/usr/share/games/wesnoth/1.10/data/campaigns/Delfadors_Memoirs/scenarios/12_Terror_at_the_Ford_of_Parthyn.cfg is in wesnoth-1.10-dm 1:1.10.7-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 | #textdomain wesnoth-dm
[scenario]
id=12_Terror_at_the_Ford_of_Parthyn
name= _ "Terror at the Ford of Parthyn"
next_scenario=13_The_Return_of_Trouble
{MEMOIRS_MAP 12_Terror_at_the_Ford_of_Parthyn.map}
{TURNS 36 36 34}
{DEFAULT_SCHEDULE_DUSK}
{SCENARIO_MUSIC underground.ogg} # No story text, so no intro music
{EXTRA_SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
{EXTRA_SCENARIO_MUSIC vengeful.ogg}
[story]
[part]
delay=4000
show_title=yes
{TO_TERROR_AT_THE_FORD_OF_PARTHYN}
[/part]
[/story]
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Find out what is happening at the Ford"
condition=win
[/objective]
[objective]
description= _ "Death of Delfador"
condition=lose
[/objective]
[objective]
description= _ "Death of Chantal"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=80
[/gold_carryover]
[/objectives]
[/event]
[event]
name=enemies
first_time_only=yes
[objectives]
side=1
[objective]
description= _ "Defeat all enemies"
condition=win
[/objective]
[objective]
description= _ "Death of Delfador"
condition=lose
[/objective]
[objective]
description= _ "Death of Chantal"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[/objectives]
[/event]
{PLACE_IMAGE scenery/village-human-burned1.png 34 6} # has moveto
{PLACE_IMAGE scenery/village-human-burned2.png 29 13} # has moveto
{PLACE_IMAGE scenery/village-human-burned3.png 31 10} # has moveto
{PLACE_IMAGE scenery/village-human-burned4.png 37 17}
{PLACE_IMAGE scenery/village-human-burned4.png 35 17}
{PLACE_IMAGE scenery/village-human-burned4.png 45 23}
{PLACE_IMAGE scenery/village-human-burned1.png 49 28}
{PLACE_IMAGE scenery/village-human-burned2.png 24 7}
{PLACE_IMAGE scenery/village-human-burned3.png 32 23} # has moveto
#wmllint: recognize Delfador
[side]
{YOUNG_DELFADOR}
profile="portraits/young_delfador.png"
type=Journeyman Mage
canrecruit=yes
recruit={ELVES}
team_name=player
fog=yes
gold=240
{FLAG_VARIANT long}
[/side]
[event]
name=prestart
#TODO make this jumpto safe
[recall]
id=Chantal
x,y=32,2
[/recall]
{MAKE_HERO Chantal}
[/event]
[side]
type=Orcish Warlord
id=Upgar
name= _ "Upgar"
unrenamable=yes
side=2
controller=ai
canrecruit=yes
#ifdef EASY
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Knight, Goblin Spearman
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Pillager, Goblin Knight, Orcish Slayer, Orcish Warrior, Goblin Spearman
#endif
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Orcish Warrior, Goblin Knight, Goblin Pillager, Orcish Slayer, Goblin Spearman, Goblin Impaler, Direwolf Rider
#endif
{GOLD 250 290 370}
{INCOME 1 2 4}
team_name=orcs
{FLAG_VARIANT ragged}
[/side]
[side]
type=Death Knight
id=Dirator
name=_ "Dirator"
side=3
team_name=undead
controller=ai
{GOLD 250 290 390}
{INCOME 1 2 4}
canrecruit=yes
[ai]
recruitment_pattern=scout,fighter,archer
aggression=0.9
[/ai]
#ifdef EASY
recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghost
#endif
#ifdef NORMAL
recruit=Skeleton, Revenant, Skeleton Archer, Bone Shooter, Ghost, Vampire Bat, Blood Bat, Chocobone, Dark Adept
#endif
#ifdef HARD
recruit=Skeleton, Skeleton Archer, Revenant, Draug, Banebow, Bone Shooter, Deathblade, Ghost, Wraith, Shadow, Chocobone, Dark Adept, Spectre, Nightgaunt
#endif
{FLAG_VARIANT undead}
[/side]
[side]
type=Lieutenant
id=Niktor
name= _ "Niktor"
unrenamable=yes
side=4
controller=ai
canrecruit=yes
team_name=player
{GOLD 180 150 120}
recruit=Bowman,Spearman,Cavalryman,Heavy Infantryman,Horseman
[ai]
# This is so Niktor's men won't move men onto certain
# moveto event sights and have the event trigger on the
# side change (observer during playtest).
[avoid]
x,y=34,25
[/avoid]
[avoid]
x,y=29,26
[/avoid]
[avoid]
x,y=29,24
[/avoid]
[/ai]
{FLAG_VARIANT loyalist}
[/side]
[side]
type=White Mage
id=Arpus
name= _ "Arpus"
unrenamable=yes
side=5
controller=ai
canrecruit=yes
team_name=player
share_view=no # This will be changed later by a [modify_side]
fog=yes # Needed for the shared-view hack to work.
{GOLD 180 150 120}
recruit=Mage, Arch Mage,Red Mage, White Mage, Silver Mage
[ai]
village_value=0
leader_value=0
protect_leader=0
[avoid]
x=1-64, 1-64,20-64,1-15
y=1-49,53-64, 1-64,1-64
[/avoid]
[/ai]
[/side]
# Loyalists get the villages reaching south and west to Parthyn
{STARTING_VILLAGES_AREA 4 25 46 10}
# Mages get the villages right near their keep
{STARTING_VILLAGES 5 2}
# Start
[event]
name=start
[message]
speaker=Chantal
# Historical background: Parthyn appears as the home town
# of Malin Keshar from Descent Into Darkness; he is exiled
# sometime in 389-390 YW. Garard I ends the civil war in
# 417 YW; Parthyn is strongly garrisoned within the next
# few years. It is now 470 YW and Garard I died a few months
# previously. Garard II, the new King, is 30 years old.
message= _ "This is the nearest human garrison, Delfador. Here is the only place to cross the river. Soon after the last King of Wesnoth began his reign, he put a strong garrison not far south of here in the town of Parthyn, and orcs have not been able to cross into Wesnoth over this part of the river since."
[/message]
[message]
id=Delfador
message= _ "This mist is unusual, though, even if we are close to the river. I have never seen it so thick before."
[/message]
[/event]
[event]
name=turn 2
[message]
id=Chantal
message= _ "There should be no orcs this far south. But I do not like the feel of this mist."
[/message]
[message]
id=Delfador
message= _ "Stay close. I don’t like the feel of it either."
[/message]
[/event]
#define SECOND_WAVE
[unit]
id=Axhamr
name=_ "Axhamr"
type=Draug
side=3
x=48
y=27
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
id=Horfir
name=_ "Horfir"
type=Spectre
side=3
x=40
y=31
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
id=Backu
name=_ "Backu"
type=Nightgaunt
side=3
x=41
y=35
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
id=Camdun
name=_ "Camdun"
type=Chocobone
side=3
x=40
y=31
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
id=Drapug
name=_ "Drapug"
type=Wraith
side=3
x=36
y=32
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
id=Kalip
name=_ "Kalip"
type=Ghost
side=3
x=38
y=34
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
id=Abmin
name=_ "Abmin"
type=Deathblade
side=3
x=42
y=30
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
#enddef
#define AMBUSH_WARNING X Y RADIUS
[event]
name=moveto
first_time_only=yes
[filter]
side=1
x={X}
y={Y}
radius={RADIUS}
[/filter]
[message]
speaker=unit
message=_"Be wary. Something does not feel right about that village..."
[/message]
[/event]
#enddef
##### Utility events used for sighting other sides
[event]
name=undeads
first_time_only=yes
[message]
speaker=unit
message= _ "What in the wide green world is this abomination?"
[/message]
[message]
id=Delfador
message= _ "One of Iliah-Malal’s creatures. So it has begun!"
[/message]
[fire_event]
name=enemies
[/fire_event]
[/event]
[event]
name=orcs
first_time_only=yes
[message]
speaker=unit
message= _ "Orcs! Orcs at the Ford!"
[/message]
[message]
speaker=Delfador
message= _ "Prepare to fight them! We must clear the Ford!"
[/message]
[fire_event]
name=enemies
[/fire_event]
[/event]
# Sighted Loyalist fort on the south shore
[event]
name=loyalists
first_time_only=yes
[message]
speaker=Niktor
message= _ "Halt! Who goes there?"
[/message]
[message]
speaker=Delfador
message= _ "I am Delfador, a court mage of Wesnoth and the legate of Arch-Mage Leollyn; with me is Chantal, a great lady of the Lintanir Elves. Quickly, I must speak with your commander; death treads upon our very heels."
[/message]
[message]
speaker=Niktor
message= _ "I command here, but we have lost the north shore. Uncanny creatures stalk the night; our weapons scarcely seem to scathe them. I fear we cannot hold against an attack in strength."
[/message]
[message]
speaker=Delfador
#po: "be of heart" -> "have courage" in modern English.
message= _ "I have fought these before. Be of heart: impact weapons and magic can defeat them. Do I recall aright that there is a school of mages not far from here?"
[/message]
[message]
speaker=Niktor
message= _ "Yes, close by the southeast wall of our fort across the the Ford. But they are jealous of their privileges and hold aloof from us."
[/message]
[message]
speaker=Delfador
message= _ "That shall soon end. Send to them in my name and the Arch-Mage Leollyn’s; nay, tell them that in this matter I speak with the King’s voice!"
[/message]
[message]
speaker=Niktor
message= _ "I heed the King’s voice. My men are at your command."
[/message]
# Unfog the mage keep before we scroll to it.
# Note, if you try to reproduce this hack, that
# shere_view=no and fog=yes has to be on have to
# be set in SideWML for the side corresponding to 5.
[modify_side]
side=5
share_view=yes
[/modify_side]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y = 39,48
[/scroll_to]
[redraw]
side=1
[/redraw]
[delay]
time=2000
[/delay]
[message]
speaker=narrator
message= _ "To wake up the mages, move a unit that is currently out of sight of their tower to within visual range of it."
image=wesnoth-icon.png
[/message]
##dialog with loyalists
{SUBSUME_SIDE_AND_VILLAGES 4}
[fire_event]
name=enemies
[/fire_event]
[/event]
# Spotting other sides through the fog/shroud.
# The sighted event currently only triggers if
#define SIGHTED_EVENT SIDE_NUMBER EVENT_NAME
[event]
name=sighted
[filter]
side={SIDE_NUMBER}
[/filter]
[filter_second]
side=1
[/filter_second]
[fire_event]
[primary_unit]
x=$second_unit.x
y=$second_unit.y
[/primary_unit]
name={EVENT_NAME}
[/fire_event]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
[not]
side=1
[/not]
[/filter]
[if]
[have_unit]
side={SIDE_NUMBER}
[filter_vision]
visible=yes
viewing_side=1
[/filter_vision]
[/have_unit]
[then]
[store_unit]
variable=speaker
[filter]
side=1
[not]
id=Delfador
[/not]
#[filter_vision]
# visible=yes
# viewing_side=2
#[/filter_vision]
[/filter]
[/store_unit]
[fire_event]
[primary_unit]
x=$speaker.x
y=$speaker.y
[/primary_unit]
name={EVENT_NAME}
[/fire_event]
{CLEAR_VARIABLE speaker}
[/then]
[/if]
[/event]
#enddef
{SIGHTED_EVENT 2 orcs}
{SIGHTED_EVENT 3 undeads}
{SIGHTED_EVENT 4 loyalists}
#undef SIGHTED_EVENT
# This wakes up the mages
[event]
name=moveto
first_time_only=yes
[filter]
side=1
x=37-41
y=38-42
[/filter]
[message]
speaker=Arpus
message= _ "What are you doing here, disturbing our peace and concentration?"
[/message]
[message]
speaker=unit
message= _ "Undead are attacking the fort on the north shore. We need your help!"
[/message]
[message]
speaker=Arpus
message= _ "I have told the commander of that garrison that we take orders from none other than the Chief Mage of the High Council, Master Leollyn!"
[/message]
[message]
speaker=unit
message= _ "Leollyn’s emissary, Delfador, requests your help. He bears Leollyn’s token, which is not lightly given."
[/message]
[message]
speaker=Arpus
message= _ "I recognize it. Very well; we shall join battle."
[/message]
{SUBSUME_SIDE_AND_VILLAGES 5}
[/event]
#################from here on
# Move to 31,10 burned village (south of camp, west of main road):
# Nobody there
[event]
name=moveto
[filter]
side=1
x=31
y=10
[/filter]
[message]
speaker=unit
message= _ "What is going on here? This village has been burned to the ground!"
[/message]
[message]
speaker=Chantal
message= _ "Maybe there are survivors? We should check."
[/message]
[/event]
# Move to 29,13 burned village (north edge of farmed patch): empty
[event]
name=moveto
[filter]
side=1
x=29
y=13
[/filter]
[message]
speaker=unit
message= _ "Another village burned. Nobody to be seen!"
[/message]
[/event]
# Move to 34,6 village (nearest keep): Theorin
[event]
name=moveto
[filter]
side=1
x=34
y=6
[/filter]
[move_unit_fake]
type=Spearman
side=1
x=34,34
y=6,5
[/move_unit_fake]
[unit]
type=Spearman
id=Theorin
name= _ "Theorin"
side=1
x=34
y=5
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
#{NAMED_LOYAL UNIT 1 (Spearman) (Theorin) 34 5 (_ "Theorin") }
[message]
speaker=Theorin
message= _ "Please, spare me..."
[/message]
[message]
speaker=Delfador
message= _ "Spare you from whom, soldier? What has happened here?"
[/message]
[message]
speaker=Theorin
message= _ "They come at night... and leave no one alive..."
[/message]
[message]
speaker=Delfador
message= _ "Get hold of yourself, soldier! Who is ‘they’?"
[/message]
[message]
speaker=Theorin
message= _ "I do not know. No one has seen their faces and lived. All I could hear is my comrades’ screams as they were being slaughtered."
[/message]
[objectives]
side=1
[objective]
description= _ "Defeat all enemies"
condition=win
[/objective]
[objective]
description= _ "Death of Delfador"
condition=lose
[/objective]
[objective]
description= _ "Death of Chantal"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[/objectives]
[/event]
# Move to 29,24 village (northernmost in keep):
# brave Loyalists Donc, Stanis
[event]
name=moveto
[filter]
side=1
x=29
y=24
[/filter]
#{NAMED_LOYAL_UNIT 1 (Heavy Infantryman) 29 23 (Donc) ( _ "Donc") }
#{NAMED_LOYAL_UNIT 1 (Halberdier) (Stanis) 29 25 ( _ "Stanis") }
[move_unit_fake]
type=Heavy Infantryman
side=1
x=29,29
y=24,23
[/move_unit_fake]
[unit]
type=Heavy Infantryman
id=Donc
name= _ "Donc"
side=1
x=29
y=23
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Halberdier
side=1
x=29,29
y=24,25
[/move_unit_fake]
[unit]
type=Halberdier
id=Stanis
name= _ "Stanis"
side=1
x=29
y=25
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[message]
speaker=Donc
message= _ "It’s time to stand up and fight... What’s this?"
[/message]
[message]
speaker=unit
message= _ "Friends, soldiers. Why were you hiding?"
[/message]
[message]
speaker=Stanis
message= _ "Our post was overrun. Very few of us survived."
[/message]
[message]
speaker=Delfador
message= _ "Your orders from the King are to fight. Just stay close to me."
[/message]
[/event]
# Move into 44,11 village (touching riverbank): Big undead ambush
{AMBUSH_WARNING 44 11 5}
[event]
name=moveto
[filter]
side=1
x=44
y=11
[/filter]
[message]
speaker=unit
message= _ "This village seems unharmed. Anyone here?"
[/message]
#{NAMED_LOYAL UNIT 3 (Deathblade) 44 12 Bled (_ "Bled") }
#{NAMED_LOYAL UNIT 3 (Ghost) 38 11 Crod (_ "Crod") }
#{NAMED_LOYAL UNIT 3 (Wraith) 36 11 Angedd (_ "Angedd") }
[move_unit_fake]
type=Deathblade
side=3
x=44,44
y=11,12
[/move_unit_fake]
[unit]
type=Deathblade
id=Bled
name= _ "Bled"
side=3
x=44
y=12
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Ghost
side=3
x=44,45
y=11,11
[/move_unit_fake]
[unit]
type=Ghost
id=Crod
name= _ "Crod"
side=3
x=45
y=11
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Wraith
side=3
x=44,43
y=11,11
[/move_unit_fake]
[unit]
type=Wraith
id=Angedd
name= _ "Angedd"
side=3
x=43
y=11
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[message]
speaker=Angedd
message= _ "Surprise, surprise..."
[/message]
[message]
speaker=Bled
message= _ "We have not waited all this time for nothing!"
[/message]
[fire_event]
name=undeads
[/fire_event]
[/event]
# Move to 29,26 village (southwest in keep): More brave loyalists
[event]
name=moveto
[filter]
side=1
x=29
y=26
[/filter]
#{NAMED_LOYAL_UNIT 1 (Heavy Infantryman) 29 25 Zagar (_ "Zagar")}
#{NAMED_LOYAL_UNIT 1 (Heavy Infantryman) 29 27 Brox (_ "Brox")}
#{NAMED_LOYAL_UNIT 1 (Longbowman) 28 26 Adran (_ "Adran")}
[move_unit_fake]
type=Heavy Infantryman
side=1
x=29,29
y=26,25
[/move_unit_fake]
[unit]
type=Heavy Infantryman
id=Zagar
name= _ "Zagar"
side=1
x=29
y=25
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Heavy Infantryman
side=1
x=29,29
y=26,27
[/move_unit_fake]
[unit]
type=Heavy Infantryman
id=Brox
name= _ "Brox"
side=1
x=29
y=27
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Longbowman
side=1
x=29,28
y=26,26
[/move_unit_fake]
[unit]
type=Longbowman
id=Adran
name= _ "Adran"
side=1
x=28
y=26
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
[message]
speaker=Adran
message= _ "Long live the King! Wait, you are not—"
[/message]
[message]
speaker=Delfador
message= _ "—The enemy? Yes, we’re on your side."
[/message]
[message]
speaker=Delfador
message= _ "Soldiers of Wesnoth, rise to fight for your King!"
[/message]
[/event]
# Move to 32,23 burned village: Cowardly loyalists
[event]
name=moveto
[filter]
side=1
x=32
y=23
[/filter]
#{NAMED_LOYAL_UNIT 1 (Heavy Infantryman) 31 23 Axios (_ "Axios")}
#{NAMED_LOYAL_UNIT 1 (Spearman) 32 24 Ulfter (_ "Ulfter")}
#{NAMED_LOYAL_UNIT 1 (Bowman) 33 23 Ogdal (_ "Ogdal")}
[move_unit_fake]
type=Heavy Infantryman
side=1
x=32,31
y=23,23
[/move_unit_fake]
[unit]
type=Heavy Infantryman
id=Axios
name= _ "Axios"
side=1
x=31
y=23
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Spearman
side=1
x=32,32
y=23,24
[/move_unit_fake]
[unit]
type=Spearman
id=Ulfter
name= _ "Ulfter"
side=1
x=32
y=24
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Bowman
side=1
x=32,33
y=23,23
[/move_unit_fake]
[unit]
type=Bowman
id=Ogdal
name= _ "Ogdal"
side=1
x=33
y=23
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
[message]
speaker=Ulfter
message= _ "Is the enemy gone?"
[/message]
[message]
speaker=Delfador
message= _ "He will be, if you help. Now follow me into battle!"
[/message]
[/event]
# Move to 34,25 village (east in keep): Second undead ambush
[event]
name=moveto
[filter]
side=1
x=34
y=25
[/filter]
[message]
speaker=unit
message= _ "Anyone here?"
[/message]
#{NAMED_LOYAL UNIT 3 (Draug) 34 24 Dreadred (_ "Dredred")}
[move_unit_fake]
type=Draug
side=3
x=34,34
y=25,24
[/move_unit_fake]
[unit]
type=Draug
id=Dreadred
name= _ "Dreadred"
side=3
x=34
y=24
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[message]
speaker=Dreadred
message= _ "Master said more would come!"
[/message]
[fire_event]
name=undeads
[/fire_event]
[/event]
# Move to 24,11 village (woods northwest of farmed patch): orcish ambush
{AMBUSH_WARNING 24 11 5}
[event]
name=moveto
[filter]
side=1
x=24
y=11
[/filter]
[message]
speaker=unit
message= _ "There are signs of a battle, but nobody seems to be here..."
[/message]
#{LOYAL UNIT 2 (Orcish Warrior) 24 12 Crum (_ "Crum")}
#{LOYAL UNIT 2 (Orcish Grunt) 24 10 Smalg (_ "Smalg")}
#{LOYAL UNIT 2 (Orcish Archer) 25 11 Grubar (_ "Grubar")}
#{LOYAL UNIT 2 (Orcish Assassin) 23 11 Ulkar (_ "Ulkar")}
[move_unit_fake]
type=Orcish Warrior
side=2
x=24,24
y=11,12
[/move_unit_fake]
[unit]
type=Orcish Warrior
id=Crum
name= _ "Crum"
side=2
x=24
y=12
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Orcish Grunt
side=2
x=24,24
y=11,10
[/move_unit_fake]
[unit]
type=Orcish Grunt
id=Smalg
name= _ "Smalg"
side=2
x=24
y=10
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Orcish Archer
side=2
x=24,25
y=11,11
[/move_unit_fake]
[unit]
type=Orcish Archer
id=Grubar
name= _ "Grubar"
side=2
x=25
y=11
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[move_unit_fake]
type=Orcish Assassin
side=2
x=24,23
y=11,11
[/move_unit_fake]
[unit]
type=Orcish Assassin
id=Ulkar
name= _ "Ulkar"
side=2
x=23
y=11
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[message]
speaker=Crum
message= _ "Wrong!"
[/message]
[fire_event]
name=orcs
[/fire_event]
[/event]
# Enemy deaths
[event]
name=last breath
[filter]
id=Upgar
[/filter]
[message]
speaker=Upgar
message= _ "You may have defeated me, but the great Zorlan will have revenge! I have done my duty attacking the Wesnoth perimeter, so that no Wesnoth forces can come to the aid of your doomed army. It will be a glorious massacre!"
[/message]
[if]
[not]
[have_unit]
id=Dirator
[/have_unit]
[/not]
[then]
[endlevel]
result=victory
[/endlevel]
[/then]
[/if]
[/event]
[event]
name=last breath
[filter]
id=Dirator
[/filter]
[message]
speaker=Dirator
message= _ "Master will avenge me!"
[/message]
[if]
[not]
[have_unit]
id=Upgar
[/have_unit]
[/not]
[then]
[endlevel]
result=victory
[/endlevel]
[/then]
[/if]
[/event]
#end deaths of enemies
# Victory
[event]
name=victory
[message]
speaker=Delfador
message= _ "We have much less time than I thought. Iliah-Malal’s offensive has begun. I must close his portal before it’s too late, and I have no idea how to do that. And we must also defeat those that have already escaped the Land of the Dead."
[/message]
[message]
speaker=Delfador
message= _ "But there is something else those orcs said that deeply worries me in a different way. I have wondered why the orcs have been attacking in concert all along the frontier; they do not coordinate well. If that orc was telling the truth and a paramount chief strong enough to marshal their entire host has arisen among them, the King may be walking into a lethal trap at the Ford of Abez."
[/message]
[message]
speaker=Chantal
message= _ "Word had just arrived when I left Lintanir that the High Lord Kalenz was mustering an elvish army against the orcs, but he is not aware of the King’s movements or of any trap in wait for him. And he certainly does not know of the undead menace."
[/message]
[message]
speaker=Delfador
message= _ "Maybe we can warn the King in time. Lionel should be back in Weldyn by now; I shall send one of the garrison’s message-riders to him, but I cannot spare the time to go south myself. I will gather as many troops as I can move quickly through these wildlands and head west from here."
[/message]
[message]
speaker=Delfador
message= _ "Will you join me? Elves know these northern paths better than any human."
[/message]
[message]
speaker=Chantal
message= _ "It is not to be, Delfador. I must return to Lintanir as swiftly as I may; the Northern Elves must be informed immediately — and mayhap I can find High Lord Kalenz or get a message to him."
[/message]
[message]
speaker=Delfador
message= _ "My King does not command him... but if Elves and Humans do not stand together in this, I fear we will fall separately."
[/message]
[message]
speaker=Chantal
message= _ "I do not doubt it. Go to your King, Delfador, and have faith in yourself; for I sense that you hold the fate of Wesnoth in your hands, and will need all the strength you have. I think we will meet again."
[/message]
{CHANTAL_DEPARTS}
{CLEAR_VARIABLE enemies_sighted}
[/event]
# Second wave of undead
[event]
name=turn 7
{SECOND_WAVE}
[message]
speaker=Delfador
message= _ "They have unleashed a second wave. Soldiers, stand firm and send these abominations back to the darkness!"
[/message]
[/event]
# Time over
[event]
name=time over
[message]
speaker=Delfador
message= _ "This is hopeless. Many more enemies are coming, while our numbers are limited."
[/message]
[/event]
{MEMOIRS_DEATHS}
[/scenario]
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