/usr/share/games/wesnoth/1.10/data/campaigns/Eastern_Invasion/scenarios/05_Northern_Outpost.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=05_Northern_Outpost
name= _ "Northern Outpost"
map_data="{campaigns/Eastern_Invasion/maps/05_Northern_Outpost.map}"
turns=20
next_scenario=06_Two_Paths
victory_when_enemies_defeated=no
{DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC traveling_minstrels.ogg loyalists.ogg}
{EXTRA_SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC legends_of_the_north.ogg}
{campaigns/Eastern_Invasion/utils/deaths.cfg}
[story]
[part]
show_title=yes
{TO_NORTHERN_OUTPOST}
[/part]
[/story]
[side]
type=Lieutenant
id=Gweddry
name= _ "Gweddry"
side=1
canrecruit=yes
recruit=Spearman,Cavalryman,Mage,Horseman,Heavy Infantryman
controller=human
team_name=good
user_team_name=_"Wesnothians"
{GOLD 200 150 150}
{FLAG_VARIANT loyalist}
[/side]
{AI_CONTROLLER () 1 2 ()}
[side]
type=Mounted Fighter
id=Owaec
name= _ "Owaec"
side=2
canrecruit=yes
facing=sw
recruit=Cavalryman,Mage,Heavy Infantryman
team_name=good
user_team_name=_"Wesnothians"
profile=portraits/owaec.png
{GOLD 90 70 50}
[ai]
passive_leader=yes
recruitment_pattern=mixed fighter,fighter,scout,mixed fighter,fighter
{NO_SCOUTS}
[avoid]
x=1-32
y=1-18
[/avoid]
[/ai]
[/side]
[side]
type=Revenant
id=Lanar-Skal
name= _ "Lanar-Skal"
side=3
canrecruit=yes
facing=sw
recruit=Skeleton,Skeleton Archer
team_name=undead
user_team_name=_"Undead"
{INCOME 5 10 15}
{GOLD 30 40 50}
{FLAG_VARIANT undead}
[ai]
aggression=-0.1
recruitment_pattern=archer,fighter
[/ai]
[/side]
[side]
side=4
no_leader=yes
team_name=bad
user_team_name=_"Evil"
[ai]
grouping=no
[/ai]
[/side]
[event]
name=prestart
# {SCATTER_IMAGE (terrain=Gg) 20 scenery/pine1.png}
# {SCATTER_IMAGE (terrain=Gs^Fp) 12 scenery/oak-leaning.png}
{PLACE_IMAGE scenery/rock1.png 15 28}
{PLACE_IMAGE scenery/rock2.png 8 5}
[objectives]
side=1
[objective]
description= _ "Find the outlaw leader in the villages and kill him"
condition=win
[/objective]
[objective]
description= _ "Defeat the undead leader"
condition=win
[/objective]
[objective]
description= _ "Death of Gweddry"
condition=lose
[/objective]
[objective]
description= _ "Death of Dacyn"
condition=lose
[/objective]
[objective]
description= _ "Death of Owaec"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
{AI_CONTROLLER_NOTE}
[/objectives]
[/event]
[event]
name=start
[recall]
id=Dacyn
[/recall]
[message]
speaker=Owaec
message= _ "Hail, Gweddry!"
[/message]
[message]
speaker=Gweddry
message= _ "Greetings, Owaec! We have been forced from our positions by undead invaders. They follow us even now."
[/message]
[message]
speaker=Dacyn
message= _ "Indeed, they do. And do not think you will be able to defeat them. They are too powerful. We are heading for the Northlands, where we may be able to outrun them. Will you join us?"
[/message]
[message]
speaker=Owaec
message= _ "I am not sure. There are bandits in this country, and I have been told that it is my duty to defeat them, and protect the local villages. However, I cannot find a way to defeat them. The outlaws hide in the villages when we are close, and come out when we are far away."
[/message]
[message]
speaker=Dacyn
message= _ "Hoping to protect these villages is foolish; all who stay here will die. However, if we can drive these bandits out, we will be able to have all the villagers follow us into the northlands. There they may survive. But Wesnoth is no longer safe."
[/message]
[message]
speaker=Owaec
message= _ "Well, you appear to know what you’re talking about... but, I have no way to remove these bandits."
[/message]
[message]
speaker=Dacyn
message= _ "I think I may be able to help you. I am a mage; I believe I will be able to cast a spell that will reveal them if you enter the villages. However, I won’t be able to help you in battle."
[/message]
[message]
speaker=Gweddry
message= _ "That sounds good; it is time to drive out some bandits. Dacyn, go cast your spell!"
[/message]
[message]
speaker=Owaec
message= _ "I believe there is a leader behind these outlaws; kill him, and we will have defeated these bandits."
[/message]
[message]
speaker=Lanar-Skal
message= _ "Go, go far from here! But me and my kind will chase you, and kill you!"
[/message]
[message]
speaker=Dacyn
message= _ "It seems the undead have caught up with us! We will have to kill them, too, if we want these villages to be safe. Well, I will see you when you defeat the outlaws and undead!"
[/message]
{MOVE_UNIT id=Dacyn 13 14}
{MODIFY_UNIT id=Dacyn variables.casting_the_spell yes}
[object]
silent=yes
[filter]
id=Dacyn
[/filter]
[effect]
apply_to=new_animation
[standing_anim]
[filter]
type=White Mage
[filter_wml]
[variables]
casting_the_spell=yes
[/variables]
[/filter_wml]
[/filter]
[frame]
duration=125
image="units/human-magi/white-mage-magic-1.png"
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-2.png"
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo6.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo1.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo2.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo3.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo4.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo5.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-3.png"
halo=halo/holy/halo6.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-2.png"
[/frame]
[frame]
duration=125
image="units/human-magi/white-mage-magic-1.png"
[/frame]
[/standing_anim]
[standing_anim]
[filter]
type=Mage of Light
[filter_wml]
[variables]
casting_the_spell=yes
[/variables]
[/filter_wml]
[/filter]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-1.png"
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-2.png"
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo6.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo1.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo2.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo3.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo4.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo5.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-3.png"
halo=halo/holy/halo6.png
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-2.png"
[/frame]
[frame]
duration=125
image="units/human-magi/white-cleric-magic-1.png"
[/frame]
[/standing_anim]
[/effect]
[/object]
# mark half of the villages as containing bandits
[store_locations]
terrain=*^V*
y=1-25
variable=all_villages
[/store_locations]
{VARIABLE num_of_bandit_villages $all_villages.length}
{VARIABLE_OP num_of_bandit_villages divide 2}
{REPEAT $num_of_bandit_villages (
{VARIABLE_OP bandit_village_i rand "1..$all_villages.length"}
{VARIABLE_OP bandit_village_i sub 1}
[store_locations]
x,y=$all_villages[$bandit_village_i].x,$all_villages[$bandit_village_i].y
[or]
find_in=bandit_villages
[/or]
variable=bandit_villages
[/store_locations]
[store_locations]
find_in=all_villages
[not]
x,y=$all_villages[$bandit_village_i].x,$all_villages[$bandit_village_i].y
[/not]
variable=all_villages
[/store_locations]
)}
# handy for debugging, puts labels on all bandit villages:
# {FOREACH bandit_villages i}
# [label]
# x,y=$bandit_villages[$i].x,$bandit_villages[$i].y
# text="bandits"
# [/label]
# {NEXT i}
{CLEAR_VARIABLE all_villages,bandit_village_i}
[/event]
[event]
name=side 1 turn refresh
first_time_only=no
{MODIFY_UNIT id=Dacyn moves 0}
{MODIFY_UNIT id=Dacyn attacks_left 0}
[/event]
[event]
name=capture
first_time_only=no
[filter]
side=1
[filter_location]
find_in=bandit_villages
[/filter_location]
[/filter]
[store_locations]
find_in=bandit_villages
[not]
x,y=$x1,$y1
[/not]
variable=bandit_villages
[/store_locations]
[store_locations]
x,y=$x1,$y1
[or]
find_in=cleared_villages
[/or]
variable=cleared_villages
[/store_locations]
{VARIABLE_OP bandit_villages_visited add 1}
[message]
speaker=unit
message= _ "They’re here!"
[/message]
# 50% chance that the number of bandits will be 1..4 instead of 1..3
{RANDOM 3..4}
{RANDOM 1..$random}
{VARIABLE i 0}
[while]
[variable]
name=i
less_than=$random
[/variable]
[do]
#ifdef EASY
{VARIABLE_OP new_bandit_type rand "Footpad,Footpad,Poacher,Poacher,Thug,Thug,Thug,Thug,Thief,Thief,Thief,Thief"}
#else
{VARIABLE_OP new_bandit_type rand "Footpad,Footpad,Poacher,Poacher,Thug,Thug,Thug,Thug,Thief,Thief,Thief,Thief,Rogue,Bandit,Outlaw"}
#endif
[store_locations]
[not]
[filter]
[/filter]
[/not]
[and]
x,y=$x1,$y1
radius=1
[/and]
variable=new_bandit_locations
[/store_locations]
[if]
[variable]
name=new_bandit_locations.length
less_than=1
[/variable]
[then]
[store_locations]
[not]
[filter]
[/filter]
[/not]
[and]
x,y=$x1,$y1
radius=2
[/and]
variable=new_bandit_locations
[/store_locations]
[/then]
[/if]
{VARIABLE_OP loc_i rand "1..$new_bandit_locations.length"}
{VARIABLE_OP loc_i sub 1}
[move_unit_fake]
x=$x1|,$new_bandit_locations[$loc_i].x
y=$y1|,$new_bandit_locations[$loc_i].y
type=$new_bandit_type
side=4
[/move_unit_fake]
[unit]
x,y=$new_bandit_locations[$loc_i].x,$new_bandit_locations[$loc_i].y
type=$new_bandit_type
side=4
random_traits=yes
generate_name=yes
upkeep=loyal
[/unit]
{VARIABLE_OP i add 1}
[/do]
[/while]
[if]
[variable]
name=shodrano_found
not_equals=yes
[/variable]
[then]
# the chance of shodrano appearing is 100% divided by the number of
# uninvestigated bandit villages remaining, except that it can't happen
# in the first two bandit villages found and is forced to happen not
# later than in the second last bandit village visited
{VARIABLE chance_of_shodrano 100}
{VARIABLE_OP chance_of_shodrano divide $bandit_villages.length}
{RANDOM "0..100"}
[if]
[and]
[variable]
name=random
less_than=$chance_of_shodrano
[/variable]
[or]
[variable]
name=bandit_villages.length
less_than=3
[/variable]
[/or]
[/and]
[variable]
name=bandit_villages_visited
greater_than=2
[/variable]
[then]
[store_locations]
[not]
[filter]
[/filter]
[/not]
[and]
x,y=$x1,$y1
radius=2
[/and]
variable=new_bandit_locations
[/store_locations]
{VARIABLE_OP loc_i rand "1..$new_bandit_locations.length"}
{VARIABLE_OP loc_i sub 1}
[move_unit_fake]
x=$x1|,$new_bandit_locations[$loc_i].x
y=$y1|,$new_bandit_locations[$loc_i].y
type=Assassin
side=4
[/move_unit_fake]
[unit]
x,y=$new_bandit_locations[$loc_i].x,$new_bandit_locations[$loc_i].y
type=Assassin
side=4
id=Shodrano
name= _ "Shodrano"
canrecruit=yes
[/unit]
[message]
speaker=Shodrano
message= _ "So, you have found my hiding place. Very well, I guess I will have to kill you!"
[/message]
[message]
speaker=Owaec
message= _ "That’s the bandit leader! Kill him, and we will have fulfilled our duty!"
[/message]
{VARIABLE shodrano_found yes}
[/then]
[/if]
[/then]
[/if]
{CLEAR_VARIABLE new_bandit_type,new_bandit_locations}
[/event]
[event]
name=capture
first_time_only=no
[filter]
side=1
[filter_location]
[not]
find_in=bandit_villages
[/not]
[not]
find_in=cleared_villages
[/not]
[/filter_location]
[/filter]
[store_locations]
x,y=$x1,$y1
[or]
find_in=cleared_villages
[/or]
variable=cleared_villages
[/store_locations]
[message]
speaker=unit
message= _ "No outlaws in this village."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Shodrano
[/filter]
[message]
speaker=Shodrano
message= _ "You have defeated me! I can terrorize the villagers no more..."
[/message]
[kill]
x,y=$x1,$y1
animate=yes
fire_event=no
[/kill]
# this prevents the "no outlaws in this village" messages from appearing
# anymore
[store_locations]
terrain=*^V*
variable=cleared_villages
[/store_locations]
# and this prevents any further bandits from appearing
{CLEAR_VARIABLE bandit_villages}
[if]
[have_unit]
id=Lanar-Skal
[/have_unit]
[then]
[message]
speaker=Owaec
message= _ "We still need to defeat these undead for the villagers to be safe."
[/message]
[/then]
[else]
[message]
speaker=Owaec
message= _ "I have fulfilled my duty to the villages. Now I suppose I can join you in your quest."
[/message]
{MODIFY_UNIT id=Dacyn variables.casting_the_spell no}
[message]
speaker=Dacyn
message= _ "Good job! Now, we should move onward, north. Tell the villagers to pack their belongings and follow us."
[/message]
[store_unit]
[filter]
id=Owaec
[/filter]
kill=yes
variable=stored_Owaec
[/store_unit]
[unit]
side=1
id=Owaec
name= _ "Owaec"
unrenamable=yes
x,y=$stored_Owaec.x,$stored_Owaec.y
type=$stored_Owaec.type
experience=$stored_Owaec.experience
profile=portraits/owaec.png
{IS_HERO}
random_traits=no
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
{CLEAR_VARIABLE stored_Owaec}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=die
[filter]
id=Lanar-Skal
[/filter]
[if]
[have_unit]
id=Shodrano
[/have_unit]
[or]
[variable]
name=shodrano_found
not_equals=yes
[/variable]
[/or]
[then]
[message]
speaker=Owaec
message= _ "There are still these outlaws to take care of — we must continue fighting here."
[/message]
[/then]
[else]
[message]
speaker=Owaec
message= _ "Well, both the outlaws and undead are defeated. We have some time to spare now before more undead arrive."
[/message]
{MODIFY_UNIT id=Dacyn variables.casting_the_spell no}
[message]
speaker=Dacyn
message= _ "Good work! Now, we should move onward, north. Tell the villagers to pack their belongings and follow us."
[/message]
[store_unit]
[filter]
id=Owaec
[/filter]
kill=yes
variable=stored_Owaec
[/store_unit]
[unit]
side=1
id=Owaec
name= _ "Owaec"
unrenamable=yes
x,y=$stored_Owaec.x,$stored_Owaec.y
type=$stored_Owaec.type
experience=$stored_Owaec.experience
profile=portraits/owaec.png
{IS_HERO}
random_traits=no
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
{CLEAR_VARIABLE stored_Owaec}
{MODIFY_UNIT id=Dacyn variables.casting_the_spell no}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=victory
{CLEAR_VARIABLE bandit_villages,cleared_villages,bandit_villages_visited}
[/event]
{PICKUPPABLE_ITEM holy_amulet 2 25 side=1 items/ankh-necklace.png
_"Wearing this amulet will cause every blow you deal to inflict <i>arcane</i> damage!"
_"holy amulet^Take it"
_"holy amulet^Leave it"
_"I am not suited to using this item! Let another take it." (
[object]
name= _ "Holy Amulet"
image=items/ankh-necklace.png
duration=forever
[effect]
apply_to=attack
range=melee
set_type=arcane
[/effect]
[effect]
apply_to=attack
range=ranged
set_type=arcane
[/effect]
[/object]
)}
{WESNOTH_DEFEAT}
[/scenario]
|