All pastes #436743 Raw Edit

scenario1.cfg

public text v1 · immutable
·published 2007-04-12 18:14 UTC
rendered paste body
[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]