the south guard, this time with the files :P

This commit is contained in:
J.W. Bjerk 2006-02-19 23:21:19 +00:00
parent 5401612006
commit f0991080f4
138 changed files with 78389 additions and 0 deletions

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[textdomain]
name="wesnoth-The_South_Guard"
path="data/campaigns/The_South_Guard/translations"
[/textdomain]
[campaign]
#textdomain wesnoth-The_South_Guard
id=The_South_Guard
name= _ "The South Guard"
define=CAMPAIGN_THE_SOUTH_GUARD
rank=5
icon=deoran/horseman-commander-defend.png
image=portraits/deoran-junior.png
description= _ "A young Knight, Deoran, is dispatched to take command of the South Guard... Note: This campaign is designed as an introduction to Wesnoth. The 'Civilian' difficulty level is aimed at first-time players. (Version " + "1.0.3" + _ "; for Wesnoth " + "1.1.1+SVN)"
difficulties=EASY,NORMAL,HARD
difficulty_descriptions="*" + {MENU_IMG_TXT2 units/human-loyalists/peasant.png _"Civilian" _"(simple)"} + ";" + {MENU_IMG_TXT2 units/human-loyalists/spearman.png _"Recruit" _"(easy)"} + ";" + {MENU_IMG_TXT2 units/human-loyalists/javelineer.png _"Soldier" _"(normal)"}
first_scenario=Born_To_The_Banner
[/campaign]
### Add the South Guard campaign files ###
[binary_path]
path=data/campaigns/The_South_Guard/
[/binary_path]
#ifdef CAMPAIGN_THE_SOUTH_GUARD
### Directory Layout Abstraction ###
#define SG_MAP NAME
map_data="{@campaigns/The_South_Guard/maps/{NAME}}"
#enddef
{@campaigns/The_South_Guard/scenarios/sg_unit_utils.cfg}
[+units]
{@campaigns/The_South_Guard/units}
[/units]
{@campaigns/The_South_Guard/scenarios/sg_story.cfg}
{@campaigns/The_South_Guard/scenarios/sg_utils.cfg}
{@campaigns/The_South_Guard/scenarios}
#endif

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{\rtf1\mac\ansicpg10000\cocoartf824\cocoasubrtf330
{\fonttbl\f0\fswiss\fcharset77 Helvetica-Bold;\f1\fswiss\fcharset77 Helvetica;}
{\colortbl;\red255\green255\blue255;}
{\info
{\author J. W. Bjerk}}\margl1440\margr1440\vieww12540\viewh14620\viewkind0
\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\ql\qnatural\pardirnatural
\f0\b\fs32 \cf0 Changelog:\
\
\fs24 1.0.3\
* This branch is added to the trunk as a mainline campaign
\f1\b0 \
* images paths corrected for 1.1.1+SVN\
* Campaign description simplified.
\f0\b \
\
1.0.2f\
\f1\b0 * Reverted changes in image path appropriate for 1.1.1+SVN, but not for the development binary. Since the binaries are much more commonly used, future changes will be geared to work with the latest development binary.
\f0\b\fs32 \
\fs24 \
\f1\b0 * reorganized unit images for shorter path names.
\f0\b \
\f1\b0 * Deoran\
* re-did portrait. (less like a stock unit portrait.)\
* created 2 expressions for Deoran. Unfortunately implementing them will be tricky. May have to decide between different advancement images and different expressions.\
* Deleted unused, "lancer-commander" graphics. Identical to "horseman commander"\
* Gerrick: \
* re-did portrait to make him look more like a tough veteran\
* changed get-hit sound to "Groan-strong". Made Shield attack sound different than Glaive.\
* Infantry Commander: fixed the format of graphics: now actually transparent.\
* Assault Commander: added corrected shadow, leading, attacking, & shield-attack frames.\
* Fixed SG AMLA mace to use "melee" rather than "short"\
\
\f0\b 1.0.2e
\f1\b0 \
* Enhanced Infantry Commander graphics: proper semi-transparent shadow, made leading animaed, slight cleanups\
* More correctly describe Garrick's weapon as "Glaive" instead of "Sword"\
* PNGCrushed all images\
* Created Changelog :)\
\
\f0\b 1.0.2d
\f1\b0 \
* removed "human-" and "undead-" from image names.\
* moved all portraits to portraits folder\
* fixed more image paths\
* added campaign description to .PBL\
* changed dread lich description to avoid reference to Ha'tiel\
\
\f0\b 1.0.2c
\f1\b0 \
Mostly edits to make it work with Wesnoth 1.1.1\
* removed special terrain CFG and made the maps use the mainline elvish tree\
* updated image paths to find moved images\
* fixed "short" attacks to "melee"\
* other changes...\
\
\
\f0\b\fs32 Known Issues:
\fs24 \
1.Born to the Banner:
\f1\b0 \
* Deoran's instructions about moving between keep and citadel can assume he's somewhere he isn't if for instance you use Moreth to talk to Garrick.\
* It's quite difficult to get to the Merfolk village in time to make much use of them, perhaps it could be moved a bit closer?\
\
\f0\b 3.Vale of Tears:
\f1\b0 \
* Deoran may ask Ethiliel "why won't other elves help us" after her bodyguard has appeared, making the question seem odd.
\f0\b \
\f1\b0 \
\f0\b Choice in the Fog
\f1\b0 \
*After allying with the Outlaws victory/defeat conditions were displayed. "Death of Ethiliel" was still a defeat condition. Scenario objective were not available thereafter until the next turn. "Death of Ethiliel" was still remained a defeat condition.\
\
\f0\b Pebbles in a Flood
\f1\b0 \
It's very unclear how this scenario will end from the description. "Hold the line" Does that mean if an enemy crosses a certain point it will end. Does the death of either or both of Gerrick and the Outlaw end it? Haven't played through it yet....\
* Also why add the poacher to the recruitment on this scenario. Doesn't seem like he'd be much use, but a new player would recruit him just for the novelty\
\
\f0\b Tides of War
\f1\b0 \
I was able to recall any units that were alive when the last hero died in Pebbles. They should be dead.\
\
\f0\b All Scenarios:\
\f1\b0 Needs conversion to multi-track music system.\
\
\f0\b\fs32 Ideas:\
\fs24 Graphics:\
\f1\b0 *Give Deoran expressions\
* Minister Hyleas Portrait\
\f0\b Gameplay:
\f1\b0 \
* Randomize the "choice in the fog" map or make 2-4 variant maps that would be chosen randomly. To enhance the "we're lost!" feel.\
* It would be nice to be able to keep Ethiliel's bodyguard after Vale of Tears.\
* Activate Scott's L3 bandit pack after its included as a mainline option.\
*Try including an experience % increase for easy as part of balancing.\
*Give "the long road" more replay value than fighting a naga.\
*Give the units in "Pebbles" traits.\
\f0\b Story:
\f1\b0 \
* Give special but expendible units like Jarek and Moreth some lines, as a small reward if they player keeps them alive.\
* Give the slayer of the zombie leader in "choice" a line indicating that the zombie was not the root of the problem.}

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@ -0,0 +1,35 @@
mhhfffffrgggccddggggggrggggggfhmmmhmhgff
hhfffrrrrgggccccggggggrrgrgghhhhmmmhhgfg
fffffrfgggggfgccccggggggrvrgfhffhmgghffg
fffwwrffggffggfdccdgggffggrgfgggfhhghhgg
ffwfwwrrrrvgggggccdgggffhhrrggggfffggggg
wwwwfwwffgrggggfccdggvgfhfggrggggggRRRvR
wcwcwwffgfrgfgggcccdgggffggrrggggRRnnnRg
wcccccwwffrrggfgvccdgggggggrgrggvRgg1ggg
wwcwcwwwhffgrggccccgggggggggrgrRRggggggg
ffwwwwwwffvfrrgcccdggggggggggggRgfgggggg
rrhfwhhhhhfffrgdcccdgggggvgRgRRfgggggggg
frffhfhhmhhfgrfvdcccgngRRRRgRfgffffgfggg
frffffhfhffffgrrggccc/Rggggfgfgfffgffffg
ffrrfhhhffggggggrrnr/ccggggfgfggffffffgg
fffrfffffffgggggnvrrvcccgggffgffgfgggfgf
fffrffffffggggggnvrrNKccdggggfvhhmghfhgh
ffffrffffgfgggggnrrrNN/scdgffffgmmmmhfhf
fffrrfffffgggggrrnvvrv/scgghghhmmmmmhfff
ffrfffgffggfggrgggnnrccccghghgmmmmmmffff
ffrffgfggggvgrrvggggcccdgggghgmhhfhhhcff
ffrrfrvffrfrfrgggggggcddgdgggghfhhfccfcc
ffffrfrrrfrfrgfggggcccdcdkdkghhffhfcffff
ffffgfgggwwwgwwwggv\sscscdkdkcfffccfffff
fffffggwwwgcwwwccccssssccddffcfffcffffff
fffcfcfcwwcYwccccccccccfrfffffcccfffffff
fcccccccccfwcccffffffffrrfffhhfffffhffff
cccfchcfccccccfffffffrgfffffhhffhffhtfff
cffffhhhfhcccfff2nggrffffffhhsmmhhhcfhhf
ffffgfhhhffcffffnnggrffffffhmmhmhmhhfhhh
hfffffhghhfcgfgffggfgffffhhfmhmmmhmhhhmh
ffffgffffhffcgfffgffrffffhfcffhmmmhhmhhf
ggffffffffgfwwfrrfffggffffchhfhmsmmhhfhh
ffrrggggffgffgwgffffrrfhhhhhcmmmmhhhhhff
ffffffffrrfgfwwffgfffrfhffhhhhmmhffhfhcf
ffffffffffrffwfffffffrfffhhhmmmmhhffffgf

View file

@ -0,0 +1,50 @@
gggggggggggggggrggggggggggggghggggg
ggggfggggfgggggrnngggggfggghghhfggg
ggggggggggggfffrnffgfgggfggghhhfggg
fgggggfggggfffrfffhfghgggggghghhggg
ggggffggfffrrffhhghhhfggfgggfghgggg
gfggfgfffffrffghhmhfgfffgfffgfggggg
gggfgfffffrffffhmmhhffcffffffffgggg
ggggfcffrffffghmmmmhrhhfffgffffgggg
ggggfffdrfffffhmmmmmhmffhhffffffggg
fffffffdddfffhhhmfmhmfhffhhfggfffff
ffffffdckcccffwhrfhffhhhhhhhhgfffff
fcfccccckcscffwffffcfccchchchhffgff
cscsssskkkssccfffccscssscscscchffgf
scscsccdddccsscccsscscccssssssccfcc
cfcfcfffdrdfccsss\cmmhwwccscsssscss
ffffffffffrffhcmm3oRmhggcwcwccccscc
ffffffffffrfffhmmmoRhhwcccwwwwwwcwf
fffgffgfffrffhhmmhhfRRfcsscwYgwYwff
fffhfffffrfffhhfmhfhfgfwccccwwwffwf
ffgfhffhfrffhffhmmhfffrfffcfwwccgfw
fffhhhfffffffffmmhhhhhrffwfhggccgfw
fhtmmhhffffhhhhmmhhffffffwwhffwccgf
ffhmhhffrffffhhfmmhcwfrfwffwfccggfw
fhmhhfhfrffffffhmmhhwfrffffwcYccwwh
hmmhhfffrfffffhcmmhhffrrfhfwwwcgwwh
ffhhhhffgffwwwcchmmmhfffgfhffwwwgwf
hffhfffggrffYhchmmmhffffgfhfwwwwgww
ffhffgfffrfmhmhmmhmfhfffgrffffYwfgw
fffffgfffrhmmmmmmmhfffwwffgfffwwfhw
ffffgfffffmfhfhhmhfffhwfffrffwffffh
ffwwfhfhfhfghffhmhfhhffhffgfffffffh
fwwfffhmmhtgfhtmmmffhhfhffrhfhhfhhf
fffgghhmmmhfffhhmhmmhmhhffrhhhffhhf
fffhfhmmmmhfgffhmhmmmhmhhrrffhmhhfh
ffrfhhmsmmmtrrhffhmmhfhggrffhmmmmhf
ffrffmmssmmhhrfhhhmmhghhfrhhfmmmmmh
ffrffhmmmmmhffgfffhffffrfgrhmmmmmmm
frffhfhhmhhffrrffffrrrrfrrrfmmmmmmm
ffgfhffhhhhffrfrffrffffffrffhhmmmmm
fggffffhffhrffrfrrrffwwwfrfhhfhffhm
frfggrfgfrfffrrfgfffwccwffrrhfhhffh
ffffgfrfgfhfrhhhfffwwccwfffrhgffffh
fffffhhgffffrhmhffwcccwggffrgfgffff
fffgfmhhghhfrrhhhfwfcwwffrrggfggfff
fgfhmmmmhhfffrffhwwgcwgffrggfgfffff
fhghmmmmhfffrfrrffwwwffgfrg1gffffff
hhhhmmmmfgfgfwffgrfgfrgfgfrrfgggfff
hhhmmhmhhhfffwwwffrfgfffffffrffffff
hhhhmhhffhfffwwYwwfffwffffffrrgfgff
hhhhhhghffffggfwwwwwfffffffffrfggff

View file

@ -0,0 +1,45 @@
mhhfffffrgggccddggggggrggggggfhmmmhmhgff
hhfffrrrrgggccccggggggrrgrgghhhhmmmhhgfg
fffffrfgggggfgccccggggggrvrgfhffhmgghffg
fffwwrffggffggfdccdgggffggrgfgggfhhghhgg
ffwfwwrrrrvgggggccdgggffhhrrggggfffggggg
wwwwfwwffgrggggfccdggvgfhfggrggggggRRRvR
wcwcwwffgfrgfgggcccdgggffggrrggggRRrrrRg
wcccccwwffrrggfgvccdgggggggrgrggvRggrggg
wwcwcwwwhffgrggccccgggggggggrgrRRggggggg
ffwwwwwwffvfrrgcccdggggggggggggRgfgggggg
rrhfwhhhhhfffrgdcccdgggggvgRgRRfgggggggg
frffhfhhmhhfgrfvdcccgCgRRRRgRggffffgfggg
frffffhfhffffgrrggccc/Rggggrrvgfffgffffg
ffrrfhhhffhhgggvrrCR/cccgggrggggffffffgg
fffrfffffffhvgggCvRRvCcscgvrgggfgfgggfgf
fffrffffffgghgggCvRRC1/scgrgggvhhmghfhgh
ffffrffffgfggggvCrRRCC/scdrvgffgmmmmhfhf
fffrrfffffgggggrrCvvRv/scrrhghhmmmmmhfff
ffrfffgffggfggrgggCCRccccrhghgmmmmmmffff
ffrffgfggggvgrrvggggccs/vrvghgmhhfhhhcff
ffrrfrvffrfrfrgggggvgcscggrggghfhhfccfcc
ffffrfrrrfrfrgfgggv\\sscgcrcghhffhfcFFFf
ffffgfgggwwwgwwwggv\sssscd|dccfffccFffFF
fffffggwwwgcwwwccccssssccrrgvcfffcffFFFF
fffcfcfcwwcYwcciciiicccvrggggfcccfFFfFfF
fcccccccccfwcssigggggggrrggghhFFfFFhFfFF
cccfchcfccccciigggvSgrgggggghhFFhfFhtfFF
cffffhhhfhciiSSgvrrSrVSSggvhhsmmhhhiFHFF
ffffgfhhhggiSVrgggSFrfSgggghmmhmhmhHFHHH
hfffffhghhgcgSSggFhHFfSgghhFmhmmmHmHhHmH
ffffgffgfhggigSggFHFrgggvhFiFfhmmmHHmHHf
ggffffffgggSwigrrSFFgvggggihhfhmsmmHHfHH
ffrrggggffSSSrigVgSgrrFHhhhHimmmmHHHHhfF
fffwfwffrrVrriiggggggrFHFfHHhhmmHFfHfhiF
ffffwfffffrVSwggfhfggrFFFhHhmmmmhhFFFFSF
gwwwYfgfgggggigcffffSSggSgggSSSgSgSgSggg
fwwYgfffffSSggiSiifgSSgfghSggggFgnnngSSS
ffwfffffhfSSFFgSSigrrSFHHmSHghFFgn2nggSg
gfwfSfhmhhhFgFFiigrfSHFFHsmHhHgggSnggFgF
ffggfhhmmhFHSgfiggrFFFHFhmmHmmhgSSgFgHFg
gSffhhhmmmFHSSSigrgFhhHmHmHHmffHggFFHmhF
gfSSfhmmmHHSHFgFirfggHmmHmmmmmHFfFggHhHh
SffhfmmmmHHgSFFgirFFfFhHmmmmmHFFHHFgHgHH
ffhhhmHfHHfSSFfiiFnFhHHHmHmmsmhHhFhSFSfF
ffhmmmHffSSgfgFiFFrrFhFFFhmmmmHHhHfFFFSF

View file

@ -0,0 +1,25 @@
ffffchgvrggccffffhhf
fhffcgggrgchhffwffhh
hhfhccgrrgcfhffwwffh
fhhffg/cgccffffffwff
fhfffgfccscwwwffffff
hfffgffcsscwYwffwfff
ffffrfffcccwwwffffff
fhfffrffffccwYgfffwf
hmhhffgffhfcwwgwfffg
hhmhfhgfhhfcwwgffhff
hhmmhfffffffcfwfffff
fhhhhffrfffhccffgfff
hffhffffrffhhchhfffh
fhfffhffgfffhchffgff
fffffhffggffhfccffff
ffffhhhffrfffddcffgf
ffghffffnrdcfddchhff
ffhfgfffdc\rcccfhhhh
hhhmhhhfdcdfrgfffhmm
hmmmhfgfcgffffgfhfhh
hmmmhgffcgffffgrfffh
mmmhffffcfffffffrfff
mhhhfhfcchhfffffgfff
hfhfhffchfhffff1ggff
fffffffcfffffgfffrff

View file

@ -0,0 +1,40 @@
mmmmmmmhhhffEEfffffffffffffffffffffffEEf
mmmmmmmmhhhffEffffffff?ffffffffgfEfffEff
mmmmmmmmmhfffEfffffffffffgfEEEEEEfEEEggg
hhmmmmmmmhhhffEEff?ffffEEEEfgggfgggggfff
hhhhmfmmhhhhhfffEtfffffEtgffhhhfffffffff
fffhhhfffhhhhhffEEfEEEfEgffhhhhhfffffgff
fgffhgffffhfhfffffEgtgEtrrffhhhhffgfffff
ffffffgfffffffffffEggg?ggtrrfghfffffffff
fffffhfffgfgfgggffEgffggggggrggrggfffgff
fftfhgfgftgEgggEgEEgt?ffggggrrrgrrgfffgg
fffffEEEEEEgEEEhEgggfffhhhggggwwgrggf?ff
hffEEnnngggfgthhhmggfhhmhhggwwwngrggffff
fEEtgg1ngggffhghmmmhhhmmmhhhww2nrfffgffg
Efffggnggfgmmmhmmmmhhfhfmhhhggnrrfhhfggf
ffffffgtffhmmmmmmmtffff?ffhffrnrgfhhhhgf
fffffffhfhhmmmmhhmhhggfffffrrgrgggfgfgff
fffffhhhhhmmmhmhmmmhffgggtrfgggfffffghff
fffffhhhhhmmmhhhmmmhfrrrrrr?fgfffgffhhhf
ffffhhhhhhhhhhhhthhrrfggggfffhhhfffmhhhh
ffffhhhhhhhfffhggrrtftffgtggfhhhhhfhmmmh
fgfggfhhhmff?fftrfffff?fgfggggffhfmmhmmm
ggfgfhhmmmffffffrrfftffffffghffffmhmhhmm
gfffhmmmmmmhhhfggrfff?fff?ffhhfmhmmmmmmm
fffhhmmmmmmhhhhhrftffffffffffhhmmmhhmmmm
ggfhhmmmmhhhhhhhrfff?ffffcccfcccmmmhhmmm
ccghhmmmmhhffhhrrfffffffcccccssccfmhhmmm
ggcfhhmmmhh?fgfrgg?ffffcccccsschcfmmmmmh
ffcfhccchfffrrrhhffmmmcccsccccccfmmmmmhh
ffccgcgfcf?ggrhhmmmmmmccsssccccfhgmmmhhh
fgfgcgffcggggrg3ommmmmccsscccccffgcchhhh
gfffffgccgfrrfhoommmmmccccccc\f?gccchhhh
fffffggcfhtrftmmmmmmmhhfccccc?tggcsscchm
hffggccffhhrfffgmmmmmhffccccfffffcscccmm
hhfgcffhhfhfrfgfgghhmhhfcgcfgfgccccccchm
hhffccfcfctfrtfffcfchccccfffcccsscccchhm
mmffffcfcfcc|ctccgcgcrgrrrffcfccsccsccmm
mmmhfgfgfrtrrrcggrgrrgrgfggffmhhcccssccm
mhhfgrrrrfr?ffrrrfrgffgffhhhhmmmmmccchhm
mfgfrfffff?ffftf?ffhfhhhhmhhhmmmmmmmcmmm
hffrrf?ffffffffffffhhfmmmmmmhmmhhhhmmmmm

View file

@ -0,0 +1,45 @@
mhhfffffEgggccddggggggrggggggfhmmmhmhgff
hhfffgggEgggccccggggggrrgrgghhhhmmmhhgfg
fffffgfgEgggffccccggggggrvrgfhffhmgghffg
fffwwgffEhffgffdccdgggffggrgfgggfhhghhgg
ffwfwgggEEvggggfccdgggffhhrrggggfffggggg
wwwwfwwffgEgffgfccdggvgfhfggrggggggRRRvR
wcwcwwffgfEgfgggcccdgggffggrrggggRRrrrRg
wcccccwwffEEggfgvccdgggggggrgrggvRggrggg
wwcwcwwwhffgEggccccgggggggggrgrRRggggggg
ffwwwwwwffvfEEgcccdggggggggggggRgfgggggg
rrhfwhhhhhfffEgdcccdgggggvgRgRRfgggggggg
frffhfhhmhhfgEfvdcccgCgRRRRgRggffffgfggg
frffffhfhffffgEEggccc/RggggEEvgfffgffffg
ffrrfhhhffhhgggvEECR/cccgggEggggffffffgg
fffr2ffffffhvgggCvRRRCcscgvEgggfgfgggfgf
fffrffffffgghgggCRRRC1\scgEgggvhhmghfhgh
ffffrffffgfggggvCRRRCC\scdEvgffgmmmmhfhf
fffrrfffffgggggRRCRvRR\scEEhghhmmmmmhfff
ffrfffgffggfgRRnEECCRccccEhghgmmmmmmffff
ffrffgfggggvgRnvEEEfccs/vEvghgmhhfhhhcff
ffrrfrvffEfEfRnvEEEvfcscggEggghfhhfccfcc
ffffrfEEEfEfRgnvEEv\\sscgcEcghhffhfcFFFf
ffffgfgggggggcccfvv\sssscd|dccffFccFffFF
fffffggcccgccccccccssssccEEgvcFFFcffFFFF
fffcfcfcccccccciciiicccvEggggFcccfFFfFfF
fcccccccccfccssigggggggEEggghhFFfFFhFfFF
cccfchcfccccciigggvSgEEggggghhFFhfFhtfFF
cffffhhhfhciiSSgvrrSEVSSggvhhsmmhhhiFHFF
ffffgfhhhggiSVrgggSFEfSgggghmmhmhmhHFHHH
hfffffhghhgcgSSggFhHEfSgghhFmhmmmHmHhHmH
ffffgffgfhggigSggFHFEgggvhFiFfhmmmHHmHHf
ggffffffgggSwigrrSFFEvggggihhfhmsmmHHfHH
ffrrggggffSSSrigVgSgEEFHhhhHimmmmHHHHhfF
fffwfwffrrVrriiggggggEFHFfHHhhmmHFfHfhiF
ffffwfffffrVSwggfhfggEFFFhHhmmmmhhFFFFSF
gwwwYfgfgggggigcffffSEggSgggSSSgSgSgSggg
fwwYgfffffSSggiSiifgESgfghSggggFgggggSSS
ffwfffffhfSSFFgSSigEESFHHmSHghFFggggggSg
gfwfSfhmhhhFgFFiigEfSHFFHsmHhHgggSgggFgF
ffggfhhmmhFHSgfigEEFFFHFhmmHmmhgSSgFgHFg
gSffhhhmmmFHSSSigEgFhhHmHmHHmffHggFFHmhF
gfSSfhmmmHHSHFgFiEfggHmmHmmmmmHFfFggHhHh
SffhfmmmmHHgSFFgiEFFfFhHmmmmmHFFHHFgHgHH
ffhhhmHfHHfSSFfiiFEghHHHmHmmsmhHhFhSFSfF
ffhmmmHffSSgfgFiFFErFhFFFhmmmmHHhHfFFFSF

View file

@ -0,0 +1,45 @@
SSSSRSSSFFHmmmHFSssFFFFSSFSSSFHmmmmmmmmm
SFFFRRSSFHHmmHHFFsiSFSSSFFFFFFFHmmmmmmmm
SHHFSRSSSHmSHSSsssisSFFFSSFSSFFHHHmmmmmm
HSHHSSRRSFSFSssisHFFiiFsssSSFFHHFFHFFHmm
SFHHSSVRSFFFsssFFHHHFsFsSFsSFsSSFSSSFHHm
SFSSHRRFSSFFssFHHHFHFFiSFSsSsSsssissFHHH
FFSFSRFFFSVFisFHFRHHSFSRSFsisFSHHHHsSFFF
FFFSFRSFFiSSsiVRRFRRRRRSRRSSFFSHmmHHsSFS
SFFSFSR\ssssssSRFFFSFFFHFVRSFHmmmimHssSF
SSSFFSissiiisSSRFHFSFFFHSFRSFFHHmmmHSiSi
FFFSSFisiSVSSRRSFFHHHHHFFSRRFFHHmmmFHFiS
HHHSFFisiSRRRFFSSHFSHHHFSHSSRRFRHRmFFVSS
FHHmHFssssSFSSFFHHFSHmHHHSiiSSRFRSRRRRRR
HmmmHHFFssSSFFFHFmHHmmmHSmiiSFFFFiSFFFFS
mHHmmmHFssSSSSFHHHmSSHmmHmmHSSHHFSSFFHFF
FFHHmFFSisVSSSFSHHmmHHHmmHHHHSFFSHRRFHHH
FFFSHSSSsiFFFSSFFFmmmHHmHHHHmmHHFHHRFFHF
FSSSFFSSsiFFFFSHHHFmmmHmmmHHmmmHFFHSVFFF
SFSFFFSSssSSFFHHHHmmmWmmimFFmmmFFHSRSVFF
HHFFHHSFssFFSFHHmHmmWuWmmmmmmFFFHSSRSSFS
SHHHHHHSssFFHHmmmmmmWWRRHmmmFSHFSFSSSSSF
SHSSSSHHssSHHHmHHmHmmmmRHmimFFSHFFiSSFFF
SFSSFFFssiSSFSHmmHHFm1HRHHmmmmmmHHFFSFFF
SFHHSsisiSSFFHSmmHFFnnHRmmmHSHmmHHHSSHFF
SFHHFssHFFSFHHHHmHFSnRRFHmmHSFHHFFRSHHHF
FHHSSiiSHSiFFFSHHFFSSFFFHHHFSFHHFFHFSHHF
HFFFSsiSSSSHFSSSFSSSSFHHHSHFSFHRFHHHFSSS
SFHFFssFHHVHSFSSSSiFSFSHHHFSSRRHSmmHHHFF
SFFsiiiFHHmmHSFFFSiSSSFSiSSSRFHHmmmmmHHF
FssssSFFHHmmHHFFSFSSSSSSSSSSSSFHmmmHmHHF
SssSFSFFHHHmHHmmFFFSiiSSSFSFFSSFHmHmmmmm
SsiFFFSHHmmmmSHmSHHFFiSFHFSFFSSFFFHHHHmm
FsiSFFSHHmmmmSHmHSHFFFSFHFHSSSSFSSSSVFmm
FsssSFFHHmmHmmmHHFSSFFSFHHFHiFSSSSFFSSFF
SSisisFFFSHHHFFFHFSnSSSFFHHHHFSSSFFFSiSS
SFSSssisFFSHHHSSFFSnnnSiFSFFHFSSSFFFFiSS
SFFFSSsissHHHHFSSSSS2SSSiFSFFSSFFFFHFFFF
SSFHVFFFisFFHFFSSHSFSFVFSFSSFSSFFFiiHFFF
SSFHHHFSssssFFSFSHHmHHFFFSSFSSSVFFiFFFFF
FFSHmHSFSSiissSFSHmmmSHHHHSSSSSSFSFFFSFF
HHFHmmHHFFSSisFSFSHmmmHFFSSFVFSSFSSFiFSF
HHHHmmmHHFSSsiSFSSSmimFHSFSFFFSSSSFFFSSS
HmHmmHHHFHSFsiFFFHHHmmmmHHFSSSSSSFSSSHSF
HmmHmFFHHSSFsiFSFSHHmmmmHHFFSFiiiFSHHHSF
HmmHHSFFFSSFssSSFSSFHmmmmHHFFFiFFHHHHHHF

View file

@ -0,0 +1,45 @@
GGGGGGTTTTTITTIIITTTIcccGIGGEGTTGTTGIGGT
GGIIGIGITTIIGTTTIGIccccTGGIGEGTGTGIGIGIT
IIGIGGIITGGIIGTIGGGccTTIIGITEETTTIIGGTTT
ccIGIGGcIIGGGIGGIIIccTGGTTTTTEGEEEGIITIT
IcIcGccIccGcGcIIIIIccGIGTGTTTGETGIEETIGG
IIcJcIIIJIcJcIccGIGccGTTGIIGTGGTTITTEEII
JJIJJIIJJIIIJIJIccIcccIITTTITIITTTIGIEGI
IJJMMJJJIJEEJJJIGIcGccccTTTIIGITTTIGITEI
JJMMMMMMJJIJEEIIGIGGGGccccGGIGIIIIGITIEG
MMMMcMMMMIIJIEGIIGIGIIGIcccGIITIIGIEIEEG
MMMJMMMMMJIJJIEIIIIIIIIIIccGIGIITGEIEIII
JMMJMJMJJIIIJIEEUIIUIGGGGccIIIIIIEETGGII
JJJJMJMJJJJIIIIIEEEEIIGITccGGIGGIEGTTIII
JJMMMJIIJIIIIIIIIBPEIIGIGccTIGTIIEIIIGGG
MJJJMIIIJIIIIJIIIEEIUIIIGccGGIIIGEGIIIII
JJIIJIJJIIIIJJIIUEIUIIGGIcccGGIGGJEEIGII
IIIIJIJIIIIIIIIIIEIIGGGGIGccccIGJJIJEEGI
IIJIIIIIIIIJIIIIIIEEIIGIITGGcccIIIIJGIEI
JIIIIIIIIIIIJJIIIIIEIIIIGTGccccIGGIJIEEI
JJIIJJJIIIIJIJJIIIIEIIGGGccccIGIGJJUEIII
JJJJJIIIIIIIJIJIIIIIEEGEGccGGGIGIJJIEJJI
MMMJIIJJIIIIIIIIIJIIIIEIEccIIIGIIGIEEJJI
MMMMJJJIIIIIIIIIIJJIIIIGGccIIGIIGGIEIIII
MMMMMMJIIJJIIIIIIIJIIIIGIcccIGGGIIGEIIII
mmMMMMJJJIJIIIIIIIJJIIIITGccccGTIGIEIIII
mmMMMMIJIJIIIIIIIIIIIIIIGIIIccccGIIEIIII
mMMMMMJJIJIJJIIJIIIIIIIIIGGIGIcccIIGEEII
mMMMMMMMJJJJIIIIIJIIIIIIIIIGIIIccTIIGEII
mmMMMMMMJJJIIIIIIIIIIIIGIIIGIGIccTTIGEII
mmmmMMMMMMIJJIIIIIIIJJIJGIIIIGGccGGGEIII
mmmmmMMMMMMJJIIIIIIIJJIJIIIIIITccGGEEIII
mmmmmMMMMMMJIIIIJIIJJIIJIGGGIGTccGIEIIII
mmmmmMMMMMIJIIIIIIJIIIJIIGIccccccBEBIIII
mmmmmmMMMMMJJIIIIIIIIIIGIccccccGGEEPIIIE
mm1ummMJMMMMJIIJJIIIIIIGcccGGIGIBEBEIEEI
mmmmuEIIJJMJJJJIJIIIIIIGccIEEEIEEBEIEIII
mmmMMJEEIJJIJIJIJIIIIIIIc/EGIIEIIIIIJJII
MMMMMJJEIIJEIUJJIPUEEEEE/cGTIIIIJJIJJJII
MMMIJIJIEEEIEEEEEEEUIIJJccccGIIJJJMMJJJI
MJJJJJIJIIIIIIIIUIIIIJJIGIccIIIJJJMMMMIJ
JIIJJIJIIIIIIJIIIIIJIJJIIGccGTTIIIJMMMIJ
JIIJJIJIIIIJIJIIIIIJJJMMJJccIIIGIIIJMMMM
IJIIIIIJIIIJJJIIIIIIIIJMJIccIIGGTIIIJJMM
IJJJIJJJIIIIIJJIIIJIIIIJJGccGGIGITIIJJJJ
JMMMJIIIIIIJJIJJIIJJIIJJIGccGIIIGGGIIIII

View file

@ -0,0 +1,35 @@
ffffcfffhhmmmhhhfffffffffffffffffffffffR
ffffcffffhhhmhhffffgffffffffftfffffftRRt
ffffccftffhhhffhfffffffffffffffffffRRfff
fffffcffffhfhhfffftfffFsFRFRRRfftRRftfff
fffffcffffhfffftfffffFssRRRFffRRRfffffff
ggggfdcfftffhffffgfffRRfCfRsfffffftfffff
gggggdcfffffffffftffFRRC3CssFgffffffffff
ghggggcfffffgtfffffffFRsfRRFfggfffffftff
hhhhggcftfffffffftffgfssRRRfgfffffgfffff
hhhfggccffffffffffffffFfFfFffffgffffffff
hhhfffggcfffgffgfgfffffffffffgggggffffff
hhffffggcgfffffffgffffffffffggtgggggffff
hffffgggcdggtgffgffffggtfhghggggggggggff
fffffggdccdgggfffffgghhhhhfhhfgtggggggff
ffffgggcdcdgggggfffggfhmhhhhffffggggggff
fgfggccdcdccddggffghthhmmhhhffffgggggggg
fggggcdggddgcgggggghhhmmmhhfffffgggrrgtg
gcgcgcdghgggccggggfhhmmhhffffffggngrgggg
cdcdcgdhhrvgdcgggfhhmmhhhgffffgnn2rggggg
dgddgfhhrvrgdgccgfhhmmmhtgggfgggrgnggggf
ggggfhggggrggddcgghhmhhfhgggggggrggggfff
gggfhffggrrgggdcffthhhhdfdfggfggrrggffff
hhgggfgggrgfggddccfcgfhcccddgfffggrggtff
hhghfhgggrvfffghgfcgcccdddccdtfggcrccccc
hmhmhhghrgggffhfhhhhfhhrrfdcdggccwcfwwwc
hhmmhhhhhhhhfhfhhmmhhhgrvgcscccwfwwwwffw
ffhhhhmhhhhhhhhhmhmhhgrggccccwffffccfcwf
fffhhfhggfhhhhhhhhhhhcrcgcdgghccwffhhhhh
fffffgggggfffghhfccccg|gchgfhhhhhhfhhhhh
fgfcfggcgcfccccccrrrgrrhhhhhhhhhhhhhhhhh
cccgcccgcgcgggfgfrggrvrrhghhhhmmhmmmmmhm
gvgrggvrgrgrrrggrggffggrggghhhhhmhmmmmmm
rrrn1nrgrgrgggrrrfffffggrggghhhhhhmmmmmm
ggggngvggfgfgfgfffffffffrrgvgfhhhhhhmhmh
hhghgfgfffffffffffffffffffrggfhhhhhhhhhh

View file

@ -0,0 +1,650 @@
[scenario]
id=Born_To_The_Banner
#textdomain wesnoth-The_South_Guard
name= _ "Born to the Banner"
next_scenario=Proven_By_The_Sword
music=wesnoth-1.ogg
{SG_MAP Born_To_The_Banner}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{@campaigns/The_South_Guard/scenarios/sg_help.cfg}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{TURNS 40 32 24}
# Scenario Introduction - Summer
{SG_BORN_TO_THE_BANNER}
# The South Guard
[side]
side=1
{QUANTITY type (Horseman Commander) (Junior Commander) (Junior Commander)}
description=Deoran
overlays="misc/hero-icon.png"
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 120 100 80}
{INCOME 4 1 0}
canrecruit=1
recruit=Peasant
[/side]
# The Bandit Armies
[side]
side=2
type=Bandit
description=Urza Mathin
team_name=bandits
controller=ai
{GOLD 40 70 90}
{INCOME 3 4 5}
canrecruit=1
#ifdef EASY
recruit=Thug
#endif
#ifdef NORMAL
recruit=Thug,Poacher
#endif
#ifdef HARD
recruit=Footpad,Thief,Poacher,Thug
#endif
[ai]
{ATTACK_DEPTH 1 2 3}
#ifdef EASY
recruitment_pattern=fighter
#endif
#ifdef MEDIUM
recruitment_pattern=fighter,fighter,archer
#endif
#ifdef HARD
recruitment_pattern=fighter,archer,archer
#endif
[/ai]
[/side]
[label]
x,y=13,10
text="The River Fort"
[/label]
# Scenario Pre-start
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Investigate the river fort"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
#ifdef EASY
[variable]
name=leader_attacked
value=false
[/variable]
#endif
# Add a useful village on 'trivial' difficulty'.
#ifdef EASY
{SG_CHANGE_TERRAIN 13 23 v}
#endif
# Modify the size of the keep of the enemy on 'simple' and 'easy' difficulties.
#ifdef MEDIUM
{SG_CHANGE_TERRAIN 20 22 n}
#endif
#ifdef HARD
{SG_CHANGE_TERRAIN 20 22 n}
{SG_CHANGE_TERRAIN 19 24 n}
#endif
[/event]
# Scenario Start
[event]
name=start
[message]
speaker=narrator
message= _ "Deoran found himself put to the test early in his command. Loris, the previous commander, had squandered his time in games and diversions and bandits had overrun the land..."
[/message]
[move_unit_fake]
{QUANTITY type Pikeman Spearman Peasant}
x=18,18,18,19
y=7,6,5,5
[/move_unit_fake]
[unit]
{QUANTITY type Pikeman Spearman Peasant}
description=Moreth
side=1
x,y=19,5
traits_description=_"loyal," + _"resilient"
[modifications]
{SG_LOYAL}
{SG_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Moreth
message= _ "You'll never take this village! I've seen your kind kill too many townsmen, and I'll defend them to the death!"
[/message]
[message]
speaker=Deoran
message= _ "My kind? I am a soldier of Wesnoth, a messenger of King Haldric, and the new commander of the South Guard! What do you mean, 'my kind'?"
[/message]
[message]
speaker=Moreth
message= _ "Sorry, sir! I thought you were one of the bandits who have been ransacking the towns and killing the villagers. What are you doing here? Sir Gerrick and I were the last of the South Guard..."
[/message]
[message]
speaker=Deoran
message= _ "I have been sent to take command of the South Guard and set things right. We must arm the villagers and drive off the bandits before they can do any more harm!"
[/message]
[message]
speaker=Moreth
message= _ "You should head to the river fort! Sir Gerrick will want to know that reinforcements have arrived!"
[/message]
{PUT_IMG (items/gohere.png) 13 10}
[scroll_to]
x=13
y=10
[/scroll_to]
#ifdef EASY
[message]
speaker=narrator
image=items/gohere.png
message="Whenever you see a target that looks like this, you should move your leader (or whatever unit the dialogue just suggested) onto the hex that contains it."
[/message]
#endif
[message]
speaker=Urza Mathin
image=portraits/urza-mathin.png
message= _ "Ha! This new commander doesn't stand a chance. His fate will be the same as that of that swine Loris!"
[/message]
[/event]
# The River Fort - You find Sir Gerrick defending the citadel.
[event]
name=moveto
[filter]
side=1
x,y=13,10
[/filter]
[unit]
side=1
type=South Guard Captain
description=Sir Gerrick
overlays="misc/hero-icon.png"
x,y=14,9
traits_description=_"valiant," + _"resilient"
[modifications]
{SG_STRONG}
{SG_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Sir Gerrick
message= _ "My lord, it is good that King Haldric has sent you to our lands! Bandits have overrun the whole countryside, and are killing and pillaging without pity. You must raise the South Guard again and drive off the bandits!"
[/message]
[message]
speaker=Deoran
message= _ "No doubt I am needed here. Unfortunately I have seen only farm tools to arm our men with. They are valorous, but cannot fight bandits with pitchforks!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "I will open the citadel's armory. We have a supply of spears and bows, and lacked only a leader to bring us to battle with them!"
[/message]
#ifdef EASY
[message]
speaker=narrator
image=gerrick/infantry-commander.png
message= _ "Sir Gerrick is an infantry commander. He is a strong warrior in his own right, but when he is near less experienced troops, he makes their attack better too!"
[/message]
[message]
speaker=narrator
image="misc/hero-icon.png"
message= _ "Units that have a hero marker are vital to your campaign. If any of them die, you will lose the scenario, so guard them carefully!"
[/message]
#endif
[objectives]
side=1
[objective]
description= _ "Defeat Urza Mathin"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
#ifdef EASY
[message]
speaker=narrator
image=items/gohere.png
message= _ "Head back to the encampment where you started and recruit some troops!"
[/message]
[scroll_to]
x=20
y=4
[/scroll_to]
{PUT_IMG (items/gohere.png) 20 4}
#endif
[removeitem]
x,y=13,10
[/removeitem]
[allow_recruit]
side=1
type=Spearman, Bowman
[/allow_recruit]
[/event]
# You return to the encampment and recruit troops.
#ifdef EASY
[event]
name=moveto
[filter]
x,y=20,4
[/filter]
[message]
speaker=narrator
message= _ "While you're in your camp, you can recruit more troops. Build up a small force to use against the bandits that Urza Mathin recruits."
[/message]
[message]
speaker=narrator
image=human-loyalists/bowman-attack3.png
message= _ "Bowmen have a strong ranged attack, and are very effective against units that lack a ranged attack, like Thieves and Thugs. They also carry a sword and can defend themselves against melee attacks."
[/message]
[message]
speaker=narrator
image=human-loyalists/spearman-defend.png
message= _ "Spearmen have a strong melee attack, and are effective against most units. They also have a weak ranged attack. They form the backbone of the South Guard."
[/message]
[message]
speaker=narrator
message= _ "The best army will have a mix of units to deal with the different enemies that you will encounter. For now, concentrate on creating a small corps of experienced Bowmen."
[/message]
[removeitem]
x,y=20,4
[/removeitem]
[/event]
#endif
# Dusk - Sir Gerrick suggests that you should hold the north banks of the river.
#ifdef EASY
[event]
name=turn 4
[if]
[have_unit]
description=Sir Gerrick
[/have_unit]
[then]
[message]
speaker=Sir Gerrick
message= _ "Sir, bandits are most dangerous at night. Let us hold the north bank of the river until dawn and press our attack in the morning!"
[/message]
[message]
speaker=narrator
image=misc/schedule-firstwatch.png
message="All of your units are 'lawful'. This means that they recieve a combat bonus during the day, and a penalty at night. Urza Mathin's units are all 'chaotic', which means that they recieve a bonus at night and a penalty during the day. You will be much more effective fighting during the day."
[/message]
[/then]
[/if]
[/event]
#endif
# Dawn - Sir Gerrick suggests that you should attack now!
#ifdef EASY
[event]
name=turn 7
[if]
[have_unit]
description=Sir Gerrick
[/have_unit]
[then]
[message]
speaker=Sir Gerrick
message= _ "My lord! The dawn is breaking - now is the time for us to attack and drive these bandits from our lands. To me men of the South Guard!"
[/message]
[message]
speaker=narrator
image=misc/schedule-dawn.png
message="During the day your units will deal more damage, and Urza Mathin's less. The more of his troops you can defeat during the day, the better!"
[/message]
[/then]
[/if]
[/event]
#endif
# Mermen - You find mermen who will become allies and protect your waterways.
[event]
name=moveto
[filter]
side=1
x,y=4,12
[/filter]
[unit]
side=1
#ifdef EASY
type=Merman Spearman
#endif
#ifdef MEDIUM
type=Merman Hunter
#endif
#ifdef HARD
type=Merman Fighter
#endif
description=Myssh
x,y=4,11
[/unit]
[unit]
side=1
#ifdef EASY
type=Merman Spearman
#endif
#ifdef MEDIUM
type=Merman Hunter
#endif
#ifdef HARD
type=Merman Fighter
#endif
description=Ylla
x,y=3,12
[/unit]
[message]
speaker=Myssh
message= _ "Your people have been allies of our lord, King Typhon. We will help you drive these bandits from your land if you allow us to live here in peace."
[/message]
[message]
speaker=Deoran
message= _ "We welcome your aid in the fight against these criminals! The rivers of this land are yours if you will aid us in our battles."
[/message]
#ifdef EASY
[message]
speaker=narrator
image=merfolk/hunter-defend.png
message= _ "You may now recruit Merman Hunters. Mermen are aquatic creatures. Keep them in rivers and swamps and they will fight well! Put them on dry land and they're in trouble!"
[/message]
#endif
[allow_recruit]
side=1
type=Merman Hunter
[/allow_recruit]
{VARIABLE has_mermen "yes"}
[/event]
# Village Ambush - You find something unexpected in one of the villages.
[event]
name=moveto
[filter]
side=1
x,y=15,12
[/filter]
#ifdef EASY
[unit]
side=1
type=Longbowman
description=Aleron
x,y=16,12
traits_description= _"loyal," + _"quick"
[modifications]
{SG_LOYAL}
{SG_QUICK}
[/modifications]
[/unit]
[message]
speaker=unit
message= _ "Who goes there! Come out of the house now!"
[/message]
[message]
speaker=Aleron
message= _ "Stay! It's me, Aleron! The villagers hid me from the bandits when the town was overrun. They have kept me safe, though I was gravely wounded..."
[/message]
[message]
speaker=Sir Gerrick
message= _ "I am glad to find you alive Aleron, we feared the worst when you did not return after the battle!"
[/message]
[message]
speaker=Aleron
message= _ "Let us punish these bandits for their crimes and murders! My wounds are healed and I am ready for battle!"
[/message]
[message]
speaker=narrator
message= _ "Aleron is a longbowman, stronger and better trained than regular bowmen. His arrows are deadly to enemies without a ranged attack."
[/message]
#endif
#ifdef NORMAL
[unit]
side=1
type=Peasant
description=Aleron
traits_description= _"loyal," + _"strong"
x,y=16,12
[modifications]
{SG_LOYAL}
{SG_STRONG}
[/modifications]
[/unit]
[message]
speaker=Aleron
message= _ "Not more bandits... We have nothing left. Begone!"
[/message]
[message]
speaker=unit
message= _ "We are no bandits. The banner of the South Guard flies again! Help us drive these criminals from your land."
[/message]
[message]
speaker=Aleron
message= _ "However I can, I will help you!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Garrison the villages behind our lines and keep the enemy from slipping around us at night."
[/message]
#endif
#ifdef HARD
[unit]
side=2
type=Footpad
description=Glasar
x,y=16,12
[/unit]
[message]
speaker=Glasar
message= _ "This village is ours to plunder! Begone or I will kill you all!"
[/message]
[message]
speaker=unit
message= _ "Do you not see the banners flying in the wind? The South Guard fights again. Flee while you can, or you will meet swift death on our shafts!"
[/message]
#endif
[/event]
# If the player doesn't find Sir Gerrick in five turns, prompt him again.
#ifdef EASY
[event]
name=turn 10
[if]
[have_unit]
description=Sir Gerrick
[/have_unit]
[then]
[/then]
[else]
[scroll_to]
x=13
y=10
[/scroll_to]
[message]
speaker=narrator
image=items/gohere.png
message= _ "Remember, Moreth told you that you should go meet Sir Gerrick at the river fort. Move Deoran there and find out what Sir Gerrick has to say!"
[/message]
[/else]
[/if]
[/event]
# Nothing happens for a while: remind the player of the objective.
[event]
name=attack
[filter_second]
description=Urza Mathin
[/filter_second]
[variable]
name=leader_attacked
value=true
[/variable]
[/event]
[event]
name=turn 20
[if]
[variable]
name=leader_attacked
not_equals=true
[/variable]
[then]
[scroll_to_unit]
description=Urza Mathin
[/scroll_to_unit]
[message]
speaker=narrator
image=human-outlaws/bandit.png
message= _ "Remember, your job is to defeat Urza Mathin. He should be your main target. Archers will be especially effective against him, because he has no ranged attack. Surround him, and kill him!"
[/message]
[/then]
[/if]
[/event]
#endif
# Victory - The bandits are defeated.
[event]
name=die
[filter]
description=Urza Mathin
[/filter]
[message]
speaker=Urza Mathin
image=portraits/urza-mathin.png
message= _ "My days of pillage and plunder are over! My brothers will avenge me..."
[/message]
[message]
speaker=Sir Gerrick
message= _ "He is dead! Congratulations commander. We thought we would never see reinforcements - Did Sir Loris send you from Westin?"
[/message]
[message]
speaker=Deoran
message= _ "No. I have been sent by King Haldric to take command of the South Guard. The king has heard no news in weeks. How long have you and your men been shut up in the citadel?"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Almost two months. Sir Loris took one of our patrols along the Westin road and never returned; and the next night, bandits struck and killed eight of my men. We held the citadel, and held out vain hope for reinforcement from Westin. We never thought we would see men sent from the King!"
[/message]
[message]
speaker=Deoran
message= _ "This is worse than even my darkest fears. We must ride to Westin at once, and hope that Sir Loris is there and well! Come men! Ride for Westin!"
[/message]
[/event]
[/scenario] {QUANTITY type Pikeman Spearman Peasant}

View file

@ -0,0 +1,498 @@
[scenario]
id=Proven_By_The_Sword
#textdomain wesnoth-The_South_Guard
name= _ "Proven By The Sword"
next_scenario=A_Desperate_Errand
music=wesnoth-1.ogg
{SG_MAP Proven_By_The_Sword}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{@campaigns/The_South_Guard/scenarios/sg_help.cfg}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{TURNS 40 32 28}
# Scenario Introduction - Not all is right in Westin.
{SG_PROVEN_BY_THE_SWORD}
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 130 100 85}
canrecruit=1
recruit=Peasant,Bowman,Spearman
[/side]
# The Bandit Armies
[side]
side=2
type=Outlaw
description=Urza Nalmath
team_name=bandits
controller=ai
{GOLD 20 30 40}
{INCOME 0 2 4}
canrecruit=1
#ifdef EASY
recruit=Thief,Footpad
#endif
#ifdef NORMAL
recruit=Thug,Thief,Poacher
#endif
#ifdef HARD
recruit=Footpad,Thug,Thief,Poacher,Trapper
#endif
[ai]
{ATTACK_DEPTH 2 3 4}
recruitment_pattern=fighter,archer,fighter,scout,fighter
grouping=no
{NO_SCOUTS}
village_value=3
[/ai]
[/side]
# The Bandit Armies - Hidden Criminals
[side]
side=3
no_leader=yes
team_name=bandits
{SG_AMBUSHER Footpad Criminal 2 28 13}
#ifdef MEDIUM
{SG_AMBUSHER Footpad Criminal 2 34 10}
#endif
#ifdef HARD
{SG_AMBUSHER Footpad Criminal 2 34 10}
{SG_GUARD Thief Criminal 2 22 12}
#endif
{SG_GUARD Footpad Criminal 2 22 16}
#ifdef MEDIUM
{SG_GUARD Poacher Criminal 2 18 22}
#endif
#ifdef HARD
{SG_GUARD Thief Criminal 2 18 22}
#endif
[/side]
[event]
name=prestart
[label]
x,y=20,16
label= _ "Westin"
[/label]
# The Bandit Armies control almost all of the villages.
{STARTING_VILLAGES 2 30}
# Add a useful village on 'trivial' difficulty'.
#ifdef EASY
{SG_CHANGE_TERRAIN 26 20 v}
#endif
# Modify the size of the keep of the enemy on 'simple' and 'easy' difficulties.
#ifdef MEDIUM
{SG_CHANGE_TERRAIN 18 27 n}
#endif
#ifdef HARD
{SG_CHANGE_TERRAIN 18 27 n}
{SG_CHANGE_TERRAIN 19 28 n}
#endif
[/event]
[event]
name=start
[recall]
description=Sir Gerrick
[/recall]
#ifdef EASY
[recall]
type=Royal Guard, Pikeman, Swordsman, Javilineer, Master Bowman, Longbowman
[/recall]
[recall]
type=Royal Guard, Pikeman, Swordsman, Javilineer, Master Bowman, Longbowman
[/recall]
#endif
#ifdef MEDIUM
[recall]
type=Royal Guard, Pikeman, Swordsman, Javilineer, Master Bowman, Longbowman
[/recall]
#endif
[message]
speaker=Deoran
message= _ "Look! There is smoke coming from Westin. That can only mean that bandits have overrun the garrison and are sacking the city!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "If too much time passes and they are unchecked, they will leave the city in ruins and make a great slaughter of all who live therein. We must act quickly."
[/message]
[message]
speaker=Urza Nalmath
message= _ "What!? If there are soldiers of Wesnoth coming from the northern forts, then my brother Mathin is surely dead... They will pay for his death, just as Sir Loris paid for his pride!"
[/message]
[objectives]
side=1
[objective]
description= _ "Take the Citadel at Westin before ten turns pass."
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
# Someone from the South Guard reaches the citadel and holds it.
[event]
name=moveto
[filter]
side=1
x,y=22,16
[/filter]
{VARIABLE citadel_secured "yes"}
[/event]
# Deoran arrives at the citadel
[event]
name=moveto
[filter]
description=Deoran
x,y=22,16
[/filter]
[unit]
type=White Mage
description=Minister Hylas
overlays="misc/hero-icon.png"
side=1
x,y=21,16
traits_description=_"loyal," + _"intellegent"
[modifications]
{SG_LOYAL}
{SG_INTELLEGENT}
[/modifications]
[/unit]
[message]
speaker=Deoran
message= _ "More bandits?! They'll feel the deadly bite of my lance!"
[/message]
[message]
speaker=Minister Hylas
message= _ "Peace! for I am no enemy. I am Minister Hylas, advisor to Sir Loris! You came just in time! We couldn't have held them off another day..."
[/message]
[message]
speaker=Deoran
message= _ "Indeed, our arrival was timely. But where is Sir Loris? Where is the garrison of the city? I was sent by Haldric to relieve him and take command of the South Guard, for the king has heard no news from Westin in two months."
[/message]
[message]
speaker=Minister Hylas
message= _ "Alas, Sir Loris will find no relief now. He is buried northwest of the city where he fell. For weeks we warned him of the new power of these bandits. And yet he would never lead his men against them until their strength had waxed and ours waned."
[/message]
[message]
speaker=Deoran
message= _ "It grieves me to learn of his death, foolish though he may have been! Now, though, there are more pressing matters. Rise men of Wesnoth! We must drive these bandits from our city!"
[/message]
{SG_UNIT Peasant (Ufes) 1 18 15}
{SG_UNIT Peasant (Joran) 1 18 16}
{SG_UNIT Peasant (Makees) 1 19 18}
{SG_UNIT Peasant (Tyborg) 1 20 18}
[message]
speaker=Ufes
message= _ "We will do our best to hold the city - you lead your men across the river and kill the bandit leader!"
[/message]
[objectives]
side=1
[objective]
description= _ "Kill Urza Nalmath, the bandit leader."
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Minister Hylas"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[allow_recruit]
side=2
#ifdef EASY
type=Walking Corpse
#endif
#ifdef MEDIUM
type=Walking Corpse, Skeleton, Vampire Bat
#endif
#ifdef HARD
type=Skeleton, Skeleton Archer, Vampire Bat, Blood Bat
#endif
[/allow_recruit]
[disallow_recruit]
side=2
#ifdef EASY
type=Thief
#endif
#ifdef MEDIUM
type=Thug, Thief, Poacher
#endif
#ifdef HARD
type=Thug, Thief, Poacher, Trapper
#endif
[/disallow_recruit]
[gold]
side=2
amount={15 30 60}
[/gold]
[/event]
# Deoran is too late.
[event]
name=turn 9
[if]
[variable]
name=citadel_secured
not_equals="yes"
[/variable]
[then]
[message]
speaker=Sir Gerrick
message= _ "They are almost to the great hall! Hurry, Deoran! You must reach the citadel or all will be lost!"
[/message]
{PUT_IMG (items/gohere.png) 22 16}
#ifdef EASY
[message]
speaker=narrator
message= _ "You must move Deoran here by the end of the next turn, or Westin will fall and you will be defeated!"
[/message]
#endif
[/then]
[/if]
[/event]
[event]
name=turn 10
[if]
[variable]
name=citadel_secured
not_equals="yes"
[/variable]
[then]
[message]
speaker=Sir Gerrick
message= _ "We're too late! They're burning the city..."
[/message]
[message]
speaker=Deoran
message= _ "Westin has fallen! This is a problem too great for me to handle - I must return to Haldric and tell him of our loss..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/then]
[/if]
[/event]
# The undead attack
[event]
name=recruit
[filter]
type=Skeleton, Skeleton Archer, Vampire Bat, Blood Bat, Walking Corpse
[/filter]
[scroll_to_unit]
race=undead
[/scroll_to_unit]
[message]
speaker=Urza Nalmath
message= _ "Now the Guard will feel the wrath of my new friends! It is time for the dead to wage war! Rise warriors!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "What devilry is this?! Those are no living men that fight for him!"
[/message]
[message]
speaker=Minister Hylas
message= _ "He has made some pact with the undead - how could a mere brigand have gained such great powers?"
[/message]
[message]
speaker=Deoran
message= _ "However he has done this fell thing, we must defeat him!"
[/message]
#ifdef EASY
[message]
speaker=narrator
image=units/human-magi/white-mage-magic1.png
message= _ "Not only will Minister Hylas's Holy attack melt undead bones, but he can also heal wounded units near him."
[/message]
#endif
[scroll_to_unit]
race=undead
[/scroll_to_unit]
[/event]
# Pillaging and burning the villages near Westin
[event]
name=capture
[filter]
side=2
race=human
[/filter]
first_time_only=no
[message]
speaker=Urza Nalmath
message= _ "Leave nothing standing! Burn their villages down and kill them all!"
[/message]
[message]
speaker=unit
message= _ "We will avenge your brother's death!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "They are burning our villages! We must stop them!"
[/message]
{PUT_IMG (terrain/trash.png) $x1 $y1}
{SG_CHANGE_TERRAIN $x1 $y1 d}
[gold]
side=2
amount=10
[/gold]
[/event]
# Victory
[event]
name=die
[filter]
description=Urza Nalmath
[/filter]
[message]
speaker=unit
message= _ "My brother has died unavenged! What have we done!?"
[/message]
[message]
speaker=second_unit
message= _ "Commander, how can a bandit have summoned undead?"
[/message]
[message]
speaker=Minister Hylas
message= _ "Just before the bandit raids began, an ambassador came to Sir Loris from the elves of the wood west of here. He asked that a knight be sent to discuss a new threat to Wesnoth."
[/message]
[message]
speaker=Deoran
message= _ "And did Sir Loris go to the elves?"
[/message]
[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]
[message]
speaker=Deoran
message= _ "My men have been trained to fight the living. I do not know that we can protect the city from foes so dark as these. I shall go meet the elves and see if they can be of any aid!"
[/message]
[message]
speaker=Minister Hylas
message= _ "I will accompany you, my lord. I have studied the arts of holy magic and my skill may be of some use against the dark ones."
[/message]
[message]
speaker=narrator
message= _ "Deoran sent a rider to request mounted reinforcements and set out at once towards the western forest..."
[/message]
{CLEAR_VARIABLE citadel_secured}
[/event]
[/scenario]

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@ -0,0 +1,324 @@
[scenario]
id=A_Desperate_Errand
#textdomain wesnoth-The_South_Guard
name= _ "A Desperate Errand"
next_scenario=Vale_of_Tears
music=wesnoth-2.ogg
{SG_MAP A_Desperate_Errand}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
victory_when_enemies_defeated=no
{TURNS 30 24 20}
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 120 105 75}
canrecruit=1
recruit= Peasant,Bowman,Spearman
[/side]
# The Bandit Armies
[side]
side=2
type=Rogue
description=Urza Fastik
team_name=bandits
controller=ai
{GOLD 20 40 70}
{INCOME 2 4 7}
canrecruit=1
[ai]
recruitment_pattern=fighter,scout,archer,scout
agression={0.55 0.75 0.85}
{ATTACK_DEPTH 3 4 5}
[target]
description=Deoran
value=10.0
[/target]
[/ai]
#ifdef EASY
recruit=Thug,Footpad,Vampire Bat
#endif
#ifdef NORMAL
recruit=Thug,Thief,Poacher,Vampire Bat,Skeleton
#endif
#ifdef HARD
recruit=Footpad,Thief,Poacher,Vampire Bat,Skeleton,Skeleton Archer
#endif
[/side]
[event]
name=prestart
# The Bandit Armies control several villages.
{STARTING_VILLAGES 2 15}
# Modify the map to add the target location for Deoran to move towards.
{PUT_IMG (items/gohere.png) 17 7}
# Reduce the size of the enemy camp on 'trivial' difficulty
#ifdef EASY
{SG_CHANGE_TERRAIN 8 18 g}
{SG_CHANGE_TERRAIN 10 19 g}
#endif
[/event]
#start
[event]
name=start
[recall]
description=Sir Gerrick
[/recall]
[recall]
description=Minister Hylas
[/recall]
[message]
speaker=narrator
message= _ "Deoran and his men came to the border of the elvish woods..."
[/message]
[message]
speaker=Deoran
message= _ "Look, men! There is the forest of the Elves to the north west. Let us hasten across the river and the hills."
[/message]
[message]
speaker=Minister Hylas
message= _ "Be careful, Deoran. No man has set foot in the Elvish woods for many a year. We do not know how they will recieve us. Sir Loris thought that it was some trick of theirs trying to bring him into the woods..."
[/message]
[message]
speaker=Deoran
message= _ "But if we do not discover the source of these undead warriors, the whole province shall surely be swallowed up by them, and then their bandit masters will fare no better. We cannot allow it!"
[/message]
[message]
speaker=Urza Fastik
message= _ "I have lost two brothers to Deoran - I shall not allow him to reach the accursed elves! Deoran will die before he reaches the western forest!"
[/message]
[objectives]
side=1
[objective]
description= _ "Move Deoran to the Elvish city in the northern woods"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
#ifdef EASY
[scroll_to]
x=17
y=7
[/scroll_to]
[message]
speaker=narrator
message= _ "You must move Deoran to the center of the elvish citadel. Be sure to recruit a force strong enough to drive off the bandits before moving Deoran from his encampment!"
[/message]
#endif
[/event]
[event]
name=turn 1
[message]
speaker=Deoran
message= _ "There is so much ground to cover. If only our riders would arrive!"
[/message]
[/event]
[event]
name=turn 2
[unit]
side=1
description=Jarek
{QUANTITY type Cavalier Dragoon Cavalryman}
x,y=41,33
traits_description=_"strong," + _"quick"
[modifications]
{SG_STRONG}
{SG_QUICK}
[/modifications]
[/unit]
[message]
speaker=Jarek
message= _ "Commander, I recieved your request for reinforcements, and I have brought my riders with me!"
[/message]
[message]
speaker=narrator
image=human-loyalists/scout-attack.png
message= _ "You may now recruit Cavalrymen. They are fast and deadly on grassland, but weak in forests and hills. They can keep up with Deoran, so use them to guard him!"
[/message]
[allow_recruit]
side=1
type=Cavalryman
[/allow_recruit]
[/event]
[event]
name=die
[filter]
speaker=Urza Fastik
[/filter]
[message]
speaker=unit
message= _ "What have we done?! Even our undead allies cannot stand against this commander!"
[/message]
[role]
role=second
type=Spearman, Swordsman, Pikeman, Javelineer, Bowman, Longbowman,Cavalryman,Dragoon
[/role]
[message]
role=second
message= _ "I hope that's the last of the bandits! How many more of these foul undead must we fight?"
[/message]
[message]
speaker=Deoran
message= _ "If we are to check the advance of the dead, I must reach the home of the elves!"
[/message]
[/event]
[event]
name=moveto
[filter]
description=Deoran
x,y=17,7
[/filter]
{SG_UNIT (Elvish Ranger) (Ethiliel's Guard) 1 15 4}
{SG_UNIT (Elvish Marksman) (Ethiliel's Guard) 1 19 4}
{SG_UNIT (Elvish Ranger) (Ethiliel's Guard) 1 13 7}
{SG_UNIT (Elvish Avenger) (Ethiliel's Guard) 1 21 7}
{SG_UNIT (Elvish Hero) (Ethiliel's Guard) 1 15 10}
{SG_UNIT (Elvish Outrider) (Ethiliel's Guard) 1 19 10}
[unit]
#ifdef EASY
type=Elvish Shyde
#endif
#ifdef MEDIUM
type=Elvish Druid
#endif
#ifdef HARD
type=Elvish Druid
#endif
description=Ethiliel
overlays="misc/hero-icon.png"
side=1
x,y=18,6
[modifications]
{SG_LOYAL}
{SG_QUICK}
[/modifications]
[/unit]
[message]
speaker=Ethiliel's Guard
message= _ "Halt! Who has entered our citadel without permission?"
[/message]
[message]
speaker=Deoran
message= _ "De..."
[/message]
[message]
speaker=Ethiliel's Guard
message= _ "Speak carefully, for the penalty for tresspass in our lands is death, and your life is forfeit."
[/message]
[message]
speaker=Deoran
message= _ "Deora..."
[/message]
[message]
speaker=Ethiliel
message= _ "Stay a moment. This man wears the colors of Wesnoth, and Kalenz told us the folk of Wesnoth were not all foes of the elves. Tell us, then, what brings you to the hallowed citadel of Elrath?"
[/message]
[message]
speaker=Deoran
message= _ "My lady, we have come to the elves to seek guidance. Bandits and criminals in our land have summoned the dead to help them plunder our farms and villages. They are coming across the river from the great forest to the south of our lands, where no man has yet traveled."
[/message]
[message]
speaker=Ethiliel
message= _ "The elves know of the great southern forest, and have walked its paths many times. What would you do, Deoran?"
[/message]
[message]
speaker=Deoran
message= _ "I would lead my men south of the river to find the source of these beings of dark that we might destroy it. For surely we cannot stand against them for long."
[/message]
[message]
speaker=Ethiliel
message= _ "Indeed you are brave to face such foes. But I fear that alone you will fail and fall. One elf now lives who remembers the secrets of the undead that we learned when Haldric I came to our land. His name is Mebrin, and he lives, secluded in the hills, near here. I will take you to him."
[/message]
[message]
speaker=Deoran
message= _ "My thanks, lady."
[/message]
[kill]
type=Elvish Ranger,Elvish Avenger,Elvish Outrider,Elvish Hero,Elvish Marksman
animate=no
fire_event=no
[/kill]
[endlevel]
bonus=yes
result=victory
[/endlevel]
[/event]
[/scenario]

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@ -0,0 +1,551 @@
[scenario]
id=Vale_of_Tears
#textdomain wesnoth-The_South_Guard
name= _ "Vale of Tears"
next_scenario=Choice_In_The_Fog
music=wesnoth-2.ogg
{SG_MAP Vale_of_Tears}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{TURNS 40 32 28}
victory_when_enemies_defeated=no
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 150 125 80}
canrecruit=1
recruit=Peasant, Bowman, Spearman, Cavalryman
[/side]
# The Undead Hordes
[side]
side=2
#ifdef EASY
type=Dark Adept
#endif
#ifdef MEDIUM
type=Necromancer
#endif
#ifdef HARD
type=Dark Sorcerer
#endif
description=Mal A'kai
{GOLD 70 90 120}
{INCOME 3 5 7}
team_name=undead
controller=ai
canrecruit=1
[ai]
recruitment_pattern=fighter,archer
agression={0.5 0.6 0.7}
{ATTACK_DEPTH 3 4 5}
[target]
description=Ethiliel
value=3.0
[/target]
[/ai]
#ifdef EASY
recruit=Walking Corpse,Skeleton
#endif
#ifdef NORMAL
recruit=Walking Corpse,Skeleton, Skeleton Archer
#endif
#ifdef HARD
recruit=Walking Corpse,Skeleton, Revenant, Skeleton Archer,Bone Shooter
#endif
[/side]
# The Bandit Army
[side]
side=3
type=Outlaw
description=Jera Ilras
{GOLD 30 40 80}
{INCOME 2 3 4}
team_name=undead
controller=ai
canrecruit=1
[ai]
recruitment_pattern=fighter,scout,archer
agression={0.2 0.3 0.4}
[target]
description=Ethiliel
value=2.0
[/target]
[/ai]
#ifdef EASY
recruit=Foodpad,Poacher
#endif
#ifdef NORMAL
recruit=Footpad,Thug,Poacher
#endif
#ifdef HARD
recruit=Footpad,Thug,Poacher,Thief
#endif
[/side]
#prestart
[event]
name=prestart
{STARTING_VILLAGES 1 7}
[/event]
#start
[event]
name=start
[recall]
description=Sir Gerrick
[/recall]
[recall]
description=Ethiliel
[/recall]
[recall]
description=Minister Hylas
[/recall]
[recall]
description=Jarek
[/recall]
[message]
speaker=Deoran
message= _ "We have followed you away from our homes and left them unguarded. Now, where can we find this sage who knows the southern forest well?"
[/message]
[message]
speaker=Ethiliel
message= _ "This is the Vale of Blossoming Trees. Our great sages come here to live when they feel that it is time for them to allow others to lead our people. The sage you speak of lives in a secluded village between the two lakes."
[/message]
[message]
speaker=Sir Gerrick
message= _ "Why, my lady, are there humans camped to the south of us? Are they friends of the elves? I had thought that no humans had set foot in this valley."
[/message]
[message]
speaker=Ethiliel
message= _ "What!? Those are no friends of the elves! They are brigands, and they must be destroyed!"
[/message]
[message]
speaker=Deoran
message= _ "Perhaps they are allied with the bandits who have been sacking out towns! They have grown bold to attack the elves!"
[/message]
[message]
speaker=Ethiliel
message= _ "Destroy these intruders, and I will ask him to help you. He is ancient, and he remembers well Haldric's betrayal of the elves, so if a human sets foot in his village first, he almost certainly will have nothing to do with us!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Sounds like a charming fellow..."
[/message]
[message]
speaker=Deoran
message= _ "Yet, as she says, he is our best hope to rid our lands of this new menace. We do that which we must. Ethiliel, you make for Mebrin's village. We will handle the intruders."
[/message]
[message]
speaker=Jera Ilras
message= _ "Ha! You're too late. We've taken what we want from this valley. Now your blood and tears will join that of the elves!"
[/message]
[objectives]
side=1
[objective]
description= _ "Cleanse the Vale of Tears"
condition=win
[/objective]
[objective]
description= _ "Move Ethiliel to Mebrin's village"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Ethiliel"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
#Ineffective Attack
[event]
name=attack
[filter]
side=1
type=Spearman, Pikeman, Halbardier, Bowman, Longbowman, Master Bowman, Horseman Commander, Lance Commander
[/filter]
[filter_second]
type=Skeleton, Revenant, Deathblade, Draug, Skeleton Archer, Bone Shooter, Soul Shooter
[/filter_second]
[message]
speaker=unit
message= _ "Our weapons are useless against these skeletons! They have nothing for our shafts to pierce but air!"
[/message]
[message]
speaker=Deoran
message= _ "We must clear out these undead if you are to reach Mebrin's village! What should we do?"
[/message]
[message]
speaker=Ethiliel
message= _ "For now, I can slow them down. Where are the elves who used to live in this valley? They should come to our aid!"
[/message]
[message]
speaker=Deoran
message= _ "You said this valley would be safe, and we find it filled with skeletal foes! Cannot some of your elf friends help us in our struggle?"
[/message]
[/event]
[event]
name=die
first_time_only=yes
[filter]
side=1
[/filter]
[message]
speaker=unit
message= _ "I shall not join these accursed undead! Bury me deeply my friends..."
[/message]
[message]
speaker=Ethiliel
message= _ "You shall not die in vain! My bodyguard will avenge you!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "You have a bodyguard?!"
[/message]
[message]
speaker=Deoran
message= _ "You have a bodyguard?!!"
[/message]
[store_unit]
[filter]
description=Ethiliel
[/filter]
variable=ethiliel_loc
kill=no
[/store_unit]
[store_locations]
x,y=$ethiliel_loc.x,$ethiliel_loc.y
radius=3
terrain=f
variable=bodyguard_loc
[/store_locations]
{VARIABLE number 0}
[while]
[variable]
name=number
less_than=$bodyguard_loc.length
[/variable]
[variable]
name=number
#ifdef EASY
less_than=4
#endif
#ifdef MEDIUM
less_than=3
#endif
#ifdef HARD
less_than=2
#endif
[/variable]
[do]
{VARIABLE guard_x 0}
{VARIABLE guard_y 0}
[set_variable]
name=guard_x
to_variable=bodyguard_loc[$number].x
[/set_variable]
[set_variable]
name=guard_y
to_variable=bodyguard_loc[$number].y
[/set_variable]
[unit]
description=Elvish Bodyguard
type=Elvish Ranger
side=1
name=Elvish Bodyguard
x,y=$guard_x,$guard_y
[/unit]
{VARIABLE_OP number add 1}
[/do]
[/while]
[clear_variable]
name=bodyguard_loc
[/clear_variable]
[clear_variable]
name=ethiliel_loc
[/clear_variable]
[clear_variable]
name=number
[/clear_variable]
[message]
speaker=Elvish Bodyguard
message= _ "We stand ready, my lady, to protect you! We shall lead these men of Wesnoth into the fray!"
[/message]
[/event]
[event]
name=die
[filter]
type=Elvish Ranger
[/filter]
[message]
speaker=unit
message= _ "For my lady I fall..."
[/message]
[/event]
[event]
name=die
[filter]
description=Mal A'kai
[/filter]
[message]
speaker=Mal A'kai
message= _ "Finally, release! Thank you, my friends..."
[/message]
{VARIABLE undead_defeated "yes"}
[if]
[variable]
name=mebrin_found
equals=yes
[/variable]
[variable]
name=undead_defeated
equals=yes
[/variable]
[variable]
name=bandits_defeated
equals=yes
[/variable]
[then]
[kill]
type=Elvish Ranger,Elvish Avenger
animate=no
fire_event=no
[/kill]
{CLEAR_VARIABLE mebrin_found}
{CLEAR_VARIABLE undead_defeated}
{CLEAR_VARIABLE bandits_defeated}
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
[event]
name=die
[filter]
description=Jera Ilras
[/filter]
[message]
speaker=Jera Ilras
message= _ "You're too late! You'll never find our stronghold, and even if you did, what can you do against the dead!"
[/message]
[message]
speaker=second_unit
message= _ "You, at least, will trouble us no more!"
[/message]
{VARIABLE bandits_defeated "yes"}
[if]
[variable]
name=mebrin_found
equals=yes
[/variable]
[variable]
name=undead_defeated
equals=yes
[/variable]
[variable]
name=bandits_defeated
equals=yes
[/variable]
[then]
[kill]
type=Elvish Ranger,Elvish Avenger
animate=no
fire_event=no
[/kill]
{CLEAR_VARIABLE mebrin_found}
{CLEAR_VARIABLE undead_defeated}
{CLEAR_VARIABLE bandits_defeated}
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
description=Ethiliel
x,y=31,32
[/filter]
[message]
speaker=Ethiliel
message= _ "Mebrin! Are you there? We have come to seek your aid!"
[/message]
[message]
speaker=narrator
message= _ "..."
[/message]
[message]
speaker=Ethiliel
message= _ "Mebrin! Where are you?!"
[/message]
[message]
speaker=narrator
message= _ "..."
[/message]
[message]
speaker=Ethiliel
message= _ "His home is empty... There are footprints leading away to the south... What can have happened here?"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Maybe whoever summoned these undead knows where he is?"
[/message]
[message]
speaker=Ethiliel
message= _ "There is no blood here, yet no Mebrin. Someone must have kidnapped him. But the undead would have slain him and made him one of them. Who then can have taken him?"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Maybe the bandits who have been summoning the undead took him?"
[/message]
[message]
speaker=Ethiliel
message= _ "We must follow these footprints into the woods! Whoever took our greatest sage must pay! Nothing will stop the vengeance of the elves!"
[/message]
[message]
speaker=Deoran
message= _ "Well, vengeance or no, if you will lead us into the forest, we will follow you and battle the undead!"
[/message]
{VARIABLE mebrin_found "yes"}
[if]
[variable]
name=mebrin_found
equals=yes
[/variable]
[variable]
name=undead_defeated
equals=yes
[/variable]
[variable]
name=bandits_defeated
equals=yes
[/variable]
[then]
[kill]
type=Elvish Ranger,Elvish Avenger
animate=no
fire_event=no
[/kill]
{CLEAR_VARIABLE mebrin_found}
{CLEAR_VARIABLE undead_defeated}
{CLEAR_VARIABLE bandits_defeated}
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/then]
[/if]
[/event]
[/scenario]

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@ -0,0 +1,651 @@
[scenario]
id=Choice_In_The_Fog
#textdomain wesnoth-The_South_Guard
name= _ "Choice in the Fog"
next_scenario=Tidings_Good_And_Ill
music=wesnoth-5.ogg
{SG_MAP Choice_In_The_Fog}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{SG_CHOICE_IN_THE_FOG}
victory_when_enemies_defeated=yes
{TURNS 50 40 35}
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 150 125 80}
{INCOME 6 4 2}
#ifdef EASY
fog=yes
shroud=no
#endif
#ifdef MEDIUM
fog=yes
shroud=yes
#endif
#ifdef HARD
fog=yes
shroud=yes
#endif
canrecruit=1
recruit=Peasant, Bowman, Spearman, Cavalryman, Elvish Shaman, Elvish Fighter
[/side]
# The Bandit Armies
[side]
side=2
type=Outlaw
description=Urza Afalas
{GOLD 50 70 90}
{INCOME 2 3 5}
team_name=bandits
controller=ai
canrecruit=1
[ai]
recruitment_pattern= fighter, scout, scout
agression={0.3 0.4 0.5}
{ATTACK_DEPTH 3 4 5}
[/ai]
#ifdef EASY
recruit=Thug
#endif
#ifdef NORMAL
recruit=Footpad, Thug, Poacher
#endif
#ifdef HARD
recruit=Footpad,Thug, Outlaw, Bandit
#endif
[/side]
# The Undead Hordes
[side]
side=3
type=Soulless
description=Gruth
team_name=undead
controller=ai
{GOLD 30 50 80}
{INCOME 5 10 15}
canrecruit=1
[ai]
recruitment_pattern=fighter
{NO_SCOUTS}
{ATTACK_DEPTH 1 2 3}
[/ai]
#ifdef EASY
recruit=Walking Corpse
#endif
#ifdef NORMAL
recruit=Walking Corpse, Soulless
#endif
#ifdef HARD
recruit=Walking Corpse, Soulless
#endif
[/side]
# The Undead Hordes
[side]
side=4
type=Lich
description=Mal M'brin
team_name=undead
controller=ai
{GOLD 60 90 120}
{INCOME 3 5 6}
canrecruit=1
[ai]
recruitment_pattern=fighter,archer
agression={0.2 0.4 0.6}
{NO_SCOUTS}
{ATTACK_DEPTH 3 4 5}
[/ai]
#ifdef EASY
recruit=Skeleton, Skeleton Archer, Walking Corpse, Soulless
#endif
#ifdef NORMAL
recruit=Skeleton, Revenant, Deathblade, Skeleton Archer, Soulless
#endif
#ifdef HARD
recruit=Skeleton, Revenant, Deathblade, Skeleton Archer, Bone Shooter, Soulless, Vampire Bat, Bloodbat
#endif
[/side]
# Scenario Prestart
[event]
name=prestart
[/event]
# Scenario Start
[event]
name=start
[recall]
description=Sir Gerrick
[/recall]
[recall]
description=Ethiliel
[/recall]
[recall]
description=Minister Hylas
[/recall]
[recall]
description=Jarek
[/recall]
[message]
speaker=Deoran
message= _ "The heat in this forest is oppressive, and this fog cannot be natural. I wonder what evil lurks nearby?"
[/message]
[message]
speaker=Minister Hylas
message= _ "I fear the fog emanates from some powerful lord of the undead. We may be overmatched..."
[/message]
[message]
speaker=Sir Gerrick
message= _ "This is quite a change from fighting bandits in the farmland near Westin!"
[/message]
[message]
speaker=Ethiliel
message= _ "I have brought many of my people along to aid us. My soldiers and shamans will now fight at your command."
[/message]
#ifdef EASY
[message]
speaker=narrator
image=elves-wood/fighter-attack.png
message= _ "Elvish fighters are at home in the thick forests. They have both a sword and a bow and are deadly with both. They are quick and can hold their own agains just about anything."
[/message]
[message]
speaker=narrator
image=elves-wood/shaman-heal7.png
message= _ "Elvish Shamans are no match for most enemies in single combat. They do, however, heal units next to them every turn. Use them to bolster your weakening lines and heal wounded soldiers."
[/message]
#endif
[message]
speaker=Deoran
message= _ "Why did we stop and make camp here?"
[/message]
[message]
speaker=Ethiliel
message= _ "The great river is before us. No elf, still living, has crossed it. If the undead come from across the river, then we must search for them carefully, for I know not the way."
[/message]
[message]
speaker=Sir Gerrick
message= _ "I fear no forests. Let us find this river and whatever enemies lay beyond."
[/message]
[message]
speaker=Deoran
message= _ "Very well. We will seek the river and probe its secrets."
[/message]
[objectives]
side=1
[objective]
description= _ "Investigate the areas to the south of the Great River"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Ethiliel"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
# The adventurers locate a fortress in the supposedly empty woods.
[event]
name=sighted
[filter]
x,y=13,16
[/filter]
[message]
speaker=Sir Gerrick
message= _ "If the elves do not venture this far south, who has built these forts? The marks on the logs were made with some sword or axe!"
[/message]
[message]
speaker=Ethiliel
message= _ "If not elves, perhaps some of you menfolk built them?"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Indeed. But not loyal men of Wesnoth, I venture."
[/message]
[/event]
# The adventurers locate the bandits: a choice must be made
[event]
name=sighted
[filter]
description=Urza Afalas
[/filter]
[message]
speaker=Urza Afalas
message= _ "Thank heaven! You're alive!"
[/message]
[message]
speaker=Ethiliel
message= _ "Save your thanks! We are here to root out all the evil from these woods, and that means you!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Draw your swords and say your prayers! You cannot stand against us! You will pay for your crimes!"
[/message]
[message]
speaker=Urza Afalas
message= _ "But have you not seen the undead in these forests? I know you have seen them under the control of the many bandit leaders before..."
[/message]
[message]
speaker=Deoran
message= _ "What of them?"
[/message]
[message]
speaker=Urza Afalas
message= _ "A year ago we ventured into the land of the elves in secret, and we captured a great sage. We forced him to teach us the secrets of this forest and of the undead."
[/message]
[message]
speaker=Ethiliel
message= _ "You imprisoned Mebrin!? For that you must surely pay. Speak swiftly so that we may end this parlay and dispatch you quickly! We will have vengeance!"
[/message]
[message]
speaker=Urza Afalas
message= _ "Hear me out! He taught us to summon the dead to fight for us. We were weak and foolish and soon summoned undead that we could not control. Mebrin too fell sway to the influence of the undead, and now he leads them. For a time he served us, but now he has gone mad and is attacking us as well!"
[/message]
[message]
speaker=Ethiliel
message= _ "Lies! Mebrin would never fight for the undead, much less lead them!"
[/message]
[message]
speaker=Deoran
message= _ "But what do you want us to do about it? You are criminals!"
[/message]
[message]
speaker=Urza Afalas
message= _ "Join us in the fight! Together we can drive off these cruel undead and restore peace to the land."
[/message]
[message]
speaker=Sir Gerrick
message= _ "My lord, they could be valuable allies, and the undead are a greater threat to our lands. Justice can wait until we are all safely in Westin."
[/message]
[message]
speaker=Ethiliel
message= _ "But think of the destruction they wrought on your borders! You cannot ally yourselves with these evil men! Vengeance!"
[/message]
[message]
description=Deoran
message= _ "Hmm...I have to consider this..."
[option]
id=accept_bandits
message= _ "Very well. All men must unite against the undead."
[command]
[message]
speaker=Urza Afalas
message= _ "We will now fight alongside you, and I will place my thugs and footpads at your service."
[/message]
[message]
speaker=Ethiliel
message= _ "You are no better than these criminals! We shall see if you can find your own way out of the forest! Come my people let us return to our lands. We were foolish to ever have any dealings with these humans. Do not set foot in our land ever again Deoran, you have brought us nothing but grief."
[/message]
[kill]
side=1
race=elf
animate=no
fire_event=no
[/kill]
[message]
speaker=Sir Gerrick
message= _ "The elves have abandoned us in this accursed forest! We are surely lost!"
[/message]
[message]
speaker=Urza Afalas
message= _ "Do not fear, I can lead you out when the time is right."
[/message]
[set_variable]
name=side_with_bandits
value=yes
[/set_variable]
[store_unit]
variable=afalas_store
[filter]
description=Urza Afalas
[/filter]
kill=yes
[/store_unit]
{VARIABLE afalas_store.canrecruit 0}
{VARIABLE afalas_store.side 1}
[unit_overlay]
x=$afalas_store.x
y=$afalas_store.y
image="misc/hero-icon.png"
[/unit_overlay]
[unstore_unit]
variable=afalas_store
[/unstore_unit]
[allow_recruit]
side=1
type=Thug,Footpad
[/allow_recruit]
[disallow_recruit]
side=1
type=Elvish Shaman,Elvish Fighter
[/disallow_recruit]
[modify_side]
side=2
team_name=South_Guard
[/modify_side]
[remove_shroud]
side=1
x,y=1-60,1-50
[/remove_shroud]
[objectives]
side=1
[objective]
description= _ "Find the source of the undead and destroy it."
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Ethiliel"
condition=lose
[/objective]
[objective]
description= _ "Death of Urza Afalas"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/command]
[/option]
[option]
id=reject_bandits
message= _ "Your crimes are too great. You will fall with the rest of the foul undead!"
[command]
[message]
speaker=Urza Afalas
message= _ "Then this parlay is over! You may have sounded the doom of all of us!"
[/message]
[message]
speaker=Ethiliel
message= _ "You will pay for taking Mebrin from us! If he is harmed..."
[/message]
[set_variable]
name=side_with_bandits
value=no
[/set_variable]
[objectives]
side=1
[objective]
description= _ "Find the source of the undead and destroy it."
condition=win
[/objective]
[objective]
description= _ "Defeat the last of the bandit leaders."
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Ethiliel"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/command]
[/option]
[/message]
[/event]
# Urza Afalas is killed
[event]
name=die
[filter]
description=Urza Afalas
[/filter]
[message]
speaker=Urza Afalas
message= _ "Fools! That lich will be the death of us all! You have sealed our doon!"
[/message]
[/event]
# A Sea Serpent in the Deep
[event]
name=moveto
[filter]
side=1
x,y=16,39
[/filter]
[unit]
side=3
type=Sea Serpent
description=Beast of the Lake
x,y=15,39
[/unit]
[message]
speaker=Beast of the Lake
message= _ "Graar!"
[/message]
[/event]
# Someone attacks Mal M'brin and he vanishes!
[event]
name=attack
[filter_second]
description=Mal M'brin
[/filter_second]
[kill]
description=Mal M'brin
animate=yes
fire_event=no
[/kill]
[if]
[variable]
name=side_with_bandits
equals=yes
[/variable]
[then]
[message]
speaker=Sir Gerrick
message= _ "Well! That was easier than I thought it'd be. Looks like the undead aren't so tough after all!"
[/message]
[message]
speaker=Deoran
message= _ "Indeed. The dark king has fallen. Now that the elves have abandoned us, our lives depend on Urza Afalas. Will you lead us from this accursed forest?"
[/message]
[message]
speaker=Urza Afalas
message= _ "What choice do I have? My life is in as much danger as yours. I will lead you and you men back to the lands of Wesnoth if you will grant me pardon."
[/message]
[message]
speaker=Deoran
message= _ "I cannot promise clemency, as that decision must be made by the council at Westin, but I will plead your case."
[/message]
[message]
speaker=Urza Afalas
message= _ "More than that I cannot ask."
[/message]
[endlevel]
result=victory
next_scenario=The_Long_March
bonus=yes
[/endlevel]
[/then]
[else]
[message]
speaker=unit
message= _ "I struck him and he disappeared! Can I really have killed the Lich?"
[/message]
[message]
speaker=Sir Gerrick
message= _ "We have beaten them both, criminals and undead!"
[/message]
[message]
speaker=Deoran
message= _ "We should make haste to return to Wesnoth before the harvest. Fall has already been upon us for some time."
[/message]
[message]
speaker=Ethiliel
message= _ "Do not be so hasty - Great mages are not cheap tricksters to be defeated so easily. I fear that there are tunnels and catacombs buried beneath his fortress and that we have merely defeated a spectre. If we wish to cleanse the land of his evil, we must enter the darkness and root him out from within."
[/message]
[message]
speaker=Deoran
message= _ "My men are not dwarves! How are we to fight in catacombs and tunnels?"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Someone must take news back to Wesnoth of this new evil that lurks near our borders. Who knows how many more of these undead are hiding in the forest."
[/message]
[message]
speaker=Deoran
message= _ "Go, Sir Gerrick, and take with you an escort of elves, if Ethiliel will permit it."
[/message]
[message]
speaker=Ethiliel
message= _ "Indeed I do. My kinsfolk will protect you and your message!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Fare well Deoran! I will be there to greet you when you return to Kerlath."
[/message]
[store_unit]
variable=Sir_Gerrick_Store
[filter]
description=Sir Gerrick
[/filter]
kill=yes
[/store_unit]
[store_unit]
variable=elvish_fighters
[filter]
type=Elvish Fighter, Elvish Captain, Elvish Hero, Elvish Champion, Elvish Marshall
[/filter]
kill=yes
[/store_unit]
[store_unit]
variable=elvish_healers
[filter]
type=Elvish Shaman
[/filter]
kill=yes
[/store_unit]
[endlevel]
result=victory
next_scenario=Tidings_Good_And_Ill
bonus=yes
[/endlevel]
[/else]
[/if]
[/event]
[/scenario]

View file

@ -0,0 +1,313 @@
[scenario]
id=Tidings_Good_And_Ill
#textdomain wesnoth-The_South_Guard
name= _ "Tidings, Good and Ill"
next_scenario=Into_The_Depths
music=wesnoth-4.ogg
{SG_MAP Tidings_Good_And_Ill}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{@campaigns/The_South_Guard/scenarios/sg_help.cfg}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
turns=18
victory_when_enemies_defeated=no
# Sir Gerrick's Men
[side]
side=1
type=Elvish Ranger
description=Ithelden
unrenamable=yes
team_name=South_Guard
controller=human
gold=0
income=0
shroud=yes
fog=yes
canrecruit=1
[/side]
# Miscellaneous Enemy Combatants
[side]
side=2
team_name=Various_Baddies
no_leader=yes
controller=ai
{SG_GUARD (Dark Adept) (Abdur) 2 8 1}
{SG_GUARD (Saurian Skirmisher) (S'ssth) 2 8 21}
{SG_GUARD (Saurian Skirmisher) (S'ssth) 2 17 16}
{SG_GUARD (Saurian Skirmisher) (S'ssth) 2 8 16}
{SG_GUARD (Giant Scorpion) (Scorpion) 2 14 16}
{SG_GUARD (Ogre) (Ogre) 2 4 10}
{SG_GUARD (Naga Fighter) (Naga) 2 13 9}
{SG_GUARD (Naga Fighter) (Naga) 2 14 9}
{SG_GUARD (Naga Fighter) (Naga Queen) 2 12 8}
[/side]
#prestart
[event]
name=prestart
# Modify the map to remove side 1's starting location
# and add the target location for Sir Gerrick to move to.
{PUT_IMG (items/gohere.png) 9 1}
[terrain]
x,y=16,24
letter=f
[/terrain]
# Switch the leader from Ithelden to Sir Gerrick
# Thanks to "shade" for help with this!
[store_unit]
variable=leader_store
[filter]
description=Ithelden
[/filter]
kill=yes
[/store_unit]
{VARIABLE leader_store.canrecruit 0}
[unstore_unit]
variable=leader_store
[/unstore_unit]
{VARIABLE Sir_Gerrick_Store.x 17}
{VARIABLE Sir_Gerrick_Store.y 24}
{VARIABLE Sir_Gerrick_Store.canrecruit 1}
[unstore_unit]
variable=Sir_Gerrick_Store
[/unstore_unit]
{CLEAR_VARIABLE Sir_Gerrick_Store}
# Recall up to four elvish fighters and three elvish shamans
# This is an ugly hack, and I need to figure out how to do it right,
# but for the life of me, I can't get setting their x and y positions
# to the results of a [store_starting_location] to work.
{FOREACH elvish_fighters X}
[if]
[variable]
name=X
less_than=4
[/variable]
[then]
{VARIABLE elvish_fighters[$X].x 16}
{VARIABLE elvish_fighters[$X].y 24}
{VARIABLE elvish_fighters[$X].moves 5}
[unstore_unit]
variable=elvish_fighters[$X]
find_vacant=yes
[/unstore_unit]
[/then]
[/if]
{NEXT X}
{CLEAR_VARIABLE elvish_fighers}
{FOREACH elvish_healers X}
[if]
[variable]
name=X
less_than=4
[/variable]
[then]
{VARIABLE elvish_healers[$X].x 16}
{VARIABLE elvish_healers[$X].y 24}
{VARIABLE elvish_healers[$X].moves 5}
[unstore_unit]
variable=elvish_healers[$X]
find_vacant=yes
[/unstore_unit]
[/then]
[/if]
{NEXT X}
{CLEAR_VARIABLE elvish_healers}
[/event]
#start
[event]
name=start
[message]
speaker=Ithelden
message= _ "Sir Gerrick, you must make it back to Kerlath and warn your people of the danger from the south. We will lead you through the forest and clear any foes from your path."
[/message]
[message]
speaker=Sir Gerrick
message= _ "With the bandits and undead vanquished behind us, what foes can there be ahead? Let us hope this is a speedy journey, for the specter of winter looms."
[/message]
[remove_shroud]
side=1
x=8-10
y=0-2
[/remove_shroud]
[objectives]
side=1
[objective]
description= _ "Move Sir Gerrick to the north end of the woods"
condition=win
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Ithelden"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
# The Nagas are sighted, and move to defend their home. They are enraged if you allied with the Mermen in "Born to the Banner"
[event]
name=sighted
[filter]
description=Naga Queen
[/filter]
[if]
[variable]
name=has_mermen
equals="Yes"
[/variable]
[then]
[message]
speaker=Naga Queen
message= _ "Hss... Here are the humans who have made a pact with the cursed mermen! Hss..."
[/message]
[message]
speaker=Ithelden
message= _ "We have stumbled into a den of Nagas!"
[/message]
[message]
speaker=Naga Queen
message= _ "Hss... We will kill them all, my brood. Hss..."
[/message]
[message]
speaker=Sir Gerrick
message= _ "We must clear this road for Deoran and Ethiliel! We must destroy the naga lair!"
[/message]
[/then]
[else]
[message]
speaker=Naga Queen
message= _ "Hss... Elves! Are they friends or enemies? Hss..."
[/message]
[message]
speaker=Sir Gerrick
message= _ "We are weary travelers, seeking our homes. If you but let us pass..."
[/message]
[message]
speaker=Naga Queen
message= _ "Hss... And humans! Humans drained our swamps and made them fields for farms, so you all must die! Hss..."
[/message]
[message]
speaker=Sir Gerrick
message= _ "If we leave these nagas here, they will ambush Deoran and Ethiliel! We must destroy them!"
[/message]
[/else]
[/if]
[objectives]
side=1
[objective]
description= _ "Move Sir Gerrick to the north end of the woods"
condition=win
[/objective]
[objective]
description= _ "Defeat the Naga Queen"
condition=win
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Ithelden"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
# The Naga Queen dies...
[event]
name=die
[filter]
description=Naga Queen
[/filter]
[message]
speaker=Naga Queen
message= _ "Hss... Who will watch over my brood now? Hss..."
[/message]
[/event]
# Sir Gerrick moves to the head of the road
[event]
name=moveto
[filter]
description=Sir Gerrick
x,y=9,1
[/filter]
[message]
speaker=Sir Gerrick
message= _ "I will hasten back to Kerlath now and seek the advice of the Council of Westin..."
[/message]
[message]
speaker=Ithelden
message= _ "We too will return to our councils. We have much to tell them... Much indeed."
[/message]
[message]
speaker=narrator
message= _ "While the council debated the best course of action, Deoran and Ethiliel prepared to enter the caves under Mebrin's fortress..."
[/message]
[store_unit]
variable=sir_gerrick_store
[filter]
description=Sir Gerrick
[/filter]
kill=yes
[/store_unit]
[endlevel]
bonus=no
result=continue
[/endlevel]
[/event]
[/scenario]

View file

@ -0,0 +1,432 @@
[scenario]
id=The_Long_March
#textdomain wesnoth-The_South_Guard
name= _ "The Long March"
next_scenario=Pebbles_In_The_Flood
music=wesnoth-3.ogg
{SG_MAP The_Long_March}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
victory_when_enemies_defeated=no
turns=24
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
fog=no
shroud=yes
{GOLD 125 100 80}
{INCOME 6 4 2}
canrecruit=1
recruit=Peasant, Bowman, Spearman, Cavalryman, Thug, Footpad, Poacher
[/side]
#Urza Afalas
[side]
side=2
team_name=South_Guard
no_leader=yes
controller=ai
[/side]
# The Undead Hordes (Part II)
[side]
side=3
no_leader=yes
team_name=the_undead_hordes
controller=ai
{GOLD 10 20 30}
{INCOME 1 2 3}
canrecruit=1
[ai]
recruitment_pattern=scout
agression=-0.25
[/ai]
#ifdef EASY
recruit=Vampire Bat
#endif
#ifdef NORMAL
recruit=Vampire Bat
#endif
#ifdef HARD
recruit=Vampire Bat, Blood Bat
#endif
[/side]
#prestart
[event]
name=prestart
{PUT_IMG (items/gohere.png) 16 3}
{SG_GUARD (Naga Warrior) (Fssth) 3 9 14}
[recall]
description=Sir Gerrick
[/recall]
[recall]
description=Minister Hylas
[/recall]
[recall]
description=Jarek
[/recall]
[recall]
description=Urza Afalas
[/recall]
{SG_CHANGE_TERRAIN 28 46 g}
[/event]
#start
[event]
name=start
[store_unit]
variable=afalas_store
[filter]
description=Urza Afalas
[/filter]
kill=yes
[/store_unit]
{VARIABLE afalas_store.side 2}
[unstore_unit]
variable=afalas_store
[/unstore_unit]
[message]
speaker=narrator
message= _ "Deoran and Urza Afalas led their men quickly from the ruins of Mal M'brin's fortress..."
[/message]
[message]
speaker=Deoran
message= _ "Will this forest ever end? How can we know what path to take?!"
[/message]
[message]
speaker=Urza Afalas
message= _ "You have to follow me! There are many false paths in these woods. Some are dead ends, others are even worse!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Can we trust him? His people are murderers and thieves!"
[/message]
[message]
speaker=Minister Hylas
message= _ "Do we have any choice? Our food is running out, and it will be winter soon..."
[/message]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 20 47}
[message]
speaker=Urza Afalas
message= _ "This way! The only ford is a bit west of here, and the path to the north will lead you into trouble!"
[/message]
{PUT_IMG (items/gohere.png) 21 48}
[message]
speaker=Sir Gerrick
message= _ "I think we should head north. The road leads north, and the ford is north. Why does he want us to head west?"
[/message]
[objectives]
side=1
[objective]
description= _ "Make your way to the north edge of the woods"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Sir Gerrick"
condition=lose
[/objective]
[objective]
description= _ "Death of Urza Afalas"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
# Urza's first leg/
[event]
name=moveto
[filter]
x,y=21,48
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 13 45}
[message]
speaker=Urza Afalas
message= _ "We have to go even further west. There are elves living to the north, and I don't think they'll receive us too kindly!"
[/message]
[message]
speaker=Jarek
message= _ "Maybe the elves will have food we can buy - we should head north to meet them!"
[/message]
[removeitem]
x,y=21,48
[/removeitem]
{PUT_IMG (items/gohere.png) 14 45}
[/event]
# Urza Afalas moves north - choice two.
[event]
name=moveto
[filter]
x,y=14,45
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 8 41}
[message]
speaker=Urza Afalas
message= _ "Come on! Hurry!"
[/message]
[removeitem]
x,y=14,45
[/removeitem]
{PUT_IMG (items/gohere.png) 9 42}
[message]
speaker=Minister Hylas
message= _ "If there are elves to the north we must head north! We can't follow this bandit to who knows where... The elves have been our friends!"
[/message]
[/event]
# Urza Afalas moves north - choice two.
[event]
name=moveto
[filter]
x,y=9,42
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 3 39}
[message]
speaker=Urza Afalas
message= _ "Keep moving!"
[/message]
[removeitem]
x,y=9,42
[/removeitem]
{PUT_IMG (items/gohere.png) 3 40}
[/event]
# Urza Afalas moves north - choice two.
[event]
name=moveto
[filter]
x,y=3,40
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 3 34}
[message]
speaker=Urza Afalas
message= _ "We're almost there!"
[/message]
[removeitem]
x,y=3,40
[/removeitem]
{PUT_IMG (items/gohere.png) 3 35}
[/event]
[event]
name=moveto
[filter]
x,y=3,35
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 5 29}
[message]
speaker=Urza Afalas
message= _ "Just a little further!"
[/message]
[removeitem]
x,y=3,35
[/removeitem]
{PUT_IMG (items/gohere.png) 5 30}
[/event]
[event]
name=moveto
[filter]
x,y=5,30
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 9 25}
[message]
speaker=Urza Afalas
message= _ "Hurry! There are bandits in these woods!"
[/message]
[message]
speaker=Deoran
message= _ "Why should that worry us?! Aren't you their leader?"
[/message]
[message]
speaker=Urza Afalas
message= _ "We're bandits, after all. Not all of them are loyal to me."
[/message]
[removeitem]
x,y=5,30
[/removeitem]
{PUT_IMG (items/gohere.png) 9 26}
[/event]
[event]
name=moveto
[filter]
x,y=9,26
description=Deoran
[/filter]
{MOVE_EXISTING_UNIT (description=Urza Afalas) 10 18}
[message]
speaker=Urza Afalas
message= _ "The river is just ahead!"
[/message]
[removeitem]
x,y=9,26
[/removeitem]
{PUT_IMG (items/gohere.png) 10 19}
[/event]
[event]
name=moveto
[filter]
x,y=10,19
description=Deoran
[/filter]
[message]
speaker=Urza Afalas
message= _ "From here you can see the banks of the river! Across it we will find the sun again, and an end to these cursed trees!"
[/message]
[store_unit]
variable=afalas_store
[filter]
description=Urza Afalas
[/filter]
kill=yes
[/store_unit]
{VARIABLE afalas_store.side 1}
[unstore_unit]
variable=afalas_store
[/unstore_unit]
[removeitem]
x,y=10,19
[/removeitem]
[/event]
# Elvish Ambush
[event]
name=moveto
[filter]
side=1
x,y=12-15,31-33
[/filter]
{SG_GUARD (Elvish Fighter) (Urien) 3 12 34}
{SG_GUARD (Elvish Archer) (Jesa) 3 15 31}
{SG_GUARD (Elvish Archer) (Plinth) 3 15 34}
[message]
speaker=Plinth
message= _ "We cannot allow you bandits and criminals to pass through our lands!"
[/message]
[message]
speaker=Urza Afalas
message= _ "But we have slain the undead - we wish only to return to our homes!"
[/message]
[message]
speaker=Plinth
message= _ "Nevertheless we will have vengeance for Mebrin!!"
[/message]
[/event]
# Deoran exits the forest.
[event]
name=moveto
[filter]
description=Deoran
x,y=16,3
[/filter]
[message]
speaker=Deoran
message= _ "Thank heaven we have escaped that awful forest!"
[/message]
[message]
speaker=Sir Gerrick
message= _ "Indeed, Afalas, you've earned my trust today."
[/message]
[message]
speaker=Urza Afalas
message= _ "I can only hope for mercy when I return to Westin."
[/message]
[message]
speaker=narrator
message= _ "But there was a dark cloud looming behind Deoran and his Men..."
[/message]
[endlevel]
bonus=yes
result=victory
[/endlevel]
[/event]
[/scenario]

View file

@ -0,0 +1,518 @@
[scenario]
id=Into_The_Depths
#textdomain wesnoth-The_South_Guard
name= _ "Into The Depths"
next_scenario=Vengeance
music=wesnoth-3.ogg
{SG_MAP Into_The_Depths}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{UNDERGROUND}
victory_when_enemies_defeated=no
{TURNS 50 40 36}
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
fog=yes
shroud=yes
{GOLD 125 100 80}
{INCOME 10 8 6}
canrecruit=1
recruit=Peasant, Bowman, Spearman, Cavalryman, Elvish Shaman, Elvish Fighter
[/side]
# The Undead Hordes
[side]
side=2
type=Ancient Lich
description=Mal M'Brin
team_name=undead_hordes
controller=ai
{GOLD 50 70 100}
{INCOME 1 2 4}
canrecruit=1
[ai] recruitment_pattern=fighter, mixed fighter
agression=0.2
[/ai]
#ifdef EASY
recruit=Skeleton, Vampire Bat
#endif
#ifdef NORMAL
recruit=Skeleton, Ghost, Vampire Bat
#endif
#ifdef HARD
recruit=Deathblade, Ghost, Wraith, Shadow
#endif
[/side]
# Friendly Trolls
[side]
side=3
type=Troll Hero
description=GrŽe
team_name=trolls
controller=ai
{GOLD 30 40 60}
{INCOME 1 2 4}
canrecruit=1
[ai]
recruitment_pattern=fighter
agression=0.2
[/ai]
#ifdef EASY
recruit=Troll, Troll Rocklobber
#endif
#ifdef NORMAL
recruit=Troll Whelp
#endif
#ifdef HARD
recruit=Troll Whelp
#endif
[/side]
# Scenario Setup
[event]
name=prestart
[recall]
description=Ethiliel
[/recall]
[recall]
description=Minister Hylas
[/recall]
[/event]
# Scenario Beginning
[event]
name=start
[message]
speaker=Deoran
message= _ "My mount will not help me in these rocky paths - I will leave him here at the entrance and proceed on foot."
[/message]
[message]
speaker=Ethiliel
message= _ "That is wise. Speed is less valuable in caves that toughness."
[/message]
#ifdef EASY
[message]
speaker=narrator
message= _ "Cavalrymen and Dragoons will be less useful in the caves than soldiers who fight on foot."
[/message]
[message]
speaker=narrator
message= _ "Also, soldiers with the -resilient- trait will be useful in the dark."
[/message]
#endif
# Transform Deoran into a Foot Commander - thanks to Shadow for the graphics!
[store_unit]
variable=deoran_store
kill=yes
[filter]
description=Deoran
[/filter]
[/store_unit]
[delay]
time=100
[/delay]
[set_variable]
name=deoran_store.hitpoints
value=60
[/set_variable]
[if]
[variable]
name=deoran_store.type
equals=Horseman Commander
[/variable]
[then]
[set_variable]
name=deoran_store.type
value=Dismounted Commander
[/set_variable]
[variable]
name=mounted_deoran_unit_type
value=Horseman Commander
[/variable]
[/then]
[else]
[set_variable]
name=deoran_store.type
value=Dismounted Commander
[/set_variable]
[variable]
name=mounted_deoran_unit_type
value=Lancer Commander
[/variable]
[/else]
[/if]
[unstore_unit]
variable=deoran_store
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE deoran_store}
[message]
speaker=Ethiliel
message= _ "Proceed slowly, who knows what evils inhabited these parts before Mebrin was turned! We cannot be too careful."
[/message]
[objectives]
side=1
[objective]
description= _ "Find the source of the undead under the citadel."
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Ethiliel"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
# The road is blocked...
[event]
name=moveto
[filter]
side=1
x=8,9
y=6
[/filter]
[message]
speaker=unit
message= _ "It seems that the old dwarven road has fallen into disrepair! The stream cuts the path."
[/message]
[message]
speaker=Minister Hylas
message= _ "Perhaps we can cross on the ice?"
[/message]
[message]
speaker=Deoran
message= _ "It looks thin - tread carefully."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x=10-18
y=7-11
[/filter]
[scroll]
x,y=5,5
[/scroll]
[scroll]
x,y=-5,-5
[/scroll]
[scroll]
x,y=5,5
[/scroll]
[scroll]
x,y=-5,-5
[/scroll]
[terrain]
letter=s
x,y=10,6
[/terrain]
[message]
speaker=unit
message= _ "The ice is collapsing! I'll be trapped!"
[/message]
[message]
speaker=Deoran
message= _ "We have nothing suitable to make a bridge - you will have to explore that side of the stream and see where the road leads."
[/message]
[message]
speaker=Ethiliel
message= _ "The ice to the south seems thicker. We should head that way!"
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x=15-18
y=9-11
[/filter]
[message]
speaker=unit
message= _ "Look! Rocks have fallen and collapsed the old dwarven road. I'm stuck!"
[/message]
[message]
speaker=Deoran
message= _ "We'll find a way to rescue you, don't worry."
[/message]
[/event]
[event]
name=sighted
[filter]
side=3
[/filter]
[message]
speaker=GrŽe
message= _ "Ha! Humans and Elves! What are you doing in our caves, and why shouldn't we grind your bones and gnaw on your flesh?"
[/message]
[message]
speaker=Deoran
message= _ "We mean no tresspass. We are hunting the undead."
[/message]
[message]
speaker=GrŽe
message= _ "Undead! Ha! We kill undead all the time. Why should we help you?"
[/message]
[message]
speaker=Deoran
message= _ "What should we offer them for their help?"
[option]
id=offer_money
#ifdef EASY
message= _ "We will give you 50 gold pieces once the undead are defeated."
#endif
#ifdef MEDIUM
message= _ "We will give you 75 gold pieces once the undead are defeated."
#endif
#ifdef HARD
message= _ "We will give you 100 gold pieces once the undead are defeated."
#endif
[command]
[remove_shroud]
side=1
x,y=1-35,1-30
[/remove_shroud]
[modify_side]
side=3
team_name=South_Guard
[/modify_side]
{PUT_IMG (items/gohere.png) 29 24}
[message]
speaker=GrŽe
message= _ "Gold is good. We can trade gold for weapons and fire. We will not kill you now."
[/message]
[message]
speaker=Deoran
message= _ "Can you offer us any aid against the undead? We are not well suited to fighting in the caves."
[/message]
[message]
speaker=GrŽe
message= _ "Gah! We already planned to kill the undead ourselves... First we kill dwarves though! Now we have dwarvish thunder fire."
[/message]
[message]
speaker=GrŽe
message= _ "Go here and lite it and it will blast a backdoor into the lich's lair!"
[/message]
[scroll_to]
x,y=29,24
[/scroll_to]
{VARIABLE bomb_placed true}
{VARIABLE troll_allies true}
[/command]
[/option]
[option]
id=offer_freedom
message= _ "We will offer you freedom and a place in our lands."
[command]
[message]
speaker=GrŽe
message= _ "Ha! Who wants peace and freedom! We want blood!"
[/message]
[message]
speaker=Minister Hylas
message= _ "Then you will not treat with us and aid us in our quest to destroy the undead menace?"
[/message]
[message]
speaker=GrŽe
message= _ "Bah! Grind their bones!"
[/message]
[/command]
[/option]
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=29,24
[/filter]
{SG_IF bomb_placed}
[message]
speaker=unit
message= _ "I'm lighting it!"
[/message]
[sound]
name=fire.wav
[/sound]
[sound]
name=fire.wav
[/sound]
[scroll]
x,y=10,10
[/scroll]
[scroll]
x,y=-10,-10
[/scroll]
[scroll]
x,y=10,10
[/scroll]
[scroll]
x,y=-10,-10
[/scroll]
[terrain]
letter=r
x,y=28,23
[/terrain]
[message]
speaker=unit
message= _ "I've broken through!"
[/message]
[removeitem]
x,y=29,24
[/removeitem]
{SG_END_IF}
[/event]
[event]
name=die
[filter]
description=Mal M'Brin
[/filter]
[message]
speaker=GrŽe
message= _ "Gah! The undead are dead again! Now you'd better pay up!"
[/message]
[store_gold]
side=1
variable=enough_gold
[/store_gold]
[if]
[variable]
name=enough_gold
#ifdef EASY
greater_than_equal_to=50
#endif
#ifdef MEDIUM
greater_than_equal_to=75
#endif
#ifdef HARD
greater_than_equal_to=100
#endif
[/variable]
[then]
[gold]
side=1
#ifdef EASY
amount=-50
#endif
#ifdef MEDIUM
amount=-75
#endif
#ifdef HARD
amount=-100
#endif
[/gold]
[message]
speaker=Deoran
message= _ "Here is your reward. Now we will leave your caves in peace."
[/message]
[message]
speaker=GrŽe
message= _ "I suppose we will not kill you, but do not try your luck again!"
[/message]
[endlevel]
result=victory
bonus=no
[/endlevel]
[/then]
[else]
[message]
speaker=GrŽe
message= _ "You don't have the gold to pay us! Now we will grind your bones into dust!"
[/message]
[modify_side]
side=3
team_name=trolls
[/modify_side]
[/else]
[/if]
{CLEAR_VARIABLE bomb_placed}
{CLEAR_VARIABLE troll_allies}
[/event]
[/scenario]

View file

@ -0,0 +1,319 @@
[scenario]
id=Pebbles_In_The_Flood
#textdomain wesnoth-The_South_Guard
name= _ "Pebbles in the Flood"
next_scenario=The_Tides_of_War
music=wesnoth-5.ogg
{SG_MAP Pebbles_In_The_Flood}
{@campaigns/The_South_Guard/scenarios/sg_help.cfg}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{SG_PEBBLES_IN_THE_FLOOD}
turns=-1
victory_when_enemies_defeated=no
disallow_recall=yes
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 250 200 125}
{INCOME 4 2 0}
fog=yes
shroud=no
canrecruit=1
recruit=Peasant, Bowman, Spearman, Cavalryman, Footpad, Thug
[/side]
# The Undead Hordes
[side]
side=2
type=Ancient Lich
description=Mal M'Brin
team_name=The_Undead_Hordes
controller=ai
{GOLD 150 250 350}
{INCOME 50 75 100}
canrecruit=1
[ai]
recruitment_pattern=scout, fighter, fighter, archer, scout, fighter, archer
agression=1.0
caution=0.0
[target]
description=Sir Gerrick
value=10.0
[/target]
[/ai]
recruit=Wraith, Shadow, Skeleton, Revenant, Draug, Bone Shooter, Blood Bat, Chocobone
[/side]
[side]
side=3
type=Demilich
description=Mal Tera
team_name=The_Undead_Hordes
controller=ai
{GOLD 200 250 300}
{INCOME 0 0 0}
canrecruit=1
[ai]
recruitment_pattern=fighter
agression=0.95
[/ai]
#ifdef EASY
recruit=Walking Corpse
#endif
#ifdef MEDIUM
recruit=Walking Corpse, Soulless
#endif
#ifdef HARD
recruit=Walking Corpse, Soulless, Ghoul
#endif
[/side]
#prestart
[event]
name=prestart
[store_gold]
side=1
variable=pebbles_starting_gold
[/store_gold]
{VARIABLE_OP pebbles_starting_gold multiply -1}
[gold]
side=1
amount=$pebbles_starting_gold
[/gold]
[gold]
side=1
amount=200
[/gold]
{VARIABLE_OP pebbles_starting_gold multiply -1}
# Sgt. Finde's Section
{SG_GUARD Sergeant (Sgt. Finde) 1 5 11}
{SG_GUARD Spearman (Maelvas) 1 4 10}
{SG_GUARD Spearman (Orome) 1 5 10}
{SG_GUARD Peasant (Mitche) 1 6 10}
# Lt. Illan's Section
{SG_GUARD (Lieutenant) (Lt. Illan) 1 13 12}
{SG_GUARD (Heavy Infantryman) (Rheban) 1 13 13}
{SG_GUARD (Horseman) (Jul) 1 14 12}
# Lt. Meris' Section
{SG_GUARD (Lieutenant) (Lt. Meris) 1 35 11}
{SG_GUARD (Peasant) (Findlas) 1 34 10}
{SG_GUARD (Bowman) (Chumet) 1 33 10}
{SG_GUARD (Heavy Infantryman) (Neras) 1 33 11}
{SG_GUARD (Bowman) (Eera) 1 34 11}
# Ancient Lich's Guards
{SG_GUARD Draug (Death Guard) 2 26 23}
{SG_GUARD Draug (Death Guard) 2 29 22}
[/event]
#start
[event]
name=start
[recall]
description=Sir Gerrick
[/recall]
[recall]
description=Urza Afalas
[/recall]
[message]
speaker=Deoran
message= _ "We have escaped the great forest, but look! The undead are chasing us - we must not have rooted them all out of the wood."
[/message]
[message]
speaker=Sir Gerrick
message= _ "My lord, you must hasten back to Westin to prepare a defense against them. I will command the defense of the border forts."
[/message]
[message]
speaker=Urza Afalas
message= _ "I too will make my stand here - I owe you my life and must atone for my crimes. Together we will hold off the foul undead as long as we can."
[/message]
[message]
speaker=Deoran
message= _ "I will ride to Westin and summon the council. We shall return as soon as we can in force and relieve you."
[/message]
[message]
speaker=Sir Gerrick
message= _ "Make no promises you know you cannot keep. Organize the defense of Westin, and if you survive, remember those who fell here."
[/message]
# Switch the leader from Deoran to Sir Gerrick
# Thanks to "shade" for help with this!
[store_unit]
variable=deoran_store
[filter]
description=Deoran
[/filter]
kill=yes
[/store_unit]
{VARIABLE deoran_store.canrecruit 0}
[move_unit_fake]
type=$deoran_store.type
x=19,19,19,19,19,18,18,18,18,17,17
y=10,9,8,7,6,5,4,3,2,2,1
[/move_unit_fake]
[unstore_unit]
variable=deoran_store
[/unstore_unit]
[hide_unit]
x=19
y=10
[/hide_unit]
[teleport]
[filter]
description=Deoran
[/filter]
x,y=17,1
[/teleport]
[unhide_unit]
[/unhide_unit]
[store_unit]
variable=Sir_Gerrick_Store
[filter]
description=Sir Gerrick
[/filter]
kill=no
[/store_unit]
{VARIABLE Sir_Gerrick_Store.canrecruit 1}
[unstore_unit]
variable=Sir_Gerrick_Store
[/unstore_unit]
{CLEAR_VARIABLE Sir_Gerrick_Store}
[message]
id=sg_7_intro_6
speaker=Deoran
message= _ "Your name will be sounded in the roll of heroes, and you will be avenged. Thank you, my friend."
[/message]
[store_unit]
variable=deoran_store
[filter]
description=Deoran
[/filter]
kill=yes
[/store_unit]
[message]
speaker=Lt. Illan
message= _ "We are yours to command, Sir Gerrick. Our men are not the great warriors that you and Deoran are, but we will hold our lines staunchly, until the bitter end."
[/message]
[objectives]
side=1
[objective]
description= _ "Hold the line as long as possible"
condition=win
[/objective]
[/objectives]
[message]
speaker=narrator
message= _ "There is no way to win this scenario, and no way to lose. Hold off the undead hordes as long as you can. Keep Sir Gerrick and Urza Afalas alive as long as you can. Every turn that passes strengthens the defenses of Westin."
[/message]
[/event]
[event]
name=die
[filter]
side=2
[/filter]
[gold]
side=2
#ifdef EASY
amount=50
#endif
#ifdef MEDIUM
amount=75
#endif
#ifdef HARD
amount=125
#endif
[/gold]
[/event]
[event]
name=die
[filter]
description=Urza Afalas
[/filter]
[message]
speaker=Urza Afalas
message= _ "Now I will never see my home again... Hold back the undead, Gerrick!"
[/message]
[/event]
[event]
name=die
[filter]
description=Sir Gerrick
[/filter]
[message]
speaker=Sir Gerrick
message= _ "I only hope we have bought Deoran enough time to secure Westin for the onslaught!"
[/message]
[message]
speaker=Mal M'Brin
message= _ "We will crush Westin as we have crushed you! No one shall stand between us and our home."
[/message]
{VARIABLE sg_length_of_defense $turn_number}
[endlevel]
result=continue
[/endlevel]
[/event]
[/scenario]

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@ -0,0 +1,358 @@
[scenario]
id=Vengeance
#textdomain wesnoth-The_South_Guard
name= _ "Vengeance"
next_scenario=Elf_Epilogue
music=wesnoth-4.ogg
{SG_MAP Vengeance}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
turns=-1
victory_when_enemies_defeated=no
# The South Guard
[side]
side=1
type=Dismounted Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 125 100 80}
{INCOME 4 2 0}
fog=no
shroud=no
canrecruit=1
recruit=Peasant, Bowman, Spearman, Cavalryman
{SG_GUARD (Javelineer) (Westin Guard) 1 22 12}
{SG_GUARD (Heavy Infantryman) (Westin Guard) 1 19 14}
{SG_GUARD (Heavy Infantryman) (Westin Guard) 1 17 15}
{SG_GUARD (Heavy Infantryman) (Westin Guard) 1 17 17}
{SG_GUARD (Spearman) (Westin Guard) 1 16 19}
{SG_GUARD (Spearman) (Westin Guard) 1 15 21}
[/side]
# The Enraged Elves
[side]
side=2
type=Elvish Marshal
description=Ithelden
team_name=The_Enraged Elves
controller=ai
{GOLD 125 100 80}
{INCOME 4 2 0}
canrecruit=0
[ai]
passive_leader=yes
agression=0.0
caution=1.0
[target]
description=Ethiliel
value=2.0
[/target]
[/ai]
[ai]
passive_leader=yes
time_of_day=dusk,first_watch,second_watch
aggression=1.0
caution=0
grouping=no
[/ai]
[/side]
#prestart
[event]
name=prestart
{SG_CHANGE_TERRAIN 5 15 f}
[/event]
#start
[event]
name=start
[recall]
description=Ethiliel
[/recall]
[recall]
description=Minister Hylas
[/recall]
{VARIABLE sir_gerrick_store.canrecruit 0}
{VARIABLE sir_gerrick_store.x 21}
{VARIABLE sir_gerrick_store.y 16}
[unstore_unit]
variable=sir_gerrick_store
find_vacant=yes
[effect]
apply_to=hitpoints
heal_full=yes
[/effect]
[/unstore_unit]
[store_unit]
variable=deoran_store
kill=yes
[filter]
description=Deoran
[/filter]
[/store_unit]
[set_variable]
name=deoran_store.hitpoints
value=38
[/set_variable]
[set_variable]
name=deoran_store.type
value=Horseman Commander
[/set_variable]
[unstore_unit]
variable=deoran_store
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE deoran_store}
[disallow_recruit]
side=1
type=Elvish Fighter, Elvish Shaman
[/disallow_recruit]
[message]
speaker=Sir Gerrick
message= _ "Commander! I took your message to the council, and your deeds have pleased them. Are the undead finally gone from our lands?"
[/message]
[message]
speaker=Deoran
message= _ "The undead are gone! Perhaps now there will be peace for a time in Westin. You have our thanks Lady Ethiliel."
[/message]
[message]
speaker=Ethiliel
message= _ "Though the undead are vanquished, they have brought us much sorrow. Deoran, your people have restored their honor. Let us part in peace."
[/message]
[message]
speaker=Deoran
message= _ "Indeed. Neither the bandits nor the undead will trouble us for some time. We will tend our wounds and you yours."
[/message]
[message]
speaker=narrator
message= _ "Help!"
[/message]
[scroll_to_unit]
description=Ithelden
[/scroll_to_unit]
[message]
speaker=narrator
message= _ "Help!"
[/message]
[move_unit_fake]
type=Peasant
x= 1, 2, 2, 2, 3, 4
y=11,11,12,13,14, 14
[/move_unit_fake]
[unit]
type=Peasant
description=Poor Farmer
side=2
x=4
y=14
[/unit]
[message]
speaker=Ithelden
message= _ "You must pay for killing Mebrin!"
[/message]
[message]
speaker=Poor Farmer
message= _ "I am just a farmer! What did I do?!"
[/message]
[message]
speaker=Ithelden
message= _ "What did you do?! Your people kidnapped and murdered our greatest leader! And now you will pay!"
[/message]
[colour_adjust]
red=255
green=0
blue=0
[/colour_adjust]
[sound]
name=groan.wav
[/sound]
[colour_adjust]
red=0
green=0
blue=0
[/colour_adjust]
[kill]
description=Poor Farmer
fire_event=no
[/kill]
[message]
speaker=Sir Gerrick
message= _ "He just killed that innocent farmer! We must stop him!"
[/message]
[message]
speaker=Ethiliel
message= _ "Stop Ithelden! I have traveled with these humans, and they are not the ones who harmed Mebrin. They are our allies!"
[/message]
[message]
speaker=Ithelden
message= _ "You too Ethiliel? All these menfolk are the same! They fell trees to till the earth; now they have felled our leader! We cannot brook such deeds! You will die with them!"
[/message]
[music]
name=wesnoth-1.ogg
[/music]
{SG_UNIT (Elvish Fighter) (Disciple of Mebrin) 2 3 17}
{SG_UNIT (Elvish Fighter) (Disciple of Mebrin) 2 7 15}
{SG_UNIT (Elvish Druid) (Disciple of Mebrin) 2 6 19}
{SG_UNIT (Elvish Ranger) (Disciple of Mebrin) 2 8 15}
{SG_UNIT (Elvish Druid) (Disciple of Mebrin) 2 4 22}
{SG_UNIT (Elvish Hero) (Disciple of Mebrin) 2 6 23}
{SG_UNIT (Elvish Rider) (Disciple of Mebrin) 2 11 13}
[objectives]
side=1
[objective]
description= _ "Keep the enraged elves from sacking Westin"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Ethiliel"
condition=lose
[/objective]
[/objectives]
[/event]
[event]
name=die
[filter]
side=2
[/filter]
first_time_only=no
[set_variable]
name=how_many_elves
random=1..6
[/set_variable]
[set_variable]
name=number_of_elves
value=1
[/set_variable]
[while]
[variable]
name=number_of_elves
less_than=$how_many_elves
[/variable]
[do]
[set_variable]
name=unit_type
random=Elvish Fighter,Elvish Archer,Elvish Ranger,Elvish Shaman,Elvish Druid,Elvish Hero,Elvish Avenger,Elvish Rider,Elvish Fighter,Elvish Archer,Elvish Shaman
[/set_variable]
[unit]
type=$unit_type
description=Disciple of Mebrin
side=2
x,y=1,12
[/unit]
[set_variable]
name=number_of_elves
add=1
[/set_variable]
[/do]
[/while]
[message]
speaker=Disciple of Mebrin
message= _ "For every one of us you strike down, more will rise!"
[/message]
[/event]
[event]
name=die
[filter]
side=1
[/filter]
[message]
speaker=Ethiliel
message= _ "We won't be able to hold them off for long. I should go reason with them! They won't dare attack me."
[/message]
[message]
speaker=Deoran
message= _ "Are you sure that the elves will greet you any more kindly than they have met us? After all, you did lead us into the forests..."
[/message]
[message]
speaker=Ethiliel
message= _ "Perhaps not, but it is your only hope. I must reach Ithelden!"
[/message]
{PUT_IMG (items/gohere.png) 6 15}
[objectives]
side=1
[objective]
description= _ "Bring Ethiliel to a parlay with Ithelden"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[/objectives]
[/event]
[event]
name=die
[filter]
description=Ethiliel
[/filter]
[endlevel]
result=continue_no_save
[/endlevel]
[/event]
[event]
name=moveto
[filter]
description=Ethiliel
x=6
y=15
[/filter]
[endlevel]
result=continue_no_save
[/endlevel]
[/event]
[/scenario]

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[scenario]
id=The_Tides_of_War
#textdomain wesnoth-The_South_Guard
name= _ "The Tides of War"
next_scenario=Bandit_Epilogue
music=wesnoth-2.ogg
{SG_MAP The_Tides_of_War}
{@campaigns/The_South_Guard/scenarios/sg_deaths.cfg}
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
victory_when_enemies_defeated=yes
turns=60
# The South Guard
[side]
side=1
type=Horseman Commander
description=Deoran
unrenamable=yes
team_name=South_Guard
controller=human
{GOLD 125 100 80}
{INCOME 4 2 0}
fog=no
shroud=no
canrecruit=1
recruit=Peasant,Bowman,Spearman,Cavalryman,Footpad,Thug
[/side]
# The Undead Hordes
[side]
side=2
type=Ancient Lich
description=Mal Feras
team_name=The_Undead_Hordes
controller=ai
{GOLD 150 250 350}
{INCOME 30 40 50}
canrecruit=1
[ai]
recruitment_pattern=scout,fighter,fighter,archer,scout,fighter,archer
agression=1.0
caution=0.0
[target]
description=Deoran
value=6.0
[/target]
[/ai]
recruit=Ghost,Wraith,Shadow,Skeleton,Revenant,Draug,Skeleton Archer,Bone Shooter,Vampire Bat,Blood Bat,Chocobone,Dark Adept,Necromancer
[/side]
#prestart
[event]
name=prestart
#Set the amount of gold that the player has to what it was before Pebbles.
[gold]
side=1
amount=$pebbles_starting_gold
[/gold]
{CLEAR_VARIABLE pebbles_starting_gold}
# Make Deoran the leader again.
# Thanks to "shade" for help with this!
[store_unit]
variable=sir_gerrick_store
[filter]
description=Sir Gerrick
[/filter]
kill=yes
[/store_unit]
{VARIABLE deoran_store.canrecruit 1}
{VARIABLE deoran_store.x 22}
{VARIABLE deoran_store.y 16}
[unstore_unit]
variable=deoran_store
[/unstore_unit]
{CLEAR_VARIABLE deoran_store}
[if]
[variable]
name=sg_length_of_defense
greater_than_equal_to=8
[/variable]
[then]
{VARIABLE sg_short_defense true}
[/then]
[/if]
[if]
[variable]
name=sg_length_of_defense
greater_than_equal_to=12
[/variable]
[then]
{VARIABLE sg_medium_defense true}
[/then]
[/if]
[if]
[variable]
name=sg_length_of_defense
greater_than_equal_to=18
[/variable]
[then]
{VARIABLE sg_long_defense true}
[/then]
[/if]
[if]
[variable]
name=sg_length_of_defense
greater_than=32
[/variable]
[then]
{VARIABLE sg_heroic_defense true}
[/then]
[/if]
{SG_IF sg_heroic_defense}
{STARTING_VILLAGES 1 20}
{SG_END_IF}
{SG_IF sg_long_defense}
{SG_GUARD (Bowman) (Provincial Guard) 1 25 22}
{SG_GUARD (Lieutenant) (Lt. Nilaf) 1 26 21}
{SG_GUARD (Heavy Infantryman) (Provincial Guard) 1 28 20}
{SG_CHANGE_TERRAIN 25 22 n}
{SG_CHANGE_TERRAIN 28 20 n}
{STARTING_VILLAGES 1 9}
{SG_END_IF}
{SG_IF sg_medium_defense}
{SG_GUARD (Heavy Infantryman) (Provincial Guard) 1 25 21}
{SG_GUARD (Spearman) (Provincial Guard) 1 28 21}
{SG_CHANGE_TERRAIN 25 21 n}
{STARTING_VILLAGES 1 5}
{SG_END_IF}
{SG_IF sg_short_defense}
{STARTING_VILLAGES 1 3}
{SG_END_IF}
[/event]
#start
[event]
name=start
[recall]
description=Minister Hylas
[/recall]
[recall]
description=Jarek
[/recall]
[message]
speaker=Deoran
message= _ "Look! The undead army has broken through Sir Gerrick's lines! Alas, he is lost!"
[/message]
{SG_IF sg_long_defense}
[message]
speaker=Jarek
message= _ "But in the narrow window his valiant stand gave us, we have roused the whole provincial guard!"
[/message]
[message]
speaker=Lt. Nilaf
message= _ "Indeed Lord, we are ready to defend our homes!"
[/message]
{SG_END_IF}
{SG_IF sg_heroic_defense}
[message]
speaker=Minister Hylas
message= _ "And I have summoned the great council of Westin! They will battle with all their might!"
[/message]
{SG_GUARD (Silver Mage) (Minister Mefel) 1 19 18}
{SG_GUARD (Red Mage) (Councilor) 1 20 18}
{SG_GUARD (White Mage) (Councilor) 1 22 18}
[message]
speaker=Minister Mefel
message= _ "Hylas, we have heard your summons, and we shall send these dark foes back to the abyss that spawned them!"
[/message]
[message]
speaker=Deoran
message= _ "Your aid will be most welcome."
[/message]
{SG_END_IF}
[message]
speaker=Deoran
message= _ "We have rallied all the forces that we will be able to! Let us not make Sir Gerrick's sacrifice a vain one. For Wesnoth!"
[/message]
[objectives]
side=1
[objective]
description= _ "Crush the undead"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
[objective]
description= _ "Death of Minister Hylas"
condition=lose
[/objective]
[objective]
description= _ "Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
[/scenario]

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[scenario]
id=Elf_Epilogue
#textdomain wesnoth-The_South_Guard
name= _ "Epilogue"
next_scenario=null
turns=10
map_data="12"
{SG_ELF_EPILOGUE}
[side]
side=1
type=Horseman Commander
description=Deoran
team_name=South_Guard
controller=human
canrecruit=1
[/side]
[event]
name=prestart
[endlevel]
result=continue_no_save
[/endlevel]
[/event]
[/scenario]

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[scenario]
id=Bandit_Epilogue
#textdomain wesnoth-The_South_Guard
name= _ "Epilogue"
next_scenario=null
turns=10
map_data="12"
{SG_BANDIT_EPILOGUE}
[side]
side=1
type=Horseman Commander
description=Deoran
team_name=South_Guard
controller=human
canrecruit=1
[/side]
[event]
name=prestart
[endlevel]
result=continue_no_save
[/endlevel]
[/event]
[/scenario]

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# Heroes and Allies
[event]
name=die
[filter]
description=Deoran
[/filter]
[message]
speaker=unit
message= _ "I have failed my kingdom and duty..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=attack
[filter]
description=Deoran
[/filter]
[message]
speaker=Deoran
message= _ "Taste cold steel!"
[/message]
[/event]
[event]
name=die
[filter]
description=Ethiliel
[/filter]
[message]
speaker=unit
message= _ "I have lost all helping the humans... Now they will surely perish!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=die
[filter]
description=Sir Gerrick
[/filter]
[message]
speaker=unit
message= _ "I have given my all for my kingdom! Avenge me, Deoran!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=die
[filter]
description=Minister Hylas
[/filter]
[message]
speaker=unit
message= _ "Now I will never see Westin free again..."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=die
[filter]
description=Jarek
[/filter]
[message]
speaker=unit
message= _ "Far from home I fall - but not in vain! Guard our people Deoran!"
[/message]
[/event]
# Brigands and Enemies

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# This file is meant to provide players of the South Guard who have played
# no other campaigns with a brief overview of the various units in the game
# as they encounter them.
#ifdef EASY
[event]
name=attack
[filter]
type=Thug
[/filter]
[filter_second]
side=1
[/filter_second]
[if]
[variable]
name=sg_thug_info
not_equals=true
[/variable]
[then]
[set_variable]
name=sg_thug_info
value=true
[/set_variable]
[message]
speaker=narrator
image=human-outlaws/thug-attack.png
message= _ "Thugs are the mainstay of the bandit armies. They do not have a ranged attack, and are vulnerable to your archers. Deoran's lance will also strike fear into their hearts! Like all of the bandit units, they are much more dangerous at night."
[/message]
[/then]
[/if]
[/event]
[event]
name=attack
[filter]
type=Thief
[/filter]
[filter_second]
side=1
[/filter_second]
[if]
[variable]
name=sg_thief_info
not_equals=true
[/variable]
[then]
[set_variable]
name=sg_thief_info
value=true
[/set_variable]
[message]
speaker=narrator
image="human-outlaws/thief-defend-2-2.png"
message= _ "Thieves are more subtle than thugs. They try to surround your units and stab them in the back. Make sure that thieves never have an opportunity to attack when they have an ally directly behind the unit they are attacking - they'll do double damage! Like thugs, thieves are vulnerable to the ranged attacks of your archers."
[/message]
[/then]
[/if]
[/event]
[event]
name=attack
[filter]
type=Footpad
[/filter]
[filter_second]
side=1
[/filter_second]
[if]
[variable]
name=sg_footpad_info
not_equals=true
[/variable]
[then]
[set_variable]
name=sg_footpad_info
value=true
[/set_variable]
[message]
speaker=narrator
image="human-outlaws/footpad+female-attack1.png"
message= _ "Footpads are the scouts of the bandit armies. They are quick, and have both a melee attack and a ranged attack. Neither of their attacks is very strong, however, and your spearmen will make quick work of them during the day."
[/message]
[/then]
[/if]
[/event]
[event]
name=attack
[filter]
type=Skeleton
[/filter]
[filter_second]
side=1
[/filter_second]
[if]
[variable]
name=sg_skeleton_info
not_equals=true
[/variable]
[then]
[set_variable]
name=sg_skeleton_info
value=true
[/set_variable]
[message]
speaker=narrator
image="undead-skeletal/skeleton-attackb.png"
message= _ "Skeletons are the bones of fallen warriors raised by some dark magic. They are almost immune to piercing weapons like arrows and spears. Bladed attacks like swords will injure them, and Minister Hylas's holy attack is deadly against them. Like the rest of the bandits, they are more dangerous at night!"
[/message]
[/then]
[/if]
[/event]
[event]
name=attack
[filter]
type=Walking Corpse
[/filter]
[filter_second]
side=1
[/filter_second]
[if]
[variable]
name=sg_walking_corpse_info
not_equals=true
[/variable]
[then]
[set_variable]
name=sg_walking_corpse_info
value=true
[/set_variable]
[message]
speaker=narrator
image="undead/zombie-attack.png"
message= _ "Walking corpses are the bodies of slain warriors, filled with some black magic. They are slow and weak - any of your units is more than a match for them. They are only dangerous in packs..."
[/message]
[/then]
[/if]
[/event]
#endif

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@ -0,0 +1,188 @@
#define SG_BORN_TO_THE_BANNER
[story]
[part]
background=story/summer.jpg
story= _ "Summer"
[/part]
[part]
story= _ "During the reign of Haldric VII Wesnoth was secure. Konrad I had driven off the orcs in the north. The eastern forts were quiet and almost deserted. The elves in the western forest kept to their own affairs. In the prosperous south men build new towns and farms."
[/part]
[part]
story= _ "For eight years the South Guard had defended the farms and homes surrounding the city of Westin. The fiercest foes they faced were the occasional bandit. The orcs were far to the north. Nothing lived in the forest beyond the river."
[/part]
[part]
story= _ "In the spring of the ninth year the reports from Sir Loris stopped suddenly. King Haldric decided to send someone to investigate."
[/part]
[part]
story= _ "A young commander, Deoran, son of one of the horsemen who rode with Konrad I, was summoned by Haldric. The king had a mission for him."
[/part]
[part]
story= _ "He was ordered to ride south towards Westin, the capital of the province of Kerlath and replace Sir Loris as commander of the South Guard..."
[/part]
[part]
background=story/bigmap.jpg
show_title=yes
{DOT 222 17}
{DOT 223 34}
{DOT 224 51}
{DOT 226 68}
{DOT 225 85}
{DOT 214 99}
{DOT 200 109}
{CROSS 187 117}
[/part]
[/story]
#enddef
#define SG_PROVEN_BY_THE_SWORD
[story]
[part]
story= _ "Having defeated Urza Mathin, Deoran immediately sent scouts out into the whole countryside. His men reported bandits roaming freely over the border, terrorizing the peasants and villagers. Nowhere did they find soldiers of the South Guard."
[/part]
[part]
story= _ "Deoran decided to take action and wipe out the bandits. He gathered the men of Sir Gerrick's command and whatever peasants were of strong body and fighting age. With this small force he rode in haste to Westin, capital of the province."
[/part]
[part]
story= _ "Deoran and his men approached the old city, and they saw that their fears were well founded..."
[/part]
[part]
background=story/bigmap.jpg
show_title=yes
{DOT 187 117}
{DOT 172 128}
{DOT 157 139}
{DOT 142 150}
{DOT 127 159}
{DOT 112 168}
{CROSS 99 183}
[/part]
[/story]
#enddef
#define SG_FINDING_THE_ELVES
#enddef
#define SG_SEEKING_THE_SAGE
[story]
[part]
background=story/fall.jpg
story= _ "Fall"
[/part]
[part]
story= _ "The men of the South Guard followed Ethiliel for days through the forests and hills, further than any man had wandered, deep into the land of the elves."
[/part]
[part]
story= _ "Far behind them, in Westin, trouble was brewing. The reconstituted South Guard was holding the bandits in check, but their spears and bows were no match for the axes wielded by the fleshless."
[/part]
[part]
story= _ "Surely but slowly they gave ground. Time was running out..."
[/part]
[/story]
#enddef
#define SG_CHOICE_IN_THE_FOG
[story]
[part]
story= _ "Ethiliel led the men of the South Guard into the southern forest. Shadows soon covered their paths day and night, and a thick fog filled the air."
[/part]
[part]
story= _ "For many weeks they marched down nameless paths that no man had trod before. From time to time they saw ghostly images of elven villages and halls in the deep woods, but as they advanced, even those became scarce."
[/part]
[part]
story= _ "Finally Ethiliel told the men to halt and pitch camp - they had reached the great river, beyond which no elf or man would willingly pass."
[/part]
[/story]
#enddef
#define SG_PEBBLES_IN_THE_FLOOD
[story]
[part]
background=story/winter.jpg
story= _ "Winter"
[/part]
[part]
story= _ "Snow fell as Deoran, Sir Gerrick and Urza Afalas emerged from the great southern forest. A great hush fell over the land, and an ominous gloom followed close behind the men of the South Guard."
[/part]
[part]
story= _ "Finally they arrived at the southern border of Wesnoth and the forts that guarded it. The undead were close on their heels..."
[/part]
[/story]
#enddef
#define SG_ELF_EPILOGUE
[story]
[part]
story= _ "Finally the sun broke the horizon and its rays breathed new life into the weary defenders of Westin. A great cry echoed through the valley as the men of the South Guard pressed their elven foes back from the walls. Suddenly the field was covered in a great fog..."
music=wesnoth1.ogg
[/part]
[part]
story= _ "When the fog broke, Ethiliel stood alone, facing the wall of spears. Bathed in light, she spoke the the men of Wesnoth, saying, 'Stop! Enough blood has been spilled before the walls of this city! The injury you menfolk have done to the elves is great, but your service also was worthy.'"
music=wesnoth1.ogg
[/part]
[part]
story= _ "These are the terms of the peace between us: any man found in the forest or hills that belong to the elves will taste death. No more will the elves send ambassadors or councilors to Westin, and no more will men wander the green woods."
music=wesnoth1.ogg
[/part]
[part]
story= _ "Thus an uneasy peace was consummated between man and elf. For many weeks the South Guard patrolled the borders of the elven woods and watched over the growing farms and villages. Finally, as the snow melted and the roads bore their burdens again, a messenger came from king Haldric."
music=wesnoth1.ogg
[/part]
[part]
story= _ "Sir Deoran, Knight of Wesnoth, was summoned to Weldyn for a council with King Haldric himself. Storm clouds were brewing throughout the realm, and every commander would be needed to weather the storm..."
music=wesnoth2.ogg
[/part]
[/story]
#enddef
#define SG_BANDIT_EPILOGUE
[story]
[part]
story= _ "With bitter spears and grim expression, the men of Wesnoth launched the last assault on the undead. As they cut through lifeless flesh and shattered chill bones a ray of sunlight pierced the clouds. The winds died and the men were filled with new life. A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard."
music=wesnoth1.ogg
[/part]
[part]
story= _ "Exhausted, Deoran dropped his lance to the ground. The men around him slowly lifted their helmets from their brows. The moans of the wounded overshadowed the rustling of the north wind in the distance. The undead were gone."
music=wesnoth1.ogg
[/part]
[part]
story= _ "For days the healers of Westin worked feverishly to save as many of the valiant soldiers as they were able. Many mounds, though, were raised as homes for the fallen in the fields north of the city, and to the roll of fallen heroes many names were added."
music=wesnoth1.ogg
[/part]
[part]
story= _ "The loftiest mound belonged to Sir Gerrick. After the battle, Deoran led an expedition to the southern border posts, and there he found Sir Gerrick's sword and shield. Those he placed atop Gerrick's mound, and they were a symbol of loyalty and valor to all the people of Westin."
music=wesnoth1.ogg
[/part]
[part]
story= _ "Gerrick's name was added at the top of the roll of fallen heroes, and read aloud at the beginning of every great council. The memory of his desperate last stand at the border posts passed into song, and was not forgotten for many lives of men."
music=wesnoth1.ogg
[/part]
[part]
story= _ "Deoran spent his days visiting the wounded and directing the men as they rebuilt the shattered walls and ramparts of the city. Finally, as the snow melted and the roads bore their burdens again, a messenger came from king Haldric."
music=wesnoth1.ogg
[/part]
[part]
story= _ "Sir Deoran, Knight of Wesnoth, was summoned to Weldyn for a council with King Haldric himself. Storm clouds were brewing throughout the realm, and every commander would be needed to weather the onslaught..."
music=wesnoth2.ogg
[/part]
[/story]
#enddef

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# I'm putting The South Guard's common unit macros in here.
# This should make my WML a little more sane. Most of these
# I've shamlessly pillaged from The Rise of Wesnoth and the Useful WML Fragemnts Wiki
#define AMLA_BARBED_LANCE ATTACK
[advancement]
max_times=1
id=sg_barbs
description= _ "Place barbs on your weapon. (slow)"
[effect]
apply_to=attack
name={ATTACK}
set_special=slow
increase_attacks=1
[/effect]
[effect]
apply_to=max_experience
increase=12
[/effect]
[/advancement]
#enddef
#define AMLA_MACE
[advancement]
max_times=1
id=sg_mace
description= _ "Wield a mace. (impact)"
[effect]
apply_to=new_attack
name=mace
icon=mace.png
range=melee
type=impact
damage=7
number=2
[/effect]
[effect]
apply_to=max_experience
increase=12
[/effect]
[/advancement]
#enddef
#define AMLA_COURAGEOUS ATTACK
[advancement]
max_times=2
id=sg_courageous
description= _ "Add a swing to your attack."
[effect]
apply_to=attack
name={ATTACK}
increase_attacks=1
[/effect]
[effect]
apply_to=max_experience
increase=6
[/effect]
[/advancement]
#enddef
#define SG_STRONG
[trait]
id=strong
name= _ "strong"
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
[effect]
apply_to=hitpoints
increase_total=2
heal_full=yes
[/effect]
[/trait]
#enddef
#define SG_RESILIENT
[trait]
id=resilient
name= _ "resilient"
[effect]
apply_to=hitpoints
increase_total=7
#make sure the unit starts at full health
heal_full=yes
[/effect]
[/trait]
#enddef
#define SG_QUICK
[trait]
id=quick
name= _ "quick"
[effect]
apply_to=movement
increase=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=-10%
heal_full=yes
[/effect]
[/trait]
#enddef
#define SG_INTELLIGENT
[trait]
id=intelligent
name= _ "intelligent"
[effect]
apply_to=max_experience
increase=-20%
[/effect]
[/trait]
#enddef
#define SG_LOYAL
[trait]
id=loyal
name= _ "loyal"
[effect]
apply_to=loyal
[/effect]
[/trait]
#enddef
#define SG_UNIT TYPE DESCRIPTION SIDE X Y
[unit]
type={TYPE}
side={SIDE}
description={DESCRIPTION}
x,y={X},{Y}
traits_description= _ "loyal"
[modifications]
{SG_LOYAL}
[/modifications]
[/unit]
#enddef
#define SG_AMBUSHER TYPE DESCRIPTION SIDE X Y
[unit]
type={TYPE}
side={SIDE}
description={DESCRIPTION}
x,y={X},{Y}
[status]
ambush=on
[/status]
[/unit]
#enddef
#define SG_GUARD TYPE DESCRIPTION SIDE X Y
[unit]
type={TYPE}
description={DESCRIPTION}
side={SIDE}
x,y={X},{Y}
ai_special=guardian
[/unit]
#enddef

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# I'm putting The South Guard's common balancing macros in here.
# This should make my WML a little more sane. Most of these
# I've shamlessly pillaged from The Rise of Wesnoth, The Useful WML Fragments Wiki,
# and the generous advice of the collected fora.
#define DOT X Y
[image]
x,y={X},{Y}
file=misc/dot.png
delay=500
[/image]
#enddef
#define CROSS X Y
[image]
x,y={X},{Y}
file=misc/cross.png
delay=500
[/image]
#enddef
#define SG_IF VAR
[if]
[variable]
name={VAR}
equals=true
[/variable]
[then]
#enddef
#define SG_END_IF
[/then]
[/if]
#enddef
#define SG_CHANGE_TERRAIN X Y LETTER
[terrain]
x={X}
y={Y}
letter={LETTER}
[/terrain]
#enddef
#define PUT_IMG IMG X Y
[item]
x={X}
y={Y}
image={IMG}
[/item]
#enddef
#define MOVE_EXISTING_UNIT FILTER X Y
{_MOVE_EXISTING_UNIT ({FILTER}) ({X}) ({Y}) ( )}
#enddef
#This is in case you need to make another unit type to display moving.
#For example, if the movement has to go through deep water or cavewall,
#you could make a unit whose id was the original's with "Fake " at the beginning,
#which would have a [movement costs] tag with cavewall=1. Skirmisher ability is also useful to give here.
#HINT: undeadfly movetype takes only 1 move through anything except cavewall.
#define MOVE_EXISTING_UNIT_WITH_FAKE_VERSION FILTER X Y
{_MOVE_EXISTING_UNIT ({FILTER}) ({X}) ({Y}) ([set_variable]
name=mover_type
format="Fake $mover_type"
[/set_variable])}
#enddef
#don't use this directly, unless you really need to
#define _MOVE_EXISTING_UNIT FILTER X Y EXTRA_COMMANDS
[store_unit]
[filter]
{FILTER}
[/filter]
variable=mover_store
[/store_unit]
{VARIABLE_OP temp_x1 to_variable mover_store.x}
{VARIABLE_OP temp_y1 to_variable mover_store.y}
#if it's really a unit on the map, never mind whether it has HP<=0
#(in which case [have_unit] wouldn't detect it)
[if]
[variable]
name=temp_x1
greater_than=0
[/variable]
[variable]
name=temp_y1
greater_than=0
[/variable]
[then]
#kill the original
[kill]
x=$temp_x1
y=$temp_y1
[/kill]
[unit]
type=Invisible
x={X}
y={Y}
side=1
role=temp_location_tester
[/unit]
[store_unit]
[filter]
role=temp_location_tester
[/filter]
kill=yes
variable=temp_store
[/store_unit]
{VARIABLE_OP temp_x2 to_variable temp_store.x}
{VARIABLE_OP temp_y2 to_variable temp_store.y}
{VARIABLE_OP mover_store.x to_variable temp_x2}
{VARIABLE_OP mover_store.y to_variable temp_y2}
#make it face the right direction
#this may be unnecessary/bad; I don't think it's totally reliable
#if a unit goes a long way around
[if]
[variable]
name=temp_x1
greater_than=$temp_x2
[/variable]
[then]
{VARIABLE mover_store.facing reverse}
[/then]
[/if]
[if]
[variable]
name=temp_x2
greater_than=$temp_x1
[/variable]
[then]
{VARIABLE mover_store.facing normal}
[/then]
[/if]
#don't move to the same place!
#it would go one hex away and back
[if]
[or]
[variable]
name=temp_x1
not_equals=$temp_x2
[/variable]
[/or]
[or]
[variable]
name=temp_y1
not_equals=$temp_y2
[/variable]
[/or]
[then]
{VARIABLE_OP mover_type to_variable mover_store.type}
{VARIABLE_OP mover_side to_variable mover_store.side}
{VARIABLE_OP mover_gender to_variable mover_store.side}
{VARIABLE_OP movement_x format (|$temp_x1|,$temp_x2)}
{VARIABLE_OP movement_y format (|$temp_y1|,$temp_y2)}
{EXTRA_COMMANDS}
[move_unit_fake]
type=$mover_type
side=$mover_side
gender=$mover_gender
x=$movement_x
y=$movement_y
[/move_unit_fake]
[unstore_unit]
variable=mover_store
[/unstore_unit]
[redraw]
[/redraw]
{CLEAR_VARIABLE mover_type}
{CLEAR_VARIABLE mover_side}
{CLEAR_VARIABLE mover_gender}
{CLEAR_VARIABLE movement_y}
{CLEAR_VARIABLE movement_x}
[/then]
[else]
[unstore_unit]
variable=mover_store
[/unstore_unit]
[redraw]
[/redraw]
[/else]
[/if]
{CLEAR_VARIABLE temp_x2}
{CLEAR_VARIABLE temp_y2}
{CLEAR_VARIABLE temp_store}
[/then]
[/if]
{CLEAR_VARIABLE temp_x1}
{CLEAR_VARIABLE temp_y1}
{CLEAR_VARIABLE mover_store}
#enddef

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