Merge pull request #700 from GregoryLundberg/GL_AToTB_final

A Tale of Two Brothers fixes
This commit is contained in:
Lari Nieminen 2016-08-20 02:44:12 +03:00 committed by GitHub
commit 4dbf5b0263
5 changed files with 623 additions and 442 deletions

View file

@ -86,8 +86,7 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
recruit=Horseman,Bowman,Spearman,Footpad
#ifdef EASY
gold=40
#endif
#ifdef HARD
#else
gold=25
#endif
team_name=good
@ -98,47 +97,18 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
{CHARACTER_STATS_ARVITH}
facing=nw
[unit]
id=Baran
name= _ "Baran"
unrenamable=yes
type=Red Mage
profile=portraits/baran.png
side=1
{IS_HERO}
x,y=31,21
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
# The armed villagers, beware them
{NAMED_LOYAL_UNIT () Spearman 30 22 Alwyn (_ "Alwyn")} {FACING nw}
{NAMED_LOYAL_UNIT () Spearman 30 21 Brent (_ "Brent")} {FACING nw}
{NAMED_LOYAL_UNIT () Spearman 31 22 Cadell (_ "Cadell")} {FACING nw}
{NAMED_LOYAL_UNIT () Spearman 32 19 Dannen (_ "Dannen")} {FACING nw}
{NAMED_LOYAL_UNIT () Bowman 33 19 Efran (_ "Efran")} {FACING nw}
{NAMED_LOYAL_UNIT () Footpad 32 18 Faren (_ "Faren")} {FACING nw}
# Arviths mercenary band
{NAMED_LOYAL_UNIT () Horseman 33 21 Tarek (_ "Tarek")} {FACING nw}
{NAMED_LOYAL_UNIT () Horseman 32 21 Hann (_ "Hann")} {FACING nw}
{NAMED_LOYAL_UNIT () Horseman 33 20 Magrid (_ "Magrid")} {FACING nw}
[/side]
# wmllint: validate-on
[side]
side=2
controller=ai
#ifdef HARD
recruit=Skeleton,Walking Corpse,Vampire Bat,Ghost,Dark Adept,Ghoul
gold=200
#else
#ifdef EASY
recruit=Walking Corpse,Vampire Bat,Dark Adept,Ghoul
gold=120
#else
recruit=Skeleton,Walking Corpse,Vampire Bat,Ghost,Dark Adept,Ghoul
gold=200
#endif
team_name=evil
user_team_name= _ "Enemies"
@ -163,13 +133,25 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[event]
name=prestart
[role]
type=Horseman
[not]
canrecruit=yes
[/not]
role=Mercenary
[/role]
[kill]
id=Alwyn,Brent,Cadell,Dannen,Efran,Faren,Tarek,Hann,Magrid
[/kill]
{NEED_BARAN (x,y=31,21
facing=se)}
# The armed villagers, beware them
{NAMED_LOYAL_UNIT () Spearman 30 22 Alwyn (_ "Alwyn")} {FACING nw}
{NAMED_LOYAL_UNIT () Spearman 30 21 Brent (_ "Brent")} {FACING nw}
{NAMED_LOYAL_UNIT () Spearman 31 22 Cadell (_ "Cadell")} {FACING nw}
{NAMED_LOYAL_UNIT () Spearman 32 19 Dannen (_ "Dannen")} {FACING nw}
{NAMED_LOYAL_UNIT () Bowman 33 19 Efran (_ "Efran")} {FACING nw}
{NAMED_LOYAL_UNIT () Footpad 32 18 Faren (_ "Faren")} {FACING nw}
# Arviths mercenary band
{NAMED_LOYAL_UNIT () Horseman 33 21 Tarek (_ "Tarek")} {FACING nw}
{NAMED_LOYAL_UNIT () Horseman 32 21 Hann (_ "Hann")} {FACING nw}
{NAMED_LOYAL_UNIT () Horseman 33 20 Magrid (_ "Magrid")} {FACING nw}
[objectives]
side=1
@ -239,9 +221,7 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
message= _ "... Aye. Just make sure youre there when we need you."
[/message]
[kill]
id=Baran
[/kill]
{STORE_BARAN}
[/event]
[event]
@ -256,6 +236,8 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[event]
name=turn 10
{NEED_MERCENARY}
[message]
speaker=Arvith
message= _ "Baran has not made his attack!"
@ -304,8 +286,20 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[/message]
[role]
type=Spearman,Bowman,Horseman
type="Royal Guard,Halberdier,Master Bowman,Paladin,Grand Knight,Fugitive," +
"Swordsman,Pikeman,Javelineer,Longbowman,Knight,Lancer,Outlaw," +
"Spearman,Bowman,Horseman,Footpad"
role=Reporter
[not]
id=Arvith
[/not]
[else]
[unit]
role=Reporter
type=Spearman
placement=leader
[/unit]
[/else]
[/role]
[message]
@ -325,6 +319,12 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[/endlevel]
[/event]
[event]
name=victory
{RESTORE_BARAN}
[/event]
[event]
name=time over
@ -345,7 +345,7 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[filter_second]
side=2
[not]
type=Dark Adept,Dark Sorcerer,Vampire Bat
type=Dark Adept,Dark Sorcerer,Vampire Bat,Blood Bat,Dread Bat,Necromancer
[/not]
[/filter_second]
@ -361,7 +361,7 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[filter]
side=2
[not]
type=Dark Adept,Dark Sorcerer,Vampire Bat
type=Dark Adept,Dark Sorcerer,Vampire Bat,Blood Bat,Dread Bat,Necromancer
[/not]
[/filter]
@ -371,19 +371,5 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
[/message]
[/event]
[event]
name=last breath
[filter]
id=Arvith
[/filter]
[message]
speaker=Arvith
message= _ "All is lost now that I am dead..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
{ARVITH_LAST_BREATH}
[/scenario]

View file

@ -7,8 +7,7 @@
next_scenario=03_Guarded_Castle
#ifdef EASY
turns=28
#endif
#ifdef HARD
#else
turns=24
#endif
victory_when_enemies_defeated=no
@ -59,8 +58,7 @@ Besides... I want my brother back."
#ifdef EASY
gold=180
income=10
#endif
#ifdef HARD
#else
gold=120
#endif
recruit=Horseman,Bowman,Spearman,Footpad
@ -81,8 +79,7 @@ Besides... I want my brother back."
controller=ai
#ifdef EASY
gold=25
#endif
#ifdef HARD
#else
gold=60
#endif
income=-8
@ -129,7 +126,7 @@ Besides... I want my brother back."
x,y=15,35
[/unit]
#ifdef HARD
#ifndef EASY
[unit]
side=2
type=Elvish Scout
@ -166,11 +163,63 @@ Besides... I want my brother back."
[/ai]
[/side]
[side]
side=3
hidden=yes
team_name=elves
user_team_name=_"Kidnappers"
type=Dark Adept
id=Muff Toras
name= _ "Muff Toras"
unrenamable=yes
x,y=9,4
[ai]
leader_ignores_keep=yes
village_value=0
[/ai]
#ifdef EASY
[unit]
type=Skeleton
x,y=9,5
[/unit]
[unit]
type=Skeleton
x,y=9,3
[/unit]
#else
[unit]
type=Revenant
x,y=9,5
[/unit]
[unit]
type=Revenant
x,y=9,3
[/unit]
#endif
[/side]
[event]
id=freezer
name=side 3 turn refresh
first_time_only=no
[modify_unit]
[filter]
side=3
[/filter]
moves=0
[/modify_unit]
[/event]
{STARTING_VILLAGES 1 7}
#ifdef EASY
{STARTING_VILLAGES 2 17}
#endif
#ifdef HARD
#else
{STARTING_VILLAGES 2 30}
#endif
@ -179,12 +228,61 @@ Besides... I want my brother back."
[event]
name=prestart
{STORE_BARAN}
{CLEAR_VARIABLE first_password,second_password}
#ifdef EASY
[disallow_recruit]
side=1
type=Heavy Infantryman
[/disallow_recruit]
#endif
[objectives]
side=1
[objective]
[show_if]
[have_unit]
id=Nil-Galion
[/have_unit]
[not]
[variable]
name=found_kidnappers
boolean_equals=true
[/variable]
[/not]
[/show_if]
description= _ "Fight your way through the woods before the kidnappers escape"
condition=win
[/objective]
[objective]
[show_if]
[not]
[have_unit]
id=Nil-Galion
[/have_unit]
[/not]
[not]
[variable]
name=found_kidnappers
boolean_equals=true
[/variable]
[/not]
[/show_if]
description= _ "Catch the kidnappers"
condition=win
[/objective]
[objective]
[show_if]
[variable]
name=found_kidnappers
boolean_equals=true
[/variable]
[/show_if]
description= _ "Kill the Dark Adept before his reinforcements arrive"
condition=win
[/objective]
[objective]
description= _ "Death of Arvith"
condition=lose
@ -210,37 +308,19 @@ Besides... I want my brother back."
y=44,42,26,34
terrain=Gg^Vh
[/terrain]
[capture_village]
side=1
x=10
y=44
[/capture_village]
[capture_village]
side=2
x=10,3
y=26,34
[/capture_village]
#endif
[if]
[have_unit]
side=1
type=Horseman
search_recall_list=yes
[/have_unit]
[then]
[role]
type=Horseman
role=speaker
[/role]
[recall]
role=speaker
[/recall]
[/then]
[else]
[unit]
type=Horseman
side=1
placement=leader
generate_name=yes
facing=ne
role=speaker
[/unit]
[/else]
[/if]
{NEED_MERCENARY}
[/event]
[event]
@ -272,7 +352,7 @@ Besides... I want my brother back."
[/message]
[message]
role=speaker
role=Mercenary
message= _ "I am glad at least that we will not have to face ghosts. But those elves will have us at a disadvantage; our horses will not maneuver well in the trees."
[/message]
@ -283,54 +363,25 @@ Besides... I want my brother back."
[/event]
[event]
name=moveto
name=sighted
[filter]
side=1
x=1-19
y=1-12
side=3
[/filter]
[filter_second]
side=1
[/filter_second]
[unit]
side=2
type=Dark Adept
id=Muff Toras
name= _ "Muff Toras"
{IS_HERO}
unrenamable=yes
x,y=9,4
ai_special=guardian
[/unit]
[remove_event]
id=freezer
[/remove_event]
#ifdef EASY
[unit]
type=Skeleton
x,y=9,5
ai_special=guardian
side=2
[/unit]
[modify_side]
[filter]
side=3
[/filter]
hidden=no
[/modify_side]
[unit]
type=Skeleton
x,y=9,3
ai_special=guardian
side=2
[/unit]
#endif
#ifdef HARD
[unit]
type=Revenant
x=9,5
ai_special=guardian
side=2
[/unit]
[unit]
type=Revenant
x=9,3
ai_special=guardian
side=2
[/unit]
#endif
[remove_shroud]
side=1
x=0-20
@ -338,7 +389,7 @@ Besides... I want my brother back."
[/remove_shroud]
[message]
speaker=unit
speaker=second_unit
message= _ "I see them! There they are!"
[/message]
@ -347,24 +398,8 @@ Besides... I want my brother back."
message= _ "Curses! If they had been an hour slower our masters reinforcements would already be here to meet us."
[/message]
[objectives]
side=1
[objective]
description= _ "Kill the Dark Adept before his reinforcements arrive"
condition=win
[/objective]
[objective]
description= _ "Death of Arvith"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
{VARIABLE found_kidnappers true}
[show_objectives][/show_objectives]
[/event]
[event]
@ -382,6 +417,8 @@ Besides... I want my brother back."
id=Muff Toras
[/filter]
{NEED_MERCENARY}
[message]
speaker=unit
message= _ "Hah! You have captured me, but it will avail you nothing. I sent your precious brother the mage north with half my men a day since; he will be safely locked away in our masters dungeons by now."
@ -397,45 +434,30 @@ Besides... I want my brother back."
{VARIABLE first_password_3 _"Jarlom"}
{VARIABLE first_password_4 _"Hamik"}
{VARIABLE_OP first_password_number rand "1..4"}
{VARIABLE_OP first_password rand "1..4"}
{VARIABLE second_password_1 _"Akranbral"}
{VARIABLE second_password_2 _"Drakanal"}
{VARIABLE second_password_3 _"Xaskanat"}
{VARIABLE second_password_4 _"Katklagad"}
{VARIABLE_OP second_password_number rand "1..4"}
[if]
[not]
[have_unit]
role=speaker
[/have_unit]
[/not]
[then]
[role]
side=1
[not]
id=Arvith
[/not]
role=speaker
[/role]
[/then]
[/if]
{VARIABLE_OP second_password rand "1..4"}
[message]
speaker=unit
message= _ "Three days ride to the northeast, in a deserted castle. The passwords to the guards are $first_password_$first_password_number and $second_password_$second_password_number|."
message= _ "Three days ride to the northeast, in a deserted castle. The passwords to the guards are $first_password_$first_password and $second_password_$second_password|."
[/message]
{CLEAR_VARIABLE first_password_1,first_password_2,first_password_3,first_password_4}
{CLEAR_VARIABLE second_password_1,second_password_2,second_password_3,second_password_4}
[message]
speaker=Arvith
message= _ "Bind him and take him with us. If he has played us false, he will die."
[/message]
[message]
role=speaker
role=Mercenary
message= _ "Captain, what are we riding into? I thought you wanted nothing to do with Baran any more, not since Toen Caric."
[/message]
@ -445,6 +467,10 @@ Besides... I want my brother back."
[/message]
#ifdef EASY
[kill]
id=Brena
[/kill]
[move_unit_fake]
type=Iron Mauler
side=1
@ -476,7 +502,7 @@ Besides... I want my brother back."
[/message]
[message]
role=speaker
role=Mercenary
message= _ "He would only slow us down!"
[/message]
@ -490,11 +516,6 @@ Besides... I want my brother back."
speaker=Brena
message= _ "Thank you. My comrades and I will help you on your noble quest."
[/message]
[allow_recruit]
side=1
type=Heavy Infantryman
[/allow_recruit]
[/command]
[/option]
[option]
@ -505,19 +526,6 @@ Besides... I want my brother back."
message= _ "Take this, then, for I see that you are on a quest. My comrades will help you whenever you call for them."
[/message]
[allow_recruit]
side=1
type=Heavy Infantryman
[/allow_recruit]
[kill]
id=Brena
[/kill]
[kill]
type=Iron Mauler
[/kill]
[sound]
name=gold.ogg
[/sound]
@ -532,10 +540,15 @@ Besides... I want my brother back."
image="wesnoth-icon.png"
message= _ "You receive 70 pieces of gold!"
[/message]
[kill]
id=Brena
[/kill]
[/command]
[/option]
[/message]
#endif
[endlevel]
result=victory
bonus=yes
@ -578,39 +591,24 @@ Besides... I want my brother back."
message= _ "Follow their back trail!"
[/message]
[objectives]
side=1
[objective]
description= _ "Catch the kidnappers"
condition=win
[/objective]
[objective]
description= _ "Death of Arvith"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[show_objectives][/show_objectives]
[/event]
{ARVITH_LAST_BREATH}
[event]
name=last breath
[filter]
id=Arvith
[/filter]
name=victory
[message]
speaker=Arvith
message= _ "All is lost now that I am dead..."
[/message]
#ifdef EASY
[allow_recruit]
side=1
type=Heavy Infantryman
[/allow_recruit]
#endif
{CLEAR_VARIABLE found_kidnappers}
{RESTORE_BARAN}
[endlevel]
result=defeat
[/endlevel]
[/event]
[/scenario]

View file

@ -6,8 +6,7 @@
map_data="{campaigns/Two_Brothers/maps/03_Guarded_Castle.map}"
#ifdef EASY
turns=30
#endif
#ifdef HARD
#else
turns=24
#endif
next_scenario=04_Return_to_the_Village
@ -50,8 +49,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
recruit=Horseman,Bowman,Spearman,Footpad
#ifdef EASY
gold=170
#endif
#ifdef HARD
#else
gold=120
#endif
team_name=good
@ -70,15 +68,13 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
side=2
controller=ai
#ifdef EASY
recruit=Skeleton,Skeleton Archer,Vampire Bat,Dark Adept,Ghoul,Walking Corpse
gold=40
income=7
#endif
#ifdef HARD
income=0
#else
recruit=Skeleton,Skeleton Archer,Vampire Bat,Ghost,Dark Adept,Ghoul,Walking Corpse
gold=60
income=13
#else
recruit=Skeleton,Skeleton Archer,Vampire Bat,Dark Adept,Ghoul,Walking Corpse
income=6
#endif
team_name=evil
@ -93,6 +89,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
facing=sw
[unit]
role=Guard
id=Guard_leader
name= _ "Guard"
type=Assassin
@ -108,7 +105,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
facing=se
[/unit]
#ifdef HARD
#ifndef EASY
[unit]
role=Guard
name= _ "Guard"
@ -161,7 +158,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
facing=se
[/unit]
#ifdef HARD
#ifndef EASY
[unit]
name= _ "Castle Guard"
type=Orcish Warrior
@ -180,6 +177,8 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
#endif
[/side]
{STARTING_VILLAGES 2 100}
# Placing prison gates
{PLACE_IMAGE scenery/gate-rusty-se.png 5 5}
{PLACE_IMAGE scenery/gate-rusty-sw.png 6 10}
@ -231,16 +230,92 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[event]
name=prestart
{STORE_BARAN}
#define ANSWER WHICH
[if]
[variable]
name="{WHICH}_password"
not_equals=1
[/variable]
[variable]
name="{WHICH}_password"
not_equals=2
[/variable]
[variable]
name="{WHICH}_password"
not_equals=3
[/variable]
[variable]
name="{WHICH}_password"
not_equals=4
[/variable]
[then]
[set_variable]
name="{WHICH}_password"
value=1
[/set_variable]
[/then]
[/if]
#enddef
{ANSWER first}
{ANSWER second}
#undef ANSWER
[objectives]
side=1
[objective]
[show_if]
[not]
[have_unit]
id=Baran
[/have_unit]
[/not]
[/show_if]
description= _ "Rescue Baran"
condition=win
[/objective]
[objective]
[show_if]
[have_unit]
id=Baran
[/have_unit]
[have_unit]
id=Rotharik
[/have_unit]
[/show_if]
description= _ "Kill the dark sorcerer to get the cell key"
condition=win
[/objective]
[objective]
[show_if]
[have_unit]
id=Baran
[/have_unit]
[not]
[have_unit]
id=Rotharik
[/have_unit]
[/not]
[/show_if]
description= _ "Move Arvith to the cell with his brother to free him"
condition=win
[/objective]
[objective]
description= _ "Death of Arvith"
condition=lose
[/objective]
[objective]
[show_if]
[have_unit]
id=Baran
[/have_unit]
[/show_if]
description= _ "Death of Baran"
condition=lose
[/objective]
{TURNS_RUN_OUT}
@ -250,9 +325,6 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[/gold_carryover]
[/objectives]
{VARIABLE Got_Key no}
{VARIABLE delay_guards false}
# Making the gates impassable
[terrain]
x=5,6
@ -284,36 +356,25 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[message]
speaker=Arvith
message= _ "The password is"
variable=password_picked
[option]
label= _ "$first_password_1|!"
[command]
{VARIABLE first_password_picked "$first_password_1"}
[/command]
label= _ "Sithrak!"
[/option]
[option]
label= _ "$first_password_2|!"
[command]
{VARIABLE first_password_picked "$first_password_2"}
[/command]
label= _ "Eleben!"
[/option]
[option]
label= _ "$first_password_3|!"
[command]
{VARIABLE first_password_picked "$first_password_3"}
[/command]
label= _ "Jarlom!"
[/option]
[option]
label= _ "$first_password_4|!"
[command]
{VARIABLE first_password_picked "$first_password_4"}
[/command]
label= _ "Hamik!"
[/option]
[/message]
[if]
[variable]
name=first_password_picked
equals=$first_password_$first_password_number
name=password_picked
equals=$first_password
[/variable]
[then]
@ -326,14 +387,10 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
role=Guard
[/kill]
[kill]
id=Guard_leader
[/kill]
[remove_shroud]
side=1
x=0-38
y=20-32
x= 0, 1-2, 3-4, 5-6, 7, 8, 9-10,11-12, 13,14-15, 16, 17, 18, 19, 20, 21, 22,23-24, 25,26-27,28-29,30-32, 33,34-35,36-37, 38
y=11-32,12-32,13-32,14-32,15-32,16-32,17-32,18-32,19-32,18-32,17-32,18-32,17-32,18-32,17-32,18-32,17-32,18-32,19-32,18-32,17-32,13-32,14-32,13-32,12-32,11-32
[/remove_shroud]
[message]
@ -351,10 +408,9 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
speaker=Guard_leader
message= _ "Wrong! Die!"
[/message]
{VARIABLE delay_guards true}
[/else]
[/if]
{CLEAR_VARIABLE password_picked}
[/event]
[event]
@ -403,38 +459,65 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[/message]
[/event]
# Trigger 2nd guards at turn3 only if you did not attack the first
# ones in turn 1, if they are attacked in turn 1, trigger this
# event in turn 6
[event]
name=new turn
[filter_condition]
[variable]
name=delayed_guards
boolean_equals=false
[/variable]
[variable]
name=turn_number
numerical_equals=3
[/variable]
[or]
[variable]
name=delayed_guards
boolean_equals=true
[/variable]
[variable]
name=turn_number
numerical_equals=6
[/variable]
[/or]
[/filter_condition]
name=turn 3
[if]
[have_unit]
side=2
role=Guard
[/have_unit]
[then]
[event]
name=turn 6
[fire_event]
name=second wave
[/fire_event]
[if]
[not]
[have_unit]
side=2
role=Guard
[/have_unit]
[/not]
[then]
[fire_event]
name=second challenge
[/fire_event]
[/then]
[/if]
[/event]
[/then]
[else]
[fire_event]
name=second wave
[/fire_event]
[fire_event]
name=second challenge
[/fire_event]
[/else]
[/if]
[/event]
[event]
name=second wave
[move_unit_fake]
side=2
type=Rogue
x= 7,10,16
y=23,21,24
[/move_unit_fake]
[unit]
side=2
role=Guard2
id=Guard2_leader
name= _ "Guard"
type=Rogue
x,y=16,24
facing=se
animate=no
[/unit]
[unit]
@ -443,6 +526,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
name= _ "Guard"
type=Bandit
x,y=17,24
facing=se
[/unit]
[unit]
@ -451,17 +535,23 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
name= _ "Guard"
type=Bandit
x,y=16,24
facing=se
[/unit]
#ifdef HARD
#ifndef EASY
[unit]
side=2
role=Guard2
name= _ "Guard"
type=Bandit
x,y=17,23
facing=se
[/unit]
#endif
[/event]
[event]
name=second challenge
[message]
speaker=Guard2_leader
@ -481,36 +571,25 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[message]
speaker=Arvith
message= _ "Oh, of course. I had nearly forgotten."
variable=password_picked
[option]
label= _ "$second_password_1|!"
[command]
{VARIABLE second_password_picked "$second_password_1"}
[/command]
label= _ "Akranbral!"
[/option]
[option]
label= _ "$second_password_2|!"
[command]
{VARIABLE second_password_picked "$second_password_2"}
[/command]
label= _ "Drakanal!"
[/option]
[option]
label= _ "$second_password_3|!"
[command]
{VARIABLE second_password_picked "$second_password_3"}
[/command]
label= _ "Xaskanat!"
[/option]
[option]
label= _ "$second_password_4|!"
[command]
{VARIABLE second_password_picked "$second_password_4"}
[/command]
label= _ "Katklagad!"
[/option]
[/message]
[if]
[variable]
name=second_password_picked
equals=$second_password_$second_password_number
name=password_picked
equals=$second_password
[/variable]
[then]
@ -521,9 +600,6 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[kill]
role=Guard2
[/kill]
[kill]
id=Guard2_leader
[/kill]
[/then]
[else]
@ -533,6 +609,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[/message]
[/else]
[/if]
{CLEAR_VARIABLE password_picked}
[message]
speaker=Arvith
@ -566,35 +643,45 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
message= _ "Theres a key in his robes."
[/message]
[message]
speaker=Arvith
message= _ "That may well be the key to the cell theyre holding Baran in! I will take it."
[/message]
[if]
[have_unit]
id=Baran
[/have_unit]
[then]
[message]
speaker=Arvith
message= _ "That may well be the key to the cell theyre holding Baran in! I will take it."
[/message]
{VARIABLE Got_Key yes}
[store_turns]
variable=turns_remaining
[/store_turns]
[set_variable]
name=turns_remaining
sub=$($turn_number| - 1)
[/set_variable]
[if]
[variable]
name=turns_remaining
less_than=7
[/variable]
[then]
[modify_turns]
add=$(7 - $turns_remaining|)
[/modify_turns]
[/then]
[/if]
{CLEAR_VARIABLE turns_remaining}
[modify_turns]
add=6
[/modify_turns]
[objectives]
side=1
[objective]
description= _ "Move Arvith to the cell with his brother to free him"
condition=win
[/objective]
[objective]
description= _ "Death of Arvith"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[show_objectives][/show_objectives]
[/then]
[else]
[message]
speaker=Arvith
message="It may be important, I best take it."
[/message]
[/else]
[/if]
[/event]
[event]
@ -618,9 +705,7 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
side=1
amount=100
[/gold]
#endif
#ifdef HARD
#else
[sound]
name=gold.ogg
[/sound]
@ -653,20 +738,12 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[/have_location]
[/filter_condition]
[unit]
side=1
id=Baran
name= _ "Baran"
unrenamable=yes
type=Red Mage
profile=portraits/baran.png
{IS_HERO}
[scroll_to]
x,y=3,3
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[/scroll_to]
{RESTORE_BARAN}
{NEED_BARAN (x,y=3,3)}
[redraw]
side=1
@ -707,31 +784,43 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[/message]
[if]
[variable]
name=Got_Key
boolean_equals=no
[/variable]
[not]
[have_unit]
id=Rotharik
[/have_unit]
[/not]
[then]
[objectives]
side=1
[objective]
description= _ "Kill the dark sorcerer to get the cell key"
condition=win
[/objective]
[objective]
description= _ "Death of Arvith"
condition=lose
[/objective]
[message]
speaker=Arvith
message= _ "I have already met, and killed, the sorcerer. Is this the key to which you referred?"
[/message]
[message]
speaker=Baran
message= _ "Yes, it is. Come, unlock this cell door, and let us depart this place, brother!"
[/message]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[store_turns]
variable=turns_remaining
[/store_turns]
[set_variable]
name=turns_remaining
sub=$($turn_number| - 1)
[/set_variable]
[if]
[variable]
name=turns_remaining
less_than=7
[/variable]
[then]
[modify_turns]
add=$(7 - $turns_remaining|)
[/modify_turns]
[/then]
[/if]
{CLEAR_VARIABLE turns_remaining}
[/then]
[/if]
[show_objectives][/show_objectives]
[/event]
[event]
@ -743,10 +832,11 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
id=Arvith
[/filter]
[filter_condition]
[variable]
name=Got_Key
boolean_equals=yes
[/variable]
[not]
[have_unit]
id=Rotharik
[/have_unit]
[/not]
[/filter_condition]
[remove_item]
@ -798,31 +888,39 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
[event]
name=victory
{CLEAR_VARIABLE Got_Key}
{RESTORE_BARAN}
[/event]
[event]
name=last breath
[filter]
id=Arvith
[/filter]
{BARAN_LAST_BREATH}
[message]
speaker=Arvith
message= _ "Everything is lost now that I am dead..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
{ARVITH_LAST_BREATH}
[event]
name=time over
[if]
[not]
[have_unit]
id=Rotharik
[/have_unit]
[/not]
[then]
[unit]
id=Rotharik
side=2
type=Orcish Assassin
name= _ "Minion of Tairach"
x,y=2,2
[/unit]
[kill]
id=Baran
[/kill]
[/then]
[/if]
[message]
# wmllint: local spelling Muahahaha
speaker=Rotharik
scroll=no
message= _ "You are too late! Your brother is already dead! Muahahaha...!"
[/message]

View file

@ -6,8 +6,7 @@
map_data="{campaigns/Two_Brothers/maps/04_Return_to_the_Village.map}"
#ifdef EASY
turns=26
#endif
#ifdef HARD
#else
turns=24
#endif
next_scenario=05_Epilogue
@ -52,8 +51,7 @@ But I am still troubled. I wonder... is this sense of foreboding I feel merely a
recruit=Horseman,Bowman,Spearman,Footpad
#ifdef EASY
gold=140
#endif
#ifdef HARD
#else
gold=120
#endif
team_name=good
@ -75,8 +73,7 @@ But I am still troubled. I wonder... is this sense of foreboding I feel merely a
recruit=Goblin Spearman, Wolf Rider, Orcish Archer, Orcish Grunt, Troll Whelp
gold=150
income=10
#endif
#ifdef HARD
#else
recruit=Orcish Warrior, Goblin Impaler, Wolf Rider, Orcish Crossbowman, Troll Whelp, Orcish Assassin
gold=200
income=16
@ -107,8 +104,7 @@ But I am still troubled. I wonder... is this sense of foreboding I feel merely a
#ifdef EASY
gold=60
income=4
#endif
#ifdef HARD
#else
gold=35
#endif
team_name=good
@ -321,37 +317,9 @@ But I am still troubled. I wonder... is this sense of foreboding I feel merely a
[/endlevel]
[/event]
[event]
name=last breath
[filter]
id=Baran
[/filter]
{BARAN_LAST_BREATH}
[message]
speaker=Baran
message= _ "It is over, I am vanquished."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=last breath
[filter]
id=Arvith
[/filter]
[message]
speaker=Arvith
message= _ "Everything is lost now that I am dead..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
{ARVITH_LAST_BREATH}
[event]
name=time over

View file

@ -8,3 +8,134 @@
canrecruit=yes
unrenamable=yes
#enddef
#define ARVITH_LAST_BREATH
[event]
name=last breath
[filter]
id=Arvith
[/filter]
[message]
speaker=Arvith
message= _ "All is lost now that I am dead..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#enddef
#define BARAN_LAST_BREATH
[event]
name=last breath
[filter]
id=Baran
[/filter]
[message]
speaker=Baran
message= _ "It is over, I am vanquished."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#enddef
#define NEED_MERCENARY
[role]
role=Mercenary
type="Paladin,Grand Knight,Knight,Lancer,Horseman"
[not]
id=Arvith
[/not]
reassign=no
[auto_recall][/auto_recall]
[else]
[unit]
role=Mercenary
side=1
type=Horseman
placement=leader
facing=ne
[/unit]
[/else]
[/role]
#enddef
#define STORE_BARAN
[if]
[have_unit]
side=1
id=Baran
search_recall_list=yes
[/have_unit]
[then]
[store_unit]
[filter]
id=Baran
[/filter]
kill=yes
variable=baran_store
[/store_unit]
[/then]
[/if]
#enddef
#define RESTORE_BARAN
[if]
[variable]
name=baran_store.id
equals=Baran
[/variable]
[then]
[unstore_unit]
variable=baran_store
x,y=recall,recall
[/unstore_unit]
{CLEAR_VARIABLE baran_store}
[/then]
[/if]
#enddef
#define RECALL_ELSE ID PLACEMENT WML
[recall]
id={ID}
{PLACEMENT}
[/recall]
[if]
[not]
[have_unit]
side=1
id={ID}
[/have_unit]
[/not]
[then]
{WML}
[/then]
[/if]
#enddef
#define NEED_BARAN PLACEMENT
{RECALL_ELSE Baran {PLACEMENT} (
[unit]
id=Baran
name= _ "Baran"
unrenamable=yes
type=Red Mage
profile=portraits/baran.png
side=1
{IS_HERO}
{PLACEMENT}
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
)}
#enddef