x=34
# y=6
# [/teleport]
# [message]
# description=Hamel
# message= _ "What the! Where did he go?"
# [/message]
# [message]
# description=Malifor
# message= _ "Right here with me, fools! He is mine now."
# [/message]
# [disallow_recruit]
# side=1
# type=Dwarvish Fighter,Dwarvish Thunderer,Peasant,Thug,Poacher,Woodsman,Footpad
# [/disallow_recruit]
# [store_unit]
# [filter]
# role=Supporter
# [/filter]
# variable=betrayed_friend
# [/store_unit]
# [set_variable]
# name=turned_evil
# value=1
# [/set_variable]
# [endlevel]
# Disable this option in 1.4.
# result=victory
# bonus=no
# next_scenario=compelled
# result=defeat
# [/endlevel]
# [/command]
# [/option]
# [option]
# There was an option to choose an alternative, evil, branch here. But since it's not even started I commented it out,
# leaving player a command that leads to instant defeat is not nice.
# [option]
# message= _ "......die.... you..... little.....dwarf.....vermin!"
# [command]
# [message]
# role=Supporter
# message= _ "Tallin! No!"
# [/message]
# [message]
# description=Hamel
# message= _ "Tallin, what are you doing?"
# [/message]
# [message]
# description=Tallin
# message= _ ".....Death!..... Blood!...."
# [/message]
# {MODIFY_UNIT description=Tallin profile portraits/Tallin-Evil.jpg}
# [sound]
# name=dagger-swish.wav
# [/sound]
# [delay]
# time=50
# [/delay]
# [sound]
# name=dwarf-hit-3.ogg
# [/sound]
# [message]
# description=Hamel
# message= _ "Ahhh! Treacherous human! Kill him, men!"
# [/message]
# [message]
# description=Malifor
# message= _ "HAHAHAHAHAHAHA!"
# [/message]
# [sound]
# name=fire.wav
# [/sound]
# [sound]
# name=ugg.wav
# [/sound]
# [colour_adjust]
# red=100
# green=100
# blue=100
# [/colour_adjust]
# [delay]
# time=10
# [/delay]
# [colour_adjust]
# red=0
# green=0
# blue=0
# [/colour_adjust]
# [teleport]
# [filter]
# description=Tallin
# [/filter]
# x=34
# y=6
# [/teleport]
# [message]
# description=Hamel
# message= _ "What the! Where did he go?"
# [/message]
# [message]
# description=Malifor
# message= _ "Right here with me, fools! He is mine now."
# [/message]
# [disallow_recruit]
# side=1
# type=Dwarvish Fighter,Dwarvish Thunderer,Peasant,Thug,Poacher,Woodsman,Footpad
# [/disallow_recruit]
# [store_unit]
# [filter]
# role=Supporter
# [/filter]
# variable=betrayed_friend
# [/store_unit]
# [set_variable]
# name=turned_evil
# value=1
# [/set_variable]
# [endlevel]
# Disable this option in 1.4.
# result=victory
# bonus=no
# next_scenario=compelled
# result=defeat
# [/endlevel]
# [/command]
# [/option]
# [option]
[message]
description=Tallin
description=Tallin
message= _ " *Shakes head* I reject your evil. Attack, men! Let us rid the good green world of this rotting filth!"
[/message]
# [command]
# [command]
[message]
description=Hamel
message= _ "Aye! That's the way of it, lad! For the murdered dwarves of Knalga! Attack!"
@ -528,9 +528,9 @@
description=Tallin
message= _ "Yeah, right, buddy."
[/message]
# [/command]
# [/option]
# [/message]
# [/command]
# [/option]
# [/message]
[objectives]
side=1
[objective]
@ -552,7 +552,7 @@
[/objectives]
[/event]
# Turn 20 - since the army of skeletons is obviously not enough change the moat to swamp and send in an army of ghouls.
# Turn 20 - since the army of skeletons is obviously not enough change the moat to swamp and send in an army of ghouls.
[event]
name=turn 20
@ -560,13 +560,13 @@
description=Malifor
message= _ "These little vermin are making progress! This is unacceptable. Rise my minions - gorge on the flesh of these scurrying little rats!"
[/message]
# Water to swamp
# Water to swamp
[terrain]
x=13,14,15,15,16,17,18,19,20,21,22,23,25,25,26,27,31,30,29,30,30,30,30,29,29,29,29,29,29,29,28,27,27,27,26,25,24,25,25,24,30
y=11,11,11,10,9,10,10,10,9,10,9,10,10,10,9,10,5,5,6,6,7,8,10,11,12,13,14,15,16,18,18,19,20,21,21,22,21,23,24,10,9
terrain=Ss
[/terrain]
# Water bridge to swamp bridge. '|' '/' denote the direction.
# Water bridge to swamp bridge. '|' '/' denote the direction.
[terrain]
terrain=Ss^Bw|
x=28
@ -583,11 +583,11 @@
[/message]
[/event]
# And the slimey army - 31 ghouls and 10 Necrophages
# And the slimey army - 31 ghouls and 10 Necrophages
[event]
name=turn 21
{NOTRAIT_UNIT 2 Ghoul 13 11}
{NOTRAIT_UNIT 2 Ghoul 13 11}
{NOTRAIT_UNIT 2 Ghoul 15 11}
{NOTRAIT_UNIT 2 Ghoul 15 10}
{NOTRAIT_UNIT 2 Ghoul 16 9}
@ -639,8 +639,8 @@
role=Supporter
message= _ "Holly Lords of Light, what kind of vile creation are those things!"
[/message]
# Camerin might be dead by now, but in that case message with unmatched description will not display anyway. It would
# be completely different thing if we used speaker=Camerin.
# Camerin might be dead by now, but in that case message with unmatched description will not display anyway. It would
# be completely different thing if we used speaker=Camerin.
[message]
description=Camerin
message= _ "Out of all of a necromancer's creations, I must say those things are the most tortured and vilest. They have an insatiable hunger for flesh and mindlessly shrug of all manner of damage to get it. Even my fire bolts have a slightly lesser effect on them."
@ -654,8 +654,8 @@
message= _ "Pah! They look like fat slugs to me. Come on boys, lets chop them to pieces before they can leave the canal."
[/message]
[/event]
# Victory and death events - liches grand exit
# Victory and death events - liches grand exit
[event]
name=die
[filter]
@ -673,16 +673,16 @@
[/message]
[/event]
# Victory dialogue
# Victory dialogue
[event]
name=victory
# [if]
# [variable]
# name=turned_evil
# numerical_equals=0
# [/variable]
# [then]
# [if]
# [variable]
# name=turned_evil
# numerical_equals=0
# [/variable]
# [then]
[message]
description=Tallin
message= _ "We have finally secured the mines. But what should we do about that foul lich? He is a menace to all that lives, and must be ended."
@ -719,11 +719,11 @@
role=follower
message= _ "Thank you, Lord Hamel."
[/message]
# Lord Hamel becomes unavailable for following scenarios until the big showdown.
# Lord Hamel becomes unavailable for following scenarios until the big showdown.
[kill]
description=Hamel
animate=no
fire_event=no
animate=no
fire_event=no
[/kill]
[disallow_recruit]
side=1
@ -733,11 +733,11 @@
result=victory
bonus=yes
[/endlevel]
# [/then]
# [/if]
# [/then]
# [/if]
[/event]
# And hero deaths
# And hero deaths
{campaigns/Northern_Rebirth/utils/herodeaths.cfg}
{DEFEAT_WHEN_HAMEL_DEAD}
[/scenario]

View file

@ -271,29 +271,29 @@
kill=yes
[/store_unit]
# Rewrite the if statements to slightly more compact and elegant form
# Rewrite the if statements to slightly more compact and elegant form
[if]
[variable]
name=typechange.level
greater_than=2
[/variable]
[then]
{VARIABLE typechange.type General}
{VARIABLE typechange.type General}
[/then]
[else]
[if]
[variable]
name=typechange.level
greater_than=1
[/variable]
[then]
{VARIABLE typechange.type Lieutenant}
[/then]
[else]
{VARIABLE typechange.type Sergeant}
[/else]
[/if]
[/else]
[else]
[if]
[variable]
name=typechange.level
greater_than=1
[/variable]
[then]
{VARIABLE typechange.type Lieutenant}
[/then]
[else]
{VARIABLE typechange.type Sergeant}
[/else]
[/if]
[/else]
[/if]
[unstore_unit]
@ -305,7 +305,7 @@
[event]
name=start
# Remove reaplying of object, if they are permanent they get stored and unstored with the unit
# Remove reaplying of object, if they are permanent they get stored and unstored with the unit
{CLEAR_VARIABLE tallin_gotta_stick}
[role]

View file

@ -1038,27 +1038,26 @@
[/message]
{CLEAR_VARIABLE keep}
[if]
[have_unit]
description=Hamel
[/have_unit]
[then]
[store_unit]
variable=temp_var
[filter]
description=Hamel
[/filter]
kill=yes
fire_event=no
[/store_unit]
{VARIABLE temp_var.side 1}
[unstore_unit]
variable=some_var
[/unstore_unit]
{CLEAR_VARIABLE some_var}
[/then]
[/if]
[if]
[have_unit]
description=Hamel
[/have_unit]
[then]
[store_unit]
variable=temp_var
[filter]
description=Hamel
[/filter]
kill=yes
fire_event=no
[/store_unit]
{VARIABLE temp_var.side 1}
[unstore_unit]
variable=some_var
[/unstore_unit]
{CLEAR_VARIABLE some_var}
[/then]
[/if]
[/event]
[event]

View file

@ -6,7 +6,7 @@
map_data="{@campaigns/Sceptre_of_Fire/maps/2_Closing_the_Gates.map}"
next_scenario=2t_In_the_Dwarven_City
victory_when_enemies_defeated=no
{SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}

View file

@ -438,13 +438,13 @@
type=Gryphon Rider,Gryphon
[/not]
[/filter]
[music]
name=knolls.ogg
immediate=no
append=yes
[/music]
[unit]
x,y=$thur_x,$thur_y
side=1

View file

@ -37,28 +37,28 @@
{SOF_DEATHS}
# wmllint: recognize Rugnur
# wmllint: recognize Rugnur
# Note: these event-containing macros are placed here instead of
# next to the corresponding [side]s because I seemed to run into
# unexplainable problems when I tried that
# Note: these event-containing macros are placed here instead of
# next to the corresponding [side]s because I seemed to run into
# unexplainable problems when I tried that
{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 2 8}
{STARTING_VILLAGES 3 8}
{STARTING_VILLAGES 4 8}
{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 2 8}
{STARTING_VILLAGES 3 8}
{STARTING_VILLAGES 4 8}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Troll Rocklobber) 1}
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 (Ogre) 1}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 (Goblin Rouser) 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Troll Rocklobber) 1}
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 (Ogre) 1}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 (Goblin Rouser) 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 (Goblin Impaler) 2}
[event]
name=prestart
# Alanin and Krawg are taking a break
# wmllint: recognize Alanin
# wmllint: recognize Krawg
# wmllint: recognize Alanin
# wmllint: recognize Krawg
[store_unit]
[filter]

View file

@ -300,7 +300,7 @@
description=Thursagan
message= _ "You're making a mistake, Durstorn."
[/message]
[music]
name=the_city_falls.ogg
immediate=yes
@ -310,7 +310,7 @@
name=battle.ogg
append=yes
[/music]
[message]
description=Durstorn
message= _ "Shut up, all of you! Attack them!"

View file

@ -146,13 +146,13 @@
[event]
name=prestart
#the glyph
[item]
x,y=18,23
image=scenery/rune1.png
[/item]
[objectives]
side=1
[objective]

View file

@ -258,13 +258,13 @@
description=Alanin
message= _ "Very well, my lord."
[/message]
[music]
name=traveling_minstrels.ogg
immediate=yes
append=no
[/music]
[message]
speaker=narrator
message= _ "The sceptre would not be found until many generations after Haldric II, in the time of Asheviere the Dark Queen. During that time, it sat in the caves of the Northlands, unfound but undestroyed, moved around by Orcs who never understood its true power."

View file

@ -99,4 +99,3 @@
[/frame]
[/attack_anim]
[/unit]

View file

@ -41,9 +41,9 @@
[about]
# FIXME: the textdomain trick should be removed when there's no active
# string freeze
#textdomain wesnoth
#textdomain wesnoth
title = _ "Artwork and Graphics"
#textdomain wesnoth-sotbe
#textdomain wesnoth-sotbe
[entry]
name = "Neoriceisgood"
comment = "portraits"

View file

@ -96,8 +96,8 @@
[part]
story= _ "So impressed was Rahul with the intelligence, prowess and leadership of Black-Eye Karun that he invited him to join the Northern Alliance. After much deliberation Black-Eye Karun decided to accept the offer. However, on the way to the city of Dwarven Doors - the headquarters of the Northern Alliance - Karun and his small group of bodyguards were attacked and slain to the last man. There were no survivors to confirm the incident, but it soon became believed among the orcs that the Northern Alliance had deliberately set up this ambush in order to slay their paramount leader break the unity of the orcs."
#To be considered for replacing the previous text after the end of the string freeze
#story= _ "So impressed was Rahul with the intelligence, prowess and leadership of Black-Eye Karun that he invited him to join the Northern Alliance. After much deliberation Black-Eye Karun decided to accept the offer. However, on the way to the city of Dwarven Doors - the headquarters of the Northern Alliance - Karun and his small group of bodyguards were attacked and slain to the last man. There were no survivors to confirm the incident, but it soon became believed among the orcs that the Northern Alliance had deliberately set up this ambush in order to break the unity of the orcs by slaying their paramount leader."
#To be considered for replacing the previous text after the end of the string freeze
#story= _ "So impressed was Rahul with the intelligence, prowess and leadership of Black-Eye Karun that he invited him to join the Northern Alliance. After much deliberation Black-Eye Karun decided to accept the offer. However, on the way to the city of Dwarven Doors - the headquarters of the Northern Alliance - Karun and his small group of bodyguards were attacked and slain to the last man. There were no survivors to confirm the incident, but it soon became believed among the orcs that the Northern Alliance had deliberately set up this ambush in order to break the unity of the orcs by slaying their paramount leader."
background=sotbe.png
[/part]

View file

@ -220,7 +220,7 @@
[/unit]
[unit]
side=2
id=Transport
id=Lander
description="Landing Galleon"
user_description= _ "Landing Galleon"
type=Transport Galleon

View file

@ -86,7 +86,7 @@
[/unit]
#enddef
# todo: add _ infront of the names to make them translatable
# todo: add _ infront of the names to make them translatable
{KAL_KARTHAN 9 9 "Dwarvish Fighter" Glamcatsil}
{KAL_KARTHAN 9 10 "Dwarvish Thunderer" Trithdurus}
{KAL_KARTHAN 9 11 "Dwarvish Steelclad" Althasol}
@ -98,7 +98,7 @@
{KAL_KARTHAN 10 11 "Dwarvish Lord" Glamdrsol}
{KAL_KARTHAN 10 12 "Dwarvish Steelclad" Pelaithil}
{KAL_KARTHAN 10 13 "Dwarvish Fighter" Alaithus}
#wmllint: recognize Narithil
#wmllint: recognize Narithil
[message]
description="Angarthing"

View file

@ -19,7 +19,7 @@
experience=80
advanceto=Dwarvish Loremaster
{AMLA_DEFAULT}
unit_description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}+{SPECIAL_NOTES_LEADERSHIP}+_ "SPECIAL_NOTES^ This unit can exert leadership on units of his own level."+{SPECIAL_NOTES_MAGICAL}
unit_description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MAGICAL}
[abilities]
{ABILITY_LEADERSHIP_LEVEL_3}
{ABILITY_UNPOISON}
@ -187,4 +187,3 @@
[/frame]
[/defend]
[/unit]

View file

@ -17,7 +17,7 @@
cost=50
usage=mixed fighter
{AMLA_DEFAULT}
unit_description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}+{SPECIAL_NOTES_LEADERSHIP}+_ "SPECIAL_NOTES^ This unit can exert leadership on units of his own level."+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
unit_description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
[abilities]
{ABILITY_LEADERSHIP_LEVEL_4}
{ABILITY_UNPOISON}

View file

@ -2,7 +2,7 @@
[unit]
id=Dwarvish Rune Lord
# This is a customized Dwarven Runenaster with a chill tempest
# attack like the L3 Lich, and its own animations.
# attack like the L3 Lich, and its own animations.
name= _ "Dwarvish Runemaster"
race=dwarf
image=units/karrag.png

View file

@ -24,7 +24,7 @@
usage=mixed fighter
experience=32
advanceto=Dwarvish Annalist
unit_description= _ "A Witness functions as the eyes of the dwarves' history, a deep lore that they never share with outsiders. The presence of a Witness inspires dwarvish warriors with the knowledge that their deeds (and their deaths) will not go unrecorded. They learn a fighting style deliberately unlike that of their fellows, one designed to turn the vaunted strength of the dwarves against itself. The person of a Witness is considered sacred, and Witnesses are often used as envoys between dwarvish clans."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+_ "SPECIAL_NOTES^ This unit can exert leadership on units of his own level."+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}
unit_description= _ "A Witness functions as the eyes of the dwarves' history, a deep lore that they never share with outsiders. The presence of a Witness inspires dwarvish warriors with the knowledge that their deeds (and their deaths) will not go unrecorded. They learn a fighting style deliberately unlike that of their fellows, one designed to turn the vaunted strength of the dwarves against itself. The person of a Witness is considered sacred, and Witnesses are often used as envoys between dwarvish clans."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}
[abilities]
{ABILITY_LEADERSHIP_LEVEL_2}
[/abilities]

View file

@ -61,7 +61,7 @@
name=prestart
{HERO (Warrior King) (King Eldaric IV) ( _ "King Eldaric IV") 1 28 15 "portraits/eldaric.png"}
# wmllint: recognize King Eldaric IV
# wmllint: recognize King Eldaric IV
[objectives]
side=1

View file

@ -178,7 +178,7 @@
{FULL_HEAL (description=Wesfolk Leader)}
# wmllint: recognize Wesfolk Leader
# wmllint: recognize Wesfolk Leader
[message]
speaker=narrator

View file

@ -4,7 +4,7 @@
name= _ "Born to the Banner"
next_scenario=2_Proven_By_The_Sword
{SCENARIO_MUSIC knolls.ogg}
map_data="{campaigns/The_South_Guard/maps/1_Born_To_The_Banner.map}"

View file

@ -4,7 +4,7 @@
name= _ "Proven By The Sword"
next_scenario=3_A_Desperate_Errand
{SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}

View file

@ -4,7 +4,7 @@
name= _ "A Desperate Errand"
next_scenario=4_Vale_of_Tears
{SCENARIO_MUSIC wanderer.ogg}
{EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}

View file

@ -4,7 +4,7 @@
name= _ "Vale of Tears"
next_scenario=5_Choice_In_The_Fog
{SCENARIO_MUSIC knolls.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}

View file

@ -4,10 +4,10 @@
name= _ "Choice in the Fog"
next_scenario=6a_Tidings_Good_And_Ill
{SCENARIO_MUSIC underground.ogg}
{EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}
# music changes when bandits are encountered
map_data="{campaigns/The_South_Guard/maps/5_Choice_In_The_Fog.map}"
@ -441,7 +441,7 @@
name=the_city_falls.ogg
append=yes
[/music]
{MODIFY_UNIT side=2 side 1}
[store_unit]
@ -578,7 +578,7 @@
name=nunc_dimittis.ogg
append=yes
[/music]
[message]
description=Urza Afalas
message= _ "Then this parlay is over! You may have sounded the doom of all of us!"

View file

@ -4,7 +4,7 @@
name= _ "Tidings, Good and Ill"
next_scenario=7a_Into_The_Depths
{SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC wanderer.ogg}

View file

@ -4,7 +4,7 @@
name= _ "The Long March"
next_scenario=7b_Pebbles_In_The_Flood
{SCENARIO_MUSIC nunc_dimittis.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
@ -52,18 +52,18 @@
[side]
side=2
no_leader=yes
# problem: they have to be on the same team
# as the other elves, otherwise they get
# slaughtered by the active ambusher
#
# but they also have to be on the undead team
# otherwise they get slaughtered by those
#
#
# but that means that the undead and elves are
# all on the same side, which is a shame
team_name=elves
controller=ai
[ai]
@ -94,7 +94,7 @@
[/ai]
recruit=Vampire Bat
[/side]
# When discovering an ambusher, the ambusher will be moved to this side so
# it may move and attack normally
@ -115,7 +115,6 @@
[/ai]
[/side]
#prestart
[event]
name=prestart
@ -144,12 +143,11 @@
[recall]
description=Urza Afalas
[/recall]
# retrieve two units from the recall list
# but with certain criteria
# first: a swordsman
[store_unit]
variable=swordsman
[filter]
@ -172,39 +170,38 @@
[/wml_filter]
[/filter]
[/store_unit]
# pick the "best" unit
# that is, the one with the highest damage + xp/4
# and a little random spice
{VARIABLE best_score 0}
{VARIABLE best_unit -1}
{FOREACH swordsman i}
{VARIABLE dam $swordsman[$i].attack[0].damage}
{VARIABLE_OP dam multiply $swordsman[$i].attack[0].number}
{VARIABLE xp $swordsman[$i].experience}
{VARIABLE_OP xp divide 4}
{VARIABLE_OP dam add xp}
{RANDOM 0..6}
{VARIABLE_OP dam add $random}
[if]
[variable]
name=dam
greater_than=$best_score
[/variable]
[then]
{VARIABLE best_score $dam}
{VARIABLE best_unit $i}
[/then]
[/if]
{VARIABLE dam $swordsman[$i].attack[0].damage}
{VARIABLE_OP dam multiply $swordsman[$i].attack[0].number}
{VARIABLE xp $swordsman[$i].experience}
{VARIABLE_OP xp divide 4}
{VARIABLE_OP dam add xp}
{RANDOM 0..6}
{VARIABLE_OP dam add $random}
[if]
[variable]
name=dam
greater_than=$best_score
[/variable]
[then]
{VARIABLE best_score $dam}
{VARIABLE best_unit $i}
[/then]
[/if]
{NEXT i}
[recall]
description=$swordsman[$best_unit].description
[/recall]
{CLEAR_VARIABLE swordsman}
# now an archer
[store_unit]
variable=archer
[filter]
@ -228,37 +225,36 @@
[/wml_filter]
[/filter]
[/store_unit]
# pick the "best" unit
# that is, the one with the highest damage + xp/4
# and a little random spice
{VARIABLE best_score 0}
{VARIABLE best_unit -1}
{FOREACH archer i}
{VARIABLE dam $archer[$i].attack[1].damage}
{VARIABLE_OP dam multiply $archer[$i].attack[1].number}
{VARIABLE xp $archer[$i].experience}
{VARIABLE_OP xp divide 4}
{VARIABLE_OP dam add xp}
{RANDOM 0..6}
{VARIABLE_OP dam add $random}
[if]
[variable]
name=dam
greater_than=$best_score
[/variable]
[then]
{VARIABLE best_score $dam}
{VARIABLE best_unit $i}
[/then]
[/if]
{VARIABLE dam $archer[$i].attack[1].damage}
{VARIABLE_OP dam multiply $archer[$i].attack[1].number}
{VARIABLE xp $archer[$i].experience}
{VARIABLE_OP xp divide 4}
{VARIABLE_OP dam add xp}
{RANDOM 0..6}
{VARIABLE_OP dam add $random}
[if]
[variable]
name=dam
greater_than=$best_score
[/variable]
[then]
{VARIABLE best_score $dam}
{VARIABLE best_unit $i}
[/then]
[/if]
{NEXT i}
[recall]
description=$archer[$best_unit].description
[/recall]
{CLEAR_VARIABLE archer}
# Note: the code for the ambushers is mostly identical to that of
# Crossroads in HttT.
@ -278,53 +274,52 @@
{VARIABLE random_ambusher_type_table[8].type "Elvish Fighter"}
{VARIABLE random_ambusher_type_i 0}
# place an elvish ambusher
# who hides in the forest until he changes side
# place an elvish ambusher
# who hides in the forest until he changes side
#define ELVISH_AMBUSHER X Y SIDE TYPE
[unit]
x={X}
y={Y}
type={TYPE}
[unit]
x={X}
y={Y}
type={TYPE}
side={SIDE}
random_traits=yes
upkeep=loyal
[status]
hides=yes
[/status]
[/unit]
[object]
silent=yes
[filter]
x,y={X},{Y}
[/filter]
[effect]
apply_to=new_ability
[abilities]
[hides]
id=elvish_ambush
affect_self=yes
[filter_self]
# only effective as long as the unit
# is on the ambusher side
side={SIDE}
random_traits=yes
upkeep=loyal
[status]
hides=yes
[/status]
[/unit]
[object]
silent=yes
[filter]
x,y={X},{Y}
[/filter]
[effect]
apply_to=new_ability
[abilities]
[hides]
id=elvish_ambush
affect_self=yes
[filter_self]
# only effective as long as the unit
# is on the ambusher side
side={SIDE}
[filter_location]
terrain=Gs^Fp
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[filter_location]
terrain=Gs^Fp
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
#enddef
#define ELVISH_AMBUSH_AREA SIDE X_SPAN Y_SPAN NUMBER
@ -346,13 +341,13 @@
[filter]
[/filter]
[/not]
# not too close to the starting area
[not]
x=21-36
y=43-50
[/not]
# not too close to the fixed ambush
[not]
x=12-14
@ -360,7 +355,7 @@
[/not]
[filter_adjacent_location]
terrain=Rp,Rd,Re
terrain=Rp,Rd,Re
[/filter_adjacent_location]
[not]
@ -419,12 +414,11 @@
[/while]
#enddef
# undead spawn types depend on difficulty
# number of elven ambushers, too
# and place different types of Elvish Ambushers
# in the fixed central valley ambush
#ifdef EASY
{VARIABLE undead_spawn_types "Ghost,Wraith,Shadow,Skeleton Archer,Revenant,Deathblade,Blood Bat,Ghoul,Ghost,Wraith,Shadow"}
{VARIABLE ambushing_elves 32}
@ -432,7 +426,7 @@
{ELVISH_AMBUSHER 13 33 2 "Elvish Fighter"}
{ELVISH_AMBUSHER 14 30 2 "Elvish Archer"}
#endif
#ifdef NORMAL
{VARIABLE undead_spawn_types "Wraith,Shadow,Bone Shooter,Revenant,Deathblade,Blood Bat,Ghoul,Wraith,Shadow"}
{VARIABLE ambushing_elves 40}
@ -453,7 +447,7 @@
{ELVISH_AMBUSHER 14 33 2 "Elvish Captain"}
{TIME_ACTIONS (
{ELVISH_AMBUSH_AREA 2 1-29 23-50 $ambushing_elves}
{ELVISH_AMBUSH_AREA 2 1-29 23-50 $ambushing_elves}
)}
{CLEAR_VARIABLE possible_ambush_locations}
@ -461,56 +455,54 @@
{CLEAR_VARIABLE random_ambusher_type_i}
{CLEAR_VARIABLE ambusher}
{CLEAR_VARIABLE ambushing_elves}
# set ambush dialog variables
{VARIABLE ambush 0}
{VARIABLE ambush_x 99}
{VARIABLE ambush_y 99}
{VARIABLE ambush_distance 80}
# store the secret paths and cover them with forest
# Rp -> Re covered by forest
[store_locations]
variable=secret_path
terrain=Rp
[/store_locations]
{FOREACH secret_path i}
{MODIFY_TERRAIN Gs^Fp $secret_path[$i].x $secret_path[$i].y}
{MODIFY_TERRAIN Gs^Fp $secret_path[$i].x $secret_path[$i].y}
{NEXT i}
# Rd -> Gg covered by forest
[store_locations]
variable=secret_track
terrain=Rd
[/store_locations]
{FOREACH secret_track i}
{MODIFY_TERRAIN Gs^Fp $secret_track[$i].x $secret_track[$i].y}
{MODIFY_TERRAIN Gs^Fp $secret_track[$i].x $secret_track[$i].y}
{NEXT i}
# urza dialogue variables
# coordinates of last dialogue
{VARIABLE urza_x 24}
{VARIABLE urza_y 46}
{VARIABLE urza_dialogue_num 0}
# the various messages
{VARIABLE urza_dialogue[0].msg ( _ "We have to go even further west. There are elves living to the north, and I don't think they'll receive us too kindly!")}
{VARIABLE urza_dialogue[1].msg ( _ "Come on! Hurry!")}
{VARIABLE urza_dialogue[2].msg ( _ "Keep moving!")}
{VARIABLE urza_dialogue[3].msg ( _ "We're almost there!")}
{VARIABLE urza_dialogue[4].msg ( _ "Just a little further!")}
[/event]
[event]
name=moveto
first_time_only=no
# reveal all hidden paths within 3 hexes
# of where Urza moves
[filter]
description=Urza Afalas
[filter_location]
@ -538,7 +530,7 @@
[/and]
[/store_locations]
{FOREACH uncover i}
{MODIFY_TERRAIN Re $uncover[$i].x $uncover[$i].y}
{MODIFY_TERRAIN Re $uncover[$i].x $uncover[$i].y}
{NEXT i}
[store_locations]
variable=uncover
@ -550,20 +542,20 @@
[/and]
[/store_locations]
{FOREACH uncover i}
{MODIFY_TERRAIN Gg $uncover[$i].x $uncover[$i].y}
{MODIFY_TERRAIN Gg $uncover[$i].x $uncover[$i].y}
{NEXT i}
# check if a new dialogue part is needed
# do that if the distance between this event and the
# do that if the distance between this event and the
# last dialogue is more than 8 hexes
{VARIABLE x_delta $urza_x}
{VARIABLE_OP x_delta add -$x1}
{VARIABLE_OP x_delta multiply $x_delta}
{VARIABLE y_delta $urza_y}
{VARIABLE_OP y_delta add -$y1}
{VARIABLE_OP y_delta multiply $y_delta}
[if]
[variable]
name=x_delta
@ -593,13 +585,13 @@
[/if]
[/then]
[/if]
# we'll allow undo even if terrain was uncovered
# the dialogue will break undoing, anyway
[allow_undo]
[/allow_undo]
[/event]
# elven ambush event
[event]
name=moveto
@ -612,35 +604,34 @@
side=2
[/filter_adjacent]
[/filter]
# swap all elves within 5 hexes to the active side
# they effectively join the ambush
{MODIFY_UNIT (
side=2
[filter_location]
terrain=Gs^Fp
[and]
x,y=$x1,$y1
radius=5
[/and]
[/filter_location]
side=2
[filter_location]
terrain=Gs^Fp
[and]
x,y=$x1,$y1
radius=5
[/and]
[/filter_location]
) side 4}
[redraw][/redraw]
# do a dialog if the last ambush was far enough away
# we just want to prevent triggering all the dialogue in
# the first part of the journey!
# (...not that there is that much dialogue here...)
{VARIABLE x_delta $ambush_x}
{VARIABLE_OP x_delta add -$x1}
{VARIABLE_OP x_delta multiply $x_delta}
{VARIABLE y_delta $ambush_y}
{VARIABLE_OP y_delta add -$y1}
{VARIABLE_OP y_delta multiply $y_delta}
# if the last ambush dialogue was 9 hexes or more
# if the last ambush dialogue was 9 hexes or more
# distant, do another one
[if]
[variable]
@ -730,9 +721,9 @@
[/message]
{MOVE_UNIT (description=Urza Afalas) 24 46}
# reveal the first bit of path
{MODIFY_TERRAIN Gg 23 47}
# note: the following is NOT supposed to be supplied as a RANGE!
# change the individual coordinates 22,47 and 21,48 !
@ -744,12 +735,12 @@
[/remove_shroud]
[redraw]
[/redraw]
[message]
speaker=Urza Afalas
message= _ "This way! The only ford is a bit west of here, and the path to the north will lead you into trouble!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "I think we should head north. The road leads north, and the ford is north. Why does he want us to head west?"
@ -803,7 +794,6 @@
[/endlevel]
[/event]
# re-spawn some undead after turn 2
# up to a maximum number depending on the turn
# place them slightly east of the mountain range
@ -816,14 +806,14 @@
{VARIABLE undead_spawns $turn_number}
{VARIABLE_OP undead_spawns add -2}
# we'll subtract the number of undead that already exist
[store_unit]
[filter]
race=undead
[/filter]
variable=undead
[/store_unit]
[/store_unit]
[if]
[variable]
@ -839,19 +829,19 @@
{VARIABLE undead_spawns $turn_number}
[/else]
[/if]
{VARIABLE_OP undead_spawns add -$undead.length}
{REPEAT $undead_spawns (
{VARIABLE_OP undead_spawn_y random "19..34"}
{VARIABLE_OP undead_spawn_y random "19..34"}
{VARIABLE_OP undead_spawn_type random $undead_spawn_types}
{VARIABLE_OP undead_spawn_type random $undead_spawn_types}
[unit]
side=3
type=$undead_spawn_type
x,y=19,$undead_spawn_y
[/unit]
[unit]
side=3
type=$undead_spawn_type
x,y=19,$undead_spawn_y
[/unit]
)}
[/event]
[/event]
@ -1005,7 +995,7 @@
message= _ "But there was a dark cloud looming behind Deoran and his men..."
image=wesnoth-icon.png
[/message]
{CLEAR_VARIABLE secret_path}
{CLEAR_VARIABLE secret_track}
{CLEAR_VARIABLE urza_dialogue}
@ -1022,6 +1012,5 @@
bonus=yes
result=victory
[/endlevel]
[/event]
[/scenario]

View file

@ -4,7 +4,7 @@
name= _ "Into The Depths"
next_scenario=8a_Return_To_Kerlath
{SCENARIO_MUSIC knalgan_theme.ogg}
{EXTRA_SCENARIO_MUSIC underground.ogg}

View file

@ -4,7 +4,7 @@
name= _ "Pebbles in the Flood"
next_scenario=8b_The_Tides_of_War
{SCENARIO_MUSIC elvish-theme.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
{EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}

View file

@ -4,7 +4,7 @@
name= _ "The Tides of War"
next_scenario=9b_Bandit_Epilogue
{SCENARIO_MUSIC knalgan_theme.ogg}
{EXTRA_SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}

View file

@ -4,7 +4,7 @@
name= _ "Vengeance"
next_scenario=10a_Elf_Epilogue
{SCENARIO_MUSIC nunc_dimittis.ogg}
map_data="{campaigns/The_South_Guard/maps/9a_Vengeance.map}"
@ -192,7 +192,7 @@
speaker=Ithelden
message= _ "You too, Ethiliel? All these menfolk are the same! They fell trees to till the earth; now they have felled our leader! We cannot brook such deeds! You will die with them!"
[/message]
[music]
name=vengeful.ogg
immediate=yes

View file

@ -1,7 +1,6 @@
#textdomain wesnoth-tsg
# Heroes and Allies
[event]
name=die
[filter]

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@ -3,7 +3,6 @@
# no other campaigns with a brief overview of the various units in the game
# as they encounter them.
#ifdef EASY
[event]

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@ -3,7 +3,6 @@
# This should make my WML a little more sane. Most of these
# I've shamlessly pillaged from The Rise of Wesnoth and the Useful WML Fragemnts Wiki
#define SG_UNIT TYPE DESCRIPTION USER_DESCRIPTION SIDE X Y
[unit]
type={TYPE}

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@ -221,7 +221,7 @@
[ai]
recruitment_ignore_bad_movement=yes
grouping=no
passive_leader=yes
passive_leader=yes
[/ai]
team_name=evil
[/side]

View file

@ -3,43 +3,42 @@
# Scenario 1: The Morning After
[scenario]
# Set the map, ToD cycle, music and story
{campaigns/Under_the_Burning_Suns/scenarios/scen1/map_setup.cfg}
# Set the map, ToD cycle, music and story
{campaigns/Under_the_Burning_Suns/scenarios/scen1/map_setup.cfg}
# Set sides - elves, monsters and necromancer
{campaigns/Under_the_Burning_Suns/scenarios/scen1/sides_setup.cfg}
# Set sides - elves, monsters and necromancer
{campaigns/Under_the_Burning_Suns/scenarios/scen1/sides_setup.cfg}
# Set required variables and initial dialogue
# Variables set:
# $seen_mudcrawler{'yes','no'}, $rescued_elves{0-5}, $elf_pool_counter{0-8}, $elf_pool[]{up to 8 cells}
{campaigns/Under_the_Burning_Suns/scenarios/scen1/scenario_start.cfg}
# Set required variables and initial dialogue
# Variables set:
# $seen_mudcrawler{'yes','no'}, $rescued_elves{0-5}, $elf_pool_counter{0-8}, $elf_pool[]{up to 8 cells}
{campaigns/Under_the_Burning_Suns/scenarios/scen1/scenario_start.cfg}
# Surviviors - two mudcrawler events, garak event, zhul event, scout events
{campaigns/Under_the_Burning_Suns/scenarios/scen1/survivors.cfg}
# Surviviors - two mudcrawler events, garak event, zhul event, scout events
{campaigns/Under_the_Burning_Suns/scenarios/scen1/survivors.cfg}
# Desert villages event - difficulty dependent chance of finding an elf if reached before the undead
# Variables cleared :
# $elf_pool[], $elf_pool_counter
{campaigns/Under_the_Burning_Suns/scenarios/scen1/outer_villages.cfg}
# Desert villages event - difficulty dependent chance of finding an elf if reached before the undead
# Variables cleared :
# $elf_pool[], $elf_pool_counter
{campaigns/Under_the_Burning_Suns/scenarios/scen1/outer_villages.cfg}
# Necromancer - spawning the bad guy both on time and prematurely and victory event
# Variables cleared :
# $seen_mudcrawler, $rescued_elves
{campaigns/Under_the_Burning_Suns/scenarios/scen1/necromancer.cfg}
# Necromancer - spawning the bad guy both on time and prematurely and victory event
# Variables cleared :
# $seen_mudcrawler, $rescued_elves
{campaigns/Under_the_Burning_Suns/scenarios/scen1/necromancer.cfg}
# Kaleh abilities - special custom AMLAS for Kaleh
# Kaleh abilities - special custom AMLAS for Kaleh
{campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
# Common death events for heroes
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define GARAK_DEATH
#enddef
{campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef GARAK_DEATH
# Common death events for heroes
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define GARAK_DEATH
#enddef
{campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef GARAK_DEATH
[/scenario]

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@ -2,7 +2,6 @@
# Scenario 2: Across the Harsh Sands
[scenario]
id="2_Across_the_Harsh_Sands"
name= _ "Across the Harsh Sands"
@ -2600,19 +2599,19 @@
[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define GARAK_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef GARAK_DEATH
#undef ELYSSA_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define GARAK_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef GARAK_DEATH
#undef ELYSSA_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

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@ -92,16 +92,16 @@
#! -- depends on variables : $ElvishGarak, $defiant_death, $elven_camps
#! -- clears variables : $ElvishGarak, $grak_challenged, $zur_challenged, $defiant_death, $elven_camps
{CREEP_DEATH}
#! -- and the good guys die
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
[/scenario]

View file

@ -2,7 +2,6 @@
#Level 4: Descending into Darkness
[scenario]
id="4_Descending_into_Darkness"
name= _ "Descending into Darkness"
label= _ "Descending into Darkness"
@ -2290,16 +2289,16 @@
[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 5: A Subterranean Struggle
[scenario]
id="5_A_Subterranean_Struggle"
name= _ "A Subterranean Struggle"
label= _ "A Subterranean Struggle"
@ -4294,15 +4293,15 @@
[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -1019,83 +1019,82 @@
# on a lava hex take 25 damage. This damage can kill units.
[event]
name=new turn
first_time_only=no
[redraw]
side=1
[/redraw]
[store_locations]
terrain=Yl
[filter]
side=1,3,4
[not]
type=Zhul Shyde,Zhul Star,Desert Shyde,Desert Star,Dust Devil
[/not]
[/filter]
variable=lava_hex
[/store_locations]
{VARIABLE i 0}
{FOREACH lava_hex i}
[store_unit]
[filter]
x,y=$lava_hex[$i].x,$lava_hex[$i].y
[/filter]
variable=unit_on_lava
[/store_unit]
name=new turn
first_time_only=no
[redraw]
side=1
[/redraw]
[store_locations]
terrain=Yl
[filter]
side=1,3,4
[not]
type=Zhul Shyde,Zhul Star,Desert Shyde,Desert Star,Dust Devil
[/not]
[/filter]
variable=lava_hex
[/store_locations]
{VARIABLE i 0}
{FOREACH lava_hex i}
[store_unit]
[filter]
x,y=$lava_hex[$i].x,$lava_hex[$i].y
[/filter]
variable=unit_on_lava
[/store_unit]
# this code makes sure Kaleh stays unslowed
[if]
[variable]
name=unslow_kaleh
numerical_equals=1
[/variable]
[variable]
name=unit_on_lava.description
equals=Kaleh
[/variable]
[then]
[set_variable]
name=unit_on_lava.status.slowed
value="off"
[/set_variable]
[/then]
[/if]
[if]
[variable]
name=unslow_kaleh
numerical_equals=1
[/variable]
[variable]
name=unit_on_lava.description
equals=Kaleh
[/variable]
[then]
[set_variable]
name=unit_on_lava.status.slowed
value="off"
[/set_variable]
[/then]
[/if]
{VARIABLE heat_offset $heat_damage}
{VARIABLE_OP heat_offset multiply -1}
{VARIABLE damage_recived $lava_damage}
{VARIABLE_OP damage_recived add $heat_offset}
{CLEAR_VARIABLE heat_offset}
{VARIABLE heat_offset $heat_damage}
{VARIABLE_OP heat_offset multiply -1}
{VARIABLE damage_recived $lava_damage}
{VARIABLE_OP damage_recived add $heat_offset}
{CLEAR_VARIABLE heat_offset}
{VARIABLE_OP unit_on_lava.hitpoints add $damage_recived}
{VARIABLE damage_msg $damage_recived}
{VARIABLE_OP damage_msg multiply -1}
{CLEAR_VARIABLE damage_recived}
# if unitstats.hitpoints is < 1, unstore unit and kill it,
# else just unstore it
[unstore_unit]
variable=unit_on_lava
text=$damage_msg
{COLOR_HARM}
[/unstore_unit]
[if]
[variable]
name=unit_on_lava.hitpoints
less_than=1
[/variable]
[then]
[kill]
description=$unit_on_lava.description
fire_event=yes
animate=yes
[/kill]
[/then]
[/if]
{CLEAR_VARIABLE unit_on_lava}
{CLEAR_VARIABLE damage_msg}
{NEXT i}
{CLEAR_VARIABLE lava_hex}
{VARIABLE_OP unit_on_lava.hitpoints add $damage_recived}
{VARIABLE damage_msg $damage_recived}
{VARIABLE_OP damage_msg multiply -1}
{CLEAR_VARIABLE damage_recived}
# if unitstats.hitpoints is < 1, unstore unit and kill it,
# else just unstore it
[unstore_unit]
variable=unit_on_lava
text=$damage_msg
{COLOR_HARM}
[/unstore_unit]
[if]
[variable]
name=unit_on_lava.hitpoints
less_than=1
[/variable]
[then]
[kill]
description=$unit_on_lava.description
fire_event=yes
animate=yes
[/kill]
[/then]
[/if]
{CLEAR_VARIABLE unit_on_lava}
{CLEAR_VARIABLE damage_msg}
{NEXT i}
{CLEAR_VARIABLE lava_hex}
[/event]
# At the start of each turn, all units in main cavern standing on a cave
@ -2489,16 +2488,16 @@
[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 6.b: In the Domain of the Dwarves
[scenario]
id="6b_In the Domain of the Dwarves"
name= _ "In the Domain of the Dwarves"
label= _ "In the Domain of the Dwarves"
@ -2396,16 +2395,16 @@
[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ELYSSA_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ELYSSA_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 7.1: Dealing with Dwarves
[scenario]
id="7_a_Dealing with Dwarves"
name= _ "Dealing with Dwarves"
label= _ "Dealing with Dwarves"

View file

@ -2,7 +2,6 @@
# Level 7.b: Talking with Trolls
[scenario]
id="7b_Talking_with_Trolls"
name= _ "Talking with Trolls"
label= _ "Talking with Trolls"

View file

@ -1547,7 +1547,6 @@
# wmllint: recognize Durth
# wmllint: recognize Othgar
[message]
description=Durth
message= _ "Huff, huff. First the boss tells us to patrol these caves, and then these durn caves start flooding. What next?"
@ -4528,7 +4527,7 @@
[then]
#if Kaleh isn't the unit moving outside then Eloh calls for him
# wmllint: recognize Eloh
# wmllint: recognize Eloh
[message]
description=Eloh
@ -6758,16 +6757,16 @@
[/time_area]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ALLY_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ALLY_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define ALLY_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef ALLY_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 9: Blood is Thicker than Water...
[scenario]
id="9_Blood_is_Thicker_Than_Water"
name= _ "Blood is Thicker than Water"
label= _ "Blood is Thicker than Water"
@ -3054,7 +3053,7 @@
[/filter]
kill=yes
variable=Zhul_statue
# wmllint: recognize Zhul_statue
# wmllint: recognize Zhul_statue
[/store_unit]
{VARIABLE Zhul_statue.description "Zhul_statue"}
@ -4179,22 +4178,22 @@
[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define LATE_ALLY_DEATH
#enddef
#define KROMPH_DEATH
#enddef
#define ESANOO_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef LATE_ALLY_DEATH
#undef ESANOO_DEATH
#undef KROMPH_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define LATE_ALLY_DEATH
#enddef
#define KROMPH_DEATH
#enddef
#define ESANOO_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef LATE_ALLY_DEATH
#undef ESANOO_DEATH
#undef KROMPH_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 10: Speaking with the Fishes
[scenario]
id="10_Speaking_with_the_Fishes"
name= _ "Speaking with the Fishes"
label= _ "Speaking with the Fishes"

View file

@ -2,7 +2,6 @@
# Level 11: The Battle for Zocthanol Isle
[scenario]
id="11_Battle_for_Zocthanol_Isle"
name= _ "The Battle for Zocthanol Isle"
label= _ "The Battle for Zocthanol Isle"
@ -1755,12 +1754,12 @@
[filter]
side=1
[filter_location]
radius=5
x,y=13,9
[filter_radius]
terrain=W*
[/filter_radius]
[/filter_location]
radius=5
x,y=13,9
[filter_radius]
terrain=W*
[/filter_radius]
[/filter_location]
[/filter]
{UNIT_T (Sea Serpent) (Sea Serpent) ( _ "Sea Serpent") 2 13 9}
@ -2435,20 +2434,19 @@
[/if]
[/event]
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define LATE_ALLY_DEATH
#enddef
#define ESANOO_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef LATE_ALLY_DEATH
#undef ESANOO_DEATH
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define LATE_ALLY_DEATH
#enddef
#define ESANOO_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef LATE_ALLY_DEATH
#undef ESANOO_DEATH
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 12: The Final Confrontation
[scenario]
id="12_The_Final_Confrontation"
name= _ "The Final Confrontation"
label= _ "The Final Confrontation"
@ -1915,19 +1914,19 @@
#[/event]
{@campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
#define FINAL_FIGHT
#enddef
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define LATE_ALLY_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef LATE_ALLY_DEATH
#undef FINAL_FIGHT
#define FINAL_FIGHT
#enddef
#define KALEH_DEATH
#enddef
#define FRIEND_DEATH
#enddef
#define LATE_ALLY_DEATH
#enddef
{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
#undef KALEH_DEATH
#undef FRIEND_DEATH
#undef LATE_ALLY_DEATH
#undef FINAL_FIGHT
{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]

View file

@ -2,7 +2,6 @@
# Level 13: Epilogue
[scenario]
id="13_Epilogue"
name= _ "Epilogue"
label= _ "Epilogue"

View file

@ -1,63 +1,62 @@
#textdomain wesnoth-utbs
# The aim of this module is to collate all of the important map settings and get them out of the way
# Generaly once these red one they won't be touched in the future.
# It's a good practice to name the scenario file according to scenario id. It's even better to put a scenario number in front
# of the name, in this way if anyone in future will have to do something with your files he or she won't have to waste time
# on finding out in what order should he read the scenarios.
id="1_The_Morning_After"
name= _ "The Morning After"
# Map data, note lack of any symbols in fornt of the path below, this means only /data/ folder will be search, userdata will be omitted
map_data="{campaigns/Under_the_Burning_Suns/maps/01_The_Morning_After.map}"
next_scenario=2_Across_the_Harsh_Sands
{TURNS 34 32 30}
# Since the scenario can't end until all the elves are rescued we can't allow it to end with the death of the necromancer
victory_when_enemies_defeated=no
# Whole campaign uses custom timescheudle assuming day - short night - day - long night which is supposed to simulate a world
# with two suns in the sky. Custom times of day are defined in /utils/time.cfg
{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
{AFTERNOON2}
{DUSK2}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
# The playlist for the scenario, only one file for now
[music]
name=revelation.ogg
[/music]
# And the story. Disclaimer, introduction to the campaign, and first scenario
[story]
[part]
story= _ "Note: This campaign is probably not the best one for beginners. It changes certain Wesnoth standards, such as the elves' stats and the day/night cycle. This campaign emphasizes role-playing elements and tends to have longer scenarios with changing objectives. For these reasons I strongly suggest that you occasionally save your game mid-scenario, so you won't lose all your progress if you get stuck and have to start over."
[/part]
[part]
background="misc/kaleh_story.jpg"
story= _ "This is the chronicle of the journey of the Quenoth elves from their homeland in the Great Southern Desert. I write this story so that our descendants may know of our travels, and remember the sacrifices we made."
[/part]
[part]
background="misc/kaleh_story.jpg"
story= _ "Chapter 1: I, Kaleh, grew up amidst the shifting sands, under our two suns Sela and Naia. It was a land of hot dry days and cold nights, of roaming horrors, where water was more valuable than gold. We had lived among the sands ever since the forests fell eons ago. It was a hard savage land, but we were tougher still, and we managed to survive settled around a rare oasis. We had heavily fortified our village against any marauders and we were the biggest encampment we knew of. My uncle, Tanuil, led us for many years, and trained us to be self-sufficient and strong against all enemies. A people struggling in an ocean of sand, we thought we were ready for anything. All that changed one fateful night, when the sky rained fire..."
[/part]
[part]
background="misc/night_of_fallen_stars.jpg"
story= _ "I remember that night as if it were yesterday. I was not prone to dreaming, but as I slept I had a strange vision. I didn't have long to ponder it though, because I was woken in the dark by the sound of deafening crashes, splintering wood and shouting elves. That night the sky rained flaming rocks, boulders bigger than you could imagine. They smote the landscape like lightning bolts, setting fire to whatever could burn and crushing houses, walls, and elves. There was nowhere to hide, nowhere to go for protection. I was so afraid, I thought that if I tried to flee I would be smashed, so I hid and prayed to Eloh. I never prayed before as hard as I did that night. I heard cries and screams outside, but I could not force myself to move. And somehow, eventually the thin yellow tendrils of a sickly dawn stole over the horizon, as if Naia herself were shocked by the devastation she saw."
[/part]
[/story]
#textdomain wesnoth-utbs
# The aim of this module is to collate all of the important map settings and get them out of the way
# Generaly once these red one they won't be touched in the future.
# It's a good practice to name the scenario file according to scenario id. It's even better to put a scenario number in front
# of the name, in this way if anyone in future will have to do something with your files he or she won't have to waste time
# on finding out in what order should he read the scenarios.
id="1_The_Morning_After"
name= _ "The Morning After"
# Map data, note lack of any symbols in fornt of the path below, this means only /data/ folder will be search, userdata will be omitted
map_data="{campaigns/Under_the_Burning_Suns/maps/01_The_Morning_After.map}"
next_scenario=2_Across_the_Harsh_Sands
{TURNS 34 32 30}
# Since the scenario can't end until all the elves are rescued we can't allow it to end with the death of the necromancer
victory_when_enemies_defeated=no
# Whole campaign uses custom timescheudle assuming day - short night - day - long night which is supposed to simulate a world
# with two suns in the sky. Custom times of day are defined in /utils/time.cfg
{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
{AFTERNOON2}
{DUSK2}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
# The playlist for the scenario, only one file for now
[music]
name=revelation.ogg
[/music]
# And the story. Disclaimer, introduction to the campaign, and first scenario
[story]
[part]
story= _ "Note: This campaign is probably not the best one for beginners. It changes certain Wesnoth standards, such as the elves' stats and the day/night cycle. This campaign emphasizes role-playing elements and tends to have longer scenarios with changing objectives. For these reasons I strongly suggest that you occasionally save your game mid-scenario, so you won't lose all your progress if you get stuck and have to start over."
[/part]
[part]
background="misc/kaleh_story.jpg"
story= _ "This is the chronicle of the journey of the Quenoth elves from their homeland in the Great Southern Desert. I write this story so that our descendants may know of our travels, and remember the sacrifices we made."
[/part]
[part]
background="misc/kaleh_story.jpg"
story= _ "Chapter 1: I, Kaleh, grew up amidst the shifting sands, under our two suns Sela and Naia. It was a land of hot dry days and cold nights, of roaming horrors, where water was more valuable than gold. We had lived among the sands ever since the forests fell eons ago. It was a hard savage land, but we were tougher still, and we managed to survive settled around a rare oasis. We had heavily fortified our village against any marauders and we were the biggest encampment we knew of. My uncle, Tanuil, led us for many years, and trained us to be self-sufficient and strong against all enemies. A people struggling in an ocean of sand, we thought we were ready for anything. All that changed one fateful night, when the sky rained fire..."
[/part]
[part]
background="misc/night_of_fallen_stars.jpg"
story= _ "I remember that night as if it were yesterday. I was not prone to dreaming, but as I slept I had a strange vision. I didn't have long to ponder it though, because I was woken in the dark by the sound of deafening crashes, splintering wood and shouting elves. That night the sky rained flaming rocks, boulders bigger than you could imagine. They smote the landscape like lightning bolts, setting fire to whatever could burn and crushing houses, walls, and elves. There was nowhere to hide, nowhere to go for protection. I was so afraid, I thought that if I tried to flee I would be smashed, so I hid and prayed to Eloh. I never prayed before as hard as I did that night. I heard cries and screams outside, but I could not force myself to move. And somehow, eventually the thin yellow tendrils of a sickly dawn stole over the horizon, as if Naia herself were shocked by the devastation she saw."
[/part]
[/story]

View file

@ -1,335 +1,333 @@
#textdomain wesnoth-utbs
# We're going to use this piece of WML in two different places without a change, that's why it's placed within a macro
#define DARKSORCERER_INTRO
# Place the bad guy, give him proper gold an income
[unit]
#ifdef HARD
type=Necromancer
#else
type=Dark Sorcerer
#endif
description=Xanthos
user_description= _ "Xanthos"
canrecruit=yes
x=46
y=3
side=3
[/unit]
[modify_side]
side=3
{GOLD 150 175 200}
{INCOME 12 15 20}
[/modify_side]
[remove_shroud]
side=1
x=44-48
y=1-5
[/remove_shroud]
[message]
description=Xanthos
message= _ "This place reeks of the stench of death, I could smell it from miles away. Oh how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!"
[/message]
[message]
description=Nym
message= _ "His timing couldn't be worse. I know that undead cultists often prey on small targets, but they haven't had the guts to attack us for years. Why has Eloh heaped so much misfortune upon us?"
[/message]
[message]
description=Zhul
message= _ "Have some more faith girl, the goddess does not give us more than we can handle. With Eloh's grace we shall yet triumph over this pretender."
[/message]
[message]
description=Garak
message= _ "Bah, I've fought these dark cultists before. They can be killed just like anyone else, and our elvish hunters can easily decimate their skeleton armies."
[/message]
[message]
description=Kaleh
message= _ "I have heard of your kind, foul necromancer. You travel the sands, daring to bring back and enslave those who have passed on. But we will prove to you that death is not all-powerful. You shall not desecrate the bodies of my kith and kin! You shall learn to fear the wrath of Eloh and the Quenoth elves!"
[/message]
[place_shroud]
side=1
x=44-48
y=1-5
[/place_shroud]
[objectives]
summary= _ "New Objectives:"
show=yes
[objective]
description= _ "Rescue Surviving Elves"
condition=win
[/objective]
[objective]
description= _ "Defeat Xanthos"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh, Nym, Garak or Zhul"
condition=lose
[/objective]
[/objectives]
#enddef
# Normal necromancer placement, happens around turn 10 depending on difficulty level
[event]
#ifdef EASY
name=turn 11
#endif
#ifdef NORMAL
name=turn 10
#endif
#ifdef HARD
name=turn 9
#endif
# If Xanthos does not exist and undead gold is unmodified it means he never showed up. We need this check
# in case player triggered him earlier and managed to kill already, otherwise he might get spawned once more
[store_side]
side=3
variable=temp
[/store_side]
[if]
[not]
[have_unit]
description=Xanthos
[/have_unit]
[/not]
[variable]
name=temp.gold
numerical_equals=100
[/variable]
[then]
{DARKSORCERER_INTRO}
[/then]
[/if]
{CLEAR_VARIABLE temp}
[/event]
# When dark sorcerer dies, checks to make sure elves have been rescued before ending the scenario. If no set an event
# that checks if that changed on each move. It's ugly but there is no better way of doing that at the moment
[event]
name=die
[filter]
description=Xanthos
[/filter]
[sound]
name=wail-long.wav
[/sound]
[kill]
side=3
animate=yes
[/kill]
[message]
description=Kaleh
message= _ "The necromancer is finally vanquished."
[/message]
[message]
description=Zhul
message= _ "And at last the dead shall have their rest."
[/message]
[if]
[variable]
name=rescued_elves
not_equals=5
[/variable]
[then]
[message]
description=Kaleh
message= _ "The necromancer is dead, but I don't think we've explored the entire village. There may still be elves that need rescuing. We should go back and check. "
[/message]
[event]
name=moveto
first_time_only=no
[filter]
x=1-60
y=1-60
side=1
[/filter]
[if]
[variable]
name=rescued_elves
equals=5
[/variable]
[then]
[message]
description=Kaleh
message= _ "We've explored the village and I think we've rescued the last of the survivors."
[/message]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
[/then]
[else]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/else]
[/if]
[/event]
# This event prevents player from running to dark sorcerer's base before he shows up on turn 11. If the player
# approaches his base before turn 11 he appears and attacks. Either way the unit moving into the area also comments
# on the plight of those elves who lived out in the open sands.
[event]
name=moveto
[filter]
x=37-60
y=1-12
side=1
[/filter]
[if]
[not]
[have_unit]
side=3
[/have_unit]
[/not]
[then]
{DARKSORCERER_INTRO}
[/then]
[/if]
[message]
speaker=unit
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to think what has happened to them."
[/message]
[/event]
# Elvish hunting party shows up on turn 16
[event]
name=turn 16
[remove_shroud]
side=1
x=24-32
y=1-6
[/remove_shroud]
{LOYAL_UNIT 1 "Desert Hunter" 29 2 "Pythos" (_"Pythos")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Fighter" 28 2 "Shea" ( _ "Shea")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Fighter" 29 1 "Narn" ( _ "Narn")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Scout" 27 2 "Jokli" ( _ "Jokli")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Archer" 28 1 "Lyia" ( _ "Lyia")}
[+unit]
gender=female
random_traits=yes
[/unit]
[message]
description=Pythos
message= _ "Hail, is anyone still alive?"
[/message]
[message]
description=Kaleh
message= _ "Yes, and we could certainly use your help. A necromancer has been attacking us, he intends to use our fallen comrades as fodder for his evil magics. Where have you been?"
[/message]
[message]
description=Pythos
message= _ "We were out far in the sands, searching for prey and roaming orcs. As soon as we saw the rock storm we raced back as fast as we could. I only wish we could have come sooner."
[/message]
[message]
description=Nym
message= _ "No use crying over spilt water. But we're sure glad you're here now."
[/message]
[/event]
# On victory dialogue
[event]
name=victory
[message]
description=Nym
message= _ "It seems that we finally have some peace. But what do we do now?"
[/message]
[message]
description=Garak
message= _ "Where is Tanuil and his family?"
[/message]
[message]
description=Kaleh
message= _ "The keep has been crushed by the rocks. We could find no survivors."
[/message]
[message]
description=Zhul
message= _ "Too many have died this night."
[/message]
[message]
description=Nym
message= _ "Our village is in ruins. The walls that were built by our ancestors over generations have been demolished in a space of hours. Most of our dwellings are destroyed. And the great tree itself is no more. One thing is obvious, we cannot stay here."
[/message]
[message]
description=Garak
message= _ "You are a fool to despair. This has always been our home. The water here is good, we know this land. We can rebuild; Eloh willing, we can thrive again."
[/message]
[message]
description=Nym
message= _ "Think for a moment. Who else has seen the rock storm? What other foes are coming to pick over the remains of our people? There is no mercy in the desert, and we have many enemies who would seek to gain in our time of weakness."
[/message]
[message]
description=Garak
message= _ "Impudent girl, you should not speak so to your elders, or to your betters."
[/message]
[message]
description=Nym
message= _ "I have a right to speak my mind!"
[/message]
[message]
description=Zhul
message= _ "Peace, please calm yourselves. In chaos there is nothing but death and destruction. Even in this time of trial we must show our fortitude, and follow our laws. Without laws we are like beasts in the desert, fighting over scraps of meat. Among the survivors Kaleh is by heritage the closest relative to Tanuil and thus our leader. What say you Kaleh?"
[/message]
[message]
description=Kaleh
message= _ "Last night, before the rock storm, I heard a voice in my sleep. It sounded like sweet music, and somehow I knew it was Eloh. I still remember her exact words: 'You must be strong, young elf, for you enter a time of peril. The home you know will be destroyed, and you must lead your people to a new land. To the north you will find salvation and peace. Cross the desert and head to the mountains. Fear not, for I will guide you and protect you.' I'm not sure why I'm the one she chose to appeal to, but if this is her will, I will see it done. Our home is gone and the desert is a harsh place. If Eloh has prepared a new home for us, then I will lead us there."
[/message]
[message]
description=Garak
message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow your counsel."
[/message]
[message]
description=Zhul
message= _ "Then let us collect what supplies we can from the wreckage and head north with great haste. Our home is protection no longer, we must find a new haven for our people."
[/message]
[message]
description=Nym
message= _ "What about the bodies of the dead? We can't leave them to be torn by crows or desecrated by other dark mages."
[/message]
[message]
description=Kaleh
message= _ "I agree, we should not forget our dead. We should build a huge pyre and burn them with proper ceremony, so that the smoke may carry them on to the next realm."
[/message]
[message]
description=Zhul
message= _ "Kaleh, I don't want to tarry longer than necessary, but I agree that we must see to the dead before we leave. Garak, you and your men start collecting our dead. Nym, help me find oil and wood so that we may build a pyre."
[/message]
[message]
speaker=narrator
message= _ "And so it was done. The dead were laid reverently on top of what little wood we could find. But the fire was big enough to burn the bodies to ashes and speed their souls to the hereafter. I remember at the time that the death of so many of our people was not the best omen for the start of such a large journey. They were the first of our people to die in this great endeavor, but they were to be far from the last."
[/message]
# Clear variables
{CLEAR_VARIABLE seen_mudcrawler}
{CLEAR_VARIABLE rescued_elves}
[/event]
[event]
name=time over
[message]
description=Kaleh
message= _ "What's that to the north? It looks like even more undead! The rock storm must have attracted other necromancers. There's no way we can defeat them all. We've run out of time. There's no escape. Eloh save us!"
[/message]
[/event]
#textdomain wesnoth-utbs
# We're going to use this piece of WML in two different places without a change, that's why it's placed within a macro
#define DARKSORCERER_INTRO
# Place the bad guy, give him proper gold an income
[unit]
#ifdef HARD
type=Necromancer
#else
type=Dark Sorcerer
#endif
description=Xanthos
user_description= _ "Xanthos"
canrecruit=yes
x=46
y=3
side=3
[/unit]
[modify_side]
side=3
{GOLD 150 175 200}
{INCOME 12 15 20}
[/modify_side]
[remove_shroud]
side=1
x=44-48
y=1-5
[/remove_shroud]
[message]
description=Xanthos
message= _ "This place reeks of the stench of death, I could smell it from miles away. Oh how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!"
[/message]
[message]
description=Nym
message= _ "His timing couldn't be worse. I know that undead cultists often prey on small targets, but they haven't had the guts to attack us for years. Why has Eloh heaped so much misfortune upon us?"
[/message]
[message]
description=Zhul
message= _ "Have some more faith girl, the goddess does not give us more than we can handle. With Eloh's grace we shall yet triumph over this pretender."
[/message]
[message]
description=Garak
message= _ "Bah, I've fought these dark cultists before. They can be killed just like anyone else, and our elvish hunters can easily decimate their skeleton armies."
[/message]
[message]
description=Kaleh
message= _ "I have heard of your kind, foul necromancer. You travel the sands, daring to bring back and enslave those who have passed on. But we will prove to you that death is not all-powerful. You shall not desecrate the bodies of my kith and kin! You shall learn to fear the wrath of Eloh and the Quenoth elves!"
[/message]
[place_shroud]
side=1
x=44-48
y=1-5
[/place_shroud]
[objectives]
summary= _ "New Objectives:"
show=yes
[objective]
description= _ "Rescue Surviving Elves"
condition=win
[/objective]
[objective]
description= _ "Defeat Xanthos"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh, Nym, Garak or Zhul"
condition=lose
[/objective]
[/objectives]
#enddef
# Normal necromancer placement, happens around turn 10 depending on difficulty level
[event]
#ifdef EASY
name=turn 11
#endif
#ifdef NORMAL
name=turn 10
#endif
#ifdef HARD
name=turn 9
#endif
# If Xanthos does not exist and undead gold is unmodified it means he never showed up. We need this check
# in case player triggered him earlier and managed to kill already, otherwise he might get spawned once more
[store_side]
side=3
variable=temp
[/store_side]
[if]
[not]
[have_unit]
description=Xanthos
[/have_unit]
[/not]
[variable]
name=temp.gold
numerical_equals=100
[/variable]
[then]
{DARKSORCERER_INTRO}
[/then]
[/if]
{CLEAR_VARIABLE temp}
[/event]
# When dark sorcerer dies, checks to make sure elves have been rescued before ending the scenario. If no set an event
# that checks if that changed on each move. It's ugly but there is no better way of doing that at the moment
[event]
name=die
[filter]
description=Xanthos
[/filter]
[sound]
name=wail-long.wav
[/sound]
[kill]
side=3
animate=yes
[/kill]
[message]
description=Kaleh
message= _ "The necromancer is finally vanquished."
[/message]
[message]
description=Zhul
message= _ "And at last the dead shall have their rest."
[/message]
[if]
[variable]
name=rescued_elves
not_equals=5
[/variable]
[then]
[message]
description=Kaleh
message= _ "The necromancer is dead, but I don't think we've explored the entire village. There may still be elves that need rescuing. We should go back and check. "
[/message]
[event]
name=moveto
first_time_only=no
[filter]
x=1-60
y=1-60
side=1
[/filter]
[if]
[variable]
name=rescued_elves
equals=5
[/variable]
[then]
[message]
description=Kaleh
message= _ "We've explored the village and I think we've rescued the last of the survivors."
[/message]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
[/then]
[else]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/else]
[/if]
[/event]
# This event prevents player from running to dark sorcerer's base before he shows up on turn 11. If the player
# approaches his base before turn 11 he appears and attacks. Either way the unit moving into the area also comments
# on the plight of those elves who lived out in the open sands.
[event]
name=moveto
[filter]
x=37-60
y=1-12
side=1
[/filter]
[if]
[not]
[have_unit]
side=3
[/have_unit]
[/not]
[then]
{DARKSORCERER_INTRO}
[/then]
[/if]
[message]
speaker=unit
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to think what has happened to them."
[/message]
[/event]
# Elvish hunting party shows up on turn 16
[event]
name=turn 16
[remove_shroud]
side=1
x=24-32
y=1-6
[/remove_shroud]
{LOYAL_UNIT 1 "Desert Hunter" 29 2 "Pythos" (_"Pythos")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Fighter" 28 2 "Shea" ( _ "Shea")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Fighter" 29 1 "Narn" ( _ "Narn")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Scout" 27 2 "Jokli" ( _ "Jokli")}
[+unit]
random_traits=yes
[/unit]
{LOYAL_UNIT 1 "Desert Archer" 28 1 "Lyia" ( _ "Lyia")}
[+unit]
gender=female
random_traits=yes
[/unit]
[message]
description=Pythos
message= _ "Hail, is anyone still alive?"
[/message]
[message]
description=Kaleh
message= _ "Yes, and we could certainly use your help. A necromancer has been attacking us, he intends to use our fallen comrades as fodder for his evil magics. Where have you been?"
[/message]
[message]
description=Pythos
message= _ "We were out far in the sands, searching for prey and roaming orcs. As soon as we saw the rock storm we raced back as fast as we could. I only wish we could have come sooner."
[/message]
[message]
description=Nym
message= _ "No use crying over spilt water. But we're sure glad you're here now."
[/message]
[/event]
# On victory dialogue
[event]
name=victory
[message]
description=Nym
message= _ "It seems that we finally have some peace. But what do we do now?"
[/message]
[message]
description=Garak
message= _ "Where is Tanuil and his family?"
[/message]
[message]
description=Kaleh
message= _ "The keep has been crushed by the rocks. We could find no survivors."
[/message]
[message]
description=Zhul
message= _ "Too many have died this night."
[/message]
[message]
description=Nym
message= _ "Our village is in ruins. The walls that were built by our ancestors over generations have been demolished in a space of hours. Most of our dwellings are destroyed. And the great tree itself is no more. One thing is obvious, we cannot stay here."
[/message]
[message]
description=Garak
message= _ "You are a fool to despair. This has always been our home. The water here is good, we know this land. We can rebuild; Eloh willing, we can thrive again."
[/message]
[message]
description=Nym
message= _ "Think for a moment. Who else has seen the rock storm? What other foes are coming to pick over the remains of our people? There is no mercy in the desert, and we have many enemies who would seek to gain in our time of weakness."
[/message]
[message]
description=Garak
message= _ "Impudent girl, you should not speak so to your elders, or to your betters."
[/message]
[message]
description=Nym
message= _ "I have a right to speak my mind!"
[/message]
[message]
description=Zhul
message= _ "Peace, please calm yourselves. In chaos there is nothing but death and destruction. Even in this time of trial we must show our fortitude, and follow our laws. Without laws we are like beasts in the desert, fighting over scraps of meat. Among the survivors Kaleh is by heritage the closest relative to Tanuil and thus our leader. What say you Kaleh?"
[/message]
[message]
description=Kaleh
message= _ "Last night, before the rock storm, I heard a voice in my sleep. It sounded like sweet music, and somehow I knew it was Eloh. I still remember her exact words: 'You must be strong, young elf, for you enter a time of peril. The home you know will be destroyed, and you must lead your people to a new land. To the north you will find salvation and peace. Cross the desert and head to the mountains. Fear not, for I will guide you and protect you.' I'm not sure why I'm the one she chose to appeal to, but if this is her will, I will see it done. Our home is gone and the desert is a harsh place. If Eloh has prepared a new home for us, then I will lead us there."
[/message]
[message]
description=Garak
message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow your counsel."
[/message]
[message]
description=Zhul
message= _ "Then let us collect what supplies we can from the wreckage and head north with great haste. Our home is protection no longer, we must find a new haven for our people."
[/message]
[message]
description=Nym
message= _ "What about the bodies of the dead? We can't leave them to be torn by crows or desecrated by other dark mages."
[/message]
[message]
description=Kaleh
message= _ "I agree, we should not forget our dead. We should build a huge pyre and burn them with proper ceremony, so that the smoke may carry them on to the next realm."
[/message]
[message]
description=Zhul
message= _ "Kaleh, I don't want to tarry longer than necessary, but I agree that we must see to the dead before we leave. Garak, you and your men start collecting our dead. Nym, help me find oil and wood so that we may build a pyre."
[/message]
[message]
speaker=narrator
message= _ "And so it was done. The dead were laid reverently on top of what little wood we could find. But the fire was big enough to burn the bodies to ashes and speed their souls to the hereafter. I remember at the time that the death of so many of our people was not the best omen for the start of such a large journey. They were the first of our people to die in this great endeavor, but they were to be far from the last."
image=wesnoth-icon.png
[/message]
# Clear variables
{CLEAR_VARIABLE seen_mudcrawler}
{CLEAR_VARIABLE rescued_elves}
[/event]
[event]
name=time over
[message]
description=Kaleh
message= _ "What's that to the north? It looks like even more undead! The rock storm must have attracted other necromancers. There's no way we can defeat them all. We've run out of time. There's no escape. Eloh save us!"
[/message]
[/event]

View file

@ -1,211 +1,204 @@
#textdomain wesnoth-utbs
# This module handles events attached to four villages outside oasis not near necromancer fort. Scenario assumes that
# there is a chance to find an unit in each of them unless they have been captured by undead already.
#! -- Internal variables :
# $i, $outer_villages[]{4 sets of coordinates}
#! -- Depends on :
# $elf_pool[], $elf_pool_counter
#! -- Clears :
# $elf_pool[], $elf_pool_counter
# For each village we need to prepare a pair of events, one in case it's initialy captured by player and one in case
# it's ransacked by bad guys. Because it needs to be done before play starts, we're going to use 'start' event.
[event]
name=start
# There is a number of houses inside the oasis and even more tents by the necromancers fort, we need to make sure
# that these are ignored. To do this we store coordinates ([store_locations]) of all desert villages (Dd^Vt) that
# are not ([not]) within rectangle defined by points 40,1 60,12 (x=40-60, y=1-12) or ([or]) rectangle defined by 22,24 43,34 .
# First rectangle includes all villages near necromancer, the second covers whole oasis. These coordinates are stored to
# array called outer_villages (variable=outer_villages).
[store_locations]
variable=outer_villages
terrain=Dd^Vt
[not]
x=40-60
y=1-12
[or]
x=22-43
y=24-34
[/or]
[/not]
[/store_locations]
# Now for each stored set of coordinates we need to prepare a capture event that can be triggered both by good and bad guys.
# To do this we declare an iterator.
{VARIABLE i 0}
# And use foreach macro, that simulates an loop walking over an array from beginning to end.
{FOREACH outer_villages i}
# In this way for each village we declare an capture event
[event]
name=capture
# That triggers for both side 1 and 3 on a village of coordinates x,y
[filter]
side=1,3
x=$outer_villages[$i].x
y=$outer_villages[$i].y
[/filter]
# Now depending on which side captured the village there will be different outcomes.
[if]
# When unit capturing village belongs to a player
[variable]
name=unit.side
equals=1
[/variable]
[then]
# We generate a random number between 1 and 100
{RANDOM 1..100}
# And check if it's lower than a treshold of finding an unit that's dependent on diffficulty level
# 60% on easy, 50% on normal, 40% on hard. We use preprocesor to choose apropriate chance
[if]
[variable]
name=random
#ifdef EASY
less_than_equal=60
#endif
#ifdef NORMAL
less_than_equal=50
#endif
#ifdef HARD
less_than_equal=40
#endif
[/variable]
[then]
# So the RNG smiled upon the player, time to pick an random elf from pool we prepared in scenario_start
# but we have keep drawing until we hit a nonblank record, since some of them will be cleared already
# so we prepare a loop that's going to run until our check on random variable evaluates to ture.
# For this we need to set random to a value that will evaluate as false to guarantee at least one loop pass.
{VARIABLE random $elf_pool_counter}
[while]
[variable]
name=elf_pool[$random].type
equals=""
[/variable]
[do]
# Now we can draw an elf. It's important to remember that even though we have $elf_pool_counter
# units, they are indexed from 0 so we need to substract 1 from drawn number
{RANDOM 1..$elf_pool_counter}
{VARIABLE_OP random add -1}
# Create an unit with data drawn and place it on an empty hex by the village, since he village itself is occupied
[unit]
side=1
type=$elf_pool[$random].type
description=$elf_pool[$random].description
user_description=_ $elf_pool[$random].description
gender=$elf_pool[$random].gender
x=$x1
y=$y1
animate=yes
# Make the unit loyal on easy
#ifdef EASY
[modifications]
{TRAIT_LOYAL}
[/modifications]
#endif
# And have it start with 0hp on hard
#ifdef HARD
moves=0
#endif
[/unit]
[/do]
[/while]
# When done remove uniit from the pool
{CLEAR_VARIABLE elf_pool[$random]}
# And write joyful message
[message]
speaker=unit
message= _ "Oh good, some elves have survived in this outer settlement. They've agreed to help us search for other survivors."
[/message]
[/then]
# And when RNG plays hard ball we need to inform the player he's out of luck
[else]
[message]
speaker=unit
message= _ "The encampment is empty. I wonder what happened to the inhabitants?"
[/message]
[/else]
[/if]
[/then]
# When the unit belongs to the bad guy... Tough luck, there is actualy no bonus from that now, so we just set up another event
# this time for player only for the time he recaptures the village.
[else]
[event]
name=capture
[filter]
side=1
x=$outer_villages[$i].x
y=$outer_villages[$i].y
[/filter]
[message]
speaker=unit
message= _ "This encampment has been abandoned. There are signs of a struggle and a few bloodstains but nothing else. I fear for those elves who lived out here."
[/message]
[/event]
[/else]
[/if]
[/event]
{NEXT i}
{CLEAR_VARIABLE i}
{CLEAR_VARIABLE outer_villages}
[/event]
# This event unstores all unspawned units from the pool into the recall list. Reason for this is pretty simple, it's much easier to finish
# sc3 for example having two free hunters than two free scouts.
[event]
name=victory
{VARIABLE i 0}
{FOREACH elf_pool i}
[if]
[variable]
name=elf_pool[$i].type
not_equals=""
[/variable]
[then]
[unit]
side=1
type=$elf_pool[$random].type
description=$elf_pool[$random].description
user_description=_ $elf_pool[$random].description
gender=$elf_pool[$random].gender
x=$x1
y=$y1
animate=yes
#ifdef EASY
[modifications]
{TRAIT_LOYAL}
[/modifications]
#endif
[/unit]
[/then]
[/if]
{NEXT i}
{CLEAR_VARIABLE elf_pool}
{CLEAR_VARIABLE elf_pool_counter}
[/event]
#textdomain wesnoth-utbs
# This module handles events attached to four villages outside oasis not near necromancer fort. Scenario assumes that
# there is a chance to find an unit in each of them unless they have been captured by undead already.
#! -- Internal variables :
# $i, $outer_villages[]{4 sets of coordinates}
#! -- Depends on :
# $elf_pool[], $elf_pool_counter
#! -- Clears :
# $elf_pool[], $elf_pool_counter
# For each village we need to prepare a pair of events, one in case it's initialy captured by player and one in case
# it's ransacked by bad guys. Because it needs to be done before play starts, we're going to use 'start' event.
[event]
name=start
# There is a number of houses inside the oasis and even more tents by the necromancers fort, we need to make sure
# that these are ignored. To do this we store coordinates ([store_locations]) of all desert villages (Dd^Vt) that
# are not ([not]) within rectangle defined by points 40,1 60,12 (x=40-60, y=1-12) or ([or]) rectangle defined by 22,24 43,34 .
# First rectangle includes all villages near necromancer, the second covers whole oasis. These coordinates are stored to
# array called outer_villages (variable=outer_villages).
[store_locations]
variable=outer_villages
terrain=Dd^Vt
[not]
x=40-60
y=1-12
[or]
x=22-43
y=24-34
[/or]
[/not]
[/store_locations]
# Now for each stored set of coordinates we need to prepare a capture event that can be triggered both by good and bad guys.
# To do this we declare an iterator.
{VARIABLE i 0}
# And use foreach macro, that simulates an loop walking over an array from beginning to end.
{FOREACH outer_villages i}
# In this way for each village we declare an capture event
[event]
name=capture
# That triggers for both side 1 and 3 on a village of coordinates x,y
[filter]
side=1,3
x=$outer_villages[$i].x
y=$outer_villages[$i].y
[/filter]
# Now depending on which side captured the village there will be different outcomes.
[if]
# When unit capturing village belongs to a player
[variable]
name=unit.side
equals=1
[/variable]
[then]
# We generate a random number between 1 and 100
{RANDOM 1..100}
# And check if it's lower than a treshold of finding an unit that's dependent on diffficulty level
# 60% on easy, 50% on normal, 40% on hard. We use preprocesor to choose apropriate chance
[if]
[variable]
name=random
#ifdef EASY
less_than_equal=60
#endif
#ifdef NORMAL
less_than_equal=50
#endif
#ifdef HARD
less_than_equal=40
#endif
[/variable]
[then]
# So the RNG smiled upon the player, time to pick an random elf from pool we prepared in scenario_start
# but we have keep drawing until we hit a nonblank record, since some of them will be cleared already
# so we prepare a loop that's going to run until our check on random variable evaluates to ture.
# For this we need to set random to a value that will evaluate as false to guarantee at least one loop pass.
{VARIABLE random $elf_pool_counter}
[while]
[variable]
name=elf_pool[$random].type
equals=""
[/variable]
[do]
# Now we can draw an elf. It's important to remember that even though we have $elf_pool_counter
# units, they are indexed from 0 so we need to substract 1 from drawn number
{RANDOM 1..$elf_pool_counter}
{VARIABLE_OP random add -1}
# Create an unit with data drawn and place it on an empty hex by the village, since he village itself is occupied
[unit]
side=1
type=$elf_pool[$random].type
description=$elf_pool[$random].description
user_description=_ $elf_pool[$random].description
gender=$elf_pool[$random].gender
x=$x1
y=$y1
animate=yes
# Make the unit loyal on easy
#ifdef EASY
[modifications]
{TRAIT_LOYAL}
[/modifications]
#endif
# And have it start with 0hp on hard
#ifdef HARD
moves=0
#endif
[/unit]
[/do]
[/while]
# When done remove uniit from the pool
{CLEAR_VARIABLE elf_pool[$random]}
# And write joyful message
[message]
speaker=unit
message= _ "Oh good, some elves have survived in this outer settlement. They've agreed to help us search for other survivors."
[/message]
[/then]
# And when RNG plays hard ball we need to inform the player he's out of luck
[else]
[message]
speaker=unit
message= _ "The encampment is empty. I wonder what happened to the inhabitants?"
[/message]
[/else]
[/if]
[/then]
# When the unit belongs to the bad guy... Tough luck, there is actualy no bonus from that now, so we just set up another event
# this time for player only for the time he recaptures the village.
[else]
[event]
name=capture
[filter]
side=1
x=$outer_villages[$i].x
y=$outer_villages[$i].y
[/filter]
[message]
speaker=unit
message= _ "This encampment has been abandoned. There are signs of a struggle and a few bloodstains but nothing else. I fear for those elves who lived out here."
[/message]
[/event]
[/else]
[/if]
[/event]
{NEXT i}
{CLEAR_VARIABLE i}
{CLEAR_VARIABLE outer_villages}
[/event]
# This event unstores all unspawned units from the pool into the recall list. Reason for this is pretty simple, it's much easier to finish
# sc3 for example having two free hunters than two free scouts.
[event]
name=victory
{VARIABLE i 0}
{FOREACH elf_pool i}
[if]
[variable]
name=elf_pool[$i].type
not_equals=""
[/variable]
[then]
[unit]
side=1
type=$elf_pool[$random].type
description=$elf_pool[$random].description
user_description=_ $elf_pool[$random].description
gender=$elf_pool[$random].gender
x=$x1
y=$y1
animate=yes
#ifdef EASY
[modifications]
{TRAIT_LOYAL}
[/modifications]
#endif
[/unit]
[/then]
[/if]
{NEXT i}
{CLEAR_VARIABLE elf_pool}
{CLEAR_VARIABLE elf_pool_counter}
[/event]

View file

@ -1,126 +1,122 @@
#textdomain wesnoth-utbs
#Internal macros : VILLAGE_EVENT
# macro for setting up the village occupants
#define VILLAGE_EVENT TYPE NAME GENDER
{VARIABLE elf_pool[$elf_pool_counter].type {TYPE}}
{VARIABLE elf_pool[$elf_pool_counter].name {NAME}}
{VARIABLE elf_pool[$elf_pool_counter].gender {GENDER}}
{VARIABLE_OP elf_pool_counter add 1}
#enddef
# prestart events:
# set starting scenario objectives
# set starting variables
[event]
name=prestart
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Rescue Surviving Elves"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh, Nym, Garak or Zhul"
condition=lose
[/objective]
[/objectives]
# There are 3 mudcrawler encounter spots, in the NW and SW corner and in the barracks.
# Depending on which way you circle around the village, you will
# encounter the NW or barracks first.
# At start seen a mudcrawler is false
{VARIABLE seen_mudcrawler "no"}
# Can't end scenario until all elves have been rescued (5 events)
{VARIABLE rescued_elves 0}
# Elves in outlying villages - set array index and elf pool counter
{VARIABLE elf_pool_counter 0}
# Elves in the pool - 2 fighters, 2 archers, 2 hunters, 2 scouts
{VILLAGE_EVENT "Desert Fighter" _"Lrea" "female"}
{VILLAGE_EVENT "Desert Fighter" _"Piyru" "male"}
{VILLAGE_EVENT "Desert Archer" _"Frea" "female"}
{VILLAGE_EVENT "Desert Archer" _"Danu" "male"}
{VILLAGE_EVENT "Desert Hunter" _"Hamuil" "male"}
{VILLAGE_EVENT "Desert Hunter" _"Anioh" "male"}
{VILLAGE_EVENT "Desert Scout" _"Vemuil" "male"}
{VILLAGE_EVENT "Desert Scout" _"Taliu" "male"}
[/event]
#undef VILLAGE_EVENT
# Dialogue at start of scenario
[event]
name=start
[message]
description=Nym
message= _ "Hey Kaleh, are you in there?"
[/message]
[message]
description=Kaleh
message= _ "Nym, is that you?"
[/message]
[message]
description=Nym
message= _ "Yes, come on out already. The storm has passed. With the morning light Naia has ended the terrible night."
[/message]
[message]
description=Kaleh
message= _ "Has the sky really stopped falling?"
[/message]
[message]
description=Nym
message= _ "I already told you, the sky is clear and empty. Now come quickly, silly, others may need our help."
[/message]
[message]
description=Kaleh
message= _ "What's happened? Oh Eloh, the craters are everywhere, everything is gone, ruined. I can hardly recognize our village. I didn't think it could be this bad."
[/message]
[message]
description=Nym
message= _ "C'mon Kaleh, we have to go see if anyone is hurt or needs help. I think I hear people calling from the south. Now is not a time for fear, we must be strong. After all you are the nephew of Tanuil, our leader, and you must answer to the call of duty. Perhaps in the light of day things won't be as bad as you think. Let's explore the village and see who else has survived the night."
[/message]
[message]
description=Kaleh
message= _ "Wait, our keep is just to the east. Our leader Tanuil must surely be recruiting others to help deal with the devastation. Perhaps we should go to the keep, before we explore the rest of the village."
[/message]
[/event]
# Dialogue when Nym and Kaleh see the ruined keep
[event]
name=moveto
[filter]
x=33-40
y=19-26
side=1
[/filter]
[allow_undo]
[/allow_undo]
[message]
description=Kaleh
message= _ "Tanuil's keep, our beautiful fortress, it is destroyed. How will we summon our people to battle?"
[/message]
[message]
description=Nym
message= _ "We must rally those survivors we can find amidst the rubble. It doesn't look like anyone survived, but at least we can thank Eloh it was a quick death. But come on, we can't dwell on the dead, we must help the living."
[/message]
[message]
description=Kaleh
message= _ "But if Tanuil is dead, who will lead us?"
[/message]
[message]
description=Nym
message= _ "That's a question for another time. Let's keep exploring the wreckage."
[/message]
[/event]
#textdomain wesnoth-utbs
#Internal macros : VILLAGE_EVENT
# macro for setting up the village occupants
#define VILLAGE_EVENT TYPE NAME GENDER
{VARIABLE elf_pool[$elf_pool_counter].type {TYPE}}
{VARIABLE elf_pool[$elf_pool_counter].name {NAME}}
{VARIABLE elf_pool[$elf_pool_counter].gender {GENDER}}
{VARIABLE_OP elf_pool_counter add 1}
#enddef
# prestart events:
# set starting scenario objectives
# set starting variables
[event]
name=prestart
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Rescue Surviving Elves"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh, Nym, Garak or Zhul"
condition=lose
[/objective]
[/objectives]
# There are 3 mudcrawler encounter spots, in the NW and SW corner and in the barracks.
# Depending on which way you circle around the village, you will
# encounter the NW or barracks first.
# At start seen a mudcrawler is false
{VARIABLE seen_mudcrawler "no"}
# Can't end scenario until all elves have been rescued (5 events)
{VARIABLE rescued_elves 0}
# Elves in outlying villages - set array index and elf pool counter
{VARIABLE elf_pool_counter 0}
# Elves in the pool - 2 fighters, 2 archers, 2 hunters, 2 scouts
{VILLAGE_EVENT "Desert Fighter" _"Lrea" "female"}
{VILLAGE_EVENT "Desert Fighter" _"Piyru" "male"}
{VILLAGE_EVENT "Desert Archer" _"Frea" "female"}
{VILLAGE_EVENT "Desert Archer" _"Danu" "male"}
{VILLAGE_EVENT "Desert Hunter" _"Hamuil" "male"}
{VILLAGE_EVENT "Desert Hunter" _"Anioh" "male"}
{VILLAGE_EVENT "Desert Scout" _"Vemuil" "male"}
{VILLAGE_EVENT "Desert Scout" _"Taliu" "male"}
[/event]
#undef VILLAGE_EVENT
# Dialogue at start of scenario
[event]
name=start
[message]
description=Nym
message= _ "Hey Kaleh, are you in there?"
[/message]
[message]
description=Kaleh
message= _ "Nym, is that you?"
[/message]
[message]
description=Nym
message= _ "Yes, come on out already. The storm has passed. With the morning light Naia has ended the terrible night."
[/message]
[message]
description=Kaleh
message= _ "Has the sky really stopped falling?"
[/message]
[message]
description=Nym
message= _ "I already told you, the sky is clear and empty. Now come quickly, silly, others may need our help."
[/message]
[message]
description=Kaleh
message= _ "What's happened? Oh Eloh, the craters are everywhere, everything is gone, ruined. I can hardly recognize our village. I didn't think it could be this bad."
[/message]
[message]
description=Nym
message= _ "C'mon Kaleh, we have to go see if anyone is hurt or needs help. I think I hear people calling from the south. Now is not a time for fear, we must be strong. After all you are the nephew of Tanuil, our leader, and you must answer to the call of duty. Perhaps in the light of day things won't be as bad as you think. Let's explore the village and see who else has survived the night."
[/message]
[message]
description=Kaleh
message= _ "Wait, our keep is just to the east. Our leader Tanuil must surely be recruiting others to help deal with the devastation. Perhaps we should go to the keep, before we explore the rest of the village."
[/message]
[/event]
# Dialogue when Nym and Kaleh see the ruined keep
[event]
name=moveto
[filter]
x=33-40
y=19-26
side=1
[/filter]
[allow_undo]
[/allow_undo]
[message]
description=Kaleh
message= _ "Tanuil's keep, our beautiful fortress, it is destroyed. How will we summon our people to battle?"
[/message]
[message]
description=Nym
message= _ "We must rally those survivors we can find amidst the rubble. It doesn't look like anyone survived, but at least we can thank Eloh it was a quick death. But come on, we can't dwell on the dead, we must help the living."
[/message]
[message]
description=Kaleh
message= _ "But if Tanuil is dead, who will lead us?"
[/message]
[message]
description=Nym
message= _ "That's a question for another time. Let's keep exploring the wreckage."
[/message]
[/event]

View file

@ -1,94 +1,93 @@
#textdomain wesnoth-utbs
[side]
side=1
description=Kaleh
user_description= _ "Kaleh"
type=Kaleh
variation=Youth
[modifications]
{TRAIT_LOYAL}
#ifndef HARD
{TRAIT_RESILIENT}
#ifdef EASY
{TRAIT_INTELLIGENT}
#endif
#endif
[/modifications]
canrecruit=yes
{GOLD 0 0 0}
{INCOME 4 2 0}
controller=human
shroud=yes
fog=no
# Start with Nym
[unit]
type=Nym Hunter
description=Nym
user_description= _ "Nym"
x=27
y=22
[modifications]
{TRAIT_LOYAL}
#ifndef HARD
{TRAIT_RESILIENT}
#ifdef EASY
{TRAIT_QUICK}
#endif
#endif
[/modifications]
{IS_HERO}
[/unit]
[/side]
# Monster side : mudcrawlers and cuttlefish
[side]
no_leader=yes
side=2
controller=ai
shroud=no
fog=no
team_name=monsters
[ai]
aggression=1.0
caution=0.0
# weak ai
{ATTACK_DEPTH 1 2 3}
[/ai]
[/side]
# Undead side, doesn't start with a leader
[side]
no_leader=yes
side=3
controller=ai
shroud=no
fog=no
team_name=evil
#Values reset later on, needed for proper execution of Necromancer event
{GOLD 100 100 100}
{INCOME -2 -2 -2}
#ifndef HARD
recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghoul, Dark Adept
#endif
#ifdef HARD
recruit=Revenant, Bone Shooter, Blood Bat, Necrophage, Dark Adept, Deathblade
#endif
[ai]
recruitment_ignore_bad_movement=yes
recruitment_ignore_bad_combat=yes
#ifdef HARD
recruitment_pattern=scout,fighter,fighter,fighter,archer
#else
recruitment_pattern=scout,fighter,archer,fighter
#endif
aggression=0.80
caution=0.10
{ATTACK_DEPTH 2 3 4}
[/ai]
[/side]
#textdomain wesnoth-utbs
[side]
side=1
description=Kaleh
user_description= _ "Kaleh"
type=Kaleh
variation=Youth
[modifications]
{TRAIT_LOYAL}
#ifndef HARD
{TRAIT_RESILIENT}
#ifdef EASY
{TRAIT_INTELLIGENT}
#endif
#endif
[/modifications]
canrecruit=yes
{GOLD 0 0 0}
{INCOME 4 2 0}
controller=human
shroud=yes
fog=no
# Start with Nym
[unit]
type=Nym Hunter
description=Nym
user_description= _ "Nym"
x=27
y=22
[modifications]
{TRAIT_LOYAL}
#ifndef HARD
{TRAIT_RESILIENT}
#ifdef EASY
{TRAIT_QUICK}
#endif
#endif
[/modifications]
{IS_HERO}
[/unit]
[/side]
# Monster side : mudcrawlers and cuttlefish
[side]
no_leader=yes
side=2
controller=ai
shroud=no
fog=no
team_name=monsters
[ai]
aggression=1.0
caution=0.0
# weak ai
{ATTACK_DEPTH 1 2 3}
[/ai]
[/side]
# Undead side, doesn't start with a leader
[side]
no_leader=yes
side=3
controller=ai
shroud=no
fog=no
team_name=evil
#Values reset later on, needed for proper execution of Necromancer event
{GOLD 100 100 100}
{INCOME -2 -2 -2}
#ifndef HARD
recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghoul, Dark Adept
#endif
#ifdef HARD
recruit=Revenant, Bone Shooter, Blood Bat, Necrophage, Dark Adept, Deathblade
#endif
[ai]
recruitment_ignore_bad_movement=yes
recruitment_ignore_bad_combat=yes
#ifdef HARD
recruitment_pattern=scout,fighter,fighter,fighter,archer
#else
recruitment_pattern=scout,fighter,archer,fighter
#endif
aggression=0.80
caution=0.10
{ATTACK_DEPTH 2 3 4}
[/ai]
[/side]

View file

@ -260,7 +260,7 @@
#ifdef EASY
{UNIT_ (Walking Corpse) () ("") 2 21 24}
#endif
{VARIABLE_OP i add 1}
{VARIABLE_OP i add 1}
[/do]
[/while]
#endif
@ -425,7 +425,7 @@
#ifdef EASY
{UNIT_ (Walking Corpse) () ("") 3 23 6}
#endif
{VARIABLE_OP i add 1}
{VARIABLE_OP i add 1}
[/do]
[/while]
#endif
@ -702,7 +702,7 @@
#ifdef EASY
{UNIT_ (Walking Corpse) () ("") 3 23 6}
#endif
{VARIABLE_OP i add 1}
{VARIABLE_OP i add 1}
[/do]
[/while]
#endif
@ -992,7 +992,7 @@
#ifdef EASY
{UNIT_ (Walking Corpse) () ("") 2 21 24}
#endif
{VARIABLE_OP i add 1}
{VARIABLE_OP i add 1}
[/do]
[/while]
#endif

View file

@ -263,7 +263,7 @@
[/unit]
#enddef
#wmllint: usage of "Desert Archer" is archer
#wmllint: usage of "Desert Archer" is archer
{DESERT_ARCHER "" 17 false}
{DESERT_ARCHER 2 18 true}

View file

@ -142,7 +142,7 @@
[/unit]
#enddef
#wmllint: usage of "Desert Fighter" is fighter
#wmllint: usage of "Desert Fighter" is fighter
{DESERT_FIGHTER "" 15 false}
{DESERT_FIGHTER 2 16 true}

View file

@ -124,7 +124,7 @@
[/unit]
#enddef
#wmllint: usage of "Desert Hunter" is mixed fighter
#wmllint: usage of "Desert Hunter" is mixed fighter
{DESERT_HUNTER "" 20 false}
{DESERT_HUNTER 2 21 true}

View file

@ -123,9 +123,9 @@
[/frame]
[/else]
[frame]
begin=100
end=200
image=units/dwarves/explorer-attack4.png
begin=100
end=200
image=units/dwarves/explorer-attack4.png
[/frame]
[/attack_anim]
[/unit]

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-utbs
[unit]
[base_unit]
id=Ghost
id=Ghost
[/base_unit]
id=EGhost
name= _ "Ethereal Ghost"
@ -17,6 +17,5 @@
Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."
#wmllint: usage of "EGhost" is scout
#wmllint: usage of "EGhost" is scout
[/unit]

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