[scenario]
#textdomain wesnoth-Dogs_Of_War
id=1_Coming_Home
name=_"Coming Home"
next_scenario=2_Into_The_War
map_data="{@campaigns/Dogs_Of_War/maps/1_Coming_Home}"
turns=10
{DUSK}
#Mercenaries
[side]
side=1
controller=human
team_name=Mercenaries
gold=0
income=-2
type=Dragoon
description=The Count
user_description=_"Carl Albrecht"
role=count
canrecruit=1
upkeep=loyal
unrenameable=yes
[unit]
type=Dark Sorcerer
desription=Lenny
user_description=_"Lenny"
role=wizard
[modifications]
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
[/modifications]
upkeep=loyal
unrenameable=yes
x=1
y=7
[/unit]
[unit]
type=Cavalryman
description=Sgt. Scheppke
user_description=_"Sgt. Scheppke"
role=seregant
[modifications]
{TRAIT_STRONG}
{TRAIT_FEARLESS}
[/modifications]
upkeep=loyal
unrenameable=yes
x=2
y=6
[/unit]
{PLACE_UNIT Cavalryman 1 5}
{PLACE_UNIT Cavalryman 2 5}
{PLACE_UNIT Cavalryman 2 7}
{PLACE_UNIT Cavalryman 1 8}
[/side]
#Goblins
[side]
side=2
gold=0
income=-2
team_name=Greenskins
type=Goblin Rouser
description=Ghark
user_description=_"Ghark"
canrecruit=1
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILENT}
movement=0
[/modifications]
upkeep=loyal
{PLACE_UNIT "Goblin Impaler" 20 11}
{PLACE_UNIT "Goblin Impaler" 20 9}
{PLACE_UNIT "Goblin Impaler" 20 14}
{PLACE_UNIT "Goblin Impaler" 20 6}
{PLACE_UNIT "Goblin Impaler" 19 5}
{PLACE_UNIT "Goblin Spearman" 19 11}
{PLACE_UNIT "Goblin Spearman" 19 10}
{PLACE_UNIT "Goblin Spearman" 19 9}
{PLACE_UNIT "Goblin Spearman" 19 12}
{PLACE_UNIT "Goblin Spearman" 20 13}
{PLACE_UNIT "Goblin Spearman" 19 14}
{PLACE_UNIT "Goblin Spearman" 19 15}
{PLACE_UNIT "Goblin Spearman" 18 5}
{PLACE_UNIT "Goblin Spearman" 19 6}
{PLACE_UNIT "Goblin Spearman" 19 7}
{PLACE_UNIT "Goblin Spearman" 20 7}
{PLACE_UNIT "Goblin Spearman" 18 4}
{PLACE_UNIT "Goblin Spearman" 20 5}
[/side]
#Peasants
[side]
gold=0
side=3
income=-2
village_gold=0
team_name=Mercenaries
type=White Mage
description=Priest
user_description=_"Reverend"
role=priest
upkeep=loyal
ai_special=guardian
random_traits=yes
canrecruit=1
[unit]
type=Poacher
role=sentry
ai_special=guardian
upkeep=loyal
random_traits=yes
x=14
y=6
[/unit]
[unit]
type=Thug
role=escort
upkeep=loyal
random_traits=yes
ai_special=guardian
x=16
y=18
[/unit]
[unit]
type=Thug
role=escort
upkeep=loyal
random_traits=yes
ai_special=guardian
x=15
y=16
[/unit]
[unit]
type=Footpad
role=escort
upkeep=loyal
random_traits=yes
ai_special=guardian
x=12
y=14
[/unit]
{PLACE_UNIT Peasant 15 12}
{PLACE_UNIT Peasant 16 11}
{PLACE_UNIT Peasant 16 10}
{PLACE_UNIT Peasant 16 8}
{PLACE_UNIT Peasant 13 8}
{PLACE_UNIT Peasant 14 8}
{PLACE_UNIT Peasant 13 10}
{PLACE_UNIT Peasant 14 10}
{PLACE_UNIT Peasant 13 11}
{PLACE_UNIT Peasant 12 12}
[/side]
[story]
[part]
background="background.jpg"
story=_"This was indeed the time of troubles. The queens orcs marched west to subdue Ashenwood and all those cities on those far reaches of Wesnoth, that still defied her. War spilled from Halstead to Fort Tahn, armies marched to the field and fire stepped in their wake, blood flown freely in the land and screams of despair became commonplace."
[/part]
[part]
background="background.jpg"
story=_"And as the troubles arose, so did the heroes. Konrad. Delfador. An epic journey with an even greater end. But this is not the tale this story will tell, there will be no great battles, no witty escapes, no brilliant sieges, no duels, no heroic deeds, and no love found. Because this story is much smaller, small enough to pass unnoticed in her great couisin shadow. But is well worth to hear. And learn from."
[/part]
[part]
background="background.jpg"
story=_"It will be a tale about a lesser noble, a dwarf and a wizard leading a small troop of mercenaries. It will not tell where they came from, because this is worth a story of it's own, but will show where they ended, and how they got there. Listen..."
[/part]
[part]
background="maps/wesnoth.png"
story=_"It all begins at dusk in a small village on a Wesnoth-Elensefar borderland. After long exile in the Northlands, count Carl Albrecht finaly came home. Methaporicaly, at least..."
{CROSS 223 342}
[/part]
[/story]
#Objective seting event
[event]
name=prestart
[objectives]
[objective]
description=_"Secure a place to rest for your troop. Keep intact as many buildings as possible."
condition=win
[/objective]
[objective]
description=_"Death of the count"
condition=lose
[/objective]
[objective]
description=_"Death of Lenny"
condition=lose
[/objective]
[objective]
description=_"Time runs out"
condition=lose
[/objective]
[/objectives]
[/event]
#Start dialogue event
[event]
name=start
{VARIABLE village_hostile 0}
{VARIABLE trees_scouted 0}
{VARIABLE cavalry_saved 5}
[message]
role=count
message=_"Lenny I told you this is not the right way. Road ends at this village, we have to turn back."
[/message]
[message]
role=wizard
message=_"Aww, Carl, stop moaning for a while. We're all tired, we could as well rest here, seems like best place in the area."
[/message]
[message]
role=count
message=_"You may be right for a change. After all... Yes seregant?"
[/message]
[message]
role=seregant
message=_"Boss, there's some trouble there. Lot's of people with weapons running around, and that poor excuse of a watchpost is manned."
[/message]
[message]
description=Ghark
message=_"(*mass war cry*) Get them! Spare noone and nothing!"
[/message]
[message]
role=priest
message=_"Stand true brothers. With gods help valor defeats the darkness!"
[/message]
[message]
role=count
message=_"Here goes our rest... Gentelmen, if you want to sleep in a bed and under a roof tonight, you will have to make sure that there is enough of them intact."
[/message]
[message]
role=count
message=_"Seregant, target the leader, tell the men they are forbidden to enter homes until we secure villagers consent. Lenny, try to keep down on walking bones, we want to make impression here. Good luck gentelmen."
[/message]
[/event]
#Cavalry death event
[event]
name=die
[filter]
type=Cavalryman
[/filter]
[set_variable]
name=cavalry_saved
add=-1
[/set_variable]
[/event]
#Timeover event
[event]
name=time over
[message]
role=count
message=_"You dare to call yourselves proffesionals?. Gentelmen, we're withdrawing. And you may start looking for new employer."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#Notice escort event
[event]
name=turn 2
[if]
[have_unit]
role=escort
[/have_unit]
[have_unit]
role=seregant
[/have_unit]
[then]
[message]
role=count
message=_"Hmmm... Weird..."
[/message]
[message]
role=seregant
message=_"Boss?"
[/message]
[message]
role=count
message=_"See those three by the southern tree patch? They are reasonably well armed in the context, but don't fight with the rest. Why keep your best fighters away from the fight?"
[/message]
[message]
role=seregant
message=_"To strike at tired enemy in crucial moment boss."
[/message]
[message]
role=count
message=_"Good answer. But they are not military, and they are fighting for life. No Scheppke, they are guarding something. Remind me later to see what's hiding in those trees."
[/message]
[/then]
[/if]
[/event]
#Scout trees event
[event]
name=moveto
[filter]
x=14-15
y=17-18
side=1
[/filter]
[if]
[variable]
name=village_hostile
numerical_equals=1
[/variable]
[variable]
name=trees_scouted
numerical_equals=0
[/variable]
[then]
[if]
[not]
[variable]
name=unit.description
equals="The Count"
[/variable]
[/not]
[then]
[set_variable]
name=trees_scouted
value=1
[/set_variable]
[message]
speaker=unit
message=_"It's a bunch of kids! They must have hidden them from goblins!"
[/message]
[message]
role=count
message=_"No witnesses. Lenny, deal with it, but without cruelty. We are civilized."
[/message]
[message]
role=wizard
message=_"Sure Carl. Whatever you want."
[/message]
[/then]
[else]
[set_variable]
name=trees_scouted
value=1
[/set_variable]
[message]
role=count
message=_"Lenny, we have some children here. Deal with them, but no cruelty please."
[/message]
[message]
role=wizard
message=_"No witnesses, eh? Allright, as you wish Carl."
[/message]
[/else]
[/if]
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
x=14-15
y=17-18
side=2
[/filter]
[if]
[variable]
name=trees_scouted
numerical_equals=0
[/variable]
[then]
[if]
[not]
[variable]
name=unit.description
equals="Ghark"
[/variable]
[/not]
[then]
[set_variable]
name=trees_scouted
value=1
[/set_variable]
[message]
speaker=unit
message=_"Found the little 'uns!"
[/message]
[message]
description=Ghark
message=_"Alive! Want 'em alive! They'll fetch much gold!"
[/message]
[message]
role=priest
message=_"No! The children!"
[/message]
[/then]
[else]
[set_variable]
name=trees_scouted
value=1
[/set_variable]
[message]
description=Ghark
message=_"Little 'uns! Oh joy! You'll fetch much coin!"
[/message]
[message]
role=priest
message=_"No! The children!"
[/message]
[/else]
[/if]
[/then]
[/if]
[/event]
#Goblin capture village flavor event
[event]
name=capture
[filter]
side=2
[/filter]
[message]
speaker=unit
message=_"Hahaha! Watch it burn!"
[/message]
[/event]
#Mercenaries capturing vilage before peasants hostile
[event]
name=capture
[filter]
side=1
[/filter]
[if]
[have_unit]
description=Ghark
[/have_unit]
[have_unit]
role=priest
[/have_unit]
[variable]
name=village_hostile
numerical_equals=0
[/variable]
[then]
[if]
[not]
[variable]
name=unit.description
equals="The Count"
[/variable]
[/not]
[then]
[message]
role=priest
message=_"I knew you couldn't be trusted. People! Look! That evil wizard and his henchmen are robbing your homes while you fight! Defend your property!"
[/message]
[modify_side]
side=3
team_name=Village
[/modify_side]
[/then]
[else]
[message]
description=Priest
message=_"What are you doing? How can you enter our homes in a time like this?"
[/message]
[message]
description=The Count
message=_"I can do what I like old man, I'm saving your wrinkled ass if you didn't notice yet."
[/message]
[message]
description=Priest
message=_"I knew you couldn't be trusted. People! Look! That evil wizard and his henchmen are robbing your homes while you fight! Defend your property!"
[/message]
[modify_side]
side=3
team_name=Village
[/modify_side]
[/else]
[/if]
[/then]
[/if]
[/event]
#Raising undead event
[event]
name=die
first_time_only=no
[filter]
[not]
side=1
[/not]
[not]
level=0
[/not]
[/filter]
{RANDOM 0..10}
[if]
[variable]
name=random
less_than=3
[/variable]
[then]
[unit]
type=Ghost
side=1
upkeep=loyal
x=$x1
y=$y1
[/unit]
[/then]
[else]
[if]
[variable]
name=random
numerical_equals=3
[/variable]
[then]
[unit]
type=Skeleton
side=1
upkeep=loyal
x=$x1
y=$y1
[/unit]
[/then]
[else]
[if]
[variable]
name=random
numerical_equals=4
[/variable]
[then]
[unit]
type=Skeleton Archer
side=1
upkeep=loyal
x=$x1
y=$y1
[/unit]
[/then]
[/if]
[/else]
[/if]
[/else]
[/if]
[/event]
#The wolfriders arrive event
[event]
name=attack
[filter]
side=1
[/filter]
[message]
description=Ghark
message=_"And where did they come from? Urglak! Get your bloody pets here this instant!"
[/message]
[unit]
type=Goblin Knight
side=2
description=Urglak
user_description=_"Urglak"
upkeep=loyal
[modifications]
{TRAIT_FEARLESS}
{TRAIT_QUICK}
[/modifications]
x=11
y=3
[/unit]
[unit]
type=Wolf Rider
side=2
upkeep=loyal
random_traits=yes
x=10
y=2
[/unit]
[unit]
type=Wolf Rider
side=2
upkeep=loyal
random_traits=yes
x=12
y=2
[/unit]
[unit]
type=Wolf
side=2
upkeep=loyal
x=11
y=2
[/unit]
[unit]
type=Wolf
side=2
upkeep=loyal
x=9
y=2
[/unit]
[message]
role=sentry
message=_"Wolfriders! At the far side of the wood!"
[/message]
[message]
role=count
message=_"It's all your fault Lenny."
[/message]
[message]
role=wizard
message=_"I tought we scrapped that 'Lenny attracts trouble clishe'"
[/message]
[message]
role=count
message=_"We were both mistaken. Gentelmen, regroup to the flank and charge the furballs!"
[/message]
[/event]
#Goblins defeated event
[event]
name=die
[filter]
description=Ghark
[/filter]
[if]
[have_unit]
role=priest
[/have_unit]
[then]
[message]
race=goblin
message=_"Boss dead! Run!"
[/message]
[kill]
race=goblin
[/kill]
[message]
role=count
message=_"Good work gentelmen. The enemy is routed."
[/message]
[message]
role=priest
message=_"We are grateful for your help stranger. But we think it's time you leave."
[/message]
[message]
role=count
message=_"Why, might I ask? We saved your village. We are tired and hungry, we expected some hospitality."
[/message]
[message]
role=priest
message=_"Winter was harsh and we have little to share. But even if we had enough, the dead fight amongst you, and evil magic sourrounds your men. You'd bring nothing but misfortune to us. So please, go."
[/message]
[message]
role=count
message=_"This is pointless. Gentelmen, secure the village. In case of any ressistance all means allowed, and don't leave any witnesses."
[/message]
[modify_side]
side=3
team_name=Village
[/modify_side]
[/then]
[else]
{CLEAR_VARIABLE village_hostile}
[message]
race=goblin
message=_"Boss dead! Run!"
[/message]
[kill]
race=goblin
[/kill]
[message]
role=count
message=_"Good work gentelmen. The enemy is routed. Secure the village, and let's wait for the rest."
[/message]
{END_GOLD 300}
[endlevel]
result=victory
bonus=no
[/endlevel]
[/else]
[/if]
[/event]
#Peasant leader death event
[event]
name=die
[filter]
role=priest
[/filter]
[if]
[have_unit]
description=Ghark
[/have_unit]
[then]
[message]
side=3
message=_"They killed the priest! Reverend has fallen, we're doomed!"
[/message]
[message]
role=wizard
message=_"Seems that the holy grumbler got killed"
[/message]
[message]
role=count
message=_"Doesn't matter, at least we won't have to worry with asking permission any more."
[/message]
[/then]
[else]
{CLEAR_VARIABLE village_hostile}
[message]
role=wizard
message=_"Village secured Carl. Want anything else done?"
[/message]
[message]
role=count
message=_"Tell the men to put down the fires. They can have some rest then."
[/message]
[message]
role=count
message=_"And put a guard in that guardpoint, we don't want to be suprised."
[/message]
{END_GOLD 300}
[endlevel]
result=victory
bonus=no
[/endlevel]
[/else]
[/if]
[/event]
{COUNT_DEATH}
{WIZARD_DEATH}
# {NO_KILL_EXP}
{NO_FIGHT_EXP}
{HOUSE_CAPTURE 1}
{HOUSE_BURN 2 -20}
{STARTING_VILLAGES 3 15}
[/scenario]