mirror of
https://github.com/wesnoth/wesnoth
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289 lines
14 KiB
INI
289 lines
14 KiB
INI
{./utils.cfg}
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[tutorial]
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name=Traits and Specialties
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id=tutorial-2
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map_data="ggggggggggggggggccggggtff
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gggtggggggggtggccggggggff
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gggggggggggggcccgCCCggggf
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gggggggfgtgccccggC1Cggggg
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gggggfgffccgcggggrCgggggg
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gggggffffcgggggrrggfggggg
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ggggggffgcgggggrtggffgggg
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gggtgggccgggggrggffffftgg
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ggggggcgggggtrrgffffffffg
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ggggggcggggggrggfffffffgg
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ggggggcgggggrggfffftggggg
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ffffgccgggggrgggggggggggg
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fcfccggggggrrgggggggggggg
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cgcggggggggrggggggggggggg
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gggfffggtggrgggfgtggggggg
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ggffffffgrrggggffffgggggg
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gggtfgffgrgffffffgggghthg
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gggggggrrggffffffggghhhhh
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gggggggrggfffffffgggghhmh
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ggtgggtrgffffffgggghhhhmm
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gggCCCggggfgfgggggghmmmmm
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ggfC2Cgtggggggggghhhhmmmm
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tgffCfggggggggghthhmmmmmm
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gtggfggggggtgghhhhhmmmmmm"
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turns=24
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music=wesnoth-4.ogg
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{DAWN}
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{MORNING}
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{AFTERNOON}
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{DUSK}
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{FIRST_WATCH}
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{SECOND_WATCH}
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[side]
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type=Lord
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side=1
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recruit=Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Scout
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controller=human
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[/side]
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{STARTING_VILLAGES 1 6}
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[side]
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type=Elder Mage
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description=Delfador
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canrecruit=1
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side=2
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recruit=Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Scout
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gold=20
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[ai]
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passive_leader=yes
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[/ai]
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[/side]
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{STARTING_VILLAGES 2 6}
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[event]
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name=start
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[message]
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description=Delfador
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message= _ "Now you will be subject to a more difficult test. You must defeat me in mock battle."
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[/message]
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[message]
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description=Delfador
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message= _ "You can win most scenarios simply by defeating all enemy leaders. Win this scenario by defeating me. Your fighter from the previous scenario can help you in this battle. To recall him, right-click on a castle tile, select Recall, select your fighter, then select 'Ok'. You should also recruit Elvish Fighters and Elvish Archers."
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[/message]
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[objectives]
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message= _ "@Skills covered:
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Recalling
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Traits
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Gold
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Time of day
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Terrains
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Resistance
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Specialties
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Objects
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Playing Wesnoth
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@Objectives
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@Victory
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Defeat Delfador"
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[/objectives]
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[/event]
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[event]
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name=recall
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[message]
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description=Delfador
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message= _ "You have successfully recalled your Elvish Fighter."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define RECALL_QUESTIONS
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{QUESTION_OPTION (What happens when I recall a unit?) (First, you must pay 20 pieces of gold for each unit you recall, regardless of the type of unit. Other than that, recalled units are basically like recruited units, except that instead of a new unit appearing, a unit from a previous scenario will appear.)}
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{QUESTION_OPTION (How should I decide which units to recall?) (You should usually recall units that have already advanced to the next level. However, you may also want to recall units that have high experience, and are thus likely to advance. You should recall units that will be useful for the scenario you are in; for example in a forest scenario, recall elves.)}
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#enddef
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{RECALL_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[event]
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name=turn 2
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[message]
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description=Delfador
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message= _ "You may notice that your units have slightly different statistics than the statistics shown before you recruited them. This is because they have been assigned traits."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define TRAIT_QUESTIONS
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{QUESTION_OPTION (What do traits do?) (The function of traits is add variety by making units of the same type different from each other. This is done by randomly assigning each unit traits when they are recruited. The traits that a unit has are displayed on the Status Table, and the function of a specific trait can be found by putting your cursor over that trait.)}
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{QUESTION_OPTION (What kind of traits can my units get?) (There are five distinct traits, which have effects ranging from increasing a unit's hit points to decreasing the amount of XP required to advance. However all traits are designed to improve unit's power; there are no 'negative' traits. Most units have an equal chance to get any two different traits when they are recruited.)}
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#enddef
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{TRAIT_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[event]
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name=turn 3
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[message]
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description=Delfador
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message= _ "When you recruit and recall units, you lose gold. If this would cause you to have less than 0 gold, you cannot recruit or recall."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define GOLD_QUESTIONS
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{QUESTION_OPTION (How much gold do my units cost?) (You need to pay each unit you recruit or recall gold when you recruit it. The cost of recruiting a unit is displayed under the unit's name. The cost of recalling a unit is always 20 gold. A unit also costs gold for each turn it is under your control. This cost, called 'upkeep', is equal to the level of the unit. However, units you do not recruit or recall such as your leader do not cost any gold at all. The total upkeep cost of your units is displayed on the status bar at the top after a picture of gold and then a red arrow.)}
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{QUESTION_OPTION (How do I get gold?) (You begin each level with a percentage of gold from the previous level. If this is less than 100 gold, you begin with 100 gold instead. The amount of gold you have is displayed on the status bar after the picture of gold. After the start of a scenario, you receive 2 gold every turn. Since you usually need more gold than that, you should flag villages, which give you 1 gold per turn.)}
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#enddef
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{GOLD_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[event]
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name=turn 4
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[message]
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description=Delfador
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message= _ "The sun is setting over Wesnoth. The time of day affects how much damage units of different alignments can inflict upon each other."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define TIME_QUESTIONS
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{QUESTION_OPTION (What are the different alignments and times of day?) (There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times of day: day, twilight, and night. During day, units of the alignment Lawful, such as humans, do 25% more damage, while Chaotic units such as undead do 25% less. At night it is reversed. During twilight, all units do their normal damage. Neutral units such as elves are unaffected by day and night.)}
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{QUESTION_OPTION (How do I know what time of day it is?) (The times of day usually progress in a sequence: dawn- identical to twilight, morning- day, evening- day, dusk- twilight, first-watch- night, second-watch- night, then repeat. This is represented by the sun and moon which each rise in the east and set in the west. However some scenarios have a different sequence, such as underground where it is perpetually night. You can find out the current time of day by looking at the Status Table.)}
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#enddef
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{TIME_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[event]
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name=turn 5
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[message]
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description=Delfador
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message= _ "Each hex has a terrain, which gives the hex distinctive properties."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define TERRAIN_QUESTIONS
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{QUESTION_OPTION (What are the different properties that terrains have?) (Two terrains have properties which have already been described; namely villages and castle. However the properties of most terrains are more subtle, and have to do with the advantages and disadvantages different units have when they move onto them. The first property of a terrain is the number of move points it takes each unit to move through the hex. The second property is the defense that the terrain gives units standing on it. This is a percentage which determines the unit's chance to be hit on that terrain. For example; elves have 70% defense on grass, and are therefore hit 30% of the time.)}
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{QUESTION_OPTION (How do I find out the properties of a specific terrain?) (To find out the properties of a terrain with respect to a specific unit, right-click on the unit, select Unit Description, then select Terrain Modifiers. To find out which terrain is on a particular hex, move your cursor over that hex and look in the upper-right hand corner of the screen. This will display, in order, the name of the terrain, then the coordinates of the hex, then the selected unit's defense, then the number of move points it will cost the selected unit to move through that hex.)}
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#enddef
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{TERRAIN_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[event]
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name=turn 6
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[message]
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description=Delfador
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message= _ "Each attack has a damage type which affects how much damage different units take from that attack."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define RESISTANCE_QUESTIONS
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{QUESTION_OPTION (How does resistance affect attack damage?) (Each unit has a certain resistance against each attack type. This resistance is a percentage which is subtracted from the damage of opponent's weapons of that type. For example, if an Elvish Scout is attacked by an Elvish Archer, the archer does 20% more damage than normal, since Elvish Scouts have -20% resistance to pierce. This bonus/penalty is calculated additively with other bonuses/penalties like time of day, so two -50% penalties would add up to -100%.)}
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{QUESTION_OPTION (What are the different damage types?) (There are 6 different damage types: blade, pierce, impact, fire, cold, and holy. Heavily armored units have high resistance to the physical types: blade, pierce, and impact, but low resistance to the magical types: fire and cold. All living units have resistance to holy while undead are extremely weak to it. To find out a specific unit's resistance, right-click on the unit, select Unit Description, then select Resistance.)}
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#enddef
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{RESISTANCE_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[event]
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name=turn 7
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[message]
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description=Delfador
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message= _ "Many units have a specialty which changes the rules of play in some way."
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[/message]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define SPECIALTIES_QUESTIONS
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{QUESTION_OPTION (What do specialties do?) (Each specialty does something different; that's the whole point of a specialty. To find a description of a unit's specialty, put your cursor over the name of the specialty.)}
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{QUESTION_OPTION (Which units get specialties?) (The specialties a unit gets are determined by the unit type; for example all generals have the specialty leadership. There are two kinds of specialties: abilities, and attack specials. Abilities apply to units while attack specials only apply to one of the unit's attacks.)}
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{QUESTION_OPTION (What kinds of specialties can my units get?) (There are many different specialties, and learning about them is one of the interesting parts of playing Wesnoth. The two most common specialties are called 'magical' and 'leadership'. Magical attacks have a 70% chance of hitting enemies regardless of what terrain they are on. Units do more damage while next to a unit of higher level with leadership.)}
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{QUESTION_OPTION (How do I use specialties?) (To use a specialty, you just have to move and/or attack with your units in a way which triggers the specialty. For example, in order to use leadership, you must move a unit with leadership next to another unit, then attack with the other unit.)}
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#enddef
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{SPECIALTIES_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/event]
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[item]
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x,y=12,9
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image=items/potion-red.png
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[/item]
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[event]
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name=moveto
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[filter]
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x,y=12,9
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side=1
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[/filter]
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[message]
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description=Delfador
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message= _ "Some objects change the statistics of the unit that triggered them. One of your units found a potion which will make him do more damage on his attack. To see his new combat statistics, look at the Status Table."
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[/message]
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[object]
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[effect]
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apply_to=attack
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increase_damage=4
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[/effect]
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description=This potion increases the damage of all the drinker's attacks by four.
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name=Strength Potion
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image=items/potion-red.png
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[/object]
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{QUESTION_OPTIONS_START (En guarde!)}
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#define OBJECT_QUESTIONS
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{QUESTION_OPTION (What kind of objects am I likely to encounter?) (The objects you encounter are put in by the scenario designer, so they vary from campaign to campaign. In Heir to the Throne, most objects give the unit who picks them up a new weapon. However there are usually not that many objects in a campaign.)}
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{QUESTION_OPTION (How long do these objects last?) (Most objects are permanent changes to the unit that receives them. However a few objects, such as holy water, last only until the remainder of the level.)}
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#enddef
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{OBJECT_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[removeitem]
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[/removeitem]
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[/event]
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[event]
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name=capture
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[filter]
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side=2
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[/filter]
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[message]
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description=Delfador
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message= _ "Remember to try to prevent the enemy from capturing villages, and to recapture the ones that they already have. This will cut off their gold supply and make them unable to recruit."
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[/message]
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[/event]
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[event]
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name=die
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[filter]
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description=Konrad
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[/filter]
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[message]
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description=Delfador
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message= _ "Unfortunately, you lost, because your leader was defeated. Hopefully you have gained wisdom from my teachings anyway."
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[/message]
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[/event]
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[event]
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name=time over
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[message]
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description=Delfador
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message= _ "Unfortunately, you lost, because you ran out of time. Hopefully you have gained wisdom from my teachings anyway."
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[/message]
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[/event]
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[event]
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name=die
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[filter]
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description=Delfador
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[/filter]
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[message]
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description=Delfador
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message= _ "Congratulations! You have defeated me, and completed the second and final training scenario. Next, you may want to begin a campaign, or play multiplayer."
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[/message]
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{QUESTION_OPTIONS_START (Hooray!)}
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#define WESNOTH_QUESTIONS
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{QUESTION_OPTION (How do I play a campaign?) (To begin a campaign, run Wesnoth, select 'Campaign', select which campaign to play, then select Easy, Normal, or Hard. Heir to the Throne is the suggested for newcomers to Wesnoth.)}
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{QUESTION_OPTION (How do I play multiplayer?) (To play Wesnoth against other people, select 'Multiplayer'. If you have the latest development version of Wesnoth, select 'Join Official Server'. However, if you have version 1.0, select 'Join Game', then type in 'server.wesnoth.org'. This will connect you to the official Wesnoth server, where you can join a game by selecting it, then selecting 'Join Game'.)}
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#enddef
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{WESNOTH_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[message]
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description=Delfador
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message= _ "Do you want to review any of the skills learned on this level?"
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[option]
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message= _ "Yes"
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[command]
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{QUESTION_OPTIONS_START (I'm done reviewing skills!)}
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{RECALL_QUESTIONS}
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{TRAIT_QUESTIONS}
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{GOLD_QUESTIONS}
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{TIME_QUESTIONS}
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{TERRAIN_QUESTIONS}
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{RESISTANCE_QUESTIONS}
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{SPECIALTIES_QUESTIONS}
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{OBJECT_QUESTIONS}
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{WESNOTH_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[/command]
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[/option]
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[option]
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message= _ "No"
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[/option]
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[/message]
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[endlevel]
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result=victory
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next_scenario=null
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bonus=yes
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[/endlevel]
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[/event]
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[/tutorial]
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