AToTB: Add a hint on easy difficulty for each objective in the campaign

Also replaces previous hint for S01 with a more direct hint
This commit is contained in:
sigurdfdragon 2017-10-16 15:28:31 -04:00 committed by Jeffrey 'Sigurd' Westcoat
parent 45ae47e5ca
commit e2b7b77adf
4 changed files with 82 additions and 3 deletions

View file

@ -173,9 +173,7 @@ Will he heed the call? I do not know if he has kept the amulet; we have not spok
carryover_percentage=40
[/gold_carryover]
#ifdef EASY
[note]
description= _ "Undead units have a variety of resistances. Keep this in mind when forming your strategy and choosing recruits."
[/note]
{HINT ( _ "Use footpads as fodder to protect your loyal units and attack during the day to minimize the damage your forces take.") ()}
#endif
[/objectives]
[/event]

View file

@ -299,6 +299,45 @@ Besides... I want my brother back."
bonus=yes
carryover_percentage=40
[/gold_carryover]
#ifdef EASY
{HINT ( _ "The Elvish forces are spread out. Seek to fight them one at a time with several of your units.") (
[show_if]
[have_unit]
id=Nil-Galion
[/have_unit]
[not]
[variable]
name=found_kidnappers
boolean_equals=yes
[/variable]
[/not]
[/show_if]
)}
{HINT ( _ "Use horsemen or footpads to quickly explore the shrouded woods to locate the kidnappers.") (
[show_if]
[not]
[have_unit]
id=Nil-Galion
[/have_unit]
[/not]
[not]
[variable]
name=found_kidnappers
boolean_equals=yes
[/variable]
[/not]
[/show_if]
)}
{HINT ( _ "Separate the Dark Adept from his guards and attack in force for an easy kill.") (
[show_if]
[variable]
name=found_kidnappers
boolean_equals=yes
[/variable]
[/show_if]
)}
#endif
[/objectives]
[remove_shroud]

View file

@ -323,6 +323,40 @@ Yet for some reason I fear these brothers more. If Mordak were here it would be
bonus=yes
carryover_percentage=40
[/gold_carryover]
#ifdef EASY
{HINT ( _ "When facing an unknown situation, take into account details from story and dialog to inform your strategy.") (
[show_if]
[not]
[have_unit]
id=Baran
[/have_unit]
[/not]
[/show_if]
)}
{HINT ( _ "Lure the dark sorcerer off of his keep by giving him a shot at a melee unit, then counter-attack in force.") (
[show_if]
[have_unit]
id=Baran
[/have_unit]
[have_unit]
id=Rotharik
[/have_unit]
[/show_if]
)}
{HINT ( _ "Markings or decorations on hexes may indicate something to be found. If you can, it is usually a good idea to investigate.") (
[show_if]
[have_unit]
id=Baran
[/have_unit]
[not]
[have_unit]
id=Rotharik
[/have_unit]
[/not]
[/show_if]
)}
#endif
[/objectives]
# Making the gates impassable

View file

@ -150,6 +150,10 @@ But I am still troubled. I wonder... is this sense of foreboding I feel merely a
{TURNS_RUN_OUT}
{IS_LAST_SCENARIO}
#ifdef EASY
{HINT ( _ "Recruit or Recall some high-move units to be able to see as far as possible through the fog for approaching units.") ()}
#endif
[/objectives]
[recall]
@ -291,6 +295,10 @@ But I am still troubled. I wonder... is this sense of foreboding I feel merely a
{TURNS_RUN_OUT}
{IS_LAST_SCENARIO}
#ifdef EASY
{HINT ( _ "You can use Reeve Hobans keep to recruit or recall additional units.") ()}
#endif
[/objectives]
[/event]