DiD: clean up/improve/standardize code format in all scenarios

This commit is contained in:
Charles Dang 2014-12-20 19:20:25 +11:00
parent 274084b916
commit 3b52642f58
12 changed files with 328 additions and 269 deletions

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@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=01_Saving_Parthyn
next_scenario=02_Peaceful_Valley
name=_ "Saving Parthyn"
map_data="{campaigns/Descent_Into_Darkness/maps/01_Saving_Parthyn.map}"
turns=15
next_scenario=02_Peaceful_Valley
victory_when_enemies_defeated=no
{DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC the_city_falls.ogg northerners.ogg}
@ -68,6 +69,11 @@
fog=no
gold=70
{FLAG_VARIANT undead}
# Starting units for Malin
{LOYAL_UNIT () (Spearman) 30 11}
{LOYAL_UNIT () (Bowman) 31 12}
{LOYAL_UNIT () (Spearman) 31 13}
[/side]
[side]
@ -81,6 +87,8 @@
canrecruit=yes
recruit=Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Crossbowman
{GOLD 100 140 160}
{FLAG_VARIANT6 ragged}
[ai]
aggression=0.8
leader_value=3
@ -88,7 +96,6 @@
caution=0.1
recruitment_pattern=fighter,archer,scout
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
[side]
@ -104,8 +111,16 @@
{GOLD 50 25 25}
canrecruit=yes
recruit=Peasant,Woodsman,Spearman
{FLAG_VARIANT loyalist}
# Starting units for Drogan
{LOYAL_UNIT () (Spearman) 5 17}
{LOYAL_UNIT () (Swordsman) 6 17}
{LOYAL_UNIT () (Spearman) 6 18}
[ai]
village_value=0
caution=0.5
[goal]
name=protect_unit
[criteria]
@ -114,18 +129,20 @@
value=4
[/goal]
caution=0.5
#don't block Malins keep
# Don't block Malins keep
[avoid]
x=30
y=12
[/avoid]
[/ai]
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 3 10}
# Signpost to mark area defended
{PLACE_IMAGE scenery/signpost.png 27 13}
{PLACE_IMAGE scenery/signpost.png 24 20}
[event]
name=prestart
@ -158,19 +175,6 @@
[/gold_carryover]
[/objectives]
# Place signpost to mark area defended
{PLACE_IMAGE scenery/signpost.png 27 13}
{PLACE_IMAGE scenery/signpost.png 24 20}
# Place starting units for Drogan and Malin
{LOYAL_UNIT 1 (Spearman) 30 11}
{LOYAL_UNIT 1 (Bowman) 31 12}
{LOYAL_UNIT 1 (Spearman) 31 13}
{LOYAL_UNIT 3 (Spearman) 5 17}
{LOYAL_UNIT 3 (Swordsman) 6 17}
{LOYAL_UNIT 3 (Spearman) 6 18}
{VARIABLE malin_used_necromancy no}
[/event]
@ -242,6 +246,7 @@
side=1
x,y=27,13
[/filter]
[message]
speaker=narrator
message=_ "Welcome to Parthyn"
@ -277,10 +282,12 @@
x=0-27
y=13-20
[/filter]
[message]
speaker=Drogan
message=_ "The orcs have broken through our line. Parthyn is open to attack!"
[/message]
[endlevel]
result=defeat
[/endlevel]
@ -293,10 +300,12 @@
[filter]
speaker=Drogan
[/filter]
[message]
speaker=unit
message=_ "Who will be left to defend Parthyn?"
[/message]
[endlevel]
result=defeat
[/endlevel]

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@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=02_Peaceful_Valley
next_scenario=03_A_Haunting_in_Winter
name=_ "Peaceful Valley"
map_data="{campaigns/Descent_Into_Darkness/maps/02_Peaceful_Valley.map}"
victory_when_enemies_defeated=no
{TURNS 29 26 23}
next_scenario=03_A_Haunting_in_Winter
{DEFAULT_SCHEDULE_MORNING}
{INTRO_AND_SCENARIO_MUSIC wanderer.ogg elvish-theme.ogg}
@ -87,12 +88,13 @@
{GOLD 70 90 110}
fog=yes
shroud=no
{FLAG_VARIANT6 ragged}
[ai]
village_value=2
caution=0.5
recruitment_pattern=scout,fighter
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES_ALL 2}
@ -132,22 +134,27 @@
speaker=Darken Volk
message=_ "In truth, I share your hatred for the orcs. The northlands have been my... home... for many years, and the orcs have been a growing infestation in them. They despoil the beauty of the land wherever they go. If you are interested, I would be happy to take you on as my apprentice so that you can... aid me in the fight against them."
[/message]
[message]
speaker=Malin Keshar
message=_ "Yes! I thirst for revenge on those creatures!"
[/message]
[message]
speaker=Darken Volk
message=_ "Who knows? Perhaps removing the threat of orc raids will persuade the people of Parthyn to... welcome you home."
[/message]
[message]
speaker=Malin Keshar
message=_ "Perhaps. Even Drogan would have to be thankful for a summer without orc raids."
[/message]
[message]
speaker=Darken Volk
message=_ "A goblin village lies in this valley, just ahead. They are a bastard race born of the orcs, and help them in their wars against humans and dwarves. These do not know of our coming. Subduing them will give us souls upon which to call in our fight against the orcs."
[/message]
[message]
speaker=Darken Volk
message=_ "It will be a worthwhile test of your new skills."
@ -271,14 +278,17 @@
[scroll_to]
x,y=17,8
[/scroll_to]
{GENERIC_UNIT 1 Ghoul 19 7}
[+unit]
facing=sw
[/unit]
{GENERIC_UNIT 1 Ghoul 17 9}
[+unit]
facing=sw
[/unit]
{GENERIC_UNIT 1 Ghoul 17 8}
[+unit]
facing=sw
@ -292,18 +302,22 @@
speaker=Malin Keshar
message=_ "What are those things?"
[/message]
[message]
speaker=Darken Volk
message=_ "They are ghouls. Once, they were... evil men... murderers and outlaws. Through magic they have been transformed so their outsides match the spirits within. Those that outlive their masters gravitate towards the swamps and bogs, drawn by the natural decay there."
[/message]
[message]
speaker=Malin Keshar
message=_ "It seems cruel to turn men into such a hideous form."
[/message]
[message]
speaker=Darken Volk
message=_ "In their present form they can best serve the greater good. Even now they will aid you in defeating this goblin rabble. Besides, as I said, these were men of great evil. No punishment is too great for their kind."
[/message]
[message]
speaker=Malin Keshar
message=_ "I suppose so..."

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@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=03_A_Haunting_in_Winter
next_scenario=04_Beginning_of_the_Revenge
name=_ "A Haunting in Winter"
map_data="{campaigns/Descent_Into_Darkness/maps/03_A_Haunting_in_Winter.map}"
victory_when_enemies_defeated=yes
{TURNS 36 34 32}
next_scenario=04_Beginning_of_the_Revenge
{UNDERGROUND}
{INTRO_AND_SCENARIO_MUSIC the_deep_path.ogg knalgan_theme.ogg}
@ -23,12 +24,6 @@
{BIGMAP_03}
[time_area]
x=12-24,12-21,12-20,14-18,16-18,19
y=19-21,18,17,16,15,16
{DEFAULT_SCHEDULE}
[/time_area]
[side]
side=1
controller=human
@ -58,12 +53,16 @@
{GOLD 0 20 40}
fog=yes
shroud=no
{FLAG_VARIANT6 ragged}
# Dwarf watchman
{NAMED_LOYAL_UNIT () (Dwarvish Guardsman) 14 12 Watchman (_ "Watchman")}
[ai]
aggression=0.6
grouping=offensive
recruitment_pattern=mixed fighter,fighter
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
[side]
@ -79,10 +78,11 @@
{GOLD 60 80 100}
fog=yes
shroud=no
{FLAG_VARIANT6 ragged}
[ai]
aggression=0.7
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
[side]
@ -93,6 +93,8 @@
no_leader=yes
fog=no
shroud=no
{FLAG_VARIANT undead}
[ai]
aggression=1.0
caution=0.0
@ -107,9 +109,14 @@
value=100
[/goal]
[/ai]
{FLAG_VARIANT undead}
[/side]
[time_area]
x=12-24,12-21,12-20,14-18,16-18,19
y=19-21,18,17,16,15,16
{DEFAULT_SCHEDULE}
[/time_area]
[event]
name=prestart
@ -149,9 +156,6 @@
{SET_VILLAGE 3 9 20}
{SET_VILLAGE 3 10 10}
# Set dwarf watchman
{NAMED_LOYAL_UNIT 2 (Dwarvish Guardsman) 14 12 Watchman (_ "Watchman")}
# Ghost variable
{VARIABLE ghost_was_freed no}
@ -174,8 +178,6 @@
[/message]
[/event]
# In-scenario events
# Warn player about the rebellion
[event]
name=recruit
@ -312,6 +314,7 @@
# Victory Condition
[event]
name=enemies defeated
[endlevel]
result=victory
bonus=yes

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@ -1,11 +1,11 @@
#textdomain wesnoth-did
[scenario]
id=04_Beginning_of_the_Revenge
next_scenario=05_Orc_War
name=_ "Beginning of the Revenge"
map_data="{campaigns/Descent_Into_Darkness/maps/04_Beginning_of_the_Revenge.map}"
turns=36
next_scenario=05_Orc_War
victory_when_enemies_defeated=yes
{DEFAULT_SCHEDULE_DUSK}
@ -59,6 +59,8 @@
{GOLD 120 150 180}
fog=no
shroud=no
{FLAG_VARIANT6 ragged}
[ai]
aggression=0.5
caution=0.1
@ -66,7 +68,6 @@
village_value=0.5
recruitment_pattern=scout,archer,archer,fighter
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 2 8}
@ -84,17 +85,21 @@
{GOLD 130 170 210}
fog=no
shroud=no
{FLAG_VARIANT6 ragged}
[ai]
aggression=0.5
caution=0.2
villages_per_scout=6
recruitment_pattern=archer,scout,fighter
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 3 8}
# Signpost at the end of the pass
{PLACE_IMAGE scenery/signpost.png 18 1}
[event]
name=prestart
@ -126,9 +131,6 @@
[/gold_carryover]
[/objectives]
# Signpost at the end of the pass
{PLACE_IMAGE scenery/signpost.png 18 1}
# {SCATTER_IMAGE (terrain=Gg) 2 scenery/oak-leaning.png}
# {SCATTER_IMAGE (terrain=Gg) 3 scenery/snowbits.png}
@ -146,6 +148,7 @@
speaker=Darken Volk
message=_ "Orcs block the way out of the mountain pass. Destroy them, and we will move on to bigger targets."
[/message]
[message]
speaker=Malin Keshar
message=_ "With the might of the undead at my command, many orcs will die this day. They shall pay for getting me banished from Parthyn."
@ -172,7 +175,6 @@
[event]
name=moveto
[filter]
side=1
@ -195,8 +197,7 @@
# message=_ "..."
#[/message]
[allow_undo]
[/allow_undo]
[allow_undo][/allow_undo]
[/event]
[event]
@ -238,7 +239,6 @@
x,y=$breaking_ice[$i].x,$breaking_ice[$i].y
race=undead
[/have_unit]
[then]
[message]
speaker=narrator
@ -246,7 +246,6 @@
image=wesnoth-icon.png
[/message]
[/then]
[else]
[message]
speaker=narrator
@ -269,7 +268,6 @@
[store_locations]
terrain=Ai
[filter]
[not]
type=Ghost,Wraith,Spectre,Shadow,Nightgaunt,Vampire Bat,Blood Bat,Dread Bat

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@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=05_Orc_War
next_scenario=06_Return_to_Parthyn
name=_ "Orc War"
map_data="{campaigns/Descent_Into_Darkness/maps/05_Orc_War.map}"
victory_when_enemies_defeated=yes
turns=30
next_scenario=06_Return_to_Parthyn
{DEFAULT_SCHEDULE_MORNING}
{INTRO_AND_SCENARIO_MUSIC northerners.ogg battle.ogg}
@ -88,8 +89,6 @@
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 2 10}
[side]
side=3
controller=ai
@ -125,8 +124,6 @@
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 3 7}
[side]
side=4
controller=ai
@ -141,6 +138,8 @@
{GOLD 110 130 150}
fog=no
shroud=no
{FLAG_VARIANT6 ragged}
[ai]
villages_per_scout=6
village_value=0.5
@ -159,9 +158,10 @@
value=1
[/goal]
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 2 10}
{STARTING_VILLAGES 3 7}
{STARTING_VILLAGES 4 8}
[event]
@ -343,6 +343,7 @@
[filter]
id=Darken Volk
[/filter]
[effect]
apply_to=hitpoints
heal_full=yes
@ -356,6 +357,7 @@
variable=darken_volk_store
kill=yes
[/store_unit]
{CLEAR_VARIABLE darken_volk_store.status.poisoned}
[endlevel]

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@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=06_Return_to_Parthyn
next_scenario=07_A_Small_Favor
name=_ "Return to Parthyn"
map_data="{campaigns/Descent_Into_Darkness/maps/06_Return_to_Parthyn.map}"
turns=-1
victory_when_enemies_defeated=no
next_scenario=07_A_Small_Favor
{DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC breaking_the_chains.ogg the_city_falls.ogg}
@ -59,12 +60,13 @@
#else
recruit=Wolf Rider,Goblin Knight,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Troll Whelp
#endif
{FLAG_VARIANT6 ragged}
[ai]
aggression=0.8
villages_per_scout=8
village_value=0.5
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
[side]
@ -79,11 +81,12 @@
{GOLD 16 30 45}
canrecruit=yes
recruit=Spearman,Bowman
{FLAG_VARIANT loyalist}
[ai]
aggression=0.2
caution=0.5
[/ai]
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 3 6}
@ -101,6 +104,8 @@
income=25
canrecruit=yes
recruit=Spearman,Bowman,Swordsman,Pikeman,Longbowman,Thug,Poacher,Footpad
{FLAG_VARIANT loyalist}
[ai]
[goal]
name=protect_unit
@ -117,7 +122,6 @@
value=2
[/goal]
[/ai]
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 4 10}
@ -186,6 +190,7 @@
[event]
name=start
{CREATE_ADVISOR}
[message]

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@ -1,11 +1,11 @@
#textdomain wesnoth-did
[scenario]
id=07_A_Small_Favor
next_scenario=08_A_Small_Favor2
name=_ "A Small Favor"
map_data="{campaigns/Descent_Into_Darkness/maps/07_A_Small_Favor.map}"
{TURNS 28 26 22}
next_scenario=08_A_Small_Favor2
victory_when_enemies_defeated=no
#ifdef EASY
@ -159,16 +159,58 @@
gold=0
village_gold=0
income=-2
shroud=no
fog=yes
{FLAG_VARIANT loyalist}
# Place city guards
{NAMED_LOYAL_UNIT () Spearman 11 3 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 17 6 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 23 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 25 14 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Pikeman 20 22 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Pikeman 24 20 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT () (Heavy Infantryman) 19 22 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT () (Heavy Infantryman) 24 19 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 13 23 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 7 23 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 4 18 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 2 14 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 16 28 () (_"Night Watchman")} {GUARDIAN}
# More guards, depending on the difficulty
#ifdef EASY
{NAMED_LOYAL_UNIT () Mage 7 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Mage 8 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Sergeant 21 15 () (_"Head Trainer")} {GUARDIAN}
#endif
#ifdef NORMAL
{NAMED_LOYAL_UNIT () (Mage) 7 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () (Red Mage) 8 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Spearman 12 7 () (_"Townperson")} {GUARDIAN}
{NAMED_LOYAL_UNIT () Lieutenant 21 15 () (_"Head Trainer")} {GUARDIAN}
#endif
#ifdef HARD
{NAMED_LOYAL_UNIT () (Silver Mage) 7 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () (Red Mage) 8 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () (Pikeman) 12 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT () (Lieutenant) 21 15 () (_"Head Trainer")} {GUARDIAN}
#endif
[ai]
passive_leader=yes
aggression=1.0
caution=0.4
grouping=offensive
[protect_area]
# Manor entrance
x,y=7,8
radius=5
value=4
[/protect_area]
[protect_area]
# Rest of city
x=3-22
@ -176,7 +218,7 @@
radius=1
value=2
[/protect_area]
grouping=offensive
[goal]
name=protect_unit
[criteria]
@ -186,13 +228,36 @@
value=2
[/goal]
[/ai]
shroud=no
fog=yes
{FLAG_VARIANT loyalist}
[/side]
{STARTING_VILLAGES 2 15}
# City
{PLACE_IMAGE scenery/well.png 17 11}
{PLACE_IMAGE scenery/well.png 8 12}
{PLACE_IMAGE scenery/tent-shop-weapons.png 17 16}
{PLACE_IMAGE scenery/monolith1.png 11 5}
{PLACE_IMAGE scenery/monolith1.png 12 4}
{PLACE_IMAGE scenery/monolith1.png 13 5}
{PLACE_IMAGE items/dummy.png 18 15}
{PLACE_IMAGE items/dummy.png 19 15}
{PLACE_IMAGE items/armor.png 19 17}
{PLACE_IMAGE items/armor.png 21 17}
{PLACE_IMAGE items/armor.png 22 16}
{PLACE_IMAGE items/flower2.png 9 19}
{PLACE_IMAGE items/flower1.png 10 18}
{PLACE_IMAGE items/flower3.png 12 18}
{PLACE_IMAGE items/flower4.png 13 19}
{PLACE_IMAGE items/altar.png 12 5}
# Manor
{PLACE_IMAGE scenery/trapdoor-closed.png 3 6}
{PLACE_IMAGE items/cloak-green.png 5 7}
{PLACE_IMAGE items/ornate1.png 5 5}
{PLACE_IMAGE items/potion-blue.png 4 5}
{PLACE_IMAGE items/potion-red.png 6 5}
[event]
name=prestart
@ -223,73 +288,14 @@
# {SCATTER_IMAGE (terrain=Gs^Fp) 6 scenery/pine2.png}
# {SCATTER_IMAGE (terrain=Gs^Fp) 2 scenery/oak-leaning.png}
# Place city pictures
{PLACE_IMAGE scenery/well.png 17 11}
{PLACE_IMAGE scenery/well.png 8 12}
{PLACE_IMAGE items/dummy.png 18 15}
{PLACE_IMAGE items/dummy.png 19 15}
{PLACE_IMAGE items/armor.png 19 17}
{PLACE_IMAGE items/armor.png 21 17}
{PLACE_IMAGE items/armor.png 22 16}
{PLACE_IMAGE scenery/tent-shop-weapons.png 17 16}
{PLACE_IMAGE items/flower2.png 9 19}
{PLACE_IMAGE items/flower1.png 10 18}
{PLACE_IMAGE items/flower3.png 12 18}
{PLACE_IMAGE items/flower4.png 13 19}
{PLACE_IMAGE scenery/monolith1.png 11 5}
{PLACE_IMAGE scenery/monolith1.png 12 4}
{PLACE_IMAGE scenery/monolith1.png 13 5}
{PLACE_IMAGE items/altar.png 12 5}
# Place manor pictures
{PLACE_IMAGE items/cloak-green.png 5 7}
{PLACE_IMAGE items/ornate1.png 5 5}
{PLACE_IMAGE items/potion-blue.png 4 5}
{PLACE_IMAGE items/potion-red.png 6 5}
{PLACE_IMAGE scenery/trapdoor-closed.png 3 6}
# Place city guards
{NAMED_LOYAL_UNIT 2 Spearman 11 3 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 17 6 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 23 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 25 14 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 20 22 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 24 20 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 19 22 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 19 () (_"Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 13 23 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 7 23 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 4 18 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 2 14 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 16 28 () (_"Night Watchman")} {GUARDIAN}
# More guards, depending on the difficulty
#ifdef EASY
{NAMED_LOYAL_UNIT 2 Mage 7 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Mage 8 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Sergeant 21 15 () (_"Head Trainer")} {GUARDIAN}
#endif
#ifdef NORMAL
{NAMED_LOYAL_UNIT 2 (Mage) 7 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 12 7 () (_"Townperson")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Lieutenant 21 15 () (_"Head Trainer")} {GUARDIAN}
#endif
#ifdef HARD
{NAMED_LOYAL_UNIT 2 (Silver Mage) 7 9 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Pikeman) 12 7 () (_"Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 21 15 () (_"Head Trainer")} {GUARDIAN}
#endif
# Place Darken Volk
{VARIABLE darken_volk_store.x recall}
{VARIABLE darken_volk_store.y recall}
[unstore_unit]
variable=darken_volk_store
[/unstore_unit]
{CLEAR_VARIABLE darken_volk_store}
[recall]
@ -429,6 +435,7 @@
[/or]
[/and]
[/filter]
[if]
[have_unit]
id=Malin Keshar

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@ -1,21 +1,21 @@
#textdomain wesnoth-did
[scenario]
id=08_A_Small_Favor2
next_scenario=09_A_Small_Favor3
name=_ "A Small Favor — Part 2"
map_data="{campaigns/Descent_Into_Darkness/maps/08_A_Small_Favor2.map}"
{TURNS 30 27 25}
next_scenario=09_A_Small_Favor3
victory_when_enemies_defeated=no
{UNDERGROUND}
{SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
{EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}
# no story -- this occurs immediately after the previous scenario
{UNDERGROUND}
[side]
side=1
controller=human
@ -37,13 +37,17 @@
{FLAG_VARIANT undead}
[/side]
# Mages
[side]
# Mages
side=2
controller=ai
team_name=defenders
user_team_name=_"Defenders"
no_leader=yes
# A guard
{NAMED_NOTRAIT_UNIT 2 (Halberdier) 10 4 () (_"Guard")} {GUARDIAN}
[ai]
village_value=0
aggression=0.8
@ -79,31 +83,26 @@
[switch]
variable=random
[case]
value=0
{VARIABLE karres_x 10}
{VARIABLE karres_y 18}
[/case]
[case]
value=1
{VARIABLE karres_x 3}
{VARIABLE karres_y 11}
[/case]
[case]
value=2
{VARIABLE karres_x 14}
{VARIABLE karres_y 3}
[/case]
[case]
value=3
{VARIABLE karres_x 28}
{VARIABLE karres_y 3}
[/case]
@ -123,9 +122,7 @@
random_traits=no
[/unit]
# Place manor guards in hallways
{NAMED_NOTRAIT_UNIT 2 (Halberdier) 10 4 () (_"Guard")} {GUARDIAN}
# Place manor guards in hallways at random locations
[store_locations]
terrain=Iwr
[not]
@ -145,7 +142,6 @@
[set_variables]
name=guardtypetable
[value]
type=Heavy Infantryman
[/value]
@ -232,7 +228,6 @@
[set_variables]
name=magetypetable
[value]
type=Mage
[/value]
@ -354,6 +349,7 @@
message=_ "Malin and Darken Volk enter the mage lords manor, quickly closing the heavy gates behind them."
image=wesnoth-icon.png
[/message]
[message]
speaker=Malin Keshar
message=_ "That gate wont hold back the soldiers for more than a few hours. Wed better hurry."
@ -362,7 +358,6 @@
[event]
name=die
[filter]
id=Lord Karres
[/filter]
@ -408,11 +403,13 @@
id=Darken Volk
[/or]
[/filter]
[message]
speaker=unit
#Possibly bad English!
# Possibly bad English!
message=_ "I think I have found the passage to the great hall. Follow me quickly!"
[/message]
[endlevel]
result=victory
bonus=no
@ -427,11 +424,13 @@
[event]
name=time over
[message]
speaker=narrator
message=_ "As dawn breaks, the city guards force their way into the manor and capture the two necromancers."
image=wesnoth-icon.png
[/message]
[endlevel]
result=defeat
[/endlevel]

View File

@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=09_A_Small_Favor3
next_scenario=10_Alone_at_Last
name=_ "A Small Favor — Part 3"
map_data="{campaigns/Descent_Into_Darkness/maps/09_A_Small_Favor3.map}"
{TURNS 30 27 25}
next_scenario=10_Alone_at_Last
victory_when_enemies_defeated=no
{UNDERGROUND}
{SCENARIO_MUSIC underground.ogg}
@ -43,6 +44,20 @@
team_name=defenders
user_team_name=_"Defenders"
no_leader=yes
# Mages in rooms
{NAMED_NOTRAIT_UNIT () Mage 16 15 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () Mage 18 15 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () Mage 22 13 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () Mage 24 12 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () Mage 27 10 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () Mage 29 10 () (_"Guardian")} {GUARDIAN}
# Mages in great hall
{NAMED_NOTRAIT_UNIT () (Silver Mage) 13 8 ("") (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () (Red Mage) 14 9 ("") (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT () (White Mage) 16 8 ("") (_"Guardian")} {GUARDIAN}
[ai]
village_value=0
aggression=0.8
@ -55,6 +70,11 @@
team_name=intruders
user_team_name=_"Intruders"
no_leader=yes
shroud=yes
fog=no
share_maps=no
share_view=no
[ai]
village_value=0
aggression=0.8
@ -75,15 +95,14 @@
value=20
[/goal]
[/ai]
shroud=yes
fog=no
share_maps=no
share_view=no
[/side]
# This macro places the doors and adds the door-opening event
{MANOR_DOORS 1,3}
#TODO: Create some scenery (fire, torches, ...)
{PLACE_IMAGE items/book5.png 11 7}
[event]
name=prestart
@ -105,15 +124,7 @@
{TURNS_RUN_OUT}
[/objectives]
#TODO: Create some scenery (fire, torches, ...)
{PLACE_IMAGE items/book5.png 11 7}
# Place mages in great hall
{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 8 ("") (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 (Red Mage) 14 9 ("") (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 (White Mage) 16 8 ("") (_"Guardian")} {GUARDIAN}
# Place manor guards
# Scatter manor guards
{SCATTER_UNITS 6 Pikeman,Duelist,Pikeman,Spearman,Pikeman,Swordsman 3 (
terrain=Rr
[not]
@ -137,14 +148,6 @@
random_traits=yes
)}
# Place mages in rooms
{NAMED_NOTRAIT_UNIT 2 Mage 16 15 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 18 15 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 22 13 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 24 12 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 27 10 () (_"Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 29 10 () (_"Guardian")} {GUARDIAN}
# Who has the book?
{VARIABLE hasBook none}
[/event]

View File

@ -1,12 +1,13 @@
#textdomain wesnoth-did
[scenario]
id=10_Alone_at_Last
next_scenario=11_Descent_into_Darkness
name=_ "Alone at Last"
map_data="{campaigns/Descent_Into_Darkness/maps/10_Alone_at_Last.map}"
turns=24
next_scenario=11_Descent_into_Darkness
victory_when_enemies_defeated=no
{DEFAULT_SCHEDULE_DUSK}
{SCENARIO_MUSIC breaking_the_chains.ogg}
@ -52,9 +53,11 @@
{GOLD 300 340 380}
recruit=Blood Bat,Ghost,Wraith,Necrophage,Skeleton Archer,Bone Shooter,Skeleton,Revenant,Deathblade,Dark Adept DiD,Dark Sorcerer DiD
{FLAG_VARIANT undead}
[ai]
village_value=0.2
villages_per_scout=10
number_of_possible_recruits_to_force_recruit=1
[goal]
name=target
[criteria]
@ -62,6 +65,7 @@
[/criteria]
value=2
[/goal]
[goal]
name=protect_unit
[criteria]
@ -70,19 +74,9 @@
[/criteria]
value=4
[/goal]
number_of_possible_recruits_to_force_recruit=1
[/ai]
{FLAG_VARIANT undead}
[/side]
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Blood Bat" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Wraith" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Necrophage" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Bone Shooter" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Revenant" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Deathblade" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Dark Sorcerer DiD" 1}
[side]
# Paladins and co.
side=3
@ -93,9 +87,12 @@
gold=0
income=-2
recruit=Spearman,Heavy Infantryman,White Mage,Mage,Paladin
{FLAG_VARIANT loyalist}
[ai]
village_value=0.1
villages_per_scout=10
#recruitment_pattern=fighter,healer
[goal]
name=target
[criteria]
@ -103,6 +100,7 @@
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
@ -110,17 +108,9 @@
[/criteria]
value=2
[/goal]
#recruitment_pattern=fighter,healer
[/ai]
{FLAG_VARIANT loyalist}
[/side]
#ifdef EASY
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 "Paladin" 2}
#else
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 "Paladin" 3}
#endif
[side]
# Dela Keshar
side=4
@ -144,6 +134,20 @@
{FLAG_VARIANT loyalist}
[/side]
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Blood Bat" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Wraith" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Necrophage" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Bone Shooter" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Revenant" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Deathblade" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Dark Sorcerer DiD" 1}
#ifdef EASY
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 "Paladin" 2}
#else
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 "Paladin" 3}
#endif
[event]
name=prestart
@ -235,6 +239,7 @@
speaker=Malin Keshar
message=_ "Well, we made it out. We got your precious book. Whats in it, anyway? And what do we do now?"
[/message]
[message]
speaker=Darken Volk
message=_ "We? <i>We</i> do nothing. You are no longer my apprentice."
@ -253,11 +258,13 @@
speaker=Darken Volk
message=_ "Now give the book to me."
[/message]
[message]
speaker=narrator
message=_ "Darken Volk grabs the mysterious book from Malins hands and stalks away."
image=wesnoth-icon.png
[/message]
[message]
speaker=Malin Keshar
message=_ "You cant just leave me here!"
@ -269,6 +276,7 @@
speaker=Darken Volk
message=_ "Now go your own way, and I will go mine."
[/message]
[message]
speaker=Malin Keshar
message=_ "You cant just leave me here!"
@ -284,10 +292,13 @@
{MOVE_UNIT (id=Darken Volk) 19 19}
{DELAY 500}
{MOVE_UNIT (id=Malin Keshar) 7 21}
{DELAY 500}
{MOVE_UNIT (id=Malin Keshar) 8 20}
{DELAY 500}
{MOVE_UNIT (id=Malin Keshar) 9 20}
{DELAY 500}
@ -502,8 +513,7 @@
[event]
name=side 4 turn 11
# Find a good location with no adjacent enemies for Dela to set up camp
# at
# Find a good location with no adjacent enemies for Dela to set up camp at
[store_locations]
x=20-25
y=2-3
@ -662,8 +672,10 @@
[filter]
role=book_carrier
[/filter]
{VARIABLE bookX $x1}
{VARIABLE bookY $y1}
{PLACE_IMAGE (items/book5.png) ($bookX) ($bookY)}
[/event]

View File

@ -1,18 +1,19 @@
#textdomain wesnoth-did
[scenario]
id=11_Descent_into_Darkness
next_scenario=12_Endless_Night
name=_ "Descent into Darkness"
map_data="{campaigns/Descent_Into_Darkness/maps/11_Descent_into_Darkness.map}"
turns=-1
next_scenario=12_Endless_Night
victory_when_enemies_defeated=no
{UNDERGROUND}
{INTRO_AND_SCENARIO_MUSIC the_city_falls.ogg the_deep_path.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
{EXTRA_SCENARIO_MUSIC revelation.ogg}
victory_when_enemies_defeated=no
[story]
[part]
story=_ "<i>“To become a lich, one must first die.”</i>"
@ -38,8 +39,6 @@
{BIGMAP_11}
{UNDERGROUND}
[side]
side=1
controller=human
@ -57,8 +56,8 @@
{FLAG_VARIANT undead}
[/side]
# Troll leader
[side]
# Troll leader
side=2
team_name=trolls
user_team_name=_"Trolls"
@ -68,9 +67,20 @@
income=-2
gold=60
recruit=Troll Whelp,Troll,Troll Rocklobber,Troll Warrior,Troll Shaman
fog=yes
shroud=no
# Castle trolls
{UNIT () (Troll) 14 7 (ai_special=guardian)}
{UNIT () (Troll) 8 7 (ai_special=guardian)}
{UNIT () (Troll) 16 3 (ai_special=guardian)}
{UNIT () (Troll Rocklobber) 12 1 (ai_special=guardian)}
{UNIT () (Troll Shaman) 7 4 (ai_special=guardian)}
[ai]
caution=0.5
grouping=defensive
recruitment_pattern=fighter,fighter,mixed fighter
[goal]
name=protect_unit
[criteria]
@ -79,19 +89,17 @@
[/criteria]
value=10
[/goal]
recruitment_pattern=fighter,fighter,mixed fighter
# Avoid the spiders, the wose, and the beginning area
[avoid]
x=2-9,2-27,5-9
y=11-15,30-35,19-23
[/avoid]
[/ai]
fog=yes
shroud=no
[/side]
# Eastern village trolls
[side]
# Eastern village trolls
side=3
team_name=trolls
user_team_name=_"Trolls"
@ -99,6 +107,14 @@
no_leader=yes
income=-2
gold=0
fog=yes
shroud=no
# Eastern village trolls - all difficulties
{UNIT () (Troll) 30 19 (ai_special=guardian)}
{UNIT () (Troll) 31 12 (ai_special=guardian)}
{UNIT () (Troll Shaman) 33 14 (ai_special=guardian)}
[ai]
# Avoid the spiders, the wose, and the beginning area
[avoid]
@ -106,12 +122,10 @@
y=11-15,30-35,19-23
[/avoid]
[/ai]
fog=yes
shroud=no
[/side]
# Western village trolls
[side]
# Western village trolls
side=4
team_name=trolls
user_team_name=_"Trolls"
@ -119,6 +133,15 @@
no_leader=yes
income=-2
gold=0
fog=yes
shroud=no
# Western village trolls
{UNIT () (Troll Shaman) 4 21 (ai_special=guardian)}
{UNIT () (Troll) 10 26 (ai_special=guardian)}
{UNIT () (Troll Whelp) 2 25 (ai_special=guardian)}
{UNIT () (Troll) 10 16 (ai_special=guardian)}
[ai]
# Avoid the spiders, the wose, and the beginning area
[avoid]
@ -126,17 +149,44 @@
y=11-15,30-35,19-23
[/avoid]
[/ai]
fog=yes
shroud=no
[/side]
# Monsters
[side]
# Monsters
side=5
controller=ai
no_leader=yes
income=-2
gold=0
fog=yes
shroud=yes
# The wose
[unit]
type=Ancient Wose
side=5
x,y=7,21
id=Dumdumbadoom
name= _"Dumdumbadoom"
ai_special=guardian
[/unit]
# Generic Monsters
{UNIT () (Giant Rat) 14 29 (ai_special=guardian)}
{UNIT () (Giant Rat) 21 28 (ai_special=guardian)}
{UNIT () (Giant Rat) 24 34 (ai_special=guardian)}
{UNIT () (Giant Rat) 18 18 (ai_special=guardian)}
{UNIT () (Giant Rat) 22 5 (ai_special=guardian)}
{UNIT () (Vampire Bat) 29 26 (ai_special=guardian)}
{UNIT () (Vampire Bat) 26 31 (ai_special=guardian)}
{UNIT () (Vampire Bat) 19 32 (ai_special=guardian)}
{UNIT () (Vampire Bat) 19 23 (ai_special=guardian)}
{UNIT () (Vampire Bat) 18 13 (ai_special=guardian)}
{UNIT () (Vampire Bat) 18 34 (ai_special=guardian)}
{UNIT () (Giant Spider) 7 12 (ai_special=guardian)}
{UNIT () (Giant Spider) 8 13 (ai_special=guardian)}
{UNIT () (Giant Spider) 6 15 (ai_special=guardian)}
[ai]
# This is mostly for the Wose -- the others are guardians
[goal]
@ -147,8 +197,6 @@
value=5
[/goal]
[/ai]
fog=yes
shroud=yes
[/side]
[event]
@ -204,40 +252,6 @@
{CLEAR_VARIABLE stored_Malin}
# Castle trolls - all difficulties
{UNIT 2 (Troll) 14 7 (ai_special=guardian)}
{UNIT 2 (Troll) 8 7 (ai_special=guardian)}
{UNIT 2 (Troll) 16 3 (ai_special=guardian)}
{UNIT 2 (Troll Rocklobber) 12 1 (ai_special=guardian)}
{UNIT 2 (Troll Shaman) 7 4 (ai_special=guardian)}
# Eastern village trolls - all difficulties
{UNIT 3 (Troll) 30 19 (ai_special=guardian)}
{UNIT 3 (Troll) 31 12 (ai_special=guardian)}
{UNIT 3 (Troll Shaman) 33 14 (ai_special=guardian)}
# Western village trolls - all difficulties
{UNIT 4 (Troll Shaman) 4 21 (ai_special=guardian)}
{UNIT 4 (Troll) 10 26 (ai_special=guardian)}
{UNIT 4 (Troll Whelp) 2 25 (ai_special=guardian)}
{UNIT 4 (Troll) 10 16 (ai_special=guardian)}
# Monsters
{UNIT 5 (Giant Rat) 14 29 (ai_special=guardian)}
{UNIT 5 (Giant Rat) 21 28 (ai_special=guardian)}
{UNIT 5 (Giant Rat) 24 34 (ai_special=guardian)}
{UNIT 5 (Giant Rat) 18 18 (ai_special=guardian)}
{UNIT 5 (Giant Rat) 22 5 (ai_special=guardian)}
{UNIT 5 (Vampire Bat) 29 26 (ai_special=guardian)}
{UNIT 5 (Vampire Bat) 26 31 (ai_special=guardian)}
{UNIT 5 (Vampire Bat) 19 32 (ai_special=guardian)}
{UNIT 5 (Vampire Bat) 19 23 (ai_special=guardian)}
{UNIT 5 (Vampire Bat) 18 13 (ai_special=guardian)}
{UNIT 5 (Vampire Bat) 18 34 (ai_special=guardian)}
{UNIT 5 (Giant Spider) 7 12 (ai_special=guardian)}
{UNIT 5 (Giant Spider) 8 13 (ai_special=guardian)}
{UNIT 5 (Giant Spider) 6 15 (ai_special=guardian)}
#ifdef NORMAL
{UNIT 2 (Troll) 7 7 (ai_special=guardian)}
{UNIT 4 (Troll Whelp) 4 19 (ai_special=guardian)}
@ -250,16 +264,6 @@
{UNIT 3 (Troll Rocklobber) 27 16 (ai_special=guardian)}
#endif
# The wose
[unit]
type=Ancient Wose
side=5
x,y=7,21
id=Dumdumbadoom
name= _"Dumdumbadoom"
ai_special=guardian
[/unit]
{MODIFY_UNIT side=2,3,4,5 upkeep loyal}
[/event]

View File

@ -1,14 +1,15 @@
#textdomain wesnoth-did
[scenario]
id=12_Endless_Night
next_scenario=12_Endless_Night
name=_ "Endless Night"
map_data="{campaigns/Descent_Into_Darkness/maps/12_Endless_Night.map}"
turns=-1
next_scenario=12_Endless_Night
victory_when_enemies_defeated=yes
{UNDERGROUND}
[story]
[part]
story=_ "Years pass. Every summer when the mountain passes become clear, the lich sends his soldiers to attack the orcs, removing any human, elven, or dwarvish patrols that get in the way. Every year the undead inflict some damage before being repelled and retreating to the caves."
@ -24,8 +25,6 @@
{BIGMAP_12}
{UNDERGROUND}
[side]
side=1
controller=human
@ -41,27 +40,27 @@
{FLAG_VARIANT undead}
[/side]
{STARTING_VILLAGES 1 6}
# Foolish Hero
[side]
# Foolish Hero
side=2
controller=ai
# place leader, grant gold and recruits later
no_leader=yes
gold=0
recruit=
[ai]
villages_per_scout=10
village_value=0.5
[/ai]
fog=no
shroud=no
#After I have greatly reduced the number of villages in this scenario
#it might be a good idea to give our foolish hero some income
{INCOME 5 7 9}
[ai]
villages_per_scout=10
village_value=0.5
[/ai]
[/side]
{STARTING_VILLAGES 1 6}
[event]
name=prestart
@ -351,7 +350,6 @@
[event]
name=die
[filter]
id="Mal Keshar"
[/filter]
@ -372,23 +370,28 @@
[/not]
role=second
[/role]
[music]
name=elvish-theme.ogg
immediate=yes
append=no
[/music]
[message]
speaker=Foolish Hero
message=_ "Well, that is the end of his evil ways."
[/message]
[message]
role=second
message=_ "I wonder who he was in life, before falling into the evil ways that led him to today."
[/message]
[message]
speaker=Foolish Hero
message=_ "Once he chose this unlife for himself and his soldiers, he forfeited any claim to our compassion. Does it even matter who he was?"
[/message]
[message]
role=second
message=_ "No, I suppose it does not."