TSG S2: updated gameplay

This commit is contained in:
nemaara 2018-10-27 20:54:58 -04:00 committed by pentarctagon
parent ff2364820e
commit a970b0e2f5

View file

@ -14,14 +14,14 @@
{campaigns/The_South_Guard/utils/sg_help.cfg}
[label]
x,y=22,16
x,y=22,13
text=_"Westin"
[/label]
{DEFAULT_SCHEDULE_SECOND_WATCH}
victory_when_enemies_defeated=no
turns=9
turns=7
# Scenario Introduction - Not all is right in Westin.
@ -43,7 +43,7 @@
controller=human
{CUSTOM_SG_FLAG}
{GOLD 130 100 85}
{GOLD 80 70 60}
canrecruit=yes
recruit=Bowman, Spearman
@ -64,12 +64,12 @@
user_team_name=_"Bandits"
controller=ai
{GOLD 20 30 40}
gold=20
canrecruit=yes
{QUANTITY recruit (Ruffian,Thief,Footpad)
(Ruffian,Thug,Thief,Poacher)
(Footpad,Thug,Thief,Poacher,Trapper)}
(Footpad,Thug,Thief,Poacher)}
[ai]
grouping=no
@ -95,25 +95,23 @@
[/unit]
#enddef
{NAMED_GENERIC_UNIT 2 Footpad 28 13 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Footpad 21 17 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
{NAMED_GENERIC_UNIT 2 Footpad 24 7 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Thief 22 13 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
#ifdef NORMAL
{NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Poacher 18 22 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
{NAMED_GENERIC_UNIT 2 Footpad 26 11 () (_"Criminal")} {VILLAGE_USERS}
#endif
#ifdef HARD
{NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Thief 18 22 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN} # Thief instead of Poacher
{NAMED_GENERIC_UNIT 2 Thief 22 12 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
{NAMED_GENERIC_UNIT 2 Footpad 26 11 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Thief 18 14 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
#endif
[/side]
{STARTING_VILLAGES 2 21}
{STARTING_VILLAGES 2 20}
[event]
name=turn 6
name=turn 4
# Now is the time that the recruited units may have met Deoran's,
# and may have the chance to recapture a village.
@ -129,22 +127,13 @@
[event]
name=prestart
# Add a useful village on 'trivial' difficulty.
#ifdef EASY
{MODIFY_TERRAIN Gg^Vh 26 20}
[capture_village]
side=2
x,y=26,20
[/capture_village]
#endif
# Modify the size of the keep of the enemy on 'simple' and 'easy' difficulties.
#ifdef NORMAL
{MODIFY_TERRAIN Ce 18 27}
{MODIFY_TERRAIN Ce 17 26}
#endif
#ifdef HARD
{MODIFY_TERRAIN Ce 18 27}
{MODIFY_TERRAIN Ce 19 28}
{MODIFY_TERRAIN Ce 17 26}
{MODIFY_TERRAIN Ce 19 25}
#endif
# Make Urza Nalmath water-phobic
@ -195,15 +184,15 @@
#ifdef EASY
[recall]
type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman
type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
[/recall]
[recall]
type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman
type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
[/recall]
#endif
#ifdef NORMAL
[recall]
type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman
type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
[/recall]
#endif
@ -216,7 +205,7 @@
message= _ "Then we must make haste before they leave the city in ruins and slaughter all who live therein."
[/message]
{HIGHLIGHT_IMAGE 22 16 items/gohere.png ()}
{HIGHLIGHT_IMAGE 22 13 items/gohere.png ()}
[message]
speaker=Urza Nalmath
@ -292,19 +281,19 @@
name=moveto
[filter]
side=1
x,y=22,16
x,y=22,13
[/filter]
{VARIABLE citadel_secured "yes"}
[modify_turns]
{QUANTITY add 31 23 19}
{QUANTITY add 5 5 4}
[/modify_turns]
# Check if it is Deoran. If not, tell him to go to Westin.
[if]
[have_unit]
x,y=22,16
x,y=22,13
[not]
id=Deoran
[/not]
@ -312,7 +301,7 @@
[then]
[message]
speaker=unit
message= _ "At last, the citadel is secure."
message= _ "I have reached the citadel!"
[/message]
[message]
speaker=Sir Gerrick
@ -329,11 +318,15 @@
name=moveto
[filter]
id=Deoran
x,y=22,16
x,y=22,13
[/filter]
[modify_turns]
{QUANTITY add 12 11 11}
[/modify_turns]
[remove_item]
x,y=22,16
x,y=22,13
[/remove_item]
[unit]
@ -344,7 +337,7 @@
unrenamable=yes
{IS_HERO}
side=1
x,y=21,16
x,y=21,14
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
@ -369,71 +362,67 @@
message= _ "Alas, Sir Loris fell in battle several days ago. For weeks, we warned him of the new power of these bandits, yet he would never lead his men against them until their strength had become too great for us to handle. I sent a messenger to the king about our plight, but some misfortune must have befallen him, for you are the first reinforcements to arrive here. If only Sir Loris had sent a rider earlier, he might have survived long enough to stand with us here."
[/message]
[if]
[have_unit]
id=Urza Nalmath
[/have_unit]
[then]
[message]
speaker=Deoran
image=portraits/deoran-sad.png
message= _ "Indeed. Foolish though he may have been, it still grieves me to learn of his death. With him gone, it seems that I must lead the townsfolk against the bandits and drive them from our city."
[/message]
[message]
speaker=Deoran
image=portraits/deoran-sad.png
message= _ "Indeed. Foolish though he may have been, it still grieves me to learn of his death. With him gone, it seems that I must lead the townsfolk against the bandits and drive them from our city."
[/message]
{NAMED_LOYAL_UNIT 1 Peasant 18 15 (Ufes) (_"Ufes")}
{NAMED_LOYAL_UNIT 1 Peasant 18 16 (Joran) (_"Joran")}
{NAMED_LOYAL_UNIT 1 Peasant 19 18 (Makees) (_"Makees")}
{NAMED_LOYAL_UNIT 1 Peasant 20 18 (Tyborg) (_"Tyborg")}
#ifdef EASY
{NAMED_LOYAL_UNIT 1 Spearman 18 12 (Ufes) (_"Ufes")}
{NAMED_LOYAL_UNIT 1 Bowman 18 13 (Joran) (_"Joran")}
{NAMED_LOYAL_UNIT 1 Peasant 19 15 (Makees) (_"Makees")}
{NAMED_LOYAL_UNIT 1 Peasant 20 15 (Tyborg) (_"Tyborg")}
#endif
#ifdef NORMAL
{NAMED_LOYAL_UNIT 1 Spearman 18 12 (Ufes) (_"Ufes")}
{NAMED_LOYAL_UNIT 1 Peasant 18 13 (Joran) (_"Joran")}
{NAMED_LOYAL_UNIT 1 Peasant 19 15 (Makees) (_"Makees")}
{NAMED_LOYAL_UNIT 1 Peasant 20 15 (Tyborg) (_"Tyborg")}
#endif
#ifdef HARD
{NAMED_LOYAL_UNIT 1 Peasant 18 12 (Ufes) (_"Ufes")}
{NAMED_LOYAL_UNIT 1 Peasant 18 13 (Joran) (_"Joran")}
{NAMED_LOYAL_UNIT 1 Peasant 19 15 (Makees) (_"Makees")}
{NAMED_LOYAL_UNIT 1 Peasant 20 15 (Tyborg) (_"Tyborg")}
#endif
[message]
speaker=Ufes
message= _ "We stand with you, Sir Deoran! We will hold the city while you lead your men across the river and defeat the bandit leader!"
[/message]
[message]
speaker=Ufes
message= _ "We stand with you, Sir Deoran! We will hold the city while you lead your men across the river and defeat the bandit leader!"
[/message]
[show_objectives][/show_objectives]
[show_objectives][/show_objectives]
[set_recruit]
side=2
{QUANTITY recruit (Walking Corpse)
(Walking Corpse,Skeleton,Vampire Bat)
(Skeleton,Skeleton Archer,Vampire Bat,Blood Bat)}
[/set_recruit]
[set_recruit]
side=2
{QUANTITY recruit (Walking Corpse)
(Walking Corpse,Skeleton,Vampire Bat)
(Skeleton,Skeleton Archer,Vampire Bat,Blood Bat)}
[/set_recruit]
# Update the [ai] params so that the recruitment_pattern matches
# the new recruits.
[modify_side]
side=2
# Update the [ai] params so that the recruitment_pattern matches
# the new recruits.
[modify_side]
side=2
[ai]
{QUANTITY recruitment_pattern (fighter)
(fighter,fighter,scout,fighter)
(fighter,archer,fighter,archer,scout)}
[/ai]
[/modify_side]
[ai]
{QUANTITY recruitment_pattern (fighter)
(fighter,fighter,scout,fighter)
(fighter,archer,fighter,archer,scout)}
[/ai]
[/modify_side]
[gold]
side=2
{QUANTITY amount 15 30 60}
[/gold]
[/then]
[else]
[message]
speaker=Deoran
image=portraits/deoran-sad.png
message= _ "Indeed. Foolish though he may have been, it still grieves me to learn of his death. At least we have managed to defeat some of the bandits now. What else happened?"
[/message]
# Peasants have already been spawned.
[fire_event]
name=victory dance
[/fire_event]
[/else]
[/if]
[gold]
side=2
{QUANTITY amount 40 50 60}
[/gold]
[/event]
# Deoran is too late.
[event]
name=turn 8
name=turn 6
[if]
[variable]
name=citadel_secured
@ -446,7 +435,7 @@
[/message]
#ifdef EASY
{HIGHLIGHT_IMAGE 22 16 items/gohere.png ()}
{HIGHLIGHT_IMAGE 22 13 items/gohere.png ()}
[message]
speaker=narrator
@ -459,7 +448,7 @@
[/event]
[event]
name=side 1 turn 9 end
name=side 1 turn 7 end
[if]
[variable]
name=citadel_secured
@ -483,6 +472,115 @@
[/if]
[/event]
# you can get some mermen reinforcements if you go on the village here
# it will replay the event from the first scenario if you didn't get them there
[event]
name=moveto
[filter]
side=1
x,y=14,20
[/filter]
[if]
[variable]
name=has_mermen
equals="yes"
[/variable]
[then]
[unit]
side=1
type=Merman Fighter
id=Absu
name= _ "Absu"
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
x,y=14,21
{IS_LOYAL}
[/unit]
#po : deplorable means awful or terrible
[message]
speaker=Absu
message= _ "Freedom! Sir Knight, please allow me to join you in fighting off these deplorable thugs."
[/message]
[message]
speaker=Deoran
message= _ "Of course! With your help, these bandits will stand no chance against us!"
[/message]
[/then]
[else]
[unit]
side=1
#ifdef EASY
type=Merman Warrior
#endif
#ifdef NORMAL
type=Merman Warrior
#endif
#ifdef HARD
type=Merman Fighter
#endif
id=Myssh
name= _ "Myssh"
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
x,y=14,21
{IS_LOYAL}
[/unit]
[unit]
side=1
#ifdef EASY
type=Merman Spearman
#endif
#ifdef NORMAL
type=Merman Hunter
#endif
#ifdef HARD
type=Merman Hunter
#endif
id=Ylla
name= _ "Ylla"
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
x,y=15,21
{IS_LOYAL}
[/unit]
[message]
speaker=Myssh
message= _ "Your people have been our allies ever since the days of Lord Typhon. We will help you drive these bandits from your lands if you allow us to continue living here in peace."
[/message]
[message]
speaker=Deoran
message= _ "We welcome your aid! The rivers of this land will remain yours when we are victorious."
[/message]
#ifdef EASY
[message]
speaker=narrator
image="units/merfolk/hunter.png~RC(magenta>red)"
message= _ "You may now recruit Merman Hunters. Mermen are aquatic creatures and fight best in rivers and swamps. They are much less effective on dry land."
[/message]
#endif
[allow_recruit]
side=1
type=Merman Hunter
[/allow_recruit]
{VARIABLE has_mermen "yes"}
[/else]
[/if]
[/event]
>>>>>>> TSG S2: updated gameplay
# The undead attack!
[event]
@ -605,66 +703,136 @@
animate=yes
[/kill]
[if]
[have_unit]
id=Minister Hylas
x,y=$x2,$y2
[/have_unit]
[message]
speaker=Deoran
message= _ "The bandits are scattering! We have saved Westin!"
[/message]
[then]
[message]
speaker=Deoran
message= _ "How can a bandit have summoned undead?"
[/message]
[/then]
[message]
speaker=Sir Gerrick
message= _ "Indeed. Still, this victory is troubling. How can a mere highwayman have summoned undead?"
[/message]
[else]
[message]
speaker=second_unit
message= _ "How can a bandit have summoned undead?"
[/message]
[/else]
[/if]
[fire_event]
name=victory dance
[/fire_event]
[/event]
[if]
[have_unit]
id=Minister Hylas
[/have_unit]
[then]
[fire_event]
name=victory dance
[/fire_event]
[/then]
[else]
{NAMED_LOYAL_UNIT 1 Peasant 18 15 (Ufes) (_"Ufes")}
{NAMED_LOYAL_UNIT 1 Peasant 18 16 (Joran) (_"Joran")}
{NAMED_LOYAL_UNIT 1 Peasant 19 18 (Makees) (_"Makees")}
{NAMED_LOYAL_UNIT 1 Peasant 20 18 (Tyborg) (_"Tyborg")}
[message]
speaker=Ufes
message= _ "The bandits are defeated!"
[/message]
[if]
[have_unit]
side=2
count=0-2
[/have_unit]
[then]
[message]
speaker=Makees
message= _ "Westin is safe again."
[/message]
[/then]
[else]
[message]
speaker=Makees
message= _ "Westin will soon be safe again."
[/message]
[/else]
[/if]
[show_objectives][/show_objectives]
[/else]
[/if]
[event]
name=time over
[unit]
type=Death Knight
side=2
id=Ixlathal
name= _ "Ixlathal"
animate=yes
x,y=18,24
[/unit]
[message]
speaker=Ixlathal
message= _ "The master sends his regards. The command is to raze the city."
[/message]
[message]
speaker=Urza Nalmath
message= _ "I am trying, but their resistance is strong..."
[/message]
[message]
speaker=Ixlathal
message= _ "Then step aside, living one. I will make use of the fresh corpses from this battle."
[/message]
[animate_unit]
[filter]
id=Ixlathal
[/filter]
flag=leading
[/animate_unit]
[delay]
time=500
[/delay]
[animate_unit]
[filter]
id=Ixlathal
[/filter]
flag=leading
[/animate_unit]
[delay]
time=500
[/delay]
[animate_unit]
[filter]
id=Ixlathal
[/filter]
flag=leading
[/animate_unit]
[unit]
type=Walking Corpse
side=2
animate=no
x,y=19,13
[/unit]
[unit]
type=Skeleton
side=2
animate=yes
x,y=19,14
[/unit]
[unit]
type=Skeleton
side=2
animate=yes
x,y=21,16
[/unit]
[unit]
type=Walking Corpse
side=2
animate=no
x,y=19,16
[/unit]
[unit]
type=Walking Corpse
side=2
animate=no
x,y=17,14
[/unit]
[unit]
type=Walking Corpse
side=2
animate=no
x,y=16,21
[/unit]
[unit]
type=Walking Corpse
side=2
animate=no
x,y=16,19
[/unit]
[unit]
type=Walking Corpse
side=2
animate=no
x,y=18,19
[/unit]
[unit]
type=Deathblade
side=2
animate=yes
x,y=15,21
[/unit]
[unit]
type=Revenant
side=2
animate=yes
x,y=21,22
[/unit]
[message]
speaker=Deoran
message= _ "More undead! Alas, we cannot hold against a force so great. We will have to abandon Westin and let them sack the city..."
[/message]
[/event]
[event]
@ -672,7 +840,7 @@
[message]
speaker=Minister Hylas
message= _ "Just before the bandit raids began, an ambassador came to Sir Loris from the elves of the Aethenwood. He asked that a knight be sent to discuss a new threat to Wesnoth."
message= _ "I do not know, but just before the bandit raids began, an ambassador came to Sir Loris from the elves of the Aethenwood. He asked that a knight be sent to discuss a new threat to Wesnoth."
[/message]
[message]
@ -682,7 +850,7 @@
[message]
speaker=Minister Hylas
message= _ "No. He suspected the elves of some trickery and made no reply to them. Perhaps they know the origin of these dead warriors we now face."
message= _ "No. He suspected the elves of some trickery and made no reply to them. I believe that they may know the origin of these dead warriors we now face."
[/message]
[message]