2008-03-12 10:59:41 +00:00

1099 lines
33 KiB
INI

#textdomain wesnoth-tutorial
#! -- I don't think that I've ever seen more ugly piece of WML than this scenario, I really hope I won't ever see one.
#! -- My first reaction after seeing scenario 2? Something along the lines of OMGWTFFFS! But since I volunteered to fix a bug
#! -- here, I might as well fix the whole damned thing. For past version see 1.4 relase.
# wmlscope: set export=no
# wmllint: no-syntax-rewrite
{./utils.cfg}
#define TARGET_HEX X Y
{VARIABLE target_hex.x {X}}
{VARIABLE target_hex.y {Y}}
{VARIABLE target_hex.is_set yes}
#enddef
#FIXME: You'd think that using CLEAR_VARIABLE here would make it fail the
#equals="set" test. You'd be wrong...
#define NO_TARGET_HEX
{VARIABLE target_hex.is_set no}
#enddef
#define STUDENT_START_LOC
9,6
#enddef
#define MARKER_LOC
12,5
#enddef
#define DELFADOR_LOC
13,6
#enddef
#define QUINTAIN_LOC
13,5
#enddef
#define VILLAGE_LOC
11,7
#enddef
#define KEEP_LOC
9,6
#enddef
[tutorial]
id=tutorial
translator_comment=_ "Hello translators! Tutorial is meant to be a little funny at the start, welcoming new players. Please keep friendly fun feeling! Any questions email rusty@rustcorp.com.au!"
name=_ "Wesnoth Tutorial"
map_data="usage=map
border_size=1
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Ww, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Ww, Ww, Gg^Ve, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Ww, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gg^Ve, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww^Bw/, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, 1 Kh, Ch, Ww, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ch, Gg, Gg^Ve, Ww^Bw/, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gs^Fp, Gs^Fp, Gg, Gg^Ve, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Ww, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ww, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
"
turns=12
[music]
name=elf-land.ogg
[/music]
next_scenario=2_Tutorial
{DEFAULT_SCHEDULE}
victory_when_enemies_defeated=no
[side]
type=Fighter
description=student
user_description=_"Konrad"
canrecruit=yes
side=1
controller=human
[/side]
#! -- No leader means NO DESCRIPTIONS. Period.
[side]
no_leader=yes
side=2
controller=ai
[ai]
passive_leader=no
caution=0
aggression=5
[target]
description=student
value=10
[/target]
[target]
description=Delfador
value=.1
[/target]
[/ai]
[/side]
[side]
no_leader=yes
side=3
team_name=1
controller=null
[/side]
[event]
name=prestart
[unit]
description=Delfador
user_description=_ "Delfador"
type=Elder Mage
x,y=13,6
side=3
{IS_HERO}
[/unit]
{LABEL Delfador (13,6)}
[objectives]
side=1
summary=_ "You will learn the basics of:
movement
attacking
healing
recruiting"
[objective]
description=_ "Destroy a fierce enemy"
condition=win
[/objective]
[objective]
description=_ "Get yourself killed"
condition=lose
[/objective]
[/objectives]
[hide_unit]
description=student
[/hide_unit]
{VARIABLE student_hp 32}
[/event]
[event]
name=start
[message]
speaker=narrator
message=_"Who would you like to play?"
[option]
message="&" + "konrad-fighter.png" + "=" + _"Konrad"
[command]
{VARIABLE student _"Konrad"}
[/command]
[/option]
[option]
message="&" + "human-princess.png" + "=" + _"Li'sar"
[command]
{VARIABLE student _"Li'sar"}
[kill]
description=student
fire_event=no
animate=no
[/kill]
[unit]
type=Fighteress
side=1
x,y={STUDENT_START_LOC}
description=student
user_description= _"Li'sar"
canrecruit=yes
[/unit]
[redraw][/redraw]
[/command]
[/option]
[/message]
[unhide_unit][/unhide_unit]
{LABEL $student {STUDENT_START_LOC}}
[redraw][/redraw]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "*Welcome to Wesnoth!" +
_ "
For this tutorial, you are playing Konrad. " +
_ "You are standing in the keep, and your mentor Delfador is on the East side of the river." +
_ "
*Left click to continue..."
[/message]) ([message]
speaker=narrator
message=_ "*Welcome to Wesnoth!" +
_ "
For this tutorial, you are playing Li'sar. " +
_ "You are standing in the keep, and your mentor Delfador is on the East side of the river." +
_ "
*Left click to continue..."
[/message])}
{GENDER ({PRINT (_"Left click on Konrad")})
({PRINT (_"Left click on Li'sar")})}
#wmlindent: stop ignoring
[/event]
[event]
name=select
[filter]
side=1
[/filter]
{UNLABEL {STUDENT_START_LOC}}
{CLEAR_PRINT}
[redraw][/redraw]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
#wmllint: display on
message=_ "*You have selected Konrad.
The places he could move to are highlighted." +
_ "
*Left click or any key to continue..."
#wmllint: display off
[/message]) ([message]
speaker=narrator
#wmllint: display on
message=_ "*You have selected Li'sar.
The places she could move to are highlighted." +
_ "
*Left click or any key to continue..."
#wmllint: display off
[/message])}
#wmlindent: stop ignoring
{LABEL (_ "HERE") {MARKER_LOC}}
[redraw][/redraw]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "Move Konrad next to Delfador, by clicking on the place marked 'HERE'." +
_ "
*Left click or any key to continue..."
[/message]) ([message]
speaker=narrator
message=_ "Move Li'sar next to Delfador, by clicking on the place marked 'HERE'." +
_ "
*Left click or any key to continue..."
[/message])}
#wmlindent: stop ignoring
{TARGET_HEX 12 5}
{PRINT (_"Left click on tile labelled HERE")}
[/event]
# General catch for them moving to the wrong place.
[event]
name=moveto
first_time_only=no
[allow_undo][/allow_undo]
[filter]
side=1
[/filter]
[if]
[variable]
name=target_hex.is_set
equals=yes
[/variable]
[then]
[if]
[variable]
name=x1
equals=$target_hex.x
[/variable]
[variable]
name=y1
equals=$target_hex.y
[/variable]
[then]
[/then]
[else]
[redraw][/redraw]
[message]
speaker=narrator
#wmllint: display on
message=_ "*Oops!
You moved to the wrong place! After this message, you can press 'u' to Undo, then try again.
*Left click or any key to continue..."
#wmllint: display off
[/message]
[/else]
[/if]
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
side=1
x,y={MARKER_LOC}
[/filter]
{CLEAR_PRINT}
{UNLABEL {MARKER_LOC}}
{UNLABEL {DELFADOR_LOC}}
{NO_TARGET_HEX}
[redraw][/redraw]
[message]
description=student
message=_ "Good morning Delfador! Is it time to attack things?"
[/message]
[message]
description=Delfador
message=_ "Um, well..."
[/message]
[message]
description=student
message=_ "Have you found an orc for me to fight, huh? A troll?"
[/message]
[message]
description=Delfador
message=_ "Quiet! I will summon an enemy for you..."
[/message]
[scroll_to_unit]
description=Delfador
[/scroll_to_unit]
[sound]
name=lightning.ogg
[/sound]
[colour_adjust]
red=100
green=100
blue=100
[/colour_adjust]
[delay]
time=10
[/delay]
[colour_adjust]
red=0
green=0
blue=0
[/colour_adjust]
[unit]
description=Quintain
type=Quintain
ai_special="guardian"
x,y={QUINTAIN_LOC}
side=2
[/unit]
{LABEL (_"Quintain") {QUINTAIN_LOC}}
[redraw][/redraw]
[message]
description=Delfador
message=_ "... this quintain!"
[/message]
[message]
description=student
message=_ "A quintain? You want me to pretend to fight a dummy??"
[/message]
[message]
description=Delfador
message=_ "Child, you have 32 hitpoints and a sword. I'm fairly sure you'll win."
[/message]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "To attack the quintain, you will first select the attacker (Konrad) and then the target (the quintain). You will see a description of the details of the attack. When you click OK, Konrad will attack." +
_ "
*Left click or any key to continue..."
[/message]) ([message]
speaker=narrator
message=_ "To attack the quintain, you will first select the attacker (Li'sar) and then the target (the quintain). You will see a description of the details of the attack. When you click OK, Li'sar will attack." +
_ "
*Left click or any key to continue..."
[/message])}
#wmlindent: stop ignoring
[event]
name=select
[filter]
side=1
[/filter]
{PRINT (_"Click on the quintain to attack it")}
[/event]
#wmlindent: start ignoring
{GENDER ({PRINT (_"Left click on Konrad")})
({PRINT (_"Left click on Li'sar")})}
#wmlindent: stop ignoring
[/event]
# We track student's hitpoints so Delfador can explain them.
[event]
name=attacker_hits
first_time_only=no
[filter_second]
description=student
[/filter_second]
{VARIABLE_OP student_hp add -3}
[/event]
[event]
name=defender_hits
first_time_only=no
[filter]
description=student
[/filter]
{VARIABLE_OP student_hp add -3}
[/event]
[event]
name=attack_end
{CLEAR_PRINT}
{UNLABEL {QUINTAIN_LOC}}
[message]
description=student
message=_ "Hey! This quintain fights back!"
[/message]
[message]
description=Delfador
message=_ "Hmm, maybe we should have started with a doll."
[/message]
[message]
description=student
message=_ "Should I retreat?"
[/message]
[message]
description=Delfador
message=_ "Good idea!"
[/message]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "Note: the tiny silver crown near Delfador shows that you will lose the game if he is killed. You will also lose the game if your leader (Konrad) is killed."
[/message]) ([message]
speaker=narrator
message=_ "Note: the tiny silver crown near Delfador shows that you will lose the game if he is killed. You will also lose the game if your leader (Li'sar) is killed."
[/message])}
#wmlindent: stop ignoring
{MOVE Delfador 13 6 14 8}
{VARIABLE future_hp $student_hp}
{VARIABLE_OP future_hp add -15}
[message]
description=Delfador
message=_ "Unfortunately, you've used up your turn attacking the quintain. The quintain will now get a turn."
[/message]
[message]
description=student
message=_ "The DUMMY gets a turn?"
[/message]
[message]
description=Delfador
#wmllint: display on
message=_ "Yes: it's a magical quintain.
See the 3-5 in its description? The first number tells you that it does three points of damage when it hits. The second tells you that it gets five chances to hit you per combat round.
If it hits every time, you'll drop from $student_hp to $future_hp hit points. Brace yourself!"
#wmllint: display off
[/message]
{PRINT (_ "Click on the End Turn button on the bottom right")}
{VARIABLE next_turn.capture_village $turn_number}
{VARIABLE_OP next_turn.capture_village add 1}
[/event]
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
equals=$next_turn.capture_village
[/variable]
[then]
# There is a 1 in 170,000 chance that the quintain will miss on all
# 10 attacks. Ignoring that.
{CLEAR_PRINT}
[refresh][/refresh]
[message]
description=student
message=_ "Ouch! I need to heal! Only $student_hp hp left!"
[/message]
{LABEL (_"Village") {VILLAGE_LOC}}
[message]
description=Delfador
message=_ "There is a village on the other side of the river. Visiting villages is a good idea, and standing in one will heal you at the start of your next turn: you should retreat to there."
[/message]
#wmlindent: start ignoring
{GENDER ({PRINT (_"Left click on Konrad")})
({PRINT (_"Left click on Li'sar")})}
#wmlindent: stop ignoring
[event]
name=select
[filter]
side=1
[/filter]
#wmlindent: start ignoring
{GENDER ({PRINT (_"Click on the village to move Konrad")})
({PRINT (_"Click on the village to move Li'sar")})}
#wmlindent: stop ignoring
[/event]
{TARGET_HEX 11 7}
[event]
name=moveto
[filter]
side=1
x,y=11,7
[/filter]
{CLEAR_PRINT}
[redraw][/redraw]
{NO_TARGET_HEX}
[message]
speaker=narrator
#wmllint: display on
message=_ "You now 'own' this village: you can see it flies your flag, and soon a '1' will appear next to the house icon at the top of screen. Villages give gold: every turn you gain two gold, plus one for every village you own.
*Left click or any key to continue..."
#wmllint: display off
[/message]
{PRINT (_"Click on the End Turn button")}
[/event]
{VARIABLE next_turn.do_recruit $turn_number}
{VARIABLE_OP next_turn.do_recruit add 1}
[/then]
[/if]
[if]
[variable]
name=turn_number
equals=$next_turn.do_recruit
[/variable]
[then]
{CLEAR_PRINT}
{UNLABEL {VILLAGE_LOC}}
[store_unit]
[filter]
description=student
[/filter]
kill=no
variable=student_hp_check
[/store_unit]
{VARIABLE hp_difference $student_hp_check.max_hitpoints}
{VARIABLE_OP hp_difference add -$student_hp_check.hitpoints}
[if]
[variable]
name=hp_difference
greater_than=7
[/variable]
[then]
{VARIABLE hp_difference 8}
[/then]
[/if]
[message]
description=Delfador
message=_ "You're about to be healed by $hp_difference hitpoints. But I think you're going to need some help against that quintain."
[/message]
[message]
description=student
message=_ "I'll recruit some elves!"
[/message]
{LABEL (_"Keep") {KEEP_LOC}}
[message]
description=Delfador
message=_ "A splendid idea. If you return to your keep, you can recruit two units. You have plenty of gold for that."
[/message]
{TARGET_HEX 9 6}
#wmlindent: start ignoring
{GENDER ({PRINT (_"Move Konrad to the keep")})
({PRINT (_"Move Li'sar to the keep")})}
#wmlindent: stop ignoring
[event]
name=moveto
[filter]
x,y={KEEP_LOC}
[/filter]
{CLEAR_PRINT}
{UNLABEL {KEEP_LOC}}
[set_recruit]
recruit=Elvish Fighter
side=1
[/set_recruit]
[redraw][/redraw]
[message]
speaker=narrator
#wmllint: display on
message=_ "Whenever you're on a keep, you can recruit into castle tiles around it, by right-clicking and selecting 'Recruit'. This time you will only be given one type of unit to choose: select it.
*Left click or any key to continue..."
#wmllint: display off
[/message]
{PRINT (_"Right click on one castle tile and select Recruit")}
[/event]
[event]
name=recruit
first_time_only=no
# zookeeper suggested we eliminate traits by killing
# the recruit and replacing it
[kill]
x,y=$x1,$y1
[/kill]
# Each one needs a unique description for next level.
{VARIABLE_OP description_num add 1}
{NOTRAIT_UNIT 1 "Elvish Fighter" $x1 $y1}
[+unit]
role="Recruit $description_num"
moves=0
generate_description=yes
[/unit]
[/event]
[event]
name=recruit
[filter]
x,y=10,6
[/filter]
[if]
[have_unit]
role="Recruit 1"
[/have_unit]
[then]
{CLEAR_PRINT}
[redraw][/redraw]
[message]
speaker=narrator
#wmllint: display on
message=_ "These newly recruited units can do nothing this turn: you will control them next turn.
Note: after this dialog, you can move the mouse over a unit to see a description on the right of the screen.
*Left click or any key to continue..."
#wmllint: display off
[/message]
# They can move to the village if they're smart
{NO_TARGET_HEX}
{PRINT (_"Click on the End Turn button")}
{VARIABLE next_turn.elves_attack $turn_number}
{VARIABLE_OP next_turn.elves_attack add 1}
[/then]
[else]
{PRINT (_"Right click on the other castle tile and Recruit another unit")}
[/else]
[/if]
[/event]
[event]
name=recruit
[filter]
x,y=9,7
[/filter]
[if]
[have_unit]
role="Recruit 1"
[/have_unit]
[then]
{CLEAR_PRINT}
[redraw][/redraw]
[message]
speaker=narrator
#wmllint: display on
message=_ "These newly recruited units can do nothing this turn: you will control them next turn.
Note: after this dialog, you can move the mouse over a unit to see a description on the right of the screen.
*Left click or any key to continue..."
#wmllint: display off
[/message]
# They can move to the village if they're smart
{NO_TARGET_HEX}
{PRINT (_"Click on the End Turn button")}
{VARIABLE next_turn.elves_attack $turn_number}
{VARIABLE_OP next_turn.elves_attack add 1}
[/then]
[else]
{PRINT (_"Right click on the other castle tile and Recruit another unit")}
[/else]
[/if]
[/event]
{VARIABLE next_turn.quintan_heals $turn_number}
{VARIABLE_OP next_turn.quintan_heals add 1}
[/then]
[/if]
[if]
[variable]
name=next_turn.quintan_heals
equals=$turn_number
[/variable]
[then]
{CLEAR_PRINT}
[message]
description=student
message=_ "Hey, the quintain just healed by two hitpoints! I'd better attack it at once!"
[/message]
[message]
description=Delfador
message=_ "Yes, if a unit doesn't do anything for a turn, it will slowly heal."
[/message]
[/then]
[/if]
[if]
[variable]
name=next_turn.elves_attack
equals=$turn_number
[/variable]
[then]
[message]
description=Delfador
message=_ "But before you send your fighters against the quintain, you should know they have two kinds of attack..."
[/message]
[message]
description=student
message=_ "I'll tell them to use the one which does most damage!"
[/message]
[message]
description=Delfador
message=_ "And which would that be? The sword (5-4) or the bow (3-3)? I guess you'll find out..."
[/message]
{PRINT (_"Left click on an Elvish Fighter")}
{VARIABLE encourage (_"End your turn, then attack again.")}
{VARIABLE trying_to_be_a_wiseguy yes}
[event]
[filter]
description=student
[/filter]
[if]
[variable]
name=trying_to_be_a_wiseguy
equals=yes
[/variable]
[then]
[message]
description=Delfador
#wmllint: display on
message=_ "You wouldn't do anything stupid like charging that quintain yourself again now, would you?
Use these fighters you recruited first, the'll be a lot of help."
#wmllint: display off
[/message]
[/then]
[/if]
[/event]
[event]
name=select
[filter]
type=Elvish Fighter
[/filter]
{PRINT (_"Left click on the Quintain to attack it.")}
[/event]
[event]
name=attack
[filter]
type=Elvish Fighter
[/filter]
{VARIABLE trying_to_be_a_wiseguy no}
{CLEAR_PRINT}
{VARIABLE next_turn.advice_chain[0].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[0].turn add 1}
[/event]
[event]
name=attack_end
[special_filter]
weapon=sword
[/special_filter]
{VARIABLE used_sword 1}
[if]
[variable]
name=used_bow
numerical_equals=1
[/variable]
[then]
[if]
[variable]
name=quintain_dead
numerical_equals=1
[/variable]
[then]
[message]
description=Delfador
message=_ "Your elf used a sword (5-4, or 5 damage, 4 attacks), which is a melee attack, so the quintain defended with its melee attack (3-5). The ranged attack was safer."
[/message]
[/then]
[else]
[message]
description=Delfador
#wmllint: display on
message=_ "Your elf used a sword (5-4, or 5 damage, 4 attacks), which is a melee attack, so the quintain defended with its melee attack (3-5). The ranged attack was safer.
End your turn, then attack again."
#wmllint: display off
[/message]
{PRINT (_"Click on the End Turn button")}
[/else]
[/if]
[/then]
[else]
[message]
description=Delfador
#wmllint: display on
message=_ "Your elf used a sword (5-4, or 5 damage, 4 attacks), which is a melee attack, so the quintain defended with its melee attack (3-5).
You should tell the other Elf to use the bow."
#wmllint: display off
[/message]
{PRINT (_"Attack with the other Elf")}
[event]
name=attack
{CLEAR_PRINT}
[/event]
[/else]
[/if]
[/event]
[event]
name=attack_end
[special_filter]
weapon=bow
[/special_filter]
{VARIABLE used_bow 1}
[if]
[variable]
name=used_sword
numerical_equals=1
[/variable]
[then]
[if]
[variable]
name=quintain_dead
numerical_equals=1
[/variable]
[then]
[message]
description=Delfador
message=_ "Your elf used a bow, which is a ranged attack (3-3, or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
[/message]
[/then]
[else]
[message]
description=Delfador
#wmllint: display on
message=_ "Your elf used a bow, which is a ranged attack (3-3, or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself.
End your turn, then attack again."
#wmllint: display off
[/message]
{PRINT (_"Click on the End Turn button")}
[/else]
[/if]
[/then]
[else]
[message]
description=Delfador
message=_ "Your elf used a bow, which is a ranged attack (3-3, or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
[/message]
{PRINT (_"Attack with the other Elf")}
[event]
name=attack
{CLEAR_PRINT}
[/event]
[/else]
[/if]
[/event]
[/then]
[/if]
[if]
[variable]
name=next_turn.advice_chain[0].turn
equals=$turn_number
[/variable]
[then]
{CLEAR_PRINT}
[message]
description=Delfador
message=_ "Keep attacking, with both elves, until the quintain is finished!"
[/message]
{VARIABLE next_turn.advice_chain[1].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[1].turn add 1}
[/then]
[/if]
[if]
[variable]
name=next_turn.advice_chain[1].turn
equals=$turn_number
[/variable]
[then]
[message]
description=Delfador
message=_ "Maybe you should recruit another elf?"
[/message]
[message]
speaker=narrator
#wmllint: display on
message=_ "Note:
You can right click on a unit to see a detailed Unit Description."
#wmllint: display off
[/message]
{VARIABLE next_turn.advice_chain[2].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[2].turn add 1}
[/then]
[/if]
[if]
[variable]
name=next_turn.advice_chain[2].turn
equals=$turn_number
[/variable]
[then]
[if]
[variable]
name=quintain_dead
numerical_equals=1
[/variable]
[then]
[message]
speaker=narrator
#wmllint: display on
message=_ "Note:
Remember to pull back wounded units into villages, and recruit more if you need. Take special care of units with the highest experience points (XP)."
#wmllint: display off
[/message]
[/then]
[/if]
{VARIABLE next_turn.advice_chain[3].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[3].turn add 1}
[/then]
[/if]
[if]
[variable]
name=next_turn.advice_chain[3].turn
equals=$turn_number
[/variable]
[then]
[message]
speaker=narrator
#wmllint: display on
message=_ "Note:
Each village you own can support a single unit for free. After that, each unit costs you one gold per turn."
#wmllint: display off
[/message]
{VARIABLE next_turn.advice_chain[4].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[4].turn add 1}
[/then]
[/if]
[if]
[variable]
name=next_turn.advice_chain[4].turn
equals=$turn_number
[/variable]
[then]
[message]
speaker=narrator
#wmllint: display on
message=_ "Note:
When a unit gets enough experience (the experience bar is the smaller bar on the right), it will go up a level. Elvish Fighters have two options, and you will get to choose which one you want. Note that level 2 units cost you twice as much to support as level 1 units."
#wmllint: display off
[/message]
{VARIABLE next_turn.advice_chain[5].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[5].turn add 1}
[/then]
[/if]
[if]
[variable]
name=next_turn.advice_chain[5].turn
equals=$turn_number
[/variable]
[then]
[message]
speaker=narrator
#wmllint: display on
message=_ "Note:
Once you select a unit, you see percentages for different places: higher means more defensible. For example, defence is good in castles and villages, bad inside rivers. The dummies' attacks are magical, however, so they have a 70% chance of hitting you wherever you stand."
#wmllint: display off
[/message]
[/then]
[/if]
[/event]
[event]
name=die
[filter]
description=student
[/filter]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=die
[filter]
type=Quintain
[/filter]
{CLEAR_PRINT}
[message]
speaker=second_unit
message=_ "The quintain is dead, sirs, and I have gained more experience!"
[/message]
#wmlindent: start ignoring
{GENDER ([message]
description=Delfador
message=_ "Yes, you gain more experience through battle, especially killing an opponent: gain enough experience and you become more powerful. " +
_ "Now Konrad, I will leave you with more dummies to practice on! After that, we have real work to do..."
[/message]) ([message]
description=Delfador
message=_ "Yes, you gain more experience through battle, especially killing an opponent: gain enough experience and you become more powerful. " +
_ "Now Li'sar, I will leave you with more dummies to practice on! After that, we have real work to do..."
[/message])}
#wmlindent: stop ignoring
{VARIABLE quintain_dead 1}
[unit]
description=Quintain
type=Quintain
ai_special="guardian"
x,y=16,10
side=2
[/unit]
[unit]
description=Quintain
type=Quintain
ai_special="guardian"
x,y=13,11
side=2
[/unit]
[unit]
description=Quintain
type=Quintain
ai_special="guardian"
x,y=9,11
side=2
[/unit]
{MOVE Delfador 14 8 2 1}
[scroll_to_unit]
type=Quintain
[/scroll_to_unit]
[kill]
description=Delfador
[/kill]
[message]
speaker=narrator
#wmllint: display on
message=_ "Note:
These dummies only attack if you are a single tile away. With care, you should be able to kill them one at a time."
#wmllint: display off
[/message]
[event]
name=new turn
first_time_only=no
[message]
speaker=narrator
message=_ "Do you want to keep practicing?"
[option]
message=_ "Yes, I'm still figuring it out."
[/option]
[option]
message=_ "No, I think I've got it."
[command]
[endlevel]
result=victory
[/endlevel]
[/command]
[/option]
[/message]
[/event]
[/event]
[event]
name=time over
[if]
[variable]
name=quintain_dead
numerical_equals=1
[/variable]
[then]
[endlevel]
result=victory
[/endlevel]
[/then]
[else]
[endlevel]
result=defeat
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=victory
[message]
speaker="narrator"
message=_ "After your victory notice, the map will be grayed out to indicate that the scenario is over, but you will be able to examine the final positions and the state of your troops before clicking 'End Scenario' to continue to the next scenario."
[/message]
{CLEAR_VARIABLE next_turn}
{CLEAR_VARIABLE target_hex}
[/event]
[/tutorial]