further clean up of scenario 4

This commit is contained in:
Simon Forsyth 2012-06-03 15:08:50 +00:00
parent be098401d0
commit 50c45188fd

View file

@ -7,7 +7,7 @@
next_scenario=05_A_Subterranean_Struggle
{UTBS_MAP 04_Descending_into_Darkness.map}
victory_when_enemies_defeated=no
#don't display snapshot of map in saved games?
#don't display snapshot of map in saved games
snapshot="no"
{TWO_SUNS_DEFAULT_SCHEDULE}
@ -190,14 +190,14 @@
{UTBS_INCLUDE utils/dialog-macros.cfg}
# Prestart functions:
# set starting scenario objectives
# set scenario objectives
# increase cost of recruiting units
# recall main heroes
# initialize starting variables
# added extra NW bridge in EASY
# randomly close one of the two exit tunnels at north of map
# if EASY open up NW cave entrance bottleneck
# give side 3 (green) control of cave villages?
# give side 3 (green) control of cave villages
# place features on map
# increase speed of goblin knight Panok
@ -207,12 +207,10 @@
# test units
#{NAMED_NOTRAIT_UNIT 1 (Troll2) 7 2 (Kaleh) ( _ "Kaleh")}
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
summary= _ "Objectives:"
[objective]
description= _ "Kaleh Must Reach the Exit Tunnel at the North Edge of the Map"
description= _ "Kaleh must reach the exit tunnel at the north edge of the map"
condition=win
[/objective]
@ -256,16 +254,6 @@
value=0
[/set_variable]
[set_variable]
name=ring_x
value=0
[/set_variable]
[set_variable]
name=ring_y
value=0
[/set_variable]
[set_variable]
name=took_dagger
value=0
@ -311,7 +299,7 @@
less_than_equal_to=5
[/variable]
[then]
#Eastern tunnel
#Western tunnel
#to cavewall: 10,4
[terrain]
@ -322,7 +310,7 @@
[/then]
[else]
#Western tunnel
#Eastern tunnel
#to cavewall: 25,4 25,6 26,6 also 26,5 24,4
#to shallow water 25,5
@ -340,7 +328,7 @@
[/else]
[/if]
#on EASY difficulty, further weaken orcs by deleting 2 more towns
#on EASY difficulty, weaken orcs by deleting 2 towns
#ifdef EASY
[terrain]
x= 4,23
@ -353,29 +341,15 @@
# 2,15 4,19 6,17 9,16
[capture_village]
side=3
x,y=2,15
[/capture_village]
[capture_village]
side=3
x,y=4,19
[/capture_village]
[capture_village]
side=3
x,y=6,17
[/capture_village]
[capture_village]
side=3
x,y=9,16
x= 2, 4, 6, 9
y=15,19,17,16
[/capture_village]
#side 1 (player) controls two villages at start
[capture_village]
side=1
x,y=33,39
[/capture_village]
[capture_village]
side=1
x,y=39,38
x=33,39
y=39,38
[/capture_village]
{PLACE_IMAGE items/orcish-flag.png 36 33}
@ -389,7 +363,7 @@
{PLACE_IMAGE scenery/signpost.png 7 1}
#increase max moves by 1
#increase max moves by 1 (game engine will increase current moves to match)
[object]
id=FastGoblinKnight
silent=yes
@ -403,24 +377,6 @@
id=Panok
[/filter]
[/object]
#then increase current moves for this turn by 1 to match max
[store_unit]
[filter]
id=Panok
[/filter]
variable=goblinstats
[/store_unit]
[set_variable]
name=goblinstats.moves
add=1
[/set_variable]
[unstore_unit]
variable=goblinstats
[/unstore_unit]
{CLEAR_VARIABLE goblinstats}
[/event]
# starting dialogue
@ -475,18 +431,14 @@
# underground area should always have "underground" time,
[time_area]
x = 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,29,30,31,32,33,34,35,36,37,38,39,40,41
y = 0-41,0-41,0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22,0-21,0-21,0-20,0-20,0-19,0-19,0-18,0-18,0-18,0-18,0-17,0-17,0-17,0-17,0-15,0-15,0-15,0-13,14-15,0-15,0-15,0-14,0-15,0-15,0-15,0-15,0-15,0-14,0-15,0-15,0-10
x= 0-2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12-13,14-15,16-17,18-21,22-25,26-31, 32, 33,34-38,39-41
y=0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22, 0-21, 0-20, 0-19, 0-18, 0-17, 0-15,0-14,0-15, 0-14, 0-15
{UNDERGROUND}
[/time_area]
# Event 1: goblins appear in nearby foothills
# ambushes player at start of players turn after player invades hills
# in EASY there aren't enough goblins, they just flee
# first rectangle x 30-40 y 28-35
# second rectangle x 23-31 y 30-40
[event]
name=moveto
@ -508,17 +460,15 @@
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 37 34 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 30 38 () ( _ "Goblin Scout")}
#ifdef EASY
#ifndef EASY
#else
#If Medium: +2 goblins (5)
#If Medium: +3 goblins (8)
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 26 35 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 33 32 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 27 32 () ( _ "Goblin Scout")}
#If Hard: +2 goblins (7)
#If Hard: +3 goblins (11)
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 29 36 () ( _ "Goblin Scout")}
@ -552,19 +502,19 @@
# Event 2: naga appear around western guardpost
# when player approches western guardpost have a few goblins jump out of
# the eastern hills, and a naga or two appear in the lake
# the eastern hills, and a naga or three appear in the lake
# Easy:
# 1 orcish assassin 23,33
# 3 naga fighters: 20,34 19,33 20,35
# 2 goblins spearmen: 23,32 24,32 24,33
# Medium: 1 orcish slayer, 3 goblin impalers, 1 naga warrior, 2 naga fighters
# Hard: 1 orcish slayer, 3 goblin impalers, 3 naga warriors
# Medium: 1 orcish slayer, 2 goblin impalers, 1 naga warrior, 2 naga fighters
# Hard: 1 orcish slayer, 2 goblin impalers, 3 naga warriors
#define NAGA_ATTACK
#1 orcish assassin/slayer leads the goblins
#1 orcish assassin/slayer summons/leads any goblins
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Orcish Assassin) 24 32 (Orac) ( _ "Orac")}
@ -573,17 +523,7 @@
#endif
# wmllint: recognize Orac
#2 two goblins back him up
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 24 31 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 25 33 () ( _ "Goblin Scout")}
#else
{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 24 31 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 25 33 () ( _ "Goblin Scout")}
#endif
#3 nagas appear at edge of lake
#2 nagas appear at edge of lake
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 20 34 (Scylla) ( _ "Scylla")}
@ -598,16 +538,17 @@
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 19 34 () ( _ "Lake Naga")}
#else
{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 19 34 () ( _ "Lake Naga")}
#endif
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 20 35 () ( _ "Lake Naga")}
#else
{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 19 34 () ( _ "Lake Naga")}
{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 20 35 () ( _ "Lake Naga")}
#endif
[set_variable]
name=naga_ambush
value=1
[/set_variable]
#enddef
[event]
@ -626,13 +567,16 @@
[/variable]
[then]
[set_variable]
name=naga_ambush
value=1
[/set_variable]
{NAGA_ATTACK}
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 24 31 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 25 33 () ( _ "Goblin Scout")}
#else
{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 24 31 () ( _ "Goblin Scout")}
{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 25 33 () ( _ "Goblin Scout")}
#endif
[message]
speaker=Orac
message= _ "Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands."
@ -696,16 +640,6 @@
{PLACE_IMAGE items/ring-silver.png $x1 $y1}
[set_variable]
name=ring_x
value=$x1
[/set_variable]
[set_variable]
name=ring_y
value=$y1
[/set_variable]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
@ -728,11 +662,44 @@
message= _ "Because you tend to move slowly and if were going into the caves youll need all the speed you can get. And besides, we cant afford to lose you; you never know when being able to run a bit faster might be the difference between life and death."
[/message]
#when Panok dies, if player hasn't triggered naga ambush, then
#units attack
# Get Ring event
[event]
name=moveto
delayed_variable_substitution=no
#but to avoid overwhelming the party, only Orac and the Naga
#attack, not the goblins
[filter]
x=$x1
y=$y1
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[object]
id=SpeedyRing
name= _ "Ring of Speed"
image=items/ring-gold.png
description= _ "This ring will increase your maximum speed by 1."
[filter]
x=$x1
y=$y1
side=1
[/filter]
[effect]
apply_to=movement
increase=1
[/effect]
[/object]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[/event]
#when Panok dies, if player hasn't triggered naga ambush, then units attack
#ifndef EASY
[if]
@ -742,26 +709,7 @@
[/variable]
[then]
{NAMED_NOTRAIT_UNIT 2 (Orcish Slayer) 24 32 (Orac) ( _ "Orac")}
#ifdef NORMAL
{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 19 34 () ( _ "Lake Naga")}
{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 20 35 () ( _ "Lake Naga")}
#endif
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 19 34 () ( _ "Lake Naga")}
{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 20 35 () ( _ "Lake Naga")}
#endif
{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 20 34 (Scylla) ( _ "Scylla")}
#hack to make Scylla female
[+unit]
gender=female
[/unit]
[set_variable]
name=naga_ambush
value=1
[/set_variable]
{NAGA_ATTACK}
[message]
speaker=Orac
@ -777,50 +725,14 @@
#endif
[/event]
# Get Ring event
[event]
name=moveto
[filter]
x=$ring_x
y=$ring_y
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[object]
id=SpeedyRing
name= _ "Ring of Speed"
image=items/ring-gold.png
description= _ "This ring will increase your maximum speed by 1."
[filter]
x=$ring_x
y=$ring_y
side=1
[/filter]
[effect]
apply_to=movement
increase=1
[/effect]
[/object]
[remove_item]
x=$ring_x
y=$ring_y
[/remove_item]
[/event]
# Event 4: elvish unit afraid when entering underground tunnels
[event]
name=moveto
[filter]
x= 6-9,29-33
y=18-24, 9-15
[filter_location]
time_of_day_id=underground
[/filter_location]
side=1
[/filter]
@ -850,7 +762,7 @@
[/message]
[/event]
# Event 5: Orc guard a chest in NW corner of map
# Event 5: Goblin guards a chest in NE corner of map
[event]
name=moveto
@ -935,15 +847,12 @@
name=took_dagger
value=1
[/set_variable]
[/command]
[command]
[message]
speaker=unit
message= _ "The blade is chill to the touch and gives off a cold glow. I wonder how it came to be here."
[/message]
[/command]
[command]
[object]
[filter]
x=12
@ -961,28 +870,20 @@
set_type=cold
[/effect]
[/object]
[/command]
[command]
{NAMED_NOTRAIT_UNIT 3 (Dawarf) 14 15 (Purple Abomination) ( _ "Purple Abomination")}
# wmllint: recognize Purple Abomination
[/command]
[command]
[message]
speaker=Purple Abomination
message= _ "I am an abomination, please kill me."
[/message]
[/command]
[command]
[message]
speaker=unit
message= _ "Ive seen some ugly creatures in my day, but that thing is just wrong."
[/message]
[/command]
[command]
[message]
speaker=Purple Abomination
message= _ "The voices say I have no choice, I must attack!"
@ -995,6 +896,10 @@
[/option]
[/message]
[/then]
[else]
[allow_undo]
[/allow_undo]
[/else]
[/if]
[/event]
@ -1025,26 +930,17 @@
# Event 8: Enter the Assassin/Cloaked Figure (same guy, two names)
# When the player enters one of the caves, the cloaked figure pops up
# When Kaleh enters one of the caves, the cloaked figure pops up next turn
# and attacks in a dramatic manner
# When Kaleh enters either the left or right hand cave,
# create event to make the cloaked figure appear next turn
[event]
name=moveto
[filter]
id=Kaleh
[and]
x=5-9
y=16-20
[or]
x=29-36
y=5-13
[/or]
[/and]
[filter_location]
time_of_day_id=underground
[/filter_location]
[/filter]
[event]
@ -1174,10 +1070,6 @@
[/message]
{CLEAR_VARIABLE naga_ambush}
{CLEAR_VARIABLE ring_x}
{CLEAR_VARIABLE ring_y}
{CLEAR_VARIABLE loc_x}
{CLEAR_VARIABLE loc_y}
{CLEAR_VARIABLE took_dagger}
[/event]