/usr/share/games/wesnoth/1.10/data/campaigns/The_South_Guard/scenarios/06b_The_Long_March.cfg is in wesnoth-1.10-tsg 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=06b_The_Long_March
name= _ "The Long March"
next_scenario=07b_Pebbles_in_the_Flood
{SCENARIO_MUSIC heroes_rite.ogg}
{EXTRA_SCENARIO_MUSIC the_dangerous_symphony.ogg}
# Note: the map contains a large grid of roads but only one path through the
# forest will be picked when the scenario starts. When editing the map, make
# sure not to create any dead ends in the roads, and preferably also make
# sure to not have sets of three dirt hexes all adjacent to each other.
map_data="{campaigns/The_South_Guard/maps/06b_The_Long_March.map}"
{campaigns/The_South_Guard/utils/sg_deaths.cfg}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
{DAWN}
{MORNING}
{AFTERNOON}
victory_when_enemies_defeated=no
{TURNS 30 25 20}
# The South Guard
[side]
side=1
type=Horseman Commander
id=Deoran
name= _ "Deoran"
unrenamable=yes
team_name=South_Guard
user_team_name=_"South Guard"
controller=human
{CUSTOM_SG_FLAG}
fog=yes
shroud=yes
share_view=yes
share_maps=yes
{GOLD 125 100 80}
{INCOME 6 4 2}
canrecruit=yes
recruit=Bowman, Spearman, Cavalryman, Thug, Footpad
[/side]
# We're not using an extra side for the ambusher elves
# - they will be on the undead side by default (so the undead
# don't trigger ambushes), then change to the active elven side
# and are being petrified to prevent any action
#
# note: this means that elves can trigger ambushes, which should
# be treated as if they "ran for reinforcements" - thus these elves
# switch to their side just as if the player had triggered the ambush
# (this is a better solution than undead triggering ambushes, and
# should occur less often)
# The Undead Hordes (Part II)
[side]
side=2
no_leader=yes
team_name=undead
user_team_name=_"Undead"
controller=ai
fog=no
shroud=no
canrecruit=yes
[ai]
aggression=2.0
grouping=no
attack_depth=1
village_value=0
[target]
side=1
value=20
[/target]
[/ai]
{FLAG_VARIANT undead}
[/side]
# When discovering an ambusher, the ambusher will be moved to this side so
# it may move and attack normally
[side]
side=3
no_leader=yes
team_name=elves
user_team_name=_"Elves"
controller=ai
[ai]
aggression=0.7
caution=0.4
[target]
side=1
value=5.0
[/target]
[/ai]
{FLAG_VARIANT long}
[/side]
# This prestart event iterates through the labyrinth and picks a random
# route through it, stores the path in $secret_path, covers everything with
# forest and then places the ford on the endpoint of the chosen path.
[event]
name=prestart
{VARIABLE previous_path_hex.x 18}
{VARIABLE previous_path_hex.y 36}
{VARIABLE new_path_hex.x 18}
{VARIABLE new_path_hex.y 35}
{VARIABLE secret_path.x 18}
{VARIABLE secret_path.y 35}
[while]
[variable]
name=new_path_hex.y
greater_than=10
[/variable]
[do]
[if]
[have_location]
terrain=R*
[filter_adjacent_location]
x,y=$new_path_hex.x,$new_path_hex.y
adjacent=sw,s,se
[/filter_adjacent_location]
[not]
x,y=$previous_path_hex.x,$previous_path_hex.y
[/not]
[/have_location]
[then]
[store_locations]
terrain=R*
[filter_adjacent_location]
x,y=$new_path_hex.x,$new_path_hex.y
adjacent=sw,s,se
[/filter_adjacent_location]
[not]
x,y=$previous_path_hex.x,$previous_path_hex.y
[/not]
variable=new_road_branches
[/store_locations]
[/then]
[else]
[store_locations]
terrain=R*
[filter_adjacent_location]
x,y=$new_path_hex.x,$new_path_hex.y
adjacent=nw,n,ne
[/filter_adjacent_location]
[not]
x,y=$previous_path_hex.x,$previous_path_hex.y
[/not]
variable=new_road_branches
[/store_locations]
[/else]
[/if]
{VARIABLE previous_path_hex.x $new_path_hex.x}
{VARIABLE previous_path_hex.y $new_path_hex.y}
[if]
[variable]
name=new_road_branches.length
numerical_equals=1
[/variable]
[then]
{VARIABLE new_path_hex.x $new_road_branches.x}
{VARIABLE new_path_hex.y $new_road_branches.y}
[/then]
[else]
[if]
[variable]
name=new_road_branches.length
greater_than=1
[/variable]
[then]
{RANDOM 1..$new_road_branches.length}
{VARIABLE_OP random sub 1}
{VARIABLE new_path_hex.x $new_road_branches[$random].x}
{VARIABLE new_path_hex.y $new_road_branches[$random].y}
[/then]
[/if]
[/else]
[/if]
#[item]
# x,y=$new_path_hex.x,$new_path_hex.y
# image=misc/capture.png
#[/item]
[store_locations]
x,y=$new_path_hex.x,$new_path_hex.y
[or]
find_in=secret_path
[/or]
variable=secret_path
[/store_locations]
[/do]
[/while]
[store_locations]
find_in=secret_path
variable=secret_path_unrevealed
[/store_locations]
[store_locations]
terrain=R*
y=10-35
variable=secret_path_to_hide
[/store_locations]
{FOREACH secret_path_to_hide i}
[store_locations]
terrain=*^F*
[and]
x,y=$secret_path_to_hide[$i].x,$secret_path_to_hide[$i].y
radius=1
[/and]
variable=adjacent_forests
[/store_locations]
{RANDOM "1..$adjacent_forests.length"}
{VARIABLE_OP random sub 1}
[terrain]
x,y=$secret_path_to_hide[$i].x,$secret_path_to_hide[$i].y
terrain=$adjacent_forests[$random].terrain
[/terrain]
{NEXT i}
{VARIABLE ford_mask_x $new_path_hex.x}
{VARIABLE_OP ford_mask_x sub 1}
# This mask creates the ford at the end of the road
[terrain_mask]
x=$ford_mask_x
y=3
mask="usage=mask
border_size=0
Ww, Wwf, Ww
Ww, Wwf, Ww
Ww, Wwf, Ww
Ww, Wwf, Ww
Ww, Wwf, Ww
Ww, Wwf, Ww
Ww, Wwf, Ww
Ww, Wwf, Ww
"
[rule]
old=!,W*
use_old=yes
[/rule]
[/terrain_mask]
# This mask creates a straight road leading north of the ford
[terrain_mask]
x=$ford_mask_x
y=0
border=yes
mask="usage=map
border_size=1
_f, _f, Re, _f
_f, _f, Re, _f
_f, _f, Re, _f
_f, _f, Re, _f
_f, _f, Re, _f
_f, _f, Re, _f
_f, _f, Re, _f
_f, _f, Re, _f
"
[rule]
old=W*,D*
use_old=yes
[/rule]
[/terrain_mask]
{NAMED_GENERIC_UNIT 3 (Naga Warrior) $new_path_hex.x 6 (Fssth) (_"Fssth")} {GUARDIAN}
#ifdef NORMAL
{NAMED_GENERIC_UNIT 3 (Naga Fighter) $new_path_hex.x 6 (Wizzi) (_"Wizzi")} {GUARDIAN}
#endif
#ifdef HARD
{NAMED_GENERIC_UNIT 3 (Naga Warrior) $new_path_hex.x 6 (Wizzi) (_"Wizzi")} {GUARDIAN}
#endif
{CLEAR_VARIABLE new_road_branches,secret_path_to_hide,adjacent_forests}
{VARIABLE urza_dialogue 0}
[/event]
[event]
name=prestart
#ifdef EASY
{VARIABLE num_of_ambushers 12}
#endif
#ifdef NORMAL
{VARIABLE num_of_ambushers 16}
#endif
#ifdef HARD
{VARIABLE num_of_ambushers 20}
#endif
# This places a bunch of lvl1 elves along the secret path, the player
# will probably bump into all of these.
{SCATTER_UNITS $num_of_ambushers "Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout,Elvish Fighter" 3 (
terrain=*^F*
x=3-34
y=13-31
[filter_adjacent_location]
find_in=secret_path
[/filter_adjacent_location]
[not]
find_in=secret_path
[/not]
[not]
[filter]
[/filter]
[/not]
[not]
[filter_adjacent_location]
[filter]
[/filter]
[/filter_adjacent_location]
[/not]
) (
side=2
generate_name=yes
random_traits=yes
upkeep=loyal
[modifications]
[object]
[effect]
apply_to=new_ability
[abilities]
[hides]
id=elvish_ambush
affect_self=yes
[filter_self]
# only effective as long as the unit
# is on the ambusher side
side=2
[filter_location]
terrain=*^F*
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[/modifications]
)}
# This places lvl2 elves in the forest, away from the secret path. The
# player will mostly only bump into these if he wanders away from the
# path, although a few might occasionally be close enough to join an
# ambush by the lvl1 elves next to the path.
{SCATTER_UNITS 30 "Elvish Hero,Elvish Captain,Elvish Marksman,Elvish Ranger,Elvish Druid,Elvish Sorceress" 2 (
terrain=*^F*
x=3-34
y=13-31
[not]
radius=3
find_in=secret_path
[/not]
[not]
[filter]
[/filter]
[/not]
[not]
[filter_adjacent_location]
[filter]
[/filter]
[/filter_adjacent_location]
[/not]
) (
side=2
generate_name=yes
random_traits=yes
upkeep=loyal
[modifications]
[object]
[effect]
apply_to=new_ability
[abilities]
[hides]
id=elvish_ambush
affect_self=yes
[filter_self]
# only effective as long as the unit
# is on the ambusher side
side=2
[filter_location]
terrain=*^F*
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
[/modifications]
)}
[/event]
[event]
name=start
[message]
speaker=narrator
message= _ "Deoran and Urza Afalas led their men quickly from Mebrin’s fortress..."
image=wesnoth-icon.png
[/message]
[recall]
id=Urza Afalas
[/recall]
[recall]
id=Sir Gerrick
[/recall]
[recall]
id=Minister Hylas
[/recall]
[recall]
id=Jarek
[/recall]
[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! I have often traveled these woods avoiding the elves with my comrades, and I know a secret path through it."
[/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]
[message]
speaker=Minister Hylas
message= _ "Beware! I sense that there are many undead creatures chasing us. We should move quickly."
[/message]
[message]
speaker=Urza Afalas
message= _ "Let us go quickly, then. I will show you the way."
[/message]
{MOVE_UNIT (id=Urza Afalas) 18 35}
[message]
speaker=Urza Afalas
message= _ "Remember that these woods are crawling with elves, and I don’t think they’ll receive us too kindly. Stay on the path and perhaps we can avoid at least most of them."
[/message]
[objectives]
side=1
[objective]
description= _ "Move Deoran through the woods and over the 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 Minister Hylas"
condition=lose
[/objective]
[objective]
description= _ "Death of Urza Afalas"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
note= _ "At the start of each turn, Urza Afalas will reveal as much of the secret path as is within his vision range."
[/objectives]
[/event]
# This event stores the vision range of Urza Afalas into
# $urza_movement_area and then reveals any parts of the secret path within
# it.
#
# Note: the mechanism inside the loop is very fragile and the ordering of
# the commands is important. Be sure to test thoroughly after making any
# changes to it.
[event]
name=new turn
first_time_only=no
[store_unit]
[filter]
id=Urza Afalas
[/filter]
kill=no
variable=stored_Urza_Afalas
[/store_unit]
{VARIABLE urza_movement_area.x $stored_Urza_Afalas.x}
{VARIABLE urza_movement_area.y $stored_Urza_Afalas.y}
{VARIABLE urza_moves $stored_Urza_Afalas.max_moves}
[while]
[variable]
name=urza_moves
greater_than=0
[/variable]
[do]
[store_locations]
find_in=delayed_2_mp_hexes
variable=previous_2_mp_hexes
[/store_locations]
[store_locations]
terrain=*^F*,Hh,Ss,Ww
[filter_adjacent_location]
find_in=urza_movement_area
[/filter_adjacent_location]
[not]
find_in=urza_movement_area
[/not]
[not]
find_in=secret_path
[/not]
[not]
find_in=previous_2_mp_hexes
[/not]
variable=delayed_2_mp_hexes
[/store_locations]
[store_locations]
find_in=urza_movement_area
radius=1
[filter_radius]
terrain=R*,Gg,C*,K*,*^V*
[or]
terrain=*^F*
find_in=secret_path
[/or]
[/filter_radius]
variable=urza_movement_area
[/store_locations]
[store_locations]
find_in=urza_movement_area
[or]
find_in=previous_2_mp_hexes
[/or]
variable=urza_movement_area
[/store_locations]
{CLEAR_VARIABLE previous_2_mp_hexes}
{VARIABLE_OP urza_moves sub 1}
[/do]
[/while]
# extend the movement area by one to expand the area to represent the
# vision range instead
[store_locations]
find_in=urza_movement_area
radius=1
variable=urza_movement_area
[/store_locations]
# marks the area visibly on the map, useful for debugging
#{FOREACH urza_movement_area i}
# [label]
# x,y=$urza_movement_area[$i].x,$urza_movement_area[$i].y
# text=$turn_number
# [/label]
#{NEXT i}
# store all yet unrevealed hidden road hexes within the area and reveal
# them
[store_locations]
[not]
terrain=R*
[/not]
y=10-35
find_in=urza_movement_area
[and]
find_in=secret_path
[/and]
variable=secret_path_to_reveal
[/store_locations]
[store_locations]
find_in=secret_path_unrevealed
[not]
find_in=secret_path_to_reveal
[/not]
variable=secret_path_unrevealed
[/store_locations]
[scroll_to_unit]
id=Urza Afalas
[/scroll_to_unit]
{FOREACH secret_path_to_reveal i}
[terrain]
x,y=$secret_path_to_reveal[$i].x,$secret_path_to_reveal[$i].y
terrain=Re
[/terrain]
{NEXT i}
[redraw]
[/redraw]
# This makes Urza Afalas say different things based on how much of the
# path is still unrevealed
[if]
[variable]
name=secret_path_to_reveal.length
greater_than=0
[/variable]
[variable]
name=turn_number
greater_than=1
[/variable]
[variable]
name=urza_dialogue
less_than=4
[/variable]
[then]
[if]
[variable]
name=secret_path_unrevealed.length
less_than=10
[/variable]
[variable]
name=urza_dialogue
equals=3
[/variable]
[then]
[message]
speaker=Urza Afalas
message= _ "Just a little further!"
[/message]
[/then]
[else]
[if]
[variable]
name=secret_path_unrevealed.length
less_than=20
[/variable]
[variable]
name=urza_dialogue
equals=2
[/variable]
[then]
[message]
speaker=Urza Afalas
message= _ "We’re almost there!"
[/message]
[/then]
[else]
[if]
[variable]
name=secret_path_unrevealed.length
less_than=30
[/variable]
[variable]
name=urza_dialogue
equals=1
[/variable]
[then]
[message]
speaker=Urza Afalas
message= _ "Come on! Hurry!"
[/message]
[/then]
[else]
[if]
[variable]
name=secret_path_unrevealed.length
less_than=40
[/variable]
[variable]
name=urza_dialogue
equals=0
[/variable]
[then]
[message]
speaker=Urza Afalas
message= _ "Keep moving!"
[/message]
[/then]
[/if]
[/else]
[/if]
[/else]
[/if]
[/else]
[/if]
{VARIABLE_OP urza_dialogue add 1}
[/then]
[/if]
[if]
[have_location]
y=10
find_in=secret_path_to_reveal
[/have_location]
[then]
[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]
[/then]
[/if]
{CLEAR_VARIABLE urza_movement_area,delayed_2_mp_hexes,previous_2_mp_hexes,secret_path_to_reveal,stored_Urza_Afalas}
[/event]
[event]
name=turn refresh
first_time_only=no
[if]
[variable]
name=side_number
equals=2
[/variable]
[then]
{MODIFY_UNIT side,race=2,elf moves 0}
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_adjacent]
side=2
race=elf
[/filter_adjacent]
[/filter]
{MODIFY_UNIT (
side=2
race=elf
[filter_location]
x,y=$x1,$y1
radius=4
[/filter_location]
) side 3}
[redraw][/redraw]
[message]
race=elf
[filter_location]
[filter_adjacent_location]
x,y=$x1,$y1
[/filter_adjacent_location]
[/filter_location]
message= _"You humans have kidnapped Mebrin the Sage. You will pay for your crimes."
[/message]
[message]
id=Deoran
message= _"Your sage Mebrin is the criminal. He practices necromancy and now commands an army of undead. By the laws of Wesnoth, the punishment for his crimes is death!"
[/message]
[message]
race=elf
[filter_location]
[filter_adjacent_location]
x,y=$x1,$y1
[/filter_adjacent_location]
[/filter_location]
message= _"It is you who is a criminal and who is in a company of criminals. We will not let you kill Mebrin!"
[/message]
[event]
name=moveto
delayed_variable_substitution=yes
[filter]
side=1
[filter_adjacent]
side=2
race=elf
[/filter_adjacent]
[/filter]
{MODIFY_UNIT (
side=2
race=elf
[filter_location]
x,y=$x1,$y1
radius=4
[/filter_location]
) side 3}
[redraw][/redraw]
[message]
race=elf
[filter_location]
[filter_adjacent_location]
x,y=$x1,$y1
[/filter_adjacent_location]
[/filter_location]
message= _ "We cannot allow you bandits and criminals to pass through our lands!"
[/message]
[message]
speaker=Urza Afalas
message= _ "We wish only to return to our homes!"
[/message]
[message]
race=elf
[filter_location]
[filter_adjacent_location]
x,y=$x1,$y1
[/filter_adjacent_location]
[/filter_location]
message= _ "Nevertheless, we will have vengeance for Mebrin!!"
[/message]
[event]
name=moveto
delayed_variable_substitution=yes
[filter]
side=1
[filter_adjacent]
side=2
race=elf
[/filter_adjacent]
[/filter]
{MODIFY_UNIT (
side=2
race=elf
[filter_location]
x,y=$x1,$y1
radius=4
[/filter_location]
) side 3}
[redraw][/redraw]
[message]
race=elf
[filter_location]
[filter_adjacent_location]
x,y=$x1,$y1
[/filter_adjacent_location]
[/filter_location]
message= _ "Get them!"
[/message]
[event]
name=moveto
first_time_only=no
delayed_variable_substitution=yes
[filter]
side=1
[filter_adjacent]
side=2
race=elf
[/filter_adjacent]
[/filter]
{MODIFY_UNIT (
side=2
race=elf
[filter_location]
x,y=$x1,$y1
radius=4
[/filter_location]
) side 3}
[redraw][/redraw]
[/event]
[/event]
[/event]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=3
[filter_adjacent]
side=2
race=elf
[/filter_adjacent]
[/filter]
{MODIFY_UNIT (
side=2
race=elf
[filter_adjacent]
x,y=$x1,$y1
[/filter_adjacent]
) side 3}
[redraw][/redraw]
[/event]
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
greater_than=1
[/variable]
[then]
{VARIABLE max_undead_spawns $turn_number}
{VARIABLE_OP max_undead_spawns sub 2}
[if]
[variable]
name=max_undead_spawns
greater_than=4
[/variable]
[then]
{VARIABLE max_undead_spawns 5}
[/then]
[else]
{VARIABLE max_undead_spawns $turn_number}
[/else]
[/if]
{VARIABLE got_a_quick_one_this_turn no}
{VARIABLE i 0}
[while]
[variable]
name=i
less_than=$max_undead_spawns
[/variable]
[do]
{VARIABLE_OP undead_spawn_x rand "11..22"}
# If there's already been a quick unit (ghost or bat)
# spawned this turn, don't make any more
[if]
[variable]
name=got_a_quick_one_this_turn
equals=yes
[/variable]
[then]
#ifdef EASY
{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Necrophage"}
#else
{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Deathblade,Necrophage"}
#endif
[/then]
[else]
#ifdef EASY
{VARIABLE_OP undead_spawn_type rand "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"}
#else
{VARIABLE_OP undead_spawn_type rand "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
#endif
[/else]
[/if]
# This checks whether the current spawn is going to be a
# "quick" one, so on the next repeat the above [if] will
# know whether we've already gotten a quick one this turn
{VARIABLE quick_spawn_types "Ghost,Wraith,Blood Bat,Dread Bat"}
[if]
[variable]
name=quick_spawn_types
contains=$undead_spawn_type
[/variable]
[then]
{VARIABLE got_a_quick_one_this_turn yes}
[/then]
[/if]
[unit]
side=2
type=$undead_spawn_type
x=$undead_spawn_x
y=45
[/unit]
{VARIABLE_OP i add 1}
[/do]
[/while]
{CLEAR_VARIABLE i,max_undead_spawns,got_a_quick_one_this_turn,undead_spawn_type,undead_spawn_x}
[/then]
[/if]
[/event]
[event]
name=last breath
[filter]
id=Urza Afalas
[/filter]
[message]
speaker=unit
message= _ "Now I pay for my crimes. But how many others will also suffer for them?"
[/message]
[kill]
x,y=$x1,$y1
animate=yes
[/kill]
[endlevel]
result=defeat
[/endlevel]
[/event]
# Deoran exits the forest.
[event]
name=moveto
[filter]
id=Deoran
y=1-6
[filter_location]
[not]
terrain=W*
[/not]
[/filter_location]
[/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..."
image=wesnoth-icon.png
[/message]
{CLEAR_VARIABLE secret_path}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[/scenario]
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