trow map tweaks and httt armor implementation (partial)

This commit is contained in:
Scott Klempner 2006-06-09 14:20:30 +00:00
parent 5e521b4556
commit 384834fb76
8 changed files with 44 additions and 28 deletions

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@ -10,7 +10,7 @@ uuDWWuuuWWpurWuuuWWWWpuruWWWWuuuuuWWWW
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uuuWuuWWWpuurXXXrruuuuuWWWWWWuuro1orrr
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@ -297,7 +297,7 @@ name=start
name=moveto
[filter]
side=1
y=10-21
y=10-22
x=1-100
[/filter]

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@ -162,7 +162,7 @@
side=1
[/filter]
[remove_shroud]
x=14-16,12-18,11-19,12-18
x=14-16,12-18,10-19,12-18
y=10, 11, 12-14,15
[/remove_shroud]
[redraw]

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@ -5,6 +5,24 @@ name= _ "The Scepter of Fire"
next_scenario=19_A_Choice_Must_Be_Made
scenario_generation=cave
#
# If you think this is laying it on a bit thick, I'm open to suggestions
# for better wording or something less melodramatic.
#
[story]
[part]
story= _ "Across the chasm, the air almost crackled with magical energy. It also became steadily warmer. The floor was smooth and glassy in places, and a faint glow provided a small reprieve from the thick blackness. Volcanic fumes drifted up from cracks in the floor."
#background="maps/wesnoth-httt.jpg"
show_title=no
[/part]
[part]
story= _ "Distant rumbles and earthquakes made it difficult to keep steady footing. The very earth had come alive, heaving, and ready to be relieved of its century-old burden..."
#background="maps/wesnoth-httt.jpg"
show_title=no
[/part]
[/story]
{BIGMAP_SCEPTER_OF_FIRE}
#
# Map generator code
#
@ -33,25 +51,6 @@ scenario_generation=cave
blue=-40
[/time]
#
# If you think this is laying it on a bit thick, I'm open to suggestions
# for better wording or something less melodramatic.
#
[story]
[part]
story= _ "Across the chasm, the air almost crackled with magical energy. It also became steadily warmer. The floor was smooth and glassy in places, and a faint glow provided a small reprieve from the thick blackness. Volcanic fumes drifted up from cracks in the floor."
#background="maps/wesnoth-httt.jpg"
show_title=no
[/part]
[part]
story= _ "Distant rumbles and earthquakes made it difficult to keep steady footing. The very earth had come alive, heaving, and ready to be relieved of its century-old burden..."
#background="maps/wesnoth-httt.jpg"
show_title=no
[/part]
[/story]
{BIGMAP_SCEPTER_OF_FIRE}
[event]
name=prestart
[objectives]
@ -180,6 +179,7 @@ scenario_generation=cave
#
# Future capability, once I figure out how to access the scepter's random location
# and if this still sounds like a good idea.
#
# [message]
# description=Delfador
@ -201,9 +201,9 @@ scenario_generation=cave
[allow_undo]
[/allow_undo]
[filter]
side=1
side=1,4,5
[/filter]
{VARIABLE_OP rumble_test random 1..30}
{VARIABLE_OP rumble_test random 1..35}
[if]
[variable]
name=rumble_test

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@ -3,7 +3,7 @@
#textdomain wesnoth-httt
name= _ "A Choice Must Be Made"
map_data="{campaigns/Heir_To_The_Throne/maps/A_Choice_Must_Be_Made}"
{SCENARIO_MUSIC "gameplay03.ogg"}
{SCENARIO_MUSIC "gameplay01.ogg"}
{TURNS 33 30 27}
{DAWN}

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@ -235,8 +235,18 @@
[filter]
side=1
x,y={X_LOC},{Y_LOC}
type=Fighter,Commander,Lord,Princess,Battle Princess,Elvish Lord,Elvish High Lord,Elvish Fighter,Elvish Captain,Elvish Hero,Elvish Marshal,Elvish Champion,Elvish Ranger,Elvish Avenger,Horseman,Knight,Lancer,Paladin,Grand Knight,Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Lord,Dwarvish Guardsman,Dwarvish Stalwart,Dwarvish Sentinel
[/filter]
[effect]
apply_to=resistance
replace=true
[resistance]
blade=50
pierce=60
impact=60
holy=10
fire=10
[/resistance]
[/effect]
[/object]
[/command]
@ -270,7 +280,7 @@ name=die
message= _ "Its owner was surely a famous warrior in life. I wonder who it was. That plate must have a powerful enchantment to have resisted centuries of decay. Choose wisely who will bear it."
[/message]
{VARIABLE armor_taken 0}
{VOID_ARMOR ($x1) ($y1)}
{VOID_ARMOR $x1 $y1}
[/event]
#enddef
@ -279,6 +289,12 @@ name=die
# v1.1.1 so the middle line is disabled
#
#
# 1.1.4 PROBLEMS: if you kill the endowed knight last, the lich event doesn't fire.
# Also, the void armor event is triggered every time any character steps somewhere.
# Also, the "cannot use" condition isn't working (but that might be me).
#
[event]
name=prestart
{VARIABLE_OP armored_knight random (Clarustus,Merlunius,Secadius,Dafeis)}

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@ -19,7 +19,7 @@
die_sound=groan.wav
[attack]
name=sword
icon=attacks/elven-sword.png
icon=attacks/sword-elven.png
type=blade
range=melee
damage=10

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@ -18,7 +18,7 @@
die_sound=groan.wav
[attack]
name=sword
icon=attacks/elven-sword.png
icon=attacks/sword-elven.png
type=blade
range=melee
damage=8