T S2: initial refactor. Still much to do

This commit is contained in:
Charles Dang 2015-01-09 22:12:57 +11:00
parent b4614de149
commit 5d5f85814f

View file

@ -37,93 +37,6 @@
[/if]
#enddef
#define REFUND_AND_REMOVE_RECRUIT
[if]
[variable]
# is it a recall?
# FIXME: units could be recalled with 0 xp
name=recruit.experience
greater_than=0
[/variable]
[then]
[gold]
side=1
amount=20
[/gold]
# put the unit back into the recall list
# ugly trait hack...
[unit]
side=$recruit.side
name=$recruit.name
type=$recruit.type
experience=$recruit.experience
gender=$recruit.gender
[modifications]
[trait]
id=$recruit.modifications.trait[0].id
name=$recruit.modifications.trait[0].name
[effect]
apply_to=$recruit.modifications.trait[0].effect[0].apply_to
# hitpoints (resilient & quick)
increase_total=$recruit.modifications.trait[0].effect[0].increase_total
times=$recruit.modifications.trait[0].effect[0].times
# damage (strong, dextrous)
increase_damage=$recruit.modifications.trait[0].effect[0].increase_damage
range=$recruit.modifications.trait[0].effect[0].range
# movement (quick), experience (intelligent)
increase=$recruit.modifications.trait[0].effect[0].increase
[/effect]
[effect]
apply_to=$recruit.modifications.trait[0].effect[1].apply_to
# hitpoints (resilient & quick)
increase_total=$recruit.modifications.trait[0].effect[1].increase_total
times=$recruit.modifications.trait[0].effect[1].times
# damage (strong, dextrous)
increase_damage=$recruit.modifications.trait[0].effect[1].increase_damage
range=$recruit.modifications.trait[0].effect[1].range
# movement (quick), experience (intelligent)
increase=$recruit.modifications.trait[0].effect[1].increase
[/effect]
[/trait]
[trait]
id=$recruit.modifications.trait[1].id
name=$recruit.modifications.trait[1].name
[effect]
apply_to=$recruit.modifications.trait[1].effect[0].apply_to
# hitpoints (resilient & quick)
increase_total=$recruit.modifications.trait[1].effect[0].increase_total
times=$recruit.modifications.trait[1].effect[0].times
# damage (strong, dextrous)
increase_damage=$recruit.modifications.trait[1].effect[0].increase_damage
range=$recruit.modifications.trait[1].effect[0].range
# movement (quick), experience (intelligent)
increase=$recruit.modifications.trait[1].effect[0].increase
[/effect]
[effect]
apply_to=$recruit.modifications.trait[1].effect[1].apply_to
# hitpoints (resilient & quick)
increase_total=$recruit.modifications.trait[1].effect[1].increase_total
times=$recruit.modifications.trait[1].effect[1].times
# damage (strong, dextrous)
increase_damage=$recruit.modifications.trait[1].effect[1].increase_damage
range=$recruit.modifications.trait[1].effect[1].range
# movement (quick), experience (intelligent)
increase=$recruit.modifications.trait[1].effect[1].increase
[/effect]
[/trait]
[/modifications]
[/unit]
[/then]
[else]
# simply use cost to return
[gold]
side=1
amount=$recruit.cost
[/gold]
[/else]
[/if]
#enddef
#define CHECK_INTELLIGENT NAME
[if]
[variable]
@ -347,6 +260,9 @@
{DEFAULT_SCHEDULE}
# FIXME
{DEFAULT_MUSIC_PLAYLIST}
[side]
side=1
controller=human
@ -420,24 +336,24 @@
condition=win
[/objective]
[objective]
description= _"Death of Konrad"
condition=lose
[show_if]
[have_unit]
id=student
gender=male
[/have_unit]
[/show_if]
description= _"Death of Konrad"
condition=lose
[/objective]
[objective]
description= _"Death of Lisar"
condition=lose
[show_if]
[have_unit]
id=student
gender=female
[/have_unit]
[/show_if]
description= _"Death of Lisar"
condition=lose
[/objective]
{TURNS_RUN_OUT}
@ -447,468 +363,160 @@
[event]
name=start
{VARIABLE dumbo_dead 0}
# TODO: determine necessity
{VARIABLE villages_around_keep 0}
{VARIABLE village_warn 0}
{VARIABLE recruit_num 1}
{VARIABLE income_exceeded 0}
#wmllint: local spelling Galdrad
{STUDENT (_"Ho, Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?")}
# wmlindent: start ignoring
{GENDER ({TEACHER (_"This is no game, Konrad! " +
_"Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")}) ({TEACHER (_"This is no game, Lisar! " +
_"Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")})}
# wmlindent: stop ignoring
{STUDENT (_"What should I do?")}
[message]
speaker=student
message= _ "Ho, Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?"
[/message]
# Now were into it... start music.
{DEFAULT_MUSIC_PLAYLIST}
{GENDER (
[message]
speaker=Galdrad
message= _ "This is no game, Konrad! Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you."
[/message]
) (
[message]
speaker=Galdrad
message= _ "This is no game, Lisar! Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you."
[/message]
)}
[message]
speaker=student
message= _ "What should I do?"
[/message]
{TALK_ABOUT Dumbo (_"First, we will have to deal with the Orcish Grunt stationed in the middle of the river. He should be little trouble.")}
{TALK_ABOUT Thrag (_"By then, their leader will have recruited more units to send against us and the real fight will begin.")}
{LABEL (_"Shallow") 19,16}
{LABEL (_"Shallow") 18,16}
{LABEL (_"Shallow") 18,14}
{LABEL (_"Shallow") 19,15}
{LABEL (_"Shallow") 20,14}
{LABEL (_"Deep water") 14,14}
{LABEL (_"Deep water") 20,16}
{LABEL (_"Deep water") 4,14}
{TALK_ABOUT_LOC 19,14 (_"See this dark blue water? Its too deep for either side to cross. The orcs could slowly wade through that narrow band of shallow lighter-blue water in the east; but we could stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
{UNLABEL 19,16}
{UNLABEL 18,16}
{UNLABEL 18,14}
{UNLABEL 19,15}
{UNLABEL 20,14}
{UNLABEL 14,14}
{UNLABEL 20,16}
{UNLABEL 4,14}
{LABEL (_"Village") 11,14}
{TALK_ABOUT_LOC 9,14 (_"The more likely attack, then, is across the bridge. That middle island is the key: it has a village for healing injured units and forests in which we fight so well.")}
{UNLABEL 11,14}
# wmlindent: start ignoring
{TEACHER (_"To start, we will need some units:
two Elvish Fighters
two Elvish Archers
one Elvish Shaman")}
# wmlindent: stop ignoring
# See if there are two fighters worth recalling
[store_unit]
variable=recall
[filter]
x,y=recall,recall
[/filter]
[/store_unit]
[message]
speaker=student
message= _ "Lets go! Attack!"
[/message]
# Higher Level units should come first.
{VARIABLE recall_xp1 0}
{VARIABLE recall_xp2 0}
{FOREACH recall i}
{VARIABLE temp_xp $recall[$i].experience}
{VARIABLE_OP temp_xp add $recall[$i].variables.previous_xp}
[if]
[variable]
name=temp_xp
greater_than=$recall_xp1
[/variable]
[then]
# Move anything from slot 1 to slot 2
[if]
[variable]
name=recall_xp1
greater_than=0
[/variable]
[then]
{VARIABLE_OP recall_i2 value $recall_i1}
{VARIABLE_OP recall_xp2 value $recall_xp1}
[/then]
[/if]
{VARIABLE_OP recall_i1 value $i}
{VARIABLE_OP recall_xp1 value $temp_xp}
[/then]
[else]
[if]
[variable]
name=temp_xp
greater_than=$recall_xp2
[/variable]
[then]
{VARIABLE_OP recall_i2 value $i}
{VARIABLE_OP recall_xp2 value $temp_xp}
[/then]
[/if]
[/else]
[/if]
{NEXT i}
{CLEAR_VARIABLE i}
[message]
speaker=Galdrad
message= _ "Hang on! You need to gather your forces. Or do you intend to fight the orcs singlehandedly?"
[/message]
[if]
[variable]
name=recall_xp1
greater_than=0
[/variable]
# Do we have a recall list at all? Its possible that the player lost all their units in the first scenario
[have_unit]
side=1
x,y=recall,recall
[/have_unit]
[then]
{VARIABLE_OP recall_name1 value $recall[$recall_i1].name}
[if]
[variable]
name=recall_xp2
greater_than=0
[/variable]
[then]
{VARIABLE_OP recall_name2 value $recall[$recall_i2].name}
# We have two worth recalling.
[if]
[variable]
name=recall_xp1
equals=$recall_xp2
[/variable]
[then]
{TEACHER (_"During your tutorial, both $recall_name1 and $recall_name2 gained $recall_xp1 experience points. You should <i>recall</i> them now so they can gain more experience, rather than recruiting new Fighters.")}
[/then]
[else]
{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points, and $recall_name2 gained $recall_xp2. You should <i>recall</i> them now so they can gain more experience, rather than recruiting new Fighters.")}
[/else]
[/if]
[/then]
[else]
# We have one worth recalling.
{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points. You should recall that unit now, and recruit a second one (which is cheaper than recalling, anyway).")}
[/else]
[/if]
{LABEL (_"RECALL $recall_name1") 11,3}
{PRINT (_"Right click on the tile north-east of you and <i>recall</i> $recall_name1")}
[message]
speaker=Galdrad
message= _"I see you have veteran troops from your training! You should <i>recall</i> them as as to start off the battle with more experienced units."
[/message]
# It's impossible to have a lvl 3 unit by now, and rare to even have a lvl 2, but let's mention it anyway
[message]
speaker=Galdrad
message= _"Some of your units have also managed to level up. Theyre even more formidable, so you should recall them first."
[show_if]
[have_unit]
side=1
x,y=recall,recall
level=2
[/have_unit]
[/show_if]
[/message]
[/then]
[else]
[if]
[variable]
name=recall.length
greater_than=0
[/variable]
[then]
{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would <i>recall</i> them to the current battlefield. However, your veterans gained no experience so its cheaper to recruit new units instead. Recruit an Elvish Fighter.")}
[/then]
[else]
{TEACHER (_"If you had any experienced units alive from your last battle we would <i>recall</i> them. Instead we must recruit some new Elvish Fighters.")}
[/else]
[/if]
{LABEL (_"Elvish Fighter") 11,3}
{PRINT (_"Right click on the tile north-east of you and recruit an Elvish Fighter")}
# Unlikely in any case
[message]
speaker=Galdrad
message= _"Unfortunately, none of your troops survived your training, so you will have to recruit new units. If you had any veteran troops, you could have <i>recalled</i> them to battle this scenario. More experienced units would have been of help against these orcs."
[/message]
[/else]
[/if]
[message]
speaker=narrator
caption= _"Recalling"
image=wesnoth-icon.png
message= _"In addition to recruiting new units each scenario, you can also <i>recall</i> your experienced veterans from previous scenarios, for the cost of 20 gold each. This allows you to build up a formidable army over the course of multiple scenarios by recalling your highest leveled troops or those with good combinations of traits and abilities. To recall a unit, right click while your leader stands on a keep and select the <i>Recall</i> option. Remember to also recruit new troops in addition to recalling old ones."
[/message]
[message]
speaker=Galdrad
message= _"You also have two new types of units to recruit this scenario: Elvish Archers and Elvish Shamans. I'll tell you more about them when you recruit them."
[/message]
{PRINT ( _ "Recruit and recall your troops")}
[/event]
# Check they recall/recruit correctly in their first turn.
# Explaining the Shaman
[event]
name=recruit
[filter]
side=1
type=Elvish Shaman
[/filter]
[message]
speaker=Galdrad
# TODO: image?
message= _"The Shaman is a fairly weak unit, but she has the ability to <i>heal</i> friendly units around her. She also has a special attack which <i>slows</i> enemies, halving the damage they do for one turn."
[/message]
[/event]
# Explaining the Archer
[event]
name=recruit
[filter]
side=1
type=Elvish Archer
[/filter]
[message]
speaker=Galdrad
# TODO: image?
message= _"Unlike the Elvish Fighter, which has strong melee attacks, the Elvish Archer has strong ranged attacks. It's useful to attack enemy units with strong attacks of a type with units specializing in attacks of the opposite types, so you take less damage."
[/message]
[/event]
# Mention upkeep
[event]
name=recruit,recall
first_time_only=no
[filter]
side=1
[/filter]
[filter_condition]
[have_unit]
side=1
race=elf
count=6
[/have_unit]
[/filter_condition]
[if]
[variable]
name=recruit_num
less_than=6
[/variable]
[then]
# What did they recruit?
[store_unit]
variable=recruit
kill=yes
[filter]
x,y=$x1,$y1
[/filter]
[/store_unit]
[/then]
[/if]
[if]
{NUMEQ recruit_num 5}
[then]
[if]
[variable]
name=recruit.type
not_equals=Elvish Shaman
[/variable]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said recruit an Elvish <i>Shaman</i>! Now try again...")}
[/then]
[else]
[unstore_unit]
variable=recruit
[/unstore_unit]
{VARIABLE_OP recruit_num add 1}
{UNLABEL 10,2}
{CLEAR_PRINT}
{TEACHER (_"The Shaman is a fairly weak unit, but she has the ability to <i>heal</i> friendly units around her. She also has a special attack which <i>slows</i> enemies, halving the damage they do.")}
{STUDENT (_"So, should I end my turn now?")}
# FIXME: If any level 2 units, costs will be higher.
{TEACHER (_"While none of your recruited units can move, you still can. Your five units cost you 5 gold in upkeep, leaving you 3 gold poorer per turn. You need more income.")}
# wmlindent: start ignoring
{GENDER ({PRINT (_"Move Konrad to capture a village")})
({PRINT (_"Move Lisar to capture a village")})}
# wmlindent: stop ignoring
[/else]
[/if]
[/then]
[/if]
[if]
{NUMEQ recruit_num 4}
[then]
[if]
[variable]
name=recruit.type
not_equals=Elvish Archer
[/variable]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said recruit an Elvish <i>Archer</i>! Now try again...")}
[/then]
[else]
{VARIABLE_OP recruit_num add 1}
[unit]
id=Eowynial
name= _"Eowynial"
type=Elvish Archer
x,y=$x1,$y1
side=1
gender=female
moves=0
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
{EXPLAIN_QUICK_RESILIENT (_"Eowynial")}
{UNLABEL 9,4}
{UNLABEL 9,3}
{LABEL (_"Shaman") 10,2}
{PRINT (_"Recruit an Elvish Shaman to your north")}
[/else]
[/if]
[/then]
[/if]
[if]
{NUMEQ recruit_num 3}
[then]
[if]
[variable]
name=recruit.type
not_equals=Elvish Archer
[/variable]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said recruit an Elvish <i>Archer</i>! Now try again...")}
[/then]
[else]
{VARIABLE_OP recruit_num add 1}
[unit]
id=Elriend
name= _"Elriend"
type=Elvish Archer
x,y=$x1,$y1
side=1
moves=0
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
{EXPLAIN_STRONG_INTELLIGENT (_"Elriend")}
[/else]
[/if]
[/then]
[/if]
[if]
{NUMEQ recruit_num 2}
[then]
[if]
[variable]
name=recall_xp2
greater_than=0
[/variable]
[then]
# You were supposed to recall $recall_name2.
[if]
[variable]
name=recruit.name
not_equals=$recall_name2
[/variable]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said <i>recall</i> $recall_name2|! Now try again...")}
[/then]
[else]
{VARIABLE_OP recruit_num add 1}
[unstore_unit]
variable=recruit
[/unstore_unit]
{UNLABEL 12,3}
# wmlindent: start ignoring
{LABEL (_"Archer #1") 9,4}
{LABEL (_"Archer #2") 9,3}
# wmlindent: stop ignoring
{PRINT (_"Recruit two Elvish Archers in the tiles to your west")}
[/else]
[/if]
[/then]
[else]
# You were supposed to recruit a Fighter.
[if]
[variable]
name=recruit.type
not_equals=Elvish Fighter
[/variable]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said recruit an Elvish <i>Fighter</i>! Now try again...")}
[/then]
[else]
{VARIABLE_OP recruit_num add 1}
[unit]
id=Golir
name= _"Golir"
type=Elvish Fighter
x,y=$x1,$y1
side=1
moves=0
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
{EXPLAIN_QUICK_RESILIENT (_"Golir")}
{UNLABEL 12,3}
# wmlindent: start ignoring
{LABEL (_"Archer #1") 9,4}
{LABEL (_"Archer #2") 9,3}
# wmlindent: stop ignoring
{PRINT (_"Recruit two Elvish Archers in the tiles to your west")}
[/else]
[/if]
[/else]
[/if]
[/then]
[/if]
[if]
{NUMEQ recruit_num 1}
[then]
[if]
[variable]
name=recall_xp1
greater_than=0
[/variable]
[then]
# You were supposed to recall $recall_name1.
[if]
[variable]
name=recruit.name
not_equals=$recall_name1
[/variable]
[then]
[if]
[variable]
name=recruit.name
equals=$recall_name2
[/variable]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said recall $recall_name1, not $recall_name2|! Now try again...")}
[/then]
[else]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"No! I said <i>recall</i> $recall_name1 from the last battle, not recruit a new $recruit.language_name|! Now try again...")}
[/else]
[/if]
[/then]
[else]
{VARIABLE_OP recruit_num add 1}
{UNLABEL 11,3}
[unstore_unit]
variable=recruit
[/unstore_unit]
[if]
[variable]
name=recall_xp2
greater_than=0
[/variable]
[then]
{PRINT (_"Right click on the tile east of you and recall $recall_name2")}
{LABEL (_"RECALL $recall_name2") 12,3}
[/then]
[else]
{LABEL (_"Elvish Fighter") 12,3}
{PRINT (_"Right click on the tile east of you and recruit an Elvish Fighter")}
[/else]
[/if]
[/else]
[/if]
[/then]
[else]
# You were supposed to recruit a new fighter.
# FIXME: How do we tell if they recalled instead?
[if]
[variable]
name=recruit.type
not_equals=Elvish Fighter
[/variable]
[or]
[variable]
# FIXME: not a perfect indicator of recall
name=recruit.experience
greater_than=0
[/variable]
[/or]
[then]
{REFUND_AND_REMOVE_RECRUIT}
{TEACHER (_"$recruit.language_name|? I said <i>recruit</i> a new <i>Elvish Fighter</i>. Now try again...")}
[/then]
[else]
{UNLABEL 11,3}
{VARIABLE_OP recruit_num add 1}
[unit]
id=Elindel
name= _"Elindel"
type=Elvish Fighter
x,y=$x1,$y1
side=1
moves=0
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
{EXPLAIN_STRONG_INTELLIGENT (_"Elindel")}
{LABEL (_"Elvish Fighter") 12,3}
{PRINT (_"Right click on the tile east of you and recruit an Elvish Fighter")}
[/else]
[/if]
[/else]
[/if]
[/then]
[/if]
{CLEAR_VARIABLE recruit}
[message]
speaker=Galdrad
# TODO: FIXME
message= _"While none of your recruited units can move, you still can. Your five units cost you 5 gold in upkeep, leaving you 3 gold poorer per turn. You need more income."
[/message]
[/event]
[event]
name=capture
first_time_only=no
[filter]
x=7,9,13
y=4,2,3
id=student
[/filter]
first_time_only=no
[allow_undo][/allow_undo]
# FIXME: If they somehow capture a village near keep, count could be wrong.
@ -937,13 +545,14 @@ one Elvish Shaman")}
[event]
name=capture
[filter]
side=1
x=7,9,13
y=4,2,3
side=1
[not]
id=student
[/not]
[/filter]
{GENDER ({TEACHER (_"You should leave the villages near your keep for Konrad to capture. He needs to stay nearby to recruit more units anyway.")})
({TEACHER (_"You should leave the villages near your keep for Lisar to capture. She needs to stay nearby to recruit more units anyway.")})}
{UNDO_REMINDER}
@ -964,14 +573,17 @@ one Elvish Shaman")}
[/filter]
{TEACHER (_"Excellent. Elves are well-protected in the forest. Theres only a 30% chance of hitting an Elvish Archer in that tile.")}
[/event]
[event]
name=moveto
[filter]
x,y=9,8
side=1
[/filter]
{TEACHER (_"Its very dangerous to stand in water when there are enemies about! Your unit will have an 80% chance of being hit when the enemy counter-attacks! Get back!")}
[allow_undo][/allow_undo]
{TEACHER (_"Its very dangerous to stand in water when there are enemies about! Your unit will have an 80% chance of being hit when the enemy counter-attacks! Cancel!")}
{UNDO_REMINDER}
[/event]
@ -1145,7 +757,7 @@ To move your troops onto that island without wading slowly through the water, yo
[filter]
id=Dumbo
[/filter]
{VARIABLE dumbo_dead 1}
# Only tell them to defend island if not turn 3.
[if]
[variable]
@ -1458,6 +1070,7 @@ To move your troops onto that island without wading slowly through the water, yo
x=1-13
y=18-21
[/filter]
{TALK_ABOUT Thrag (_"Beware of the orc leader: he can do 36 hitpoints of damage at night! Attack with many units at once during the day.")}
[/event]
@ -1477,23 +1090,18 @@ To move your troops onto that island without wading slowly through the water, yo
[then]
[message]
speaker=unit
#wmllint: display on
message= _"Advancing a level has fully healed me!
I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
#wmllint: display off
message= _"Advancing a level has fully healed me! I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
[/message]
[/then]
[else]
[message]
speaker=unit
#wmllint: display on
message= _"female^Advancing a level has fully healed me!
I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
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message= _"female^Advancing a level has fully healed me! I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
[/message]
[/else]
[/if]
[/event]
[event]
name=post_advance
[filter]
@ -1508,6 +1116,7 @@ I am good with both bow and sword, and I have a special ability: <i>Ambush</i>.
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[/message]
[/event]
[event]
name=post_advance
[filter]
@ -1522,6 +1131,7 @@ I am good with both bow and sword, and I have a special ability: <i>Leadership</
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[/message]
[/event]
[event]
name=post_advance
[filter]
@ -1540,7 +1150,12 @@ I am particularly good with the sword, dealing 8 damage in 4 attacks."
[event]
name=time over
{TEACHER (_"You took too long! Well never be rid of these orcs!")}
[message]
speaker=Galdrad
message= _ "You took too long! Well never be rid of these orcs!"
[/message]
[endlevel]
result=defeat
[/endlevel]
@ -1551,6 +1166,7 @@ I am particularly good with the sword, dealing 8 damage in 4 attacks."
[filter]
id=student
[/filter]
[endlevel]
result=defeat
[/endlevel]
@ -1558,11 +1174,16 @@ I am particularly good with the sword, dealing 8 damage in 4 attacks."
[event]
name=defeat
{CLEAR_PRINT}
[/event]
[event]
name=victory
{TEACHER (_"You have beaten the orcs! You may want to try some novice-level campaigns next, such as: <i>The South Guard</i>, <i>An Orcish Incursion</i>, <i>A Tale of Two Brothers</i>, or <i>Heir to the Throne</i>. <i>The South Guard</i> was specifically designed as a beginners campaign. Konrad, Lisar and Delfador are characters from <i>Heir to the Throne</i>.")}
[message]
speaker=Galdrad
message= _ "You have beaten the orcs! You may want to try some novice-level campaigns next, such as: <i>The South Guard</i>, <i>An Orcish Incursion</i>, <i>A Tale of Two Brothers</i>, or <i>Heir to the Throne</i>. <i>The South Guard</i> was specifically designed as a beginners campaign. Konrad, Lisar and Delfador are characters from <i>Heir to the Throne</i>."
[/message]
[/event]
[/tutorial]