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More comment fixes and maintainability tweaks.
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@ -1,13 +1,13 @@
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#textdomain wesnoth-utbs
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# Scenario 3: A Stirring in the Night
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#!-- Scenario should work under following assumptions:
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#!-- Player finds himself on the battlefield between feuding undead.
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#!-- Undead deploy champions (one each).
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#!-- Number of tents saved from destruction affects unit limit later in campaign
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#!-- Character Garak is removed from campaign at this stage.
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#!-- There is an orc raid in second half.
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#!-- There is no timeflow, scenario takes place at night.
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# Scenario should work under following assumptions:
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# -- Player finds himself on the battlefield between feuding undead.
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# -- Undead deploy champions (one each).
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# -- Number of tents saved from destruction affects unit limit later in campaign
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# -- Character Garak is removed from campaign at this stage.
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# -- There is an orc raid in second half.
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# -- There is no timeflow, scenario takes place at night.
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[scenario]
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id="3_Stirring_in_the_Night"
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@ -263,7 +263,10 @@
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#Time Areas correspond with halo around campfires
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#North campfire
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#!-- FIXME idealy these would be called within the event itself, but unfortunately it's not supported yet
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# FIXME: ideally these would be called within the event itself, but
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# unfortunately it's not supported yet
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[time_area]
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x=14,12,13,14,15,16,12,13,14,15,16,12,13,14,15,16,13,14,15
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y=8,9,9,9,9,9,10,10,10,10,10,11,11,11,11,11,12,12,12
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@ -284,11 +287,8 @@
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{DUSK}
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[/time_area]
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#! -- initial dialogue, placement of champions ^ probably should
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#! -- be moved to prestart
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#!-- Start of scenario event. It sets up
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#!-- initial undead units and plays intro dialogue
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# Start of scenario event. It sets up
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# initial undead units and plays intro dialogue
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[event]
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name=start
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@ -297,8 +297,8 @@
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{UNIT_ (Revenant) (Zur) ( _ "Zur") 2 20 22}
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{UNIT_ (Wraith) (Grak) ( _ "Grak") 3 22 7}
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#!-- On medium and hard change champions type to more menacing
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#!-- and give them some help
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# On medium and hard change champions type to more menacing
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# and give them some help
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#else
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{UNIT_ (Skeleton Rider) () ("") 2 20 23}
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@ -387,12 +387,11 @@
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[/message]
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[/event]
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#! -- at the end of the initial dialogue kaleh raises a war cry,
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#! -- some elves will wake up and respond
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#! -- Recall a random number of troops among the tents to make the
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#! -- glorious victory achieveable on harder levels internal
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#! -- variables : $tents, $rally_chance, $i
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# At the end of the initial dialogue kaleh raises a war cry,
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# some elves will wake up and respond
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# Recall a random number of troops among the tents to make the
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# glorious victory achieveable on harder levels.
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# Internal variables: $tents, $rally_chance, $i
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[event]
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name=turn 1
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@ -439,16 +438,16 @@
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{CLEAR_VARIABLE rally_chance}
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[/event]
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#! -- Count (or store) dying elves and orcs, they will make a host
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#! -- for possesed Garak sets variables : $azkotep_casaulties,
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#! -- $ystara_casaulties affects variables : $killed_by_ystara,
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#! -- $killed_by_azkotep
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# Count (or store) dying elves and orcs, they will make a host
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# for posessed Garak sets variables : $azkotep_casaulties,
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# $ystara_casaulties affects variables : $killed_by_ystara,
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# $killed_by_azkotep
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#!-- This event is pretty simple, with intention of giving Garak a
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#!-- number of walking corpses equal to number of lost
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#!-- units. Point to consider is to actualy zombify the killed by
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#!-- storing them and unstoring as a recruit list when Garak is
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#!-- posessed.
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# This event is pretty simple, with intention of giving Garak a
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# number of walking corpses equal to number of lost
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# units. Point to consider is to actualy zombify the killed by
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# storing them and unstoring as a recruit list when Garak is
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# posessed.
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[event]
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name=die
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first_time_only=no
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@ -510,12 +509,10 @@
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[/if]
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[/event]
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#! -- Count destroyed tents, each lost makes future scenarios harder
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#! -- includes defeat by loss of tents
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#! -- affects variables : $elven_camps
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#! -- Count number of tents lost by player and fire defeat event when needed
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#! -- Each tent lost to undead spawns a WC
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# Count destroyed tents, each lost makes future scenarios harder
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# Includes defeat by loss of tents
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# Affects variables : $elven_camps
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# Each tent lost to undead spawns a WC
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[event]
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name=capture
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first_time_only=no
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@ -609,15 +606,15 @@
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[/if]
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[/event]
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#! -- instead with providing AI with higher lvl units on medium
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#! -- and hard give it highly experienced lvl1's
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# Instead with providing AI with higher lvl units on medium
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# and hard give it highly experienced lvl1's
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#ifndef EASY
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#! -- Change the difficulty increase model from having computer
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#! -- recruit some lvl2 and 3 units outright to advancing or
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#! -- half-advancing recruited lvl 1. At the same time guarantees
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#! -- broader spectrum of opposing units as ai advancement is
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#! -- random internal variables : $factor
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# Change the difficulty increase model from having computer
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# recruit some lvl2 and 3 units outright to advancing or
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# half-advancing recruited lvl 1. At the same time, guarantees
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# broader spectrum of opposing units, as AI advancement is random.
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# Internal variables : $factor
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[event]
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name=recruit
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first_time_only=no
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@ -642,14 +639,13 @@
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[/event]
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#endif
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#! -- If opposing champion wasn't attacked by the player yet Garak
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#! -- can issue a challenge affects variables : $grak_challenged,
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#! -- $zur_challenged
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#! -- Inform the player about the possibility of challenge and
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#! -- adjust Garak accordingly. Perform the challenge, set the
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#! -- death events where required internal variables :
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#! -- $garak_duel, $garak_x, $garak_y, $challenged
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# If opposing champion wasn't attacked by the player yet Garak
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# can issue a challenge. Sffects variables : $grak_challenged,
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# $zur_challenged
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# Inform the player about the possibility of challenge and
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# adjust Garak accordingly. Perform the challenge, set the
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# death events where required. Internal variables :
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# $garak_duel, $garak_x, $garak_y, $challenged
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[event]
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name=turn 2
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[message]
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@ -1025,22 +1021,22 @@ This unit always strikes first with this attack, even if they are defending."
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[/message]
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[/event]
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#! -- If challenge didn't happen by turn 12 and bad guy dies, Garak
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#! -- gets possessed. Sets variable : $ElvishGarak, $defiant_death
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#! -- Depends on variables : $grak_challenged, $zur_challenged,
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#! -- $azkotep_casaulties[], $ystara_casaulties[],
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#! -- $killed_by_azkotep, $killed_by_ystara clears variables :
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#! -- $azkotep_casaulties[], $ystara_casaulties[],
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#! -- $killed_by_azkotep, $killed_by_ystara
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# If challenge didn't happen by turn 12 and bad guy dies, Garak
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# gets possessed. Sets variable : $ElvishGarak, $defiant_death
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# Depends on variables : $grak_challenged, $zur_challenged,
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# $azkotep_casaulties[], $ystara_casaulties[],
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# $killed_by_azkotep, $killed_by_ystara clears variables :
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# $azkotep_casaulties[], $ystara_casaulties[],
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# $killed_by_azkotep, $killed_by_ystara
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#! --Turn 12
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#! --The sun should rise, it won't needs dialogue
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#! --If both bad guys alive -> kill Garak -> replace with zombie
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#! If champion not killed in a duel else just kill
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#! --If one alive && his champion not killed in a duel ->
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#! kill Garak, place fallen one -> else just kill
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#! --If both died it will not be invoked
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#! --internal variables : $choice_flag, $i, $coords
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# Turn 12
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# -- The sun should rise, it won't need dialogue
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# --If both bad guys alive -> kill Garak -> replace with zombie
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# If champion not killed in a duel else just kill
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# --If one alive && his champion not killed in a duel ->
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# kill Garak, place fallen one -> else just kill
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# --If both died it will not be invoked
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# Internal variables : $choice_flag, $i, $coords
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# wmllint: recognize Possessed Garak
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[event]
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name=turn 12
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@ -2115,14 +2111,14 @@ This unit always strikes first with this attack, even if they are defending."
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{CLEAR_VARIABLE killed_by_ystara}
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[/event]
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#! -- somewhere around turn 8 an orc raiding party makes an entrance
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#! -- affects variables : $sneak_up
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#! -- depends on variables : $ambush_turn
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#! -- clears variables : $ambush_turn
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#! -- Creates warning about incoming orcs two turns before they show up
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#! -- Creates orcs themselvs on random turnaround turn 8
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#! -- Creates die event for orcish boss and reward for killing him
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#! -- Internal variables : $orc_warning, $parchment_x, $parchment_y
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# Somewhere around turn 8 an orc raiding party makes an entrance.
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# Affects variables : $sneak_up
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# Depends on variables : $ambush_turn
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# Clears variables : $ambush_turn
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# Creates warning about incoming orcs two turns before they show up
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# Creates orcs themselvs on random turn around turn 8
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# Creates die event for orcish boss and reward for killing him
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# Internal variables : $orc_warning, $parchment_x, $parchment_y
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[event]
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name=new turn
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first_time_only="no"
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@ -2346,14 +2342,19 @@ This unit always strikes first with this attack, even if they are defending."
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#endif
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[/event]
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#! -- handles evil guys deaths and victory events, lots of dialogue
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#! -- includes glorious victory
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#! -- includes normal victory
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#! -- sets variables : $scen3 (for compatibility with classic branch)
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#! -- depends on variables : $ElvishGarak, $defiant_death, $elven_camps
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#! -- clears variables : $ElvishGarak, $grak_challenged, $zur_challenged,
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#! $defiant_death, $elven_camps
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#! -- internal variables : $other_creep
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# Handles evil guys deaths and victory events, lots of dialogue.
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# Includes both normal and glorious victory.
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# Sets variables : $scen3 (for compatibility with classic branch)
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# if 9,10,11,12 villages survive increase recruitment costs by 0
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# set scen3 to 1
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# if 7,8 villages survive increase recruitment costs by 1
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# set scen3 to 2
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# if 6 villages survive increase recruitment costs by 2
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# set scen3 to 3
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# Depends on variables : $ElvishGarak, $defiant_death, $elven_camps
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# Clears variables : $ElvishGarak, $grak_challenged, $zur_challenged,
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# $defiant_death, $elven_camps
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# Internal variables : $other_creep
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[event]
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name=die
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first_time_only=no
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@ -2662,7 +2663,6 @@ This unit always strikes first with this attack, even if they are defending."
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speaker=Nym
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message= _ "He was a bastard at times.... But...but why did he have to die? It...it just doesn't make sense. "
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[/message]
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#! -- for compatibility with classic path
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{VARIABLE scen3 1}
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{CLEAR_VARIABLE elven_camps}
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{CLEAR_VARIABLE defiant_death}
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speaker=Nym
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message= _ "He was a bastard at times.... But...but why did he have to die? It...it just doesn't make sense. "
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[/message]
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[if]
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[variable]
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name=elven_camps
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