[MP] Isle of Mists - a new 1p/2p Survival Scenario. (#5748)

1. Added a new multiplayer survival scenario.
2. Lua (similar to Dark Forecast one) code used for the enemy waves and weather change events
3. Comes with 6 weather conditions
4. Default difficulty is set at "0"
5. Has 1p/2p modes
6. 5 final waves
7. 8 difficulty levels, ranging from -30 to +60, with +60 being catered especially for veteran/skilled players.
This commit is contained in:
Tahsin Jahin Khalid 2021-06-19 23:05:47 +06:00 committed by GitHub
parent fc50458bb2
commit 7d8ea03433
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
8 changed files with 964 additions and 0 deletions

View file

@ -0,0 +1,19 @@
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Wwr, Uh, Uu^Vu, Qlf, Qlf, Xu, Xu, Ai, Ms, Ms, Ms, Aa^Fpa, Aa, Aa, Ss, Ss, Ss, Wo, Aa, Aa^Fpa, Aa^Vea, Ha, Ms, Ms, Ms, Aa^Fpa, Wo, Wo, Wo
Wo, Wo, Wo, Wwt, Ds, Uu^Tf, Uu^Tf, Ur, Uu, Uu, Xu, Ai, Aa^Vha, Ms, Ha, Ha, Rb^Tf, Rb^Fms, Rb^Fms, Ss^Vhs, Hh, Wwf, Wwf, Aa^Fpa, Aa, Wwf, Ha, Ms, Aa^Fpa, Ai, Wwt, Wo, Wo
Wo, Wo, Wo, Ds, Dd^Do, Sm, Sm, Ur, Ur, Uh, Ai, Aa, Aa, Aa, Aa^Fpa, Rb, Rb, Rb^Tf, Rb, Hh, Rb, Wwr, Wwt, Re, Re, Re, Re, Aa^Fpa, Wwt, Wwt, Mm, Wo, Wo
Wo, Wo, Ww, Dd, Dd, Dd, Mdd, Sm, Ds, Ds, Wo, Ai, Wwf, Aa^Fpa, Ha, Re, Re, Rb, Mm, Re, Re, Rb, Ww^Bw/, Re, Gs^Fms, Gg, Gg, Wwt, Re, Gs^Fms, Hh, Wo, Wo
Wo, Wo, Ww, Gs^Fms, Dd, Mdd, Mdd, Hd, Re, Wwt, Mm, Wwf, Re^Tf, Re, Rb, Rb, Ias, Re, Hh, Re^Fet, Rb, Re, Ww, Wwt, Wwf, Hh, Wwt, Wwt, Gg, Re, Gs^Vht, Wo, Wo
Wo, Wo, Mm, Gs^Fms, Hh, Dd, Gg, Hd, Re, Re^Fms, Hh, Re^Vct, Rb, Re, Ias, Ch, Ch, Ias, Ias, Rb, Re, Re, Mm, Wo, Ds, Wwf, Ss, Gs^Ft, Gg, Re, Gg, Wo, Wo
Wo, Wo, Gs^Fms, Hh, Re^Tf, Gg, Gs^Fms, Re, Wwt, Wwt, Re, Rb, Re, Ias, 3 Kh, Ch, Irs, Rrc^Vd, Ch, Ias, Rb, Hh, Re^Fms, Re, Ds, Ss^Vhs, Hh, Gs^Ft, Re, Re, Xu, Wo, Wo
Wo, Wo, Hh, Re^Vc, Re^Tf, Gg, Re, Re, Re, Ww^Bw/, Wwf, Re, Rb, Ias, Ch, Irs, Kh, Irs, Ch, Ch, Rb, Re, Re, Re, Ww, Re, Re, Re, Uu, Uh, Xu, Wo, Wo
Wo, Wo, Gg, Re, Re, Re, Gs^Fms, Hhd, Wwf, Wo, Wwt, Re^Fms, Rb, Ch, Ch, Irs, Irs, Irs, 4 Kh, Ias, Mm, Gs^Fms, Re, Wwf, Wwf, Re, Re^Fetd, Ur, Ur, Qxu, Qxu, Wo, Wo
Wo, Wo, Gg^Fet, Gg, Gg, Gg, Wwt, Wwf, Rd^Ft, Mm, Rd, Wwt, Re, Ias, Ias, Rrc^Vd, Ch, Ch, Ias, Ias, Hh, Gs^Fms, Ww^Bw|, Wwt, Mm, Ww, Wwf, Uu^Tf, Ur, Uu^Vud, Uh, Wo, Wo
Wo, Wo, Gll^Fp, Gll^Fp, Ds, Ds, Wwt, Rd, Rd, Hhd, Rd, Re, Mm, Rb, Rb, Ias, Ias, Ch, Rd^Tf, Rd, Wwt, Wwf, Rr, Hh, Gs^Fms, Wo, Wwt, Uu^Tf, Ur, Uu, Wo, Wo, Wo
Wo, Wo, Hh, Hh, Wwt, Wwt, Qlf, Rd, Hd, Qlf, Dd, Rd, Wwf, Hhd, Rd^Ft, Rb, Re, Re^Fms, Mm, Wwt, Rr, Rr, Gg, Rr, Rr, Gg, Gg, Wwf, Ds, Ds, Wo, Wo, Wo
Wo, Wo, Mm, Mm, Wwt, Qlf, Ds, Rd, Hd, Qlf, Dd^Vda, Dd, Ww, Wwf, Rd^Ft, Uu, Ur, Re, Ss^Bw\r, Ss, Rr, Gg, Gs^Ft, Gs^Ft, Dd, Rr, Rr, Wwt, Wwr, Wwr, Wo, Wo, Wo
Wo, Wo, Gs^Fms, Mm, Wwt, Wwr, Wwr, Ds, Rd^Ft, Rd^Ft, Mv, Hd, Hd, Ww, Uu^Tf, Uu^Tf, Uu, Ss, Gs^Ft, Rr, Dd, Hd, Md, Md, Dd^Do, Dd, Rr, Wwt, Wwt, Ww, Wo, Wo, Wo
Wo, Wo, Wo, Wwt, Ww^Vm, Wwt, Wo, Wo, Wo, Md, Md, Md, Rd^Ft, Qxu, Qxu, Uh, Wo, Ss, Hh, Dd, Dd^Vda, Dd, Dd^Dc, Md, Md, Dd, Rr, Ias^Vhc, Wwt, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo

View file

@ -0,0 +1,19 @@
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Wo, Wo
Wo, Ww, Ww, Wwr, Wwr, Uh, Uu^Vu, Qlf, Qlf, Xu, Xu, Wwf, Ms, Ms, Ms, Gg^Tf, Gg, Gg, Ss, Ss, Ss, Ww, Gg, Gg^Tf, Aa^Vea, Hh, Ms, Ms, Ms, Gg^Tf, Ww, Ww, Wo
Wo, Ww, Ww, Wwf, Ds, Uu^Tf, Uu^Tf, Ur, Uu, Uu, Xu, Wwf, Aa^Vha, Ms, Hh, Hh, Rb^Tf, Rb^Tf, Rb^Tf, Ss^Vhs, Hh, Wwf, Wwf, Gg^Tf, Gg, Wwf, Hh, Ms, Gg^Tf, Wwf, Wwf, Ww, Wo
Wo, Ww, Ww, Ds, Dd^Do, Sm, Sm, Ur, Ur, Uh, Wwf, Gg, Gg, Gg, Gg^Tf, Dd, Dd, Rb^Tf, Dd, Hh, Dd, Wwr, Wwf, Re, Re, Re, Re, Gg^Tf, Wwf, Wwf, Mm, Ww, Wo
Wo, Ww, Wwf, Dd, Dd, Dd, Mdd, Sm, Ds, Ds, Ww, Wwf, Wwf, Gg^Tf, Hh, Re, Re, Dd, Mm, Re, Re, Dd, Ww^Bw/, Re, Gs^Tf, Dd, Dd, Wwf, Re, Gs^Tf, Hh, Ww, Wo
Wo, Ww, Wwf, Dd^Tf, Dd, Mdd, Mdd, Hd, Re, Wwf, Mm, Wwf, Re^Tf, Re, Dd, Dd, Ias, Re, Hh, Re^Fet, Dd, Re, Wwf, Wwf, Wwf, Hh, Wwf, Wwf, Dd, Re, Gs^Vht, Ww, Wo
Wo, Ww, Mm, Dd^Tf, Hh, Dd, Dd, Hd, Re, Re^Tf, Hh, Re^Vct, Dd, Re, Ias, Ch, Ch, Ias, Ias, Dd, Re, Re, Mm, Ww, Ds, Wwf, Ss, Gs^Tf, Dd, Re, Dd, Ww, Wo
Wo, Ww, Gs^Tf, Hh, Re^Tf, Dd, Gs^Tf, Re, Wwf, Wwf, Re, Dd, Re, Ias, 3 Kh, Ch, Irs, Rrc^Vd, Ch, Ias, Dd, Hh, Re^Tf, Re, Ds, Ss^Vhs, Hh, Gs^Tf, Re, Re, Xu, Ww, Wo
Wo, Ww, Hh, Re^Vc, Re^Tf, Dd, Re, Re, Re, Ww^Bw/, Wwf, Re, Dd, Ias, Ch, Irs, Kh, Irs, Ch, Ch, Dd, Re, Re, Re, Wwf, Re, Re, Re, Uu, Uh, Xu, Ww, Wo
Wo, Ww, Dd, Re, Re, Re, Gs^Tf, Hhd, Wwf, Wo, Wwf, Re^Tf, Dd, Ch, Ch, Irs, Irs, Irs, 4 Kh, Ias, Mm, Gs^Tf, Re, Wwf, Wwf, Re, Re^Fetd, Ur, Ur, Qxu, Qxu, Ww, Wo
Wo, Ww, Gg^Fet, Dd, Dd, Dd, Wwf, Wwf, Rd^Tf, Mm, Dd, Wwf, Re, Ias, Ias, Rrc^Vd, Ch, Ch, Ias, Ias, Hh, Gs^Tf, Ww^Bw|, Wwf, Mm, Wwf, Wwf, Uu^Tf, Ur, Uu^Vud, Uh, Ww, Wo
Wo, Ww, Gll^Tf, Gll^Tf, Ds, Ds, Wwf, Dd, Dd, Hhd, Dd, Re, Mm, Dd, Dd, Ias, Ias, Ch, Rd^Tf, Rd, Wwf, Wwf, Rr, Hh, Gs^Tf, Ww, Wwf, Uu^Tf, Ur, Uu, Ww, Ww, Wo
Wo, Ww, Hh, Hh, Wwf, Wwf, Qlf, Dd, Hd, Qlf, Dd, Dd, Wwf, Hhd, Rd^Tf, Dd, Re, Re^Tf, Mm, Wwf, Rr, Rr, Dd, Rr, Rr, Dd, Dd, Wwf, Ds, Ds, Ww, Ww, Wo
Wo, Ww, Mm, Mm, Wwf, Qlf, Ds, Dd, Hd, Qlf, Dd^Vda, Dd, Wwf, Wwf, Rd^Tf, Uu, Ur, Re, Ss^Bw\r, Ss, Rr, Dd, Gs^Tf, Gs^Tf, Dd, Rr, Rr, Wwf, Wwr, Wwr, Ww, Ww, Wo
Wo, Ww, Gs^Tf, Mm, Wwf, Wwr, Wwr, Ds, Rd^Tf, Rd^Tf, Mv, Hd, Hd, Wwf, Uu^Tf, Uu^Tf, Uu, Ss, Gs^Tf, Rr, Dd, Hd, Md, Md, Dd^Do, Dd, Rr, Wwf, Wwf, Wwf, Ww, Ww, Wo
Wo, Ww, Ww, Wwf, Ww^Vm, Wwf, Ww, Ww, Ww, Md, Md, Md, Rd^Tf, Qxu, Qxu, Uh, Ww, Ss, Hh, Dd, Dd^Vda, Dd, Dd^Dc, Md, Md, Dd, Rr, Ias^Vhc, Wwf, Ww, Ww, Ww, Wo
Wo, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo

View file

@ -0,0 +1,19 @@
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Wwr, Uh, Uu^Vu, Qlf, Qlf, Xu, Xu, Ai, Ms, Ms, Ms, Aa^Fpa, Aa, Aa, Ss, Ss, Ss, Wo, Aa, Aa^Fpa, Aa^Vea, Ha, Ms, Ms, Ms, Aa^Fpa, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wwr, Uu^Tf, Uu^Tf, Wwf, Uu, Uu, Xu, Ai, Aa^Vha, Ms, Ha, Ha, Rb^Tf, Rb^Fms, Rb^Fms, Ss^Vhs, Hh, Ww, Ww, Aa^Fpa, Aa, Ww, Ha, Ms, Aa^Fpa, Ai, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Dd^Do, Sm, Sm, Wwf, Wwf, Uh, Ai, Aa, Aa, Aa, Aa^Fpa, Wwf, Wwf, Rb^Tf, Wwf, Hh, Wwf, Wwr, Wo, Wwf, Wwf, Wwf, Wwf, Aa^Fpa, Wo, Wo, Mm, Wo, Wo
Wo, Wo, Wo, Dd, Dd, Dd, Mdd, Sm, Wwr, Wwr, Wo, Ai, Ww, Aa^Fpa, Ha, Wwf, Wwf, Wwf, Mm, Wwf, Wwf, Wwf, Ww, Wwf, Gs^Fms, Wwf, Wwf, Wo, Wwf, Gs^Fms, Hh, Wo, Wo
Wo, Wo, Wo, Gs^Fms, Dd, Mdd, Mdd, Hd, Wwf, Wo, Mm, Ww, Re^Tf, Wwf, Wwf, Wwf, Ias, Wwf, Hh, Re^Fet, Wwf, Wwf, Wo, Wo, Ww, Hh, Wo, Wo, Wwf, Wwf, Gs^Vht, Wo, Wo
Wo, Wo, Mm, Gs^Fms, Hh, Dd, Wwf, Hd, Wwf, Re^Fms, Hh, Re^Vct, Wwf, Wwf, Ias, Ch, Ch, Ias, Ias, Wwf, Wwf, Wwf, Mm, Wo, Wwr, Ww, Ss, Gs^Ft, Wwf, Wwf, Wwf, Wo, Wo
Wo, Wo, Gs^Fms, Hh, Re^Tf, Wwf, Gs^Fms, Wwf, Wo, Wo, Wwf, Wwf, Wwf, Ias, 3 Kh, Ch, Irs, Rrc^Vd, Ch, Ias, Wwf, Hh, Re^Fms, Wwf, Wwr, Ss^Vhs, Hh, Gs^Ft, Wwf, Wwf, Xu, Wo, Wo
Wo, Wo, Hh, Re^Vc, Re^Tf, Wwf, Wwf, Wwf, Wwf, Ww, Ww, Wwf, Wwf, Ias, Ch, Irs, Kh, Irs, Ch, Ch, Wwf, Wwf, Wwf, Wwf, Wo, Wwf, Wwf, Wwf, Uu, Uh, Xu, Wo, Wo
Wo, Wo, Wwf, Wwf, Wwf, Wwf, Gs^Fms, Hhd, Ww, Wo, Wo, Re^Fms, Wwf, Ch, Ch, Irs, Irs, Irs, 4 Kh, Ias, Mm, Gs^Fms, Wwf, Ww, Ww, Wwf, Re^Fetd, Wwf, Wwf, Qxu, Qxu, Wo, Wo
Wo, Wo, Gg^Fet, Wwf, Wwf, Wwf, Wo, Ww, Rd^Ft, Mm, Wwr, Wo, Wwf, Ias, Ias, Rrc^Vd, Ch, Ch, Ias, Ias, Hh, Gs^Fms, Ww, Wo, Mm, Ww, Ww, Uu^Tf, Wwf, Uu^Vud, Uh, Wo, Wo
Wo, Wo, Gll^Fp, Gll^Fp, Wwr, Wwr, Wo, Wwr, Wwr, Hhd, Wwr, Wwf, Mm, Wwf, Wwf, Ias, Ias, Ch, Rd^Tf, Wwf, Wo, Ww, Wwf, Hh, Gs^Fms, Wo, Wo, Uu^Tf, Wwf, Uu, Wo, Wo, Wo
Wo, Wo, Hh, Hh, Wo, Wo, Qlf, Wwr, Hd, Qlf, Dd, Wwr, Wo, Hhd, Rd^Ft, Wwf, Wwf, Re^Fms, Mm, Wo, Wwf, Wwf, Wwf, Wwf, Wwf, Wwf, Wwf, Ww, Wwr, Wwr, Wo, Wo, Wo
Wo, Wo, Mm, Mm, Wo, Qlf, Ds, Wwr, Hd, Qlf, Dd^Vda, Dd, Wo, Wo, Rd^Ft, Uu, Ur, Wwf, Ss^Bw\r, Ss, Wwf, Wwf, Gs^Ft, Gs^Ft, Wwr, Wwf, Wwf, Wo, Ww, Ww, Wo, Wo, Wo
Wo, Wo, Gs^Fms, Mm, Wo, Wwr, Wwr, Ds, Rd^Ft, Rd^Ft, Mv, Hd, Hd, Wo, Uu^Tf, Uu^Tf, Uu, Ss, Gs^Ft, Wwf, Wwr, Hd, Md, Md, Dd^Do, Wwr, Wwf, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Ww^Vm, Wo, Wo, Wo, Wo, Md, Md, Md, Rd^Ft, Qxu, Qxu, Uh, Wo, Ss, Hh, Wwr, Dd^Vda, Dd, Wwr, Md, Md, Dd, Wwf, Ias^Vhc, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo

View file

@ -0,0 +1,19 @@
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Wwr, Uh, Uu^Vu, Qlf, Qlf, Xu, Xu, Ai, Ms, Ms, Ms, Aa^Fpa, Aa, Aa, Ss, Ss, Ss, Wo, Aa, Aa^Fpa, Aa^Vea, Ha, Ms, Ms, Ms, Aa^Fpa, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wwr, Uu^Tf, Uu^Tf, Ww, Uu, Uu, Xu, Ai, Aa^Vha, Ms, Ha, Ha, Rb^Tf, Rb^Fms, Rb^Fms, Ss^Vhs, Hh, Ww, Ww, Aa^Fpa, Aa, Ww, Ha, Ms, Aa^Fpa, Ai, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Dd^Do, Sm, Sm, Ww, Ww, Uh, Ai, Aa, Aa, Aa, Aa^Fpa, Ww, Ww, Rb^Tf, Ww, Hh, Ww, Wwr, Wo, Ww, Ww, Ww, Ww, Aa^Fpa, Wo, Wo, Mm, Wo, Wo
Wo, Wo, Wo, Ww, Ww, Ww, Mdd, Sm, Wwr, Wwr, Wo, Ai, Ww, Aa^Fpa, Ha, Ww, Ww, Ww, Mm, Ww, Ww, Ww, Ww, Ww, Gs^Fms, Ww, Ww, Wo, Ww, Gs^Fms, Hh, Wo, Wo
Wo, Wo, Wo, Gs^Fms, Ww, Mdd, Mdd, Hd, Ww, Wo, Mm, Ww, Re^Tf, Ww, Ww, Ww, Wwf, Ww, Hh, Re^Fet, Ww, Ww, Wo, Wo, Ww, Hh, Wo, Wo, Ww, Ww, Gs^Vht, Wo, Wo
Wo, Wo, Mm, Gs^Fms, Hh, Ww, Ww, Hd, Ww, Re^Fms, Hh, Re^Vct, Ww, Ww, Wwf, Ch, Ch, Wwf, Wwf, Ww, Ww, Ww, Mm, Wo, Wwr, Ww, Ss, Gs^Ft, Ww, Ww, Ww, Wo, Wo
Wo, Wo, Gs^Fms, Hh, Re^Tf, Ww, Gs^Fms, Ww, Wo, Wo, Ww, Ww, Ww, Wwf, 3 Kh, Ch, Irs, Rrc^Vd, Ch, Wwf, Ww, Hh, Re^Fms, Ww, Wwr, Ss^Vhs, Hh, Gs^Ft, Ww, Ww, Xu, Wo, Wo
Wo, Wo, Hh, Re^Vc, Re^Tf, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Wwf, Ch, Irs, Kh, Irs, Ch, Ch, Ww, Ww, Ww, Ww, Wo, Ww, Ww, Ww, Uu, Uh, Xu, Wo, Wo
Wo, Wo, Ww, Ww, Ww, Ww, Gs^Fms, Hhd, Ww, Wo, Wo, Re^Fms, Ww, Ch, Ch, Irs, Irs, Irs, 4 Kh, Wwf, Mm, Gs^Fms, Ww, Ww, Ww, Ww, Re^Fetd, Ww, Ww, Qxu, Qxu, Wo, Wo
Wo, Wo, Gg^Fet, Ww, Ww, Ww, Wo, Ww, Rd^Ft, Mm, Wwr, Wo, Ww, Wwf, Wwf, Rrc^Vd, Ch, Ch, Wwf, Wwf, Hh, Gs^Fms, Ww, Wo, Mm, Ww, Ww, Uu^Tf, Ww, Uu^Vud, Uh, Wo, Wo
Wo, Wo, Gll^Fp, Gll^Fp, Wwr, Wwr, Wo, Wwr, Wwr, Hhd, Wwr, Ww, Mm, Ww, Ww, Wwf, Wwf, Ch, Rd^Tf, Ww, Wo, Ww, Ww, Hh, Gs^Fms, Wo, Wo, Uu^Tf, Ww, Uu, Wo, Wo, Wo
Wo, Wo, Hh, Hh, Wo, Wo, Qlf, Wwr, Hd, Qlf, Ww, Wwr, Wo, Hhd, Rd^Ft, Ww, Ww, Re^Fms, Mm, Wo, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Wwr, Wwr, Wo, Wo, Wo
Wo, Wo, Mm, Mm, Wo, Qlf, Ww, Wwr, Hd, Qlf, Dd^Vda, Ww, Wo, Wo, Rd^Ft, Uu, Ur, Ww, Ss^Bw\r, Ss, Ww, Ww, Gs^Ft, Gs^Ft, Wwr, Ww, Ww, Wo, Ww, Ww, Wo, Wo, Wo
Wo, Wo, Gs^Fms, Mm, Wo, Wwr, Wwr, Ww, Rd^Ft, Rd^Ft, Mv, Hd, Hd, Wo, Uu^Tf, Uu^Tf, Uu, Ss, Gs^Ft, Ww, Wwr, Hd, Md, Md, Dd^Do, Wwr, Ww, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Ww^Vm, Wo, Wo, Wo, Wo, Md, Md, Md, Rd^Ft, Qxu, Qxu, Uh, Wo, Ss, Hh, Wwr, Dd^Vda, Ww, Wwr, Md, Md, Ww, Ww, Ias^Vhc, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo

View file

@ -0,0 +1,19 @@
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Wwr, Uh, Uu^Vu, Qlf, Qlf, Xu, Xu, Ai, Ms, Ms, Ms, Aa^Fpa, Aa, Aa, Ss, Ss, Ss, Wo, Aa, Aa^Fpa, Aa^Vea, Ha, Ms, Ms, Ms, Aa^Fpa, Wo, Wo, Wo
Wo, Wo, Wo, Ai, Ds, Uu^Tf, Uu^Tf, Ur, Uu, Uu, Xu, Ai, Aa^Vha, Ms, Ha, Ha, Rb^Tf, Aa^Fpa, Aa^Fpa, Ss^Vhs, Ha, Wwf, Wwf, Aa^Fpa, Aa, Wwf, Ha, Ms, Aa^Fpa, Ai, Ai, Wo, Wo
Wo, Wo, Wo, Ds, Dd^Do, Sm, Sm, Ur, Ur, Uh, Ai, Aa, Aa, Aa, Aa^Fpa, Aa, Aa, Rb^Tf, Aa, Ha, Aa, Wwr, Ai, Re, Re, Re, Re, Aa^Fpa, Ai, Ai, Ms, Wo, Wo
Wo, Wo, Ai, Dd, Dd, Dd, Mdd, Sm, Ds, Ds, Ai, Ai, Wwf, Aa^Fpa, Ha, Re, Re, Aa, Ms, Re, Re, Aa, Ww^Bw/, Re, Aa^Fpa, Aa, Aa, Ai, Re, Aa^Fpa, Ha, Wo, Wo
Wo, Wo, Ai, Aa^Fpa, Dd, Mdd, Mdd, Hd, Re, Ai, Ms, Wwf, Re^Tf, Re, Aa, Aa, Ias, Re, Ha, Aa^Fet, Aa, Re, Ai, Ai, Wwf, Ha, Ai, Ai, Aa, Re, Aa^Vht, Wo, Wo
Wo, Wo, Ms, Aa^Fpa, Ha, Dd, Aa, Hd, Re, Aa^Fpa, Ha, Re^Vct, Aa, Re, Ias, Ch, Ch, Ias, Ias, Aa, Re, Re, Ms, Wo, Ds, Wwf, Ss, Aa^Fpa, Aa, Re, Aa, Wo, Wo
Wo, Wo, Aa^Fpa, Ha, Re^Tf, Aa, Aa^Fpa, Re, Ai, Ai, Re, Aa, Re, Ias, 3 Kh, Ch, Irs, Rrc^Vd, Ch, Ias, Aa, Ha, Aa^Fpa, Re, Ds, Ss^Vhs, Ha, Aa^Fpa, Re, Re, Xu, Wo, Wo
Wo, Wo, Ha, Aa^Vc, Re^Tf, Aa, Re, Re, Re, Ww^Bw/, Wwf, Re, Aa, Ias, Ch, Irs, Kh, Irs, Ch, Ch, Aa, Re, Re, Re, Ai, Re, Aa, Aa, Uu, Uh, Xu, Wo, Wo
Wo, Wo, Aa, Re, Re, Re, Aa^Fpa, Ha, Wwf, Ai, Ai, Aa^Fpa, Aa, Ch, Ch, Irs, Irs, Irs, 4 Kh, Ias, Ms, Aa^Fpa, Re, Wwf, Wwf, Re, Aa^Fetd, Ur, Ur, Qxu, Qxu, Wo, Wo
Wo, Wo, Aa^Fet, Aa, Aa, Aa, Ai, Wwf, Aa^Fpa, Ms, Rd, Ai, Re, Ias, Ias, Rrc^Vd, Ch, Ch, Ias, Ias, Ha, Aa^Fpa, Ww^Bw|, Ai, Ms, Ai, Wwf, Uu^Tf, Ur, Uu^Vud, Uh, Wo, Wo
Wo, Wo, Aa^Fpa, Aa^Fpa, Ds, Ds, Ai, Rd, Rd, Ha, Rd, Re, Ms, Aa, Aa, Ias, Ias, Ch, Rd^Tf, Rd, Ai, Wwf, Rr, Ha, Aa^Fpa, Wo, Ai, Uu^Tf, Ur, Uu, Wo, Wo, Wo
Wo, Wo, Ha, Ha, Ai, Ai, Qlf, Rd, Hd, Qlf, Dd, Rd, Wwf, Ha, Aa^Fpa, Aa, Re, Aa^Fpa, Ms, Ai, Rr, Rr, Aa, Rr, Rr, Aa, Aa, Wwf, Ds, Ds, Wo, Wo, Wo
Wo, Wo, Ms, Ms, Ai, Qlf, Ds, Rd, Hd, Qlf, Dd^Vda, Dd, Ai, Wwf, Aa^Fpa, Uu, Ur, Re, Ss^Bw\r, Ss, Rr, Aa, Aa^Fpa, Aa^Fpa, Dd, Rr, Rr, Ai, Wwr, Wwr, Wo, Wo, Wo
Wo, Wo, Aa^Fpa, Ms, Ai, Wwr, Wwr, Ds, Rd^Ft, Rd^Ft, Mv, Hd, Hd, Ai, Uu^Tf, Uu^Tf, Uu, Ss, Aa^Fpa, Rr, Dd, Hd, Md, Md, Dd^Do, Dd, Rr, Ai, Ai, Ai, Wo, Wo, Wo
Wo, Wo, Wo, Ai, Ww^Vm, Ai, Wo, Wo, Wo, Md, Md, Md, Rd^Ft, Qxu, Qxu, Uh, Ai, Ss, Ha, Dd, Dd^Vda, Dd, Dd^Dc, Md, Md, Dd, Rr, Ias^Vhc, Ai, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo

View file

@ -0,0 +1,19 @@
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wwr, Wwr, Uh, Uu^Vu, Qlf, Qlf, Xu, Xu, Ai, Ms, Ms, Ms, Aa^Fpa, Aa, Aa, Ss, Ss, Ss, Wo, Aa, Aa^Fpa, Aa^Vea, Ha, Ms, Ms, Ms, Aa^Fpa, Wo, Wo, Wo
Wo, Wo, Wo, Ai, Ds, Uu^Tf, Uu^Tf, Ur, Uu, Uu, Xu, Ai, Aa^Vha, Ms, Ha, Ha, Rb^Tf, Aa^Fpa, Aa^Fpa, Ss^Vhs, Hh, Wwf, Wwf, Aa^Fpa, Aa, Wwf, Ha, Ms, Aa^Fpa, Ai, Ai, Wo, Wo
Wo, Wo, Wo, Ds, Dd^Do, Sm, Sm, Ur, Ur, Uh, Ai, Aa, Aa, Aa, Aa^Fpa, Rb, Rb, Rb^Tf, Aa, Hh, Rb, Wwr, Ai, Re, Re, Re, Re, Aa^Fpa, Ai, Ai, Ms, Wo, Wo
Wo, Wo, Ai, Dd, Dd, Dd, Mdd, Sm, Ds, Ds, Ai, Ai, Wwf, Aa^Fpa, Ha, Re, Re, Aa, Ms, Re, Re, Aa, Ww^Bw/, Re, Gs^Fms, Aa, Gg, Ai, Re, Aa^Fpa, Hh, Wo, Wo
Wo, Wo, Ai, Gs^Fms, Dd, Mdd, Mdd, Hd, Re, Ai, Ms, Wwf, Re^Tf, Re, Rb, Rb, Ias, Re, Hh, Re^Fet, Aa, Re, Ww, Ai, Wwf, Hh, Ai, Ai, Gg, Re, Gs^Vht, Wo, Wo
Wo, Wo, Ms, Aa^Fpa, Hh, Dd, Gg, Hd, Re, Aa^Fpa, Hh, Re^Vct, Aa, Re, Ias, Ch, Ch, Ias, Ias, Rb, Re, Re, Ms, Wo, Ds, Wwf, Ss, Aa^Fpa, Aa, Re, Aa, Wo, Wo
Wo, Wo, Aa^Fpa, Ha, Re^Tf, Aa, Gs^Fpa, Re, Ai, Ai, Re, Rb, Re, Ias, 3 Kh, Ch, Irs, Rrc^Vd, Ch, Ias, Aa, Hh, Aa^Fpa, Re, Ds, Ss^Vhs, Hh, Aa^Fpa, Re, Re, Xu, Wo, Wo
Wo, Wo, Hh, Re^Vc, Re^Tf, Gg, Re, Re, Re, Ww^Bw/, Wwf, Re, Aa, Ias, Ch, Irs, Kh, Irs, Ch, Ch, Rb, Re, Re, Re, Ai, Re, Re, Re, Uu, Uh, Xu, Wo, Wo
Wo, Wo, Aa, Re, Re, Re, Aa^Fpa, Hhd, Wwf, Ai, Ai, Re^Fms, Rb, Ch, Ch, Irs, Irs, Irs, 4 Kh, Ias, Ms, Gs^Fms, Re, Wwf, Wwf, Re, Re^Fetd, Ur, Ur, Qxu, Qxu, Wo, Wo
Wo, Wo, Gg^Fet, Gg, Gg, Aa, Ai, Wwf, Aa^Fpa, Ms, Rd, Ai, Re, Ias, Ias, Rrc^Vd, Ch, Ch, Ias, Ias, Hh, Aa^Fpa, Ww^Bw|, Ai, Ms, Ai, Wwf, Uu^Tf, Ur, Uu^Vud, Uh, Wo, Wo
Wo, Wo, Gll^Fp, Aa^Fpa, Ds, Ds, Ai, Rd, Rd, Hhd, Rd, Re, Ms, Rb, Rb, Ias, Ias, Ch, Rd^Tf, Rd, Ai, Wwf, Rr, Hh, Aa^Fpa, Wo, Ai, Uu^Tf, Ur, Uu, Wo, Wo, Wo
Wo, Wo, Hh, Ha, Ai, Ai, Qlf, Rd, Hd, Qlf, Dd, Rd, Wwf, Hhd, Rd^Ft, Aa, Re, Re^Fms, Ms, Ai, Rr, Rr, Aa, Rr, Rr, Aa, Gg, Wwf, Ds, Ds, Wo, Wo, Wo
Wo, Wo, Mm, Mm, Ai, Qlf, Ds, Rd, Hd, Qlf, Dd^Vda, Dd, Ai, Wwf, Aa^Fpa, Uu, Ur, Re, Ss^Bw\r, Ss, Rr, Gg, Gs^Ft, Gs^Ft, Dd, Rr, Rr, Ai, Wwr, Wwr, Wo, Wo, Wo
Wo, Wo, Aa^Fpa, Mm, Ai, Wwr, Wwr, Ds, Rd^Ft, Rd^Ft, Mv, Hd, Hd, Ai, Uu^Tf, Uu^Tf, Uu, Ss, Aa^Fpa, Rr, Dd, Hd, Md, Md, Dd^Do, Dd, Rr, Ai, Ai, Ai, Wo, Wo, Wo
Wo, Wo, Wo, Ai, Ww^Vm, Ai, Wo, Wo, Wo, Md, Md, Md, Rd^Ft, Qxu, Qxu, Uh, Ai, Ss, Hh, Dd, Dd^Vda, Dd, Dd^Dc, Md, Md, Dd, Rr, Ias^Vhc, Ai, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo
Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo, Wo

View file

@ -0,0 +1,316 @@
#textdomain wesnoth-IoM
#define ISLE_OF_MISTS_MSG_STR
_ "Your aim is to survive spawning waves of units and defeat the final archenemies. Spawns are randomly generated and will be different each time Isle of Mists is played. The waves appear at somewhat regular intervals. The weather will also change randomly, affecting the layout of the map."
#enddef
[multiplayer]
id=multiplayer_2p_Isle_of_Mists
name= _ "2p — Isle of Mists (Survival)"
description= _ "Isle of Mists is a survival scenario which can be played alone or with another player against randomly spawned AI units, catered for experienced players. Victory is achieved by surviving and defeating all enemy waves. During the course of play, the terrain will change based on random weather effects. Default map settings are required for the scenario to work properly. By Lord-Knightmare."
experience_modifier=90
map_file=multiplayer/maps/2p_Isle_of_Mists_basic.map
victory_when_enemies_defeated=no
force_lock_settings=yes
{DEFAULT_SCHEDULE}
random_start_time=yes
mp_village_gold=1
[side]
side=1
team_name="invaders"
color=darkred
user_team_name= _ "teamname^Invaders"
allow_player=no
disallow_observers=yes
{FLAG_VARIANT6 ragged}
no_leader=yes
controller="ai"
defeat_condition=never
[/side]
[side]
side=2
color=darkred
team_name="invaders"
user_team_name= _ "teamname^Invaders"
allow_player=no
disallow_observers=yes
{FLAG_VARIANT6 ragged}
no_leader=yes
controller="ai"
[ai]
aggression=-4.0
caution=0.99
grouping=defensive
village_value=12
[/ai]
[/side]
[side]
side=3
canrecruit=yes
team_name="human"
user_team_name= _ "teamname^Defenders"
controller="human"
save_id="Player1"
gold=100
income=0
gold_lock=yes
income_lock=yes
{FLAG_VARIANT long}
controller_lock=no
team_lock=yes
faction_lock=no
leader_lock=no
color_lock=no
fog=yes
share_vision=all
# Otherwise the era may add the quick trait.
# This is not a PvP game, for which this bonus is designed.
# If the player chooses a slow unit, he should also take the disadvantages.
[variables]
dont_make_me_quick=yes
[/variables]
[/side]
[side]
side=4
canrecruit=yes
team_name="human"
user_team_name= _ "teamname^Defenders"
controller="human"
save_id="Player2"
gold=100
income=0
gold_lock=yes
{FLAG_VARIANT long}
income_lock=yes
controller_lock=no
team_lock=yes
faction_lock=no
leader_lock=no
color_lock=no
fog=yes
share_vision=all
[variables]
dont_make_me_quick=yes
[/variables]
[/side]
[side]
side=5
color=black
team_name="human"
user_team_name= _ "teamname^Defenders"
allow_player=no
hidden=yes
disallow_observers=yes
{FLAG_VARIANT long}
no_leader=yes
controller="ai"
[/side]
[lua]
code = << wesnoth.dofile( "multiplayer/scenarios/2p_Isle_of_Mists.lua" ) >>
[/lua]
[event]
name=prestart
[store_unit]
variable=leader
[filter]
side=3,4
[/filter]
kill=no
[/store_unit]
[if]
[variable]
name=leader.length
less_than=2
[/variable]
[then]
{VARIABLE lose_condition_string ( _ "Death of your leader")}
{VARIABLE notes ( _ "Since your team has only one leader, the enemy waves will not be at full strength.")}
[gold]
side=3,4
amount=25
[/gold]
[/then]
[else]
{VARIABLE lose_condition_string ( _ "Death of both of your teams leaders")}
{VARIABLE notes ( _ "Since your team has two leaders, the enemy waves will be at full strength.")}
# each village will now support an upkeep of 2 instead of 1
# this makes the scenario somewhat passable now.
[modify_side]
side=3,4
village_support=2
[/modify_side]
[/else]
[/if]
{CLEAR_VARIABLE leader}
[music]
name=wanderer.ogg
ms_before=2000
[/music]
[music]
name=battle.ogg
ms_before=2000
append=yes
[/music]
[music]
name=breaking_the_chains.ogg
play_once=yes
immediate=yes
[/music]
[objectives]
[objective]
description= _ "Survive and defeat all enemy waves"
condition=win
[/objective]
[objective]
description=$lose_condition_string
condition=lose
[/objective]
[note]
description=$notes
[/note]
[/objectives]
{CLEAR_VARIABLE lose_condition_string}
{CLEAR_VARIABLE notes}
[label]
x,y = 16,9
text = _"Healing Keep"
[/label]
[unit]
side=5
type="Elvish Lady"
id="healer_elf"
x,y=16,9
canrecruit=no
moves=0
max_moves=0
hitpoints=28
max_hitpoints=28
generate_name=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
[/event]
[event]
name=start
[message]
caption= _"Isle of Mists — a random survival scenario"
speaker=narrator
image="portraits/monsters/fire-dragon.png"
message={ISLE_OF_MISTS_MSG_STR}
[/message]
[message]
side=3
message= _"You arrive near a mystic shrine, where the apparitions of ancient armies are forever trapped and doomed to eternally cleanse the isle of all interlopers."
[/message]
[message]
side=4
message= _"Phantom armies approach on the horizon. If we defeat them all, they may be released from this timeless prison."
[/message]
[message]
side=3
message= _"Let us prepare ourselves for the coming battle."
[/message]
[/event]
[event]
name=last breath
first_time_only=no
[filter]
side=3,4
canrecruit=yes
[/filter]
[if]
[have_unit]
side=3,4
canrecruit=yes
[/have_unit]
[then]
[message]
speaker=unit
message= _"How can this be? My gods have forsaken me..."
[/message]
[/then]
[else]
[music]
name=defeat.ogg
play_once=yes
immediate=yes
[/music]
[sound]
name=dwarf-laugh.wav
[/sound]
[message]
speaker=second_unit
message= _"As the cold grasp of death draws nearer, you feel your spirit being separated from your body. You realize that you will soon be doomed to the same fate as the phantom guardians of the shrine."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=time over
[music]
name=defeat.ogg
play_once=yes
immediate=yes
[/music]
[sound]
name=dwarf-laugh.wav
[/sound]
[message]
side=1,2
canrecruit=yes
message= _ "A dark mist rises from the land, draining your senses and your will away. You dimly realize that you will soon join the other ghosts as another faceless guardian of the ancient shrine."
[/message]
[/event]
[event]
name="die"
first_time_only=yes
[filter]
id="healer_elf"
[/filter]
# clear the label
[label]
x,y=16,9
text=""
[/label]
[/event]
[options]
[slider]
id = "enemy_gold_factor"
default = 0
min = -30
max = 60
step = 10
#textdomain wesnoth-lib
name = _ "Difficulty"
#textdomain wesnoth-multiplayer
description =_ "Changes the gold worth of the enemy spawns by a certain percentage"
[/slider]
[/options]
[/multiplayer]
#undef ISLE_OF_MISTS_MSG_STR

View file

@ -0,0 +1,534 @@
local _ = wesnoth.textdomain 'wesnoth-multiplayer'
local T = wml.tag
local on_event = wesnoth.require("on_event")
local random_spawns = {
{
{"Heavy Infantryman", "Shock Trooper", "Iron Mauler", "none"},
{"Elvish Fighter", "Elvish Hero", "more", "Elvish Champion"},
{"Goblin Spearman", "more", "more", "more"},
{"Goblin Spearman", "Goblin Rouser", "none", "none"},
{"Dune Soldier", "Dune Swordsman", "Dune Blademaster", "Dune Paragon"},
},
{
{"Mage", "Red Mage", "Silver Mage", "none"},
{"Footpad", "Outlaw", "more", "none"},
{"Drake Fighter", "Drake Warrior", "Drake Blademaster", "none"},
{"Walking Corpse", "more", "more", "more"},
},
{
{"Merman Hunter", "Merman Spearman", "Merman Entangler", "none"},
{"Naga Dirkfang", "Naga Ophidian", "Naga Sicarius", "none"},
{"Spearman", "Pikeman", "none", "Halberdier"},
},
{
{"Elvish Shaman", "Elvish Druid", "Elvish Shyde", "Elvish Sylph"},
{"Drake Burner", "Fire Drake", "Inferno Drake", "Armageddon Drake"},
{"Skeleton", "Revenant", "more", "Draug"},
},
{
{"Rock Scorpion", "Fire Wraith", "none", "none"},
{"Fire Ant", "more", "Cave Bear", "more"},
},
{
{"Ghoul", "Necrophage", "more", "none"},
{"Elvish Archer", "Elvish Marksman", "none", "Elvish Sharpshooter"},
{"Dune Burner", "Dune Scorcher", "Dune Firetrooper", "none"},
{"Drake Clasher", "Drake Thrasher", "more", "Drake Enforcer"},
},
{
{"Skeleton Archer", "Bone Shooter", "more", "Banebow"},
{"Dune Skirmisher", "Dune Strider", "none", "Dune Harrier"},
{"Drake Glider", "Sky Drake", "Hurricane Drake", "none"},
},
{
{"Merman Fighter", "Merman Warrior", "more", "Merman Triton"},
{"Dark Adept", "Dark Sorcerer", "Necromancer", "none"},
{"Elvish Scout", "Elvish Rider", "more", "none"},
},
{
{"Wose", "Elder Wose", "Ancient Wose", "none"},
{"Orcish Archer", "Orcish Crossbowman", "Orcish Slurbow", "none"},
{"Saurian Skirmisher", "more", "Saurian Ambusher", "more"},
},
{
{"Dune Soldier", "Dune Swordsman", "more", "none"},
{"Vampire Bat", "Blood Bat", "more", "none"},
{"Dwarvish Thunderer", "Dwarvish Thunderguard", "none", "none"},
{"Giant Ant", "more", "more", "more"},
{"Giant Scorpling", "more", "Sergeant", "Orcish Ruler"},
},
{
{"Dwarvish Guardsman", "Dwarvish Stalwart", "none", "none"},
{"Bowman", "Longbowman", "more", "Master Bowman"},
{"Troll Whelp", "Troll", "Troll Warrior", "none"},
},
{
{"Orcish Assassin", "Orcish Slayer", "more", "none"},
{"Dune Rider", "Dune Sunderer", "more", "Dune Cataphract"},
{"Saurian Augur", "Saurian Soothsayer", "none", "none"},
},
{
{"Wolf Rider", "Goblin Pillager", "more", "none"},
{"Ghost", "Shadow", "more", "more"},
{"Sergeant", "Lieutenant", "General", "Grand Marshal"},
},
{
{"Gryphon Rider", "none", "more", "none"},
{"Dune Rover", "Dune Explorer", "more", "Dune Wayfarer"},
},
{
{"Dwarvish Fighter", "Dwarvish Steelclad", "more", "Dwarvish Lord"},
{"Poacher", "Trapper", "more", "none"},
{"Fire Wraith", "more", "more", "none"},
},
{
{"Horned Scarab", "more", "more", "more"},
{"Dwarvish Ulfserker", "Dwarvish Berserker", "more", "none"},
{"Mage", "White Mage", "Mage of Light", "none"},
{"Orcish Grunt", "Orcish Warrior", "more", "none"},
},
}
local function get_spawn_types(num_units, max_gold, unit_pool)
local gold_left = max_gold
local units_left = num_units
local current_types = {}
while gold_left > 0 and units_left > 0 do
local unit_group = mathx.random(#unit_pool)
local unit_rank = 1
local unit_type = wesnoth.unit_types[unit_pool[unit_group][unit_rank]]
table.insert(current_types, { group = unit_group, type = unit_type})
gold_left = gold_left - unit_type.cost
units_left = units_left - 1
end
-- Upgrade units, eigher by replacing them with better units or by duplicating them.
for next_rank = 2,4 do
local next_types = {}
for i,v in ipairs(current_types) do
local advanceto = unit_pool[v.group][next_rank] or ""
local unit_type = wesnoth.unit_types[advanceto]
if unit_type then
local upgrade_cost = math.ceil((unit_type.cost - v.type.cost) * 1.25)
if gold_left >= upgrade_cost then
gold_left = gold_left - upgrade_cost
table.insert(next_types, { group = v.group, type = unit_type})
else
table.insert(next_types, { group = v.group, type = v.type})
end
elseif advanceto == "more" then
local upgrade_cost = v.type.cost + 2
if gold_left >= upgrade_cost then
gold_left = gold_left - upgrade_cost
table.insert(next_types, { group = v.group, type = v.type})
end
table.insert(next_types, { group = v.group, type = v.type})
else
table.insert(next_types, { group = v.group, type = v.type})
end
end
current_types = next_types
end
--spend remaining gold
local min_cost = 100
for i,v in ipairs(unit_pool) do
min_cost = math.min(min_cost, wesnoth.unit_types[v[1]].cost)
end
while gold_left >= min_cost do
local possible_groups = {}
for i,v in ipairs(unit_pool) do
local unit_type = wesnoth.unit_types[v[1]]
if unit_type.cost <= gold_left then
table.insert(possible_groups, { group = i, type = unit_type})
end
end
local index = mathx.random(#possible_groups)
table.insert(current_types, possible_groups[index])
gold_left = gold_left - possible_groups[index].type.cost
end
local res = {}
for i,v in ipairs(current_types) do
table.insert(res, v.type.id)
end
return res
end
-- creates the 'timed_spawn' wml array.
-- @a num_spawns: the total number of times units get spawned
-- @a interval: the number of turns between 2 spawns
-- @a base_gold_amount, gold_increment: used to calculate the amount of gold available for each timed spawn
-- @a units_amount, gold_per_unit_amount: used to calculate the number of units spawned in each timed spawn
local function create_timed_spawns(interval, num_spawns, base_gold_amount, gold_increment, units_amount, gold_per_unit_amount)
local configure_gold_factor = ((wml.variables["enemy_gold_factor"] or 0) + 100)/100
local random_spawn_numbers = {}
for i = 1, #random_spawns do
table.insert(random_spawn_numbers, i)
end
mathx.shuffle(random_spawn_numbers)
local final_turn = math.ceil(((num_spawns - 1) * interval + 40 + mathx.random(2,4))/2)
local end_spawns = 0
for spawn_number = 1, num_spawns do
local turn = 3 + (spawn_number - 1) * interval
local gold = (base_gold_amount * 0.60) + (turn - 3) * gold_increment
if spawn_number > 1 then
-- formula taken from original Dark forecast, TODO: find easier formula.
local unit_gold = (turn - 3) * gold_increment + math.min(mathx.random(base_gold_amount), mathx.random(base_gold_amount))
local gold_per_unit = gold_per_unit_amount + turn / 1.5
local units = (unit_gold * 0.60) / gold_per_unit + units_amount + mathx.random(-1, 1)
if mathx.random(5) == 5 then
units = units - 1
end
-- end complicated formula
turn = turn + mathx.random(-1, 1)
-- reduce gold and units for spawns after the final spawn
if turn >= final_turn then
units = units / (end_spawns + 3)
gold = gold / (end_spawns + 4)
end_spawns = end_spawns + 1
-- we only want two spawns after the final turn.
if end_spawns > 2 then
break
end
end
wml.variables[string.format("timed_spawn[%d]", spawn_number - 1)] = {
units = math.ceil(units),
turn = turn,
gold = mathx.round(gold * configure_gold_factor),
pool_num = random_spawn_numbers[spawn_number],
}
else
wml.variables[string.format("timed_spawn[%d]", spawn_number - 1)] = {
units = units_amount + 1,
turn = turn,
gold = gold,
pool_num = random_spawn_numbers[spawn_number],
}
end
end
wml.variables["final_turn"] = final_turn
end
-- @a unittypes: a array of strings
-- @a x,y: the location where to spawn the units on the map.
local function place_units(unittypes, x, y)
for i,v in ipairs(unittypes) do
local u = wesnoth.units.create { type = v, passable = true, placement = "map", generate_name = true, side = 2 }
-- give the unit less moves on its first turn.
u.status.slowed = true
u:add_modification("object", {
duration = "turn end",
T.effect {
apply_to = "movement",
increase = "-50%",
}
})
local dst_x, dst_y = wesnoth.find_vacant_tile(x, y, u)
u:to_map(dst_x, dst_y)
wesnoth.add_known_unit(v)
wesnoth.map.set_owner(dst_x, dst_y, 1)
end
end
local function final_spawn()
local spawns_left = wml.variables["fixed_spawn.length"]
if spawns_left == 0 then
return
end
local spawn_index = mathx.random(spawns_left) - 1
local spawn = wml.variables[string.format("fixed_spawn[%d]", spawn_index)]
wml.variables[string.format("fixed_spawn[%d]", spawn_index)] = nil
local types = {}
for tag in wml.child_range(spawn, "type") do
table.insert(types, tag.type)
end
place_units(types, spawn.x, spawn.y)
end
-- convert all 'veteran' units from side 2 to the more aggressive side 1
-- this must happen before the new units are created from spawns.
on_event("new turn", function()
for i, unit in ipairs(wesnoth.units.find_on_map { side = 2 }) do
unit.side = 1
end
end)
on_event("prestart", function()
local leaders = wesnoth.units.find_on_map { side = "3,4", canrecruit= true}
if #leaders < 2 then
--create_timed_spawns(5, 11, 50, 5, 4, 21)
create_timed_spawns(5, 11, 50, 5, 4, 18)
else
--create_timed_spawns(4, 11, 90, 4, 5, 23)
create_timed_spawns(5, 11, 90, 4, 5, 20)
end
end)
-- the regular spawns:
-- when they appear is defined in the 'timed_spawn' wml array. which is created at prestart
-- which unit types get spawned is defined in the 'main_spawn' wml array which is also spawned at prestart
on_event("new turn", function()
local next_spawn = wml.variables["timed_spawn[0]"]
if next_spawn == nil then
return
end
if wesnoth.current.turn ~= next_spawn.turn then
return
end
wml.variables["timed_spawn[0]"] = nil
-- first spawn wave
local unit_types = get_spawn_types(next_spawn.units, next_spawn.gold, random_spawns[next_spawn.pool_num])
local spawn_areas = {{"6", "3"}, {"4", "6"}, {"3", "9"}, {"3", "13"}, {"7", "14"}, {"10", "14"}, {"14", "14"}, {"20", "15"}, {"26", "15"}, {"28", "11"}, {"29", "7"}, {"25", "3"}, {"29", "3"}, {"19", "3"}, {"15", "3"}, {"12", "3"}, {"8", "4"},}
local spawn_area = spawn_areas[mathx.random(#spawn_areas)]
local locations_in_area = wesnoth.map.find { x = spawn_area[1], y = spawn_area[2], radius=1, include_borders=false }
local chosen_location = locations_in_area[mathx.random(#locations_in_area)]
place_units(unit_types, chosen_location[1], chosen_location[2])
-- second follow up spawn wave
local unit_types_second = get_spawn_types(next_spawn.units, next_spawn.gold, random_spawns[next_spawn.pool_num])
local spawn_areas_second = {{"6", "3"}, {"4", "6"}, {"3", "9"}, {"3", "13"}, {"7", "14"}, {"10", "14"}, {"14", "14"}, {"20", "15"}, {"26", "15"}, {"28", "11"}, {"29", "7"}, {"25", "3"}, {"29", "3"}, {"19", "3"}, {"15", "3"}, {"12", "3"}, {"8", "4"},}
local spawn_area_second = spawn_areas_second[mathx.random(#spawn_areas)]
local locations_in_area_second = wesnoth.map.find { x = spawn_area_second[1], y = spawn_area_second[2], radius=1, include_borders=false }
local chosen_location_second = locations_in_area_second[mathx.random(#locations_in_area_second)]
place_units(unit_types_second, chosen_location_second[1], chosen_location_second[2])
end)
-- on turn 'final_turn' the first 'final spawn' appears
on_event("new turn", function()
if wesnoth.current.turn ~= wml.variables["final_turn"] then
return
end
wesnoth.wml_actions.music {
name = "battle.ogg",
ms_before = 200,
immediate = true,
append = true,
}
final_spawn()
wesnoth.scenario.turns = wesnoth.current.turn + 16
wesnoth.wml_actions.message {
side="3,4",
canrecruit=true,
message= _ "The last and most powerful of our enemies are upon us. If we can finish them off in time, we shall be victorious.",
}
wml.variables["next_final_spawn"] = wesnoth.current.turn + mathx.random(1,2)
end)
-- after the first final spawn, spawn a new final spawn every 1 or 2 turns.
on_event("new turn", function()
if wesnoth.current.turn ~= wml.variables["next_final_spawn"] then
return
end
final_spawn()
wml.variables["next_final_spawn"] = wesnoth.current.turn + mathx.random(1,2)
end)
-- The victory condition: win when there are no enemy unit after the first final spawn appeared.
on_event("die", function()
if wesnoth.current.turn < wml.variables["final_turn"] then
return
end
if wesnoth.wml_conditionals.have_unit { side = "1,2"} then
return
end
wesnoth.wml_actions.music {
name = "victory.ogg",
play_once = true,
immediate = true,
}
wesnoth.wml_actions.message {
speaker = "narrator",
message = _"As you finally defeat your last remaining foes, the dreary mists around the island seem to lift. The phantoms fade away, at last released from their eternal guardianship. You have finally cleansed the ancient shrine... for now.",
image ="wesnoth-icon.png",
}
wesnoth.wml_actions.endlevel {
result = "victory",
}
end)
-- initilize the 'fixed_spawn' and 'main_spawn'
on_event("prestart", function()
local fixed_spawn = function(x, y, ...)
local res = { x = x, y = y }
for i,v in ipairs {...} do
table.insert(res, T.type { type = v })
end
return res
end
wml.array_access.set("fixed_spawn", {
fixed_spawn(27, 3, "Armageddon Drake", "Wild Wyvern", "Grand Knight"),
fixed_spawn(8, 14, "Dune Paragon", "Dune Luminary", "Fire Drake"),
fixed_spawn(4, 9, "Necromancer", "Dune Soldier", "Dune Rover", "Dune Rover", "Dune Falconer", "Dune Captain", "Dune Rover", "Dune Soldier"),
fixed_spawn(28,11, "Elvish Champion", "Dune Spearguard", "Dwarvish Stalwart", "Necrophage"),
fixed_spawn(5, 3, "Dwarvish Arcanister", "Mage of Light", "Drake Warrior", "Arch Mage"),
})
end)
-------------------------------------------------------------------------------
-------------------------- Weather events -------------------------------------
-------------------------------------------------------------------------------
-- The weather events are completely unrelated to the spawn events.
local function get_weather_duration(max_duration)
local res = mathx.random(2)
while res < max_duration and mathx.random(2) == 2 do
res = res + 1
end
return res
end
-- initilize the weather_event wml array which defines at which turns the weather changes.
on_event("prestart", function()
local turn = mathx.random(4,6)
local event_num = 0
local weather_to_dispense = {
{ turns_left = 10, id = "drought"},
{ turns_left = 12, id = "heavy rain"},
{ turns_left = 9, id = "snowfall"},
}
local clear_turns_left = 22
local heavy_snowfall_turns_left = 6
local second_rain_turns_left = 12
while turn < 55 and #weather_to_dispense > 0 do
-- pick a random weather except 'clear' and 'heavy snow'
local index = mathx.random(#weather_to_dispense)
local num_turns = get_weather_duration(weather_to_dispense[index].turns_left)
local weather_id = weather_to_dispense[index].id
weather_to_dispense[index].turns_left = weather_to_dispense[index].turns_left - num_turns
if weather_to_dispense[index].turns_left <= 0 then
table.remove(weather_to_dispense, index)
end
wml.variables[string.format("weather_event[%d]", event_num)] = {
turn = turn,
weather_id = weather_id,
}
event_num = event_num + 1
turn = turn + num_turns
-- Second snow happens half the time.
if weather_id == "snowfall" and heavy_snowfall_turns_left >= 0 and mathx.random(2) == 2 then
num_turns = get_weather_duration(heavy_snowfall_turns_left)
wml.variables[string.format("weather_event[%d]", event_num)] = {
turn = turn,
weather_id = "heavy snowfall",
}
event_num = event_num + 1
turn = turn + num_turns
heavy_snowfall_turns_left = heavy_snowfall_turns_left - num_turns
end
-- second heavy rain/inundation happens one-thirds the time
if weather_id == "heavy rain" and second_rain_turns_left >= 0 and mathx.random(3) == 3 then
num_turns = get_weather_duration(second_rain_turns_left)
wml.variables[string.format("weather_event[%d]", event_num)] = {
turn = turn,
weather_id = "second rain",
}
event_num = event_num + 1
turn = turn + num_turns
second_rain_turns_left = second_rain_turns_left - num_turns
end
-- Go back to clear weather.
num_turns = get_weather_duration(clear_turns_left)
wml.variables[string.format("weather_event[%d]", event_num)] = {
turn = turn,
weather_id = "clear",
}
event_num = event_num + 1
turn = turn + num_turns
clear_turns_left = clear_turns_left - num_turns
end
end)
local function weather_alert(text, red, green, blue)
wesnoth.wml_actions.print {
text = text,
duration = 120,
size = 26,
red = red,
green = green,
blue = blue,
}
end
local function weather_map(name)
wesnoth.wml_actions.terrain_mask {
mask = filesystem.read_file(name),
x = 1,
y = 1,
border = true,
}
wesnoth.redraw {}
end
-- change weather at side 1 turns
-- initially this was set for every side 3 turns which allowed a cheat to be used by players.
-- the cheat was activated by setting side 3 as Empty and picking a faction optimised for the default/basic map for side 4.
-- the result was that the weather change feature never triggered.
on_event("side 1 turn", function()
-- get next weather event
local weather_event = wml.variables["weather_event[0]"]
if weather_event == nil then
return
end
if wesnoth.current.turn ~= weather_event.turn then
return
end
-- remove the to-be-consumed weather event from the todo list.
wml.variables["weather_event[0]"] = nil
if weather_event.weather_id == "clear" then
weather_map("multiplayer/maps/2p_Isle_of_Mists_basic.map")
wesnoth.wml_actions.sound {
name = "magic-holy-miss-2.ogg",
}
weather_alert(_"Clear Weather", 221, 253, 171)
elseif weather_event.weather_id == "drought" then
weather_map ("multiplayer/maps/2p_Isle_of_Mists_drought.map")
wesnoth.wml_actions.sound {
name = "gryphon-shriek-1.ogg",
}
weather_alert(_"Drought", 251, 231, 171)
elseif weather_event.weather_id == "heavy rain" then
weather_map("multiplayer/maps/2p_Isle_of_Mists_rain.map")
wesnoth.wml_actions.sound {
name = "magic-faeriefire-miss.ogg",
}
wesnoth.wml_actions.delay {
time = 250,
}
wesnoth.wml_actions.sound {
name = "ambient/ship.ogg",
}
weather_alert(_"Heavy Rains", 174, 220, 255)
elseif weather_event.weather_id == "second rain" then
weather_map("multiplayer/maps/2p_Isle_of_Mists_secondrain.map")
wesnoth.wml_actions.sound {
name = "magic-faeriefire-miss.ogg",
}
wesnoth.wml_actions.delay {
time = 250,
}
wesnoth.wml_actions.sound {
name = "ambient/ship.ogg",
}
weather_alert(_"Inundation", 174, 220, 255)
elseif weather_event.weather_id == "snowfall" then
weather_map("multiplayer/maps/2p_Isle_of_Mists_snow.map")
wesnoth.wml_actions.sound {
name = "wail.wav",
}
weather_alert(_"Snowfall", 229, 243, 241)
elseif weather_event.weather_id == "heavy snowfall" then
weather_map("multiplayer/maps/2p_Isle_of_Mists_secondsnow.map")
wesnoth.wml_actions.sound {
name = "bat-flapping.wav",
}
weather_alert(_"Heavy Snowfall", 224, 255, 251)
else
error("unknown weather '" .. tostring(weather_event.weather_id) .. "'")
end
end)