/usr/share/games/wesnoth/1.10/data/campaigns/Eastern_Invasion/scenarios/04c_Mal-Ravanals_Capital.cfg is in wesnoth-1.10-ei 1:1.10.2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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[scenario]
id=04c_Mal-Ravanals_Capital
name= _ "Mal-Ravanal’s Capital"
map_data="{campaigns/Eastern_Invasion/maps/04c_Mal-Ravanals_Capital.map}"
turns=26
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{DUSK}
{FIRST_WATCH}
{FIRST_WATCH}
{SECOND_WATCH}
{SECOND_WATCH}
next_scenario=05_Northern_Outpost
{INTRO_AND_SCENARIO_MUSIC underground.ogg the_deep_path.ogg}
{EXTRA_SCENARIO_MUSIC heroes_rite.ogg}
{EXTRA_SCENARIO_MUSIC underground.ogg}
{campaigns/Eastern_Invasion/utils/deaths.cfg}
[story]
[part]
show_title=yes
{TO_MAL_RAVANALS_CAPITOL}
[/part]
[/story]
[side]
type=Lieutenant
id=Gweddry
name= _ "Gweddry"
side=1
canrecruit=yes
controller=human
team_name=wesnothians
user_team_name=_"Wesnothians"
{GOLD 200 150 100}
{FLAG_VARIANT loyalist}
[/side]
[side]
type=Dark Sorcerer
id=Mal-Marak
name= _ "Mal-Marak"
side=2
canrecruit=yes
recruit=Walking Corpse,Skeleton,Skeleton Archer
[ai]
{NO_SCOUTS}
recruitment_pattern=fighter,archer,fighter
[/ai]
{GOLD 100 100 125}
{FLAG_VARIANT undead}
team_name=undead
user_team_name=_"Undead"
[/side]
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 Skeleton 3}
{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Skeleton Archer" 2}
[side]
type=Dark Sorcerer
id=Mal-Galkar
name= _ "Mal-Galkar"
side=3
canrecruit=yes
recruit=Walking Corpse,Vampire Bat,Skeleton,Skeleton Archer
[ai]
{NO_SCOUTS}
recruitment_pattern=scout,fighter,archer,fighter,archer
[/ai]
{GOLD 100 100 125}
{FLAG_VARIANT undead}
team_name=undead
user_team_name=_"Undead"
[/side]
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 Skeleton 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 "Vampire Bat" 2}
[side]
type=Death Knight
id=Ravanal-Guard
name= _ "Rava-Krodaz"
recruit=Revenant,Bone Shooter
side=4
canrecruit=yes
facing=sw
{GOLD 300 400 600}
{FLAG_VARIANT undead}
team_name=undead
user_team_name=_"Undead"
[ai]
aggression=-0.2
[/ai]
[/side]
{STARTING_VILLAGES 4 9}
[side]
type=Ancient Lich
id=Mal-Ravanal
name= _ "Mal-Ravanal"
recruit=Dark Adept,Bone Shooter,Revenant,Wraith,Shadow
side=5
canrecruit=yes
facing=sw
profile=portraits/mal-ravanal.png
{GOLD 400 500 600}
{FLAG_VARIANT undead}
team_name=undead
user_team_name=_"Undead"
[ai]
passive_leader=yes
[/ai]
[/side]
{STARTING_VILLAGES 5 16}
{LIMIT_CONTEMPORANEOUS_RECRUITS 5 Shadow 1}
# the prisoners' side
[side]
side=6
no_leader=yes
team_name=wesnothians
user_team_name= _ "Wesnothians"
[ai]
ai_algorithm=idle_ai
[/ai]
{FLAG_VARIANT loyalist}
[/side]
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Escape from the capital by killing one of the two dark sorcerers"
condition=win
[/objective]
[objective]
description= _ "Death of Gweddry"
condition=lose
[/objective]
[objective]
description= _ "Death of Dacyn"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
# initializing of the knight prisoners: per each Rr^Xo hex, create one
# imprisoned knight (one of them a paladin)
[store_locations]
terrain=Rr^Xo
variable=prison_locations
[/store_locations]
{VARIABLE_OP paladin_i rand "0..$($prison_locations.length - 1)"}
{FOREACH prison_locations i}
[item]
x,y=$prison_locations[$i].x,$prison_locations[$i].y
halo=items/horse-cage.png
[/item]
[store_locations]
terrain=Re
[filter_adjacent_location]
x,y=$prison_locations[$i].x,$prison_locations[$i].y
[/filter_adjacent_location]
variable=guard_location
[/store_locations]
{GENERIC_UNIT 4 Revenant $guard_location.x $guard_location.y}
[+unit]
ai_special=guardian
role=prison guard
[variables]
prison_x=$prison_locations[$i].x
prison_y=$prison_locations[$i].y
[/variables]
[/unit]
[if]
[variable]
name=i
numerical_equals=$paladin_i
[/variable]
[then]
[unit]
type=Paladin
side=6
id=Terraent
name= _ "Terraent"
x,y=$prison_locations[$i].x,$prison_locations[$i].y
random_traits=no
facing=sw
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
[/unit]
[/then]
[else]
{GENERIC_UNIT 6 Knight $prison_locations[$i].x $prison_locations[$i].y}
[+unit]
facing=sw
[/unit]
[/else]
[/if]
{NEXT i}
{CLEAR_VARIABLE prison_locations,guard_location,paladin_i}
[/event]
[event]
name=start
[recall]
id=Dacyn
[/recall]
[message]
speaker=Gweddry
message= _ "The Bitter Swamp’s ill reputation is, it seems, well merited. Mal-Ravanal’s capital lies before us!"
[/message]
[message]
speaker=Dacyn
message= _ "Yes, but look! The undead forces are closing in behind us. As I said before, we cannot kill Mal-Ravanal. It was foolish to come this far, we must turn back!"
[/message]
[message]
speaker=Gweddry
message= _ "Perhaps. To retreat, we must kill one of these dark sorcerers that follow us. But, perhaps we can kill this Mal-Ravanal still. I might wish to try."
[/message]
[message]
speaker=Mal-Ravanal
message= _ "These humans have dared foolishly to come this far into my land. Crush them!"
[/message]
[/event]
# this makes sure that the player nor the undead can attack the prisoners,
# note that side turn instead of turn refresh is used to prevent the paladin
# from healing his guard
[event]
name=side turn
first_time_only=no
[if]
[variable]
name=side_number
equals=2
[/variable]
[then]
[modify_side]
side=6
team_name=undead
[/modify_side]
[/then]
[/if]
[if]
[variable]
name=side_number
equals=6
[/variable]
[then]
[modify_side]
side=6
team_name=wesnothians
[/modify_side]
[/then]
[/if]
[/event]
# this makes sure that the prisoners can't attack anyone and that the guards
# will not move
[event]
name=turn refresh
first_time_only=no
[if]
[variable]
name=side_number
equals=4
[/variable]
[then]
{MODIFY_UNIT (role=prison guard) moves 0}
[/then]
[/if]
[if]
[variable]
name=side_number
equals=6
[/variable]
[then]
[store_unit]
[filter]
side=6
[/filter]
kill=yes
variable=prisoners
[/store_unit]
{FOREACH prisoners i}
{VARIABLE prisoners[$i].moves 0}
{VARIABLE prisoners[$i].attacks_left 0}
[unstore_unit]
variable=prisoners[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE prisoners}
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[filter]
role=prison guard
[/filter]
[store_unit]
[filter]
x,y=$unit.variables.prison_x,$unit.variables.prison_y
[/filter]
kill=yes
variable=freed_prisoner
[/store_unit]
{VARIABLE freed_prisoner.side 1}
{VARIABLE freed_prisoner.moves $freed_prisoner.max_moves}
{VARIABLE freed_prisoner.attacks_left 1}
[unstore_unit]
variable=freed_prisoner
find_vacant=no
[/unstore_unit]
[terrain]
x,y=$freed_prisoner.x,$freed_prisoner.y
terrain=Rr
[/terrain]
[remove_item]
x,y=$freed_prisoner.x,$freed_prisoner.y
[/remove_item]
[if]
[have_unit]
[and]
role=prison guard
[or]
role=former prison guard
[/or]
[/and]
count=5
[/have_unit]
[then]
[message]
speaker=$freed_prisoner.id
message= _ "Thank you for destroying that skeleton warrior! Every time you kill one of the Revenants, one of us knights is let free!"
[/message]
[message]
speaker=Gweddry
message= _ "Why? Are you the undead’s prisoners?"
[/message]
[message]
speaker=$freed_prisoner.id
message= _ "Yes. My allies and I were questing when we were ambushed by undead. The guard is playing a sick game — whenever one of their warriors dies, one of us is let free, but whenever you lose a fighter, they kill one of us."
[/message]
[message]
speaker=Dacyn
message= _ "This sounds dangerous. We will try to free as many of you as possible before we escape from here."
[/message]
[message]
speaker=$freed_prisoner.id
message= _ "There are five of us still locked up in the jail. All of us will join you if you can get us free."
[/message]
[/then]
[/if]
{CLEAR_VARIABLE freed_prisoner}
[/event]
# this makes a random guard kill their prisoner whenever one of the player’s
# units dies
[event]
name=die
first_time_only=no
[filter]
side=1
[/filter]
[if]
[have_unit]
side=6
[/have_unit]
[then]
# this makes sure that all the knights are killed before the paladin
[if]
[have_unit]
type=Knight
side=6
[/have_unit]
[then]
[store_unit]
[filter]
type=Knight
side=6
[/filter]
kill=no
variable=killable_prisoners
[/store_unit]
[/then]
[else]
[store_unit]
[filter]
side=6
[/filter]
kill=no
variable=killable_prisoners
[/store_unit]
[/else]
[/if]
{VARIABLE_OP random_prisoner_i rand "1..$killable_prisoners.length"}
{VARIABLE_OP random_prisoner_i sub 1}
[store_unit]
[filter]
side=4
role=prison guard
[filter_adjacent]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/filter_adjacent]
[/filter]
kill=yes
variable=stored_executioner
[/store_unit]
# the guard of the killed prisoner is now free to act normally
{CLEAR_VARIABLE stored_executioner.ai_special,stored_executioner.status.guardian}
{VARIABLE stored_executioner.role "former prison guard"}
[unstore_unit]
variable=stored_executioner
[/unstore_unit]
[animate_unit]
flag=attack
[filter]
x,y=$stored_executioner.x,$stored_executioner.y
[/filter]
[primary_attack]
name=axe
[/primary_attack]
hits=yes
[facing]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/facing]
[/animate_unit]
[kill]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
animate=yes
fire_event=no
[/kill]
[terrain]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
terrain=Rr
[/terrain]
[remove_item]
x,y=$killable_prisoners[$random_prisoner_i].x,$killable_prisoners[$random_prisoner_i].y
[/remove_item]
{CLEAR_VARIABLE killable_prisoners,random_prisoner_i,stored_executioner}
[/then]
[/if]
[/event]
#impossible to kill Mal-Ravanal
[event]
name=attack
first_time_only=no
[filter_second]
id=Mal-Ravanal
[/filter_second]
[message]
speaker=Mal-Ravanal
message= _ "You dare to attack <i>me</i>!? Go back to your master!"
[/message]
[message]
speaker=Gweddry
message= _ "This is not good; we are unable to attack Mal-Ravanal at all, for his magic is too strong! We must turn back, it was foolish to press the attack."
[/message]
[teleport]
[filter]
x,y=$x1,$y1
side=1
[/filter]
x=19
y=13
[/teleport]
[/event]
#when you kill one of the necros you win
[event]
name=die
[filter]
id=Mal-Marak
[/filter]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=die
[filter]
id=Mal-Galkar
[/filter]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=victory
[message]
speaker=narrator
image=wesnoth-icon.png
message=_ "Gweddry’s men retreated swiftly from the Bitter Swamp, fleeing north and west as if their heels were winged. Finding a low pass through the northern Estmarks, they were greatly relieved to see the valley of the Weldyn open before them on the other side."
[/message]
[/event]
{FOREIGN_DEFEAT}
[/scenario]
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