More comment fixes and maintainability tweaks.

This commit is contained in:
Eric S. Raymond 2008-11-18 17:34:02 +00:00
parent 6dd340b95a
commit dba02ba456

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@ -1,13 +1,13 @@
#textdomain wesnoth-utbs #textdomain wesnoth-utbs
# Scenario 3: A Stirring in the Night # Scenario 3: A Stirring in the Night
#!-- Scenario should work under following assumptions: # Scenario should work under following assumptions:
#!-- Player finds himself on the battlefield between feuding undead. # -- Player finds himself on the battlefield between feuding undead.
#!-- Undead deploy champions (one each). # -- Undead deploy champions (one each).
#!-- Number of tents saved from destruction affects unit limit later in campaign # -- Number of tents saved from destruction affects unit limit later in campaign
#!-- Character Garak is removed from campaign at this stage. # -- Character Garak is removed from campaign at this stage.
#!-- There is an orc raid in second half. # -- There is an orc raid in second half.
#!-- There is no timeflow, scenario takes place at night. # -- There is no timeflow, scenario takes place at night.
[scenario] [scenario]
id="3_Stirring_in_the_Night" id="3_Stirring_in_the_Night"
@ -263,7 +263,10 @@
#Time Areas correspond with halo around campfires #Time Areas correspond with halo around campfires
#North campfire #North campfire
#!-- FIXME idealy these would be called within the event itself, but unfortunately it's not supported yet
# FIXME: ideally these would be called within the event itself, but
# unfortunately it's not supported yet
[time_area] [time_area]
x=14,12,13,14,15,16,12,13,14,15,16,12,13,14,15,16,13,14,15 x=14,12,13,14,15,16,12,13,14,15,16,12,13,14,15,16,13,14,15
y=8,9,9,9,9,9,10,10,10,10,10,11,11,11,11,11,12,12,12 y=8,9,9,9,9,9,10,10,10,10,10,11,11,11,11,11,12,12,12
@ -284,11 +287,8 @@
{DUSK} {DUSK}
[/time_area] [/time_area]
#! -- initial dialogue, placement of champions ^ probably should # Start of scenario event. It sets up
#! -- be moved to prestart # initial undead units and plays intro dialogue
#!-- Start of scenario event. It sets up
#!-- initial undead units and plays intro dialogue
[event] [event]
name=start name=start
@ -297,8 +297,8 @@
{UNIT_ (Revenant) (Zur) ( _ "Zur") 2 20 22} {UNIT_ (Revenant) (Zur) ( _ "Zur") 2 20 22}
{UNIT_ (Wraith) (Grak) ( _ "Grak") 3 22 7} {UNIT_ (Wraith) (Grak) ( _ "Grak") 3 22 7}
#!-- On medium and hard change champions type to more menacing # On medium and hard change champions type to more menacing
#!-- and give them some help # and give them some help
#else #else
{UNIT_ (Skeleton Rider) () ("") 2 20 23} {UNIT_ (Skeleton Rider) () ("") 2 20 23}
@ -387,12 +387,11 @@
[/message] [/message]
[/event] [/event]
#! -- at the end of the initial dialogue kaleh raises a war cry, # At the end of the initial dialogue kaleh raises a war cry,
#! -- some elves will wake up and respond # some elves will wake up and respond
# Recall a random number of troops among the tents to make the
#! -- Recall a random number of troops among the tents to make the # glorious victory achieveable on harder levels.
#! -- glorious victory achieveable on harder levels internal # Internal variables: $tents, $rally_chance, $i
#! -- variables : $tents, $rally_chance, $i
[event] [event]
name=turn 1 name=turn 1
@ -439,16 +438,16 @@
{CLEAR_VARIABLE rally_chance} {CLEAR_VARIABLE rally_chance}
[/event] [/event]
#! -- Count (or store) dying elves and orcs, they will make a host # Count (or store) dying elves and orcs, they will make a host
#! -- for possesed Garak sets variables : $azkotep_casaulties, # for posessed Garak sets variables : $azkotep_casaulties,
#! -- $ystara_casaulties affects variables : $killed_by_ystara, # $ystara_casaulties affects variables : $killed_by_ystara,
#! -- $killed_by_azkotep # $killed_by_azkotep
#!-- This event is pretty simple, with intention of giving Garak a # This event is pretty simple, with intention of giving Garak a
#!-- number of walking corpses equal to number of lost # number of walking corpses equal to number of lost
#!-- units. Point to consider is to actualy zombify the killed by # units. Point to consider is to actualy zombify the killed by
#!-- storing them and unstoring as a recruit list when Garak is # storing them and unstoring as a recruit list when Garak is
#!-- posessed. # posessed.
[event] [event]
name=die name=die
first_time_only=no first_time_only=no
@ -510,12 +509,10 @@
[/if] [/if]
[/event] [/event]
#! -- Count destroyed tents, each lost makes future scenarios harder # Count destroyed tents, each lost makes future scenarios harder
#! -- includes defeat by loss of tents # Includes defeat by loss of tents
#! -- affects variables : $elven_camps # Affects variables : $elven_camps
# Each tent lost to undead spawns a WC
#! -- Count number of tents lost by player and fire defeat event when needed
#! -- Each tent lost to undead spawns a WC
[event] [event]
name=capture name=capture
first_time_only=no first_time_only=no
@ -609,15 +606,15 @@
[/if] [/if]
[/event] [/event]
#! -- instead with providing AI with higher lvl units on medium # Instead with providing AI with higher lvl units on medium
#! -- and hard give it highly experienced lvl1's # and hard give it highly experienced lvl1's
#ifndef EASY #ifndef EASY
#! -- Change the difficulty increase model from having computer # Change the difficulty increase model from having computer
#! -- recruit some lvl2 and 3 units outright to advancing or # recruit some lvl2 and 3 units outright to advancing or
#! -- half-advancing recruited lvl 1. At the same time guarantees # half-advancing recruited lvl 1. At the same time, guarantees
#! -- broader spectrum of opposing units as ai advancement is # broader spectrum of opposing units, as AI advancement is random.
#! -- random internal variables : $factor # Internal variables : $factor
[event] [event]
name=recruit name=recruit
first_time_only=no first_time_only=no
@ -642,14 +639,13 @@
[/event] [/event]
#endif #endif
#! -- If opposing champion wasn't attacked by the player yet Garak # If opposing champion wasn't attacked by the player yet Garak
#! -- can issue a challenge affects variables : $grak_challenged, # can issue a challenge. Sffects variables : $grak_challenged,
#! -- $zur_challenged # $zur_challenged
# Inform the player about the possibility of challenge and
#! -- Inform the player about the possibility of challenge and # adjust Garak accordingly. Perform the challenge, set the
#! -- adjust Garak accordingly. Perform the challenge, set the # death events where required. Internal variables :
#! -- death events where required internal variables : # $garak_duel, $garak_x, $garak_y, $challenged
#! -- $garak_duel, $garak_x, $garak_y, $challenged
[event] [event]
name=turn 2 name=turn 2
[message] [message]
@ -1025,22 +1021,22 @@ This unit always strikes first with this attack, even if they are defending."
[/message] [/message]
[/event] [/event]
#! -- If challenge didn't happen by turn 12 and bad guy dies, Garak # If challenge didn't happen by turn 12 and bad guy dies, Garak
#! -- gets possessed. Sets variable : $ElvishGarak, $defiant_death # gets possessed. Sets variable : $ElvishGarak, $defiant_death
#! -- Depends on variables : $grak_challenged, $zur_challenged, # Depends on variables : $grak_challenged, $zur_challenged,
#! -- $azkotep_casaulties[], $ystara_casaulties[], # $azkotep_casaulties[], $ystara_casaulties[],
#! -- $killed_by_azkotep, $killed_by_ystara clears variables : # $killed_by_azkotep, $killed_by_ystara clears variables :
#! -- $azkotep_casaulties[], $ystara_casaulties[], # $azkotep_casaulties[], $ystara_casaulties[],
#! -- $killed_by_azkotep, $killed_by_ystara # $killed_by_azkotep, $killed_by_ystara
#! --Turn 12 # Turn 12
#! --The sun should rise, it won't needs dialogue # -- The sun should rise, it won't need dialogue
#! --If both bad guys alive -> kill Garak -> replace with zombie # --If both bad guys alive -> kill Garak -> replace with zombie
#! If champion not killed in a duel else just kill # If champion not killed in a duel else just kill
#! --If one alive && his champion not killed in a duel -> # --If one alive && his champion not killed in a duel ->
#! kill Garak, place fallen one -> else just kill # kill Garak, place fallen one -> else just kill
#! --If both died it will not be invoked # --If both died it will not be invoked
#! --internal variables : $choice_flag, $i, $coords # Internal variables : $choice_flag, $i, $coords
# wmllint: recognize Possessed Garak # wmllint: recognize Possessed Garak
[event] [event]
name=turn 12 name=turn 12
@ -2115,14 +2111,14 @@ This unit always strikes first with this attack, even if they are defending."
{CLEAR_VARIABLE killed_by_ystara} {CLEAR_VARIABLE killed_by_ystara}
[/event] [/event]
#! -- somewhere around turn 8 an orc raiding party makes an entrance # Somewhere around turn 8 an orc raiding party makes an entrance.
#! -- affects variables : $sneak_up # Affects variables : $sneak_up
#! -- depends on variables : $ambush_turn # Depends on variables : $ambush_turn
#! -- clears variables : $ambush_turn # Clears variables : $ambush_turn
#! -- Creates warning about incoming orcs two turns before they show up # Creates warning about incoming orcs two turns before they show up
#! -- Creates orcs themselvs on random turnaround turn 8 # Creates orcs themselvs on random turn around turn 8
#! -- Creates die event for orcish boss and reward for killing him # Creates die event for orcish boss and reward for killing him
#! -- Internal variables : $orc_warning, $parchment_x, $parchment_y # Internal variables : $orc_warning, $parchment_x, $parchment_y
[event] [event]
name=new turn name=new turn
first_time_only="no" first_time_only="no"
@ -2346,14 +2342,19 @@ This unit always strikes first with this attack, even if they are defending."
#endif #endif
[/event] [/event]
#! -- handles evil guys deaths and victory events, lots of dialogue # Handles evil guys deaths and victory events, lots of dialogue.
#! -- includes glorious victory # Includes both normal and glorious victory.
#! -- includes normal victory # Sets variables : $scen3 (for compatibility with classic branch)
#! -- sets variables : $scen3 (for compatibility with classic branch) # if 9,10,11,12 villages survive increase recruitment costs by 0
#! -- depends on variables : $ElvishGarak, $defiant_death, $elven_camps # set scen3 to 1
#! -- clears variables : $ElvishGarak, $grak_challenged, $zur_challenged, # if 7,8 villages survive increase recruitment costs by 1
#! $defiant_death, $elven_camps # set scen3 to 2
#! -- internal variables : $other_creep # if 6 villages survive increase recruitment costs by 2
# set scen3 to 3
# Depends on variables : $ElvishGarak, $defiant_death, $elven_camps
# Clears variables : $ElvishGarak, $grak_challenged, $zur_challenged,
# $defiant_death, $elven_camps
# Internal variables : $other_creep
[event] [event]
name=die name=die
first_time_only=no first_time_only=no
@ -2662,7 +2663,6 @@ This unit always strikes first with this attack, even if they are defending."
speaker=Nym speaker=Nym
message= _ "He was a bastard at times.... But...but why did he have to die? It...it just doesn't make sense. " message= _ "He was a bastard at times.... But...but why did he have to die? It...it just doesn't make sense. "
[/message] [/message]
#! -- for compatibility with classic path
{VARIABLE scen3 1} {VARIABLE scen3 1}
{CLEAR_VARIABLE elven_camps} {CLEAR_VARIABLE elven_camps}
{CLEAR_VARIABLE defiant_death} {CLEAR_VARIABLE defiant_death}
@ -2742,6 +2742,7 @@ This unit always strikes first with this attack, even if they are defending."
speaker=Nym speaker=Nym
message= _ "He was a bastard at times.... But...but why did he have to die? It...it just doesn't make sense. " message= _ "He was a bastard at times.... But...but why did he have to die? It...it just doesn't make sense. "
[/message] [/message]
[if] [if]
[variable] [variable]
name=elven_camps name=elven_camps