/usr/share/games/wesnoth/1.10/data/campaigns/Liberty/scenarios/05_Hide_and_Seek.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=05_Hide_and_Seek
next_scenario=06_The_Grey_Woods
victory_when_enemies_defeated=no
name= _ "Hide and Seek"
map_data="{campaigns/Liberty/maps/05_Hide_and_Seek.map}"
{TURNS 34 30 26}
[time]
id=midnight
name= _ "Midnight"
image=schedule-midnight.png
lawful_bonus=-25
[/time]
{INTRO_AND_SCENARIO_MUSIC wanderer.ogg underground.ogg}
{EXTRA_SCENARIO_MUSIC revelation.ogg}
{EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}
# the music will change if the guards see you
[story]
[part]
show_title=yes
{TO_HIDE_AND_SEEK}
[/part]
[/story]
[side]
type=Bandit
id=Baldras
side=1
canrecruit=yes
controller=human
recruit=Thug,Footpad,Poacher
gold=0
income=-2
village_gold=0
team_name=good_guys
user_team_name=_"Rebels"
shroud=no
fog=yes
share_maps=no
share_view=no
[/side]
[side]
type=Master Bowman
id=Quentin
name= _ "Quentin"
side=2
canrecruit=yes
controller=ai
ai_algorithm=idle_ai
user_team_name=_"Asheviere"
team_name=bad_guys
[ai]
passive_leader=yes
[/ai]
shroud=no
fog=yes
[/side]
[side]
no_leader=yes
side=3
color=blue
controller=ai
team_name=bad_guys
user_team_name=_"Asheviere"
[ai]
aggression=2.0
caution=0.0
grouping=no
simple_targeting=yes
[/ai]
shroud=no
fog=yes
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES_ALL 2}
[side]
type=Rogue
id=Hans
name= _ "Hans"
side=4
color=green
canrecruit=yes
controller=ai
facing=sw
[ai]
passive_leader=yes
[/ai]
team_name=good_guys
user_team_name=_"Rebels"
shroud=no
fog=yes
share_maps=no
share_view=no
{FLAG_VARIANT ragged}
[/side]
#
# Prestart events
#
[event]
name=prestart
# {SCATTER_IMAGE (terrain,y=Gg,1-25) 14 scenery/pine1.png}
{PLACE_IMAGE "scenery/oak-leaning.png~FL(horiz)" 12 37}
[store_side]
side=1
variable=stored_side_1
[/store_side]
[objectives]
side=1
[objective]
description= _ "Take Baldras to meet the leader of the insurgency"
condition=win
[/objective]
[objective]
description= _ "Death of Baldras"
condition=lose
[/objective]
[objective]
description= _ "Death of Harper"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[/objectives]
#some various city props
{PLACE_IMAGE scenery/well.png 11 36}
{PLACE_IMAGE items/scarecrow.png 15 22}
{PLACE_IMAGE items/straw-bale1.png 1 22}
{PLACE_IMAGE "items/straw-bale2.png~FL(horiz)" 2 22}
{PLACE_IMAGE "items/straw-bale1.png~FL(horiz)" 1 23}
{PLACE_IMAGE items/straw-bale1.png 31 27}
{PLACE_IMAGE "items/archery-target-right.png~FL(horiz)" 4 44}
{PLACE_IMAGE "items/archery-target-right.png~FL(horiz)" 6 45}
{PLACE_IMAGE "items/archery-target-right.png~FL(horiz)" 5 47}
# Here we preplace a few guards
#define SEEKER X Y TYPE
[unit]
type={TYPE}
generate_name=yes
x,y={X},{Y}
side=2
random_traits=yes
[/unit]
#enddef
{SEEKER 3 42 (Iron Mauler)}
{SEEKER 15 37 (Shock Trooper)}
{SEEKER 17 38 (Shock Trooper)}
{SEEKER 2 45 (Bowman)}
{SEEKER 3 47 (Bowman)}
# Here we approximate the vision area extending around all units and
# initialize the loop variables, both of which we need when randomly
# placing the guards below
[store_locations]
[filter]
[/filter]
radius=6
[filter_radius]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/filter_radius]
variable=total_vision_area
[/store_locations]
{VARIABLE guards 1}
{VARIABLE loops 0}
# This loop which places most of the guards works like this:
#
# - generate a new guard (at 1,1, no real location for it yet)
# - figure out the vision range of this unit (dependant on unit type and
# traits) and a few other helper variables
# - store all the locations on which the vision range of the new guard
# wouldn't touch the vision range of any other unit.
# - pick one of those locations randomly, and place the new guard there.
# - pick a random location which satisfies the same condition (but
# ignoring the vision range of the new guard) around the new guard,
# and place an assistant guard there, so guards are almost always
# paired.
# - update the total vision range with those of the new guards.
# - repeat until 20 guards are placed or we've repeated 25 times.
#
# Note that when calculating vision ranges of units, the vision range is
# only approximated, by only allowing the simulated vision range to
# penetrate terrain=Gg,R*,Re^Gvs,*^V*,C*. However, this is a good enough
# estimate when the map doesn't contain thin walls of other terrains.
#
# The result is the map filled with randomly placed pairs of guards,
# which all have a hex or two of space between their vision ranges, thus
# allowing the player to sneak through the map without being spotted.
# It might not be perfect, but it seems to work perfectly most of the
# time.
[while]
[variable]
name=guards
less_than=20
[/variable]
[variable]
name=loops
less_than=25
[/variable]
[do]
{VARIABLE_OP guard_type rand "Shock Trooper"}
[unit]
x,y=1,1
side=2
type=$guard_type
random_traits=yes
generate_name=yes
[/unit]
[store_unit]
[filter]
x,y=1,1
[/filter]
kill=yes
variable=stored_guard
[/store_unit]
[if]
[variable]
name=stored_guard.modifications.trait[0].id
not_equals=quick
[/variable]
[variable]
name=stored_guard.modifications.trait[1].id
not_equals=quick
[/variable]
[then]
{VARIABLE guard_MP $stored_guard.max_moves}
[/then]
[else]
{VARIABLE guard_MP $stored_guard.max_moves}
{VARIABLE_OP guard_MP add 1}
[/else]
[/if]
{VARIABLE guard_vision_range $guard_MP}
{VARIABLE_OP guard_vision_range add 1}
{VARIABLE guard_vision_range_plus_1 $guard_vision_range}
{VARIABLE_OP guard_vision_range_plus_1 add 1}
{VARIABLE guard_vision_range_plus_3 $guard_vision_range}
{VARIABLE_OP guard_vision_range_plus_3 add 3}
[store_locations]
[and]
find_in=total_vision_area
radius=$guard_vision_range_plus_3
[filter_radius]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/filter_radius]
[/and]
[not]
find_in=total_vision_area
radius=$guard_vision_range_plus_1
[filter_radius]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/filter_radius]
[/not]
[and]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/and]
variable=new_guard_locations
[/store_locations]
{IF_VAR new_guard_locations.length greater_than 0 (
[then]
{VARIABLE_OP random_i rand "1..$new_guard_locations.length"}
{VARIABLE_OP random_i sub 1}
{VARIABLE stored_guard.x $new_guard_locations[$random_i].x}
{VARIABLE stored_guard.y $new_guard_locations[$random_i].y}
[unstore_unit]
variable=stored_guard
[/unstore_unit]
[store_locations]
[and]
x,y=$stored_guard.x,$stored_guard.y
radius=2
[/and]
[not]
find_in=total_vision_area
radius=7
[filter_radius]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/filter_radius]
[/not]
[not]
terrain=*^F*,Hh,Ww,Wo,Ss,Ds
[/not]
variable=new_assistant_guard_locations
[/store_locations]
{IF_VAR new_assistant_guard_locations.length greater_than 0 (
[then]
{VARIABLE_OP random_i rand "1..$new_assistant_guard_locations.length"}
{VARIABLE_OP random_i sub 1}
{VARIABLE_OP assistant_guard_type rand "Shock Trooper,Shock Trooper,Iron Mauler,Javelineer,Swordsman,Pikeman"}
[unit]
type=$assistant_guard_type
side=2
x,y=$new_assistant_guard_locations[$random_i].x,$new_assistant_guard_locations[$random_i].y
generate_name=yes
random_traits=yes
[/unit]
[store_locations]
[and]
x,y=$new_assistant_guard_locations[$random_i].x,$new_assistant_guard_locations[$random_i].y
radius=6
[filter_radius]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/filter_radius]
[/and]
[or]
find_in=total_vision_area
[/or]
variable=total_vision_area
[/store_locations]
[/then]
)}
[store_locations]
[and]
x,y=$stored_guard.x,$stored_guard.y
radius=$guard_vision_range
[filter_radius]
terrain=Gg,R*,Re^Gvs,*^V*,C*
[/filter_radius]
[/and]
[or]
find_in=total_vision_area
[/or]
variable=total_vision_area
[/store_locations]
{VARIABLE_OP guards add 1}
[/then]
)}
{VARIABLE_OP loops add 1}
[/do]
[/while]
{CLEAR_VARIABLE total_vision_area}
{CLEAR_VARIABLE new_guard_locations}
{CLEAR_VARIABLE new_assistant_guard_locations}
{CLEAR_VARIABLE guard_type}
{CLEAR_VARIABLE assistant_guard_type}
{CLEAR_VARIABLE stored_guard}
{CLEAR_VARIABLE guard_MP}
{CLEAR_VARIABLE guard_vision_range}
{CLEAR_VARIABLE guard_vision_range_plus_1}
{CLEAR_VARIABLE guard_vision_range_plus_3}
{CLEAR_VARIABLE guards}
{CLEAR_VARIABLE loops}
[store_unit]
[filter]
id=Baldras
[/filter]
kill=yes
variable=stored_Baldras
[/store_unit]
[unit]
side=1
type=Boat
id=Boat
x,y=1,4
[/unit]
[hide_unit]
x,y=1,4
[/hide_unit]
[item]
x,y=1,4
image=units/transport/boat.png
[/item]
[/event]
#
# Starting conversation and actions
#
[event]
name=start
[message]
speaker=narrator
message= _ "Relentlessly pursued by riders patrolling the road to Elensefar, Baldras and his men traveled unseen along the swampy banks of the Great River to the city of Carcyn."
image="wesnoth-icon.png"
[/message]
[message]
speaker=narrator
message= _ "They hid until nightfall, then crept out to find the help Lord Maddock hinted was here."
image="wesnoth-icon.png"
[/message]
[kill]
x,y=1,4
animate=no
fire_event=no
[/kill]
[remove_item]
x,y=1,4
[/remove_item]
[move_unit_fake]
side=1
type=Boat
x=1,7
y=4,5
[/move_unit_fake]
[item]
x,y=7,5
image=units/transport/boat.png
[/item]
[move_unit_fake]
side=1
type=$stored_Baldras.type
x=7,7
y=5,6
[/move_unit_fake]
[unstore_unit]
variable=stored_Baldras
[/unstore_unit]
[redraw]
side=1
[/redraw]
[recall]
id=Harper
x,y=8,5
[/recall]
[message]
speaker=Baldras
message= _ "I’m not sure where we’re supposed to go now. If we go into town we can start asking around for information."
[/message]
[move_unit_fake]
type=Thief
side=4
x=7,6
y=9,6
[/move_unit_fake]
[unit]
type=Thief
side=4
x,y=6,6
random_traits=yes
id=Link
name= _ "Link"
[/unit]
[message]
speaker=Baldras
message= _ "Who are you?"
[/message]
[message]
speaker=Link
message= _ "I have come to find you. You must make it through the city without being seen. The soldiers are normally out hunting for my kind, but a company of heavy infantry arrived three days ago and took over the patrols."
[/message]
[message]
speaker=Harper
message= _ "They’re looking for us."
[/message]
[message]
speaker=Link
message= _ "Well, good thing I found you first. Now hurry, you must make it past the city into the Grey Woods. There is a small path in the southeast that leads into the forest; look for the signpost. My brother Hans is waiting for you there and will take you to our master. Try to avoid the soldiers if you can."
[/message]
{HIGHLIGHT_IMAGE 26 48 scenery/signpost.png ()}
[scroll_to_unit]
id=Baldras
[/scroll_to_unit]
{MOVE_UNIT id=Link 5 8}
[kill]
id=Link
animate=no
fire_event=no
[/kill]
[redraw]
[/redraw]
{CLEAR_VARIABLE stored_Baldras}
[/event]
[event]
name=sighted
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
[redraw]
side=1
[/redraw]
[message]
speaker=second_unit
message= _ "Looks like these guards hold stationary posts, so if we’re careful enough we should be able to slip our way around them unnoticed."
[/message]
[message]
speaker=Baldras
message= _ "Harper, you younger and faster folks need to be our eyes now. Scout ahead and try to find a way for us to get past the guards, but make sure to not stay where they can see you or we’re all in big trouble..."
[/message]
[/event]
[event]
name=side turn
first_time_only=no
[if]
[variable]
name=side_number
equals=2
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
viewing_side=2
[/filter_vision]
[or]
side=1
[filter_vision]
visible=yes
viewing_side=3
[/filter_vision]
[/or]
[/have_unit]
[then]
# if player is visible to enemies, flip all nearby enemies to side 3,
# which is the aggressive side and thus the nearby enemies will begin
# to pursue the player
[store_unit]
[filter]
side=2
[filter_location]
[filter]
side=1
[/filter]
{QUANTITY radius 8 11 13}
[/filter_location]
[/filter]
kill=yes
variable=side_2_units_nearby
[/store_unit]
{FOREACH side_2_units_nearby i}
{VARIABLE side_2_units_nearby[$i].side 3}
[unstore_unit]
variable=side_2_units_nearby[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE side_2_units_nearby}
[/then]
[else]
# if player isn't seen by enemies anymore, make all enemies idle again
{MODIFY_UNIT side=3 side 2}
[/else]
[/if]
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
side=3
[/filter]
{INCIDENTAL_MUSIC vengeful.ogg}
[message]
speaker=Harper
message= _ "They’ve seen us! <i>Run</i>!"
[/message]
[/event]
[event]
name=attack_end
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
{IF_VAR $second_unit.hitpoints greater_than 0 (
[then]
[message]
speaker=Baldras
message= _ "Fall back, quickly! Maybe we can yet lose them!"
[/message]
[/then]
)}
[/event]
[event]
name=sighted
[filter]
id=Hans
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message= _ "Gentlemen, please come this way and follow the path into the forest. Our leader is anxious to meet you."
[/message]
[message]
speaker=second_unit
message= _ "As soon as we escape the Wesnoth death squad, we will be happy to oblige."
[/message]
[message]
speaker=Baldras
message= _ "I haven’t run this much in years. If you were to ask me to infiltrate a heavily guarded city relying on nothing but the cover of darkness and my wits, I would say you were crazy."
[/message]
[message]
speaker=Baldras
message= _ "As it turns out, I’m the crazy one. Let’s finish this folly."
[/message]
[/event]
#
# Special event - if someone besides Baldras goes to the end, you get a
# message
#
[event]
name=moveto
[filter]
side=1
[filter_adjacent]
id=Hans
[/filter_adjacent]
[not]
id=Baldras
[/not]
[/filter]
[message]
speaker=Hans
message= _ "You can come if you wish, but the leader is only interested in speaking to Baldras."
[/message]
[allow_undo][/allow_undo]
[/event]
#
# Victory
#
[event]
name=moveto
[filter]
x=26
y=48
id=Baldras
[/filter]
[message]
speaker=Hans
message= _ "Fly, and we may yet evade them in the Grey Woods."
[/message]
[message]
speaker=Baldras
message= _ "Lead the way."
[/message]
[modify_side]
side=1
gold=$stored_side_1.gold
[/modify_side]
{CLEAR_VARIABLE stored_side_1}
[endlevel]
result=victory
bonus=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/event]
#
# Loss conditions - turns run out
#
[event]
name=time over
[message]
speaker=Baldras
message= _ "We have spent too much time here. Surely the Queen’s forces have returned to Dallben. Our mission is unfinished, but we must return to fight a suicide battle."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
{LIBERTY_DEATHS}
{VILLAGE_BURNED}
[/scenario]
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