/usr/share/games/wesnoth/1.10/data/campaigns/Liberty/scenarios/04_Unlawful_Orders.cfg is in wesnoth-1.10-l 1:1.10.2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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[scenario]
id=04_Unlawful_Orders
name= _ "Unlawful Orders"
next_scenario=05_Hide_and_Seek
victory_when_enemies_defeated=yes
map_data="{campaigns/Liberty/maps/04_Unlawful_Orders.map}"
{TURNS 30 22 16}
{DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC "knolls.ogg" "the_city_falls.ogg"}
{EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"}
{EXTRA_SCENARIO_MUSIC "vengeful.ogg"}
[label]
x,y=16,15
text= _ "Elensefar"
[/label]
[label]
x,y=8,13
text= _ "Port of Elensefar"
[/label]
[story]
[part]
music="knolls.ogg"
show_title=yes
{TO_UNLAWFUL_ORDERS}
[/part]
[/story]
[side]
type=Bandit
id=Baldras
side=1
canrecruit=yes
controller=human
recruit=Thug,Footpad,Poacher
{GOLD 200 150 100}
team_name=good_guys
user_team_name=_"Rebels"
[/side]
{AI_CONTROLLER () 1 2 ()}
# wmllint: directory spelling Maddock
[side]
type=General
id=Lord Maddock
name= _ "Lord Maddock"
profile=portraits/maddock.png
side=2
canrecruit=yes
controller=ai
recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Mage,Bowman
[ai]
recruitment_pattern=scout,mixed fighter,fighter,archer,fighter
leader_value=3
village_value=0.2
[/ai]
{GOLD 100 100 70}
team_name=good_guys
user_team_name=_"Rebels"
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 2 15}
[side]
type=General
id=Kestrel
name= _ "Kestrel"
side=3
canrecruit=yes
controller=ai
recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Dark Adept,Bowman
[ai]
caution=0.0
aggression=1.0
recruitment_pattern=scout,fighter,fighter,archer,archer
leader_value=20
[/ai]
{GOLD 140 180 260}
user_team_name=_"Asheviere"
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 3 5}
#
# Prestart events
#
[event]
name=prestart
# {SCATTER_IMAGE (terrain=Gg) 12 scenery/oak-leaning.png}
[objectives]
side=1
[objective]
description= _ "Defeat the enemy general"
condition=win
[/objective]
[objective]
description= _ "Death of Baldras"
condition=lose
[/objective]
[objective]
description= _ "Death of Harper"
condition=lose
[/objective]
[objective]
description= _ "Death of Maddock"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
{AI_CONTROLLER_NOTE}
[/objectives]
[store_unit]
[filter]
id=Baldras
[/filter]
kill=yes
variable=stored_Baldras
[/store_unit]
{VARIABLE stored_Baldras.facing sw}
{NAMED_LOYAL_UNIT 3 Lieutenant 17 39 Rothel (_ "Rothel")}
[+unit]
[modifications]
{TRAIT_QUICK}
[/modifications]
[/unit]
[/event]
#
# Starting conversation and actions
#
[event]
name=start
[move_unit_fake]
side=1
type=Boat
x=25,23
y= 9,11
[/move_unit_fake]
[item]
x,y=23,11
image=units/transport/boat.png~FL(horiz)
[/item]
[move_unit_fake]
side=1
type=$stored_Baldras.type
x=23,21
y=11,11
[/move_unit_fake]
[unstore_unit]
variable=stored_Baldras
[/unstore_unit]
[recall]
id=Harper
[/recall]
[role]
type=Outlaw,Trapper,Thug,Poacher,Footpad,Bandit
role=Advisor
[/role]
[recall]
role=Advisor
[/recall]
[message]
speaker=Lord Maddock
message= _ "Baldras, your trip here was not wise. The Queen’s patrols have been visiting the local villages and bringing the elders here. Those that swear allegiance to the Queen are allowed to return home. Those that do not—"
[/message]
[message]
speaker=Baldras
message= _ "— Are dispatched on the spot. I know the price of dissent. But what of you?"
[/message]
[message]
speaker=Lord Maddock
message= _ "Well, they do not come within the walls of my city. They are actually camped nearby, and the main garrison is further south at Halstead. I know my time will soon come to swear allegiance, but they do not press me. They are afraid I will refuse."
[/message]
[message]
speaker=Baldras
message= _ "Will you?"
[/message]
[message]
speaker=Lord Maddock
message= _ "Yes. The Queen ascended to the throne through the vilest of treachery. However, while most of my forces were sent with the King to fight the orcs, we have a strong enough contingent here to make the Queen’s forces think twice about attacking Elensefar outright."
[/message]
[message]
speaker=Lord Maddock
message= _ "We have an uneasy peace until they are done with the smaller villages and finally come around to obtaining my oath. The treaty between Elensefar and Wesnoth is ancient, but I am not so naïve as to place my full trust in it. Not in these wicked times."
[/message]
[message]
speaker=Harper
message= _ "What can we do then? We have brought with us many from Annuvin province who are willing to fight, but our families are still at home. They will not last long if the Queen’s patrols return."
[/message]
[message]
speaker=Lord Maddock
message= _ "I am unwilling to start a civil war. I believe the Queen will remain preoccupied with order throughout the kingdom and, more importantly, with quelling the Northerner threat. We are a matter she will choose to deal with later rather than sooner, if she can."
[/message]
[message]
speaker=Kestrel
message= _ "A foolish miscalculation, Lord Maddock. These men with which you consort are outlaws and fugitives. They are a well-organized gang of criminals and murderers. We will kill them and then expect your oath of allegiance to Queen Asheviere."
[/message]
[message]
speaker=Lord Maddock
message= _ "Men, to arms! The defense of Elensefar has begun!"
[/message]
{CLEAR_VARIABLE stored_Baldras}
[/event]
#
# Special event - the human enemies become undead at night
#
[event]
name=turn 4
[music]
name="frantic.ogg"
[/music]
[message]
speaker=narrator
message= _ "As the sun set, a horrific change began to take place to the human adversaries of Baldras and his allies..."
image="wesnoth-icon.png"
[/message]
[/event]
[event]
name=prestart
[set_variables]
name=undead_transformation
[value]
human_type=Spearman
undead_type=Skeleton
[/value]
[value]
human_type=Swordsman
undead_type=Deathblade
[/value]
[value]
human_type=Pikeman
undead_type=Revenant
[/value]
[value]
human_type=Bowman
undead_type=Skeleton Archer
[/value]
[value]
human_type=Longbowman
undead_type=Bone Shooter
[/value]
[value]
human_type=Heavy Infantryman
undead_type=Ghoul
[/value]
[value]
human_type=Shock Trooper
undead_type=Necrophage
[/value]
[value]
human_type=Cavalryman
undead_type=Skeleton Rider
[/value]
[value]
human_type=Dragoon
undead_type=Bone Knight
[/value]
[value]
human_type=Lieutenant
undead_type=Death Squire
[/value]
[value]
human_type=General
undead_type=Death Knight
[/value]
[value]
human_type=Horseman
undead_type=Skeleton Rider
[/value]
[value]
human_type=Knight
undead_type=Bone Knight
[/value]
[value]
human_type=Lancer
undead_type=Bone Knight
[/value]
[/set_variables]
[/event]
[event]
name=new turn
first_time_only=no
{VARIABLE temp $turn_number}
{VARIABLE_OP temp add 2}
{VARIABLE_OP temp modulo 6}
[if]
[variable]
name=temp
equals=0
[/variable]
[variable]
name=turn_number
greater_than_equal_to=4
[/variable]
[then]
[color_adjust]
red=255
green=100
blue=100
[/color_adjust]
[delay]
time=10
[/delay]
[color_adjust]
red=0
green=0
blue=0
[/color_adjust]
[redraw]
[/redraw]
[disallow_recruit]
side=3
type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Dark Adept,Bowman
[/disallow_recruit]
[allow_recruit]
side=3
type=Skeleton,Skeleton Rider,Dark Adept,Skeleton Archer
[/allow_recruit]
[store_unit]
[filter]
side=3
[not]
type=Dark Adept,Dark Sorcerer
[/not]
[/filter]
kill=yes
variable=stored_changers
[/store_unit]
{FOREACH stored_changers i}
{FOREACH undead_transformation j}
[if]
[variable]
name=stored_changers[$i].type
equals=$undead_transformation[$j].human_type
[/variable]
[then]
{VARIABLE type_to_turn_into $undead_transformation[$j].undead_type}
{VARIABLE j 999}
[/then]
[/if]
{NEXT j}
[unit]
type=$type_to_turn_into
side=3
x,y=$stored_changers[$i].x,$stored_changers[$i].y
id=$stored_changers[$i].id
name=$stored_changers[$i].name
experience=$stored_changers[$i].experience
hitpoints=$stored_changers[$i].hitpoints
canrecruit=$stored_changers[$i].canrecruit
[variables]
[insert_tag]
name=stored_trait
variable=stored_changers[$i].modifications.trait
[/insert_tag]
turned_to_undead_at_least_once=yes
[/variables]
to_variable=changer
[/unit]
[if]
[variable]
name=changer.hitpoints
greater_than=$changer.max_hitpoints
[/variable]
[then]
{VARIABLE changer.hitpoints $changer.max_hitpoints}
[/then]
[/if]
[unstore_unit]
variable=changer
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE stored_changers,changer}
[/then]
[/if]
[/event]
[event]
name=new turn
first_time_only=no
{VARIABLE temp $turn_number}
{VARIABLE_OP temp modulo 6}
[if]
[variable]
name=temp
equals=1
[/variable]
[variable]
name=turn_number
greater_than_equal_to=4
[/variable]
[then]
[color_adjust]
red=255
green=255
blue=100
[/color_adjust]
[delay]
time=10
[/delay]
[color_adjust]
red=0
green=0
blue=0
[/color_adjust]
[redraw]
[/redraw]
[disallow_recruit]
side=3
type=Skeleton,Skeleton Rider,Dark Adept,Skeleton Archer
[/disallow_recruit]
[allow_recruit]
side=3
type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Dark Adept,Bowman
[/allow_recruit]
[store_unit]
[filter]
side=3
[not]
type=Dark Adept,Dark Sorcerer
[/not]
[/filter]
kill=yes
variable=stored_changers
[/store_unit]
{FOREACH stored_changers i}
{FOREACH undead_transformation j}
[if]
[variable]
name=stored_changers[$i].type
equals=$undead_transformation[$j].undead_type
[/variable]
[then]
{VARIABLE type_to_turn_into $undead_transformation[$j].human_type}
{VARIABLE j 999}
[/then]
[/if]
{NEXT j}
[if]
[variable]
name=stored_changers[$i].variables.turned_to_undead_at_least_once
equals=yes
[/variable]
[then]
[unit]
type=$type_to_turn_into
side=3
x,y=$stored_changers[$i].x,$stored_changers[$i].y
id=$stored_changers[$i].id
name=$stored_changers[$i].name
experience=$stored_changers[$i].experience
hitpoints=$stored_changers[$i].hitpoints
canrecruit=$stored_changers[$i].canrecruit
[modifications]
[insert_tag]
name=trait
variable=stored_changers[$i].variables.stored_trait
[/insert_tag]
turned_to_undead_at_least_once=yes
[/modifications]
to_variable=changer
[/unit]
[/then]
[else]
[unit]
type=$type_to_turn_into
side=3
x,y=$stored_changers[$i].x,$stored_changers[$i].y
experience=$stored_changers[$i].experience
hitpoints=$stored_changers[$i].hitpoints
canrecruit=$stored_changers[$i].canrecruit
random_traits=yes
generate_name=yes
to_variable=changer
[/unit]
[/else]
[/if]
[if]
[variable]
name=changer.hitpoints
greater_than=$changer.max_hitpoints
[/variable]
[then]
{VARIABLE changer.hitpoints $changer.max_hitpoints}
[/then]
[/if]
[unstore_unit]
variable=changer
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE stored_changers,changer}
[/then]
[/if]
[/event]
[event]
name=turn 4
[message]
speaker=Harper
message= _ "I cannot believe what my eyes are seeing! The flesh runs from their bones... these are not human warriors we fight. They are evil spirits masquerading as human!"
[/message]
[/event]
[event]
name=turn 7
[music]
name="knolls.ogg"
[/music]
[message]
speaker=Lord Maddock
message= _ "Their human aspect is returning! This is an evil manner of sorcery we face, but one that we may yet overcome. CHARGE!"
[/message]
[/event]
#
# Victory
#
[event]
name=last breath
[filter]
id=Kestrel
[/filter]
[message]
speaker=second_unit
message= _ "Who are you? What are you?"
[/message]
[message]
speaker=Kestrel
message= _ "We are accursed. We were once under the command of Prince Eldred, the King’s son and betrayer. The price for our treason is this hellish existence. We know not who or what inflicted this curse upon us, but our mortal deaths may be only the beginning of the penance we are doomed to pay."
[/message]
[kill]
id=Kestrel
animate=yes
fire_event=no
[/kill]
[message]
speaker=Baldras
message= _ "Lord Maddock, now that we are victorious, will you help us?"
[/message]
[message]
speaker=Lord Maddock
message= _ "I will not. Unless you want me to round up the city’s thieves to fight for you, I do not have the troops to spare. However, I am not the only one who commands men in this corner of Wesnoth."
[/message]
[message]
speaker=Baldras
message= _ "I don’t understand. There are no other noble lords in this area."
[/message]
[message]
speaker=Lord Maddock
message= _ "Southeast of here there is a town, and there you may find assistance of the type I cannot give."
[/message]
[message]
speaker=Baldras
message= _ "Wish us well. If we are to resist the Wesnoth army a second time, we’re going to need more than clubs and slings against steel."
[/message]
{CLEAR_VARIABLE undead_transformation}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
#
# Loss conditions - turns run out
#
[event]
name=time over
[message]
speaker=Baldras
message= _ "Look, more riders come from the southeast. We cannot survive another assault. We are finished!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=defeat
[message]
speaker=narrator
image=wesnoth-icon.png
message=_ "Indeed, Asheviere’s armies had mustered and struck before the nascent rebellion could even be planned. Her power and ruthlessness — and their toll of death — would only grow greater with time."
[/message]
[/event]
{LIBERTY_DEATHS}
[/scenario]
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