/usr/share/games/wesnoth/1.10/data/campaigns/Eastern_Invasion/scenarios/11_Captured.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=11_Captured
name= _ "Captured"
next_scenario=12_Evacuation
map_data="{campaigns/Eastern_Invasion/maps/11_Captured.map}"
victory_when_enemies_defeated=no
{TURNS 50 40 30}
{UNDERGROUND}
{INTRO_AND_SCENARIO_MUSIC northerners.ogg the_deep_path.ogg}
{EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC underground.ogg}
{campaigns/Eastern_Invasion/utils/deaths.cfg}
# wmllint: local spelling Dra-Nak
[story]
[part]
story= _ "After reaching what they believed was safety, Gweddry and his men had been captured by northern orcs."
# background=story/
[/part]
[part]
story= _ "Informed they were being taken to the orcish king, Dra-Nak, they attempted to escape before that happened..."
show_title=yes
# background=story/
[/part]
[/story]
#######
#sides#
#######
[side]
type=General
id=Gweddry
name= _ "Gweddry"
side=1
canrecruit=no
controller=human
team_name=good
user_team_name=_"Wesnothians"
fog=yes
shroud=yes
gold=100
{FLAG_VARIANT loyalist}
[/side]
[side]
type=Orcish Warlord
id=King Dra-Nak
name= _ "King Dra-Nak"
side=2
canrecruit=yes
controller=ai
recruit=
{GOLD 40 50 60}
[ai]
passive_leader=yes
grouping=no
recruitment_ignore_bad_combat=yes
aggression=0.4
[avoid]
x=1-7,7-14,14-21
y=1-24,21-24,16-24
[/avoid]
[/ai]
team_name=bad
user_team_name=_"Evil"
{FLAG_VARIANT ragged}
[/side]
[side]
side=3
no_leader=yes
[ai]
aggression=1.0 # An insanely aggressive guardian :-)
[/ai]
team_name=bad
user_team_name=_"Evil"
[/side]
#####################
#lots of definitions#
#####################
#define GUARD X Y TYPE
[unit]
type={TYPE}
side=2
x={X}
y={Y}
ai_special=guardian
[/unit]
#enddef
#define ATTACKER X Y TYPE
[unit]
type={TYPE}
side=2
x={X}
y={Y}
[/unit]
#enddef
#define SIDE3 X Y TYPE
[unit]
type={TYPE}
side=3
x={X}
y={Y}
ai_special=guardian
[/unit]
#enddef
#define ROLE TYPE ROLE_VALUE X Y
[role]
type={TYPE}
side=1
role={ROLE_VALUE}
[/role]
[recall]
role={ROLE_VALUE}
x,y={X},{Y}
[/recall]
#enddef
######################
#/lots of definitions#
######################
[event]
name=prestart
# {SCATTER_IMAGE (terrain=Uu) 4 scenery/rubble.png}
[objectives]
side=1
[objective]
description= _ "Escape through the south-west tunnel"
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]
[/objectives]
##############################
#starting units (like guards)#
##############################
#the first guards
#you cannot go out this way!
{GUARD 34 17 (Troll Warrior)}
{GUARD 34 19 (Troll Warrior)}
{GUARD 31 18 (Troll Warrior)}
{GUARD 31 20 (Troll Warrior)}
{GUARD 27 17 (Troll Warrior)}
{GUARD 27 19 (Troll Warrior)}
#kings chamber guards
{GUARD 9 16 (Orcish Warrior)}
{GUARD 12 14 (Orcish Warrior)}
{GUARD 15 16 (Orcish Warrior)}
{GUARD 15 19 (Orcish Warrior)}
{GUARD 25 11 (Orcish Warrior)}
{GUARD 12 20 (Orcish Warrior)}
{GUARD 9 19 (Orcish Warrior)}
#torture chamber guards
{GUARD 33 28 (Orcish Slayer)}
{GUARD 30 26 (Orcish Slayer)}
{GUARD 27 27 (Orcish Assassin)}
{GUARD 28 29 (Orcish Assassin)}
#these are bats that inhabit the side tunnels
{SIDE3 14 9 (Blood Bat)}
{SIDE3 19 10 (Vampire Bat)}
{SIDE3 22 9 (Vampire Bat)}
{SIDE3 24 7 (Vampire Bat)}
{SIDE3 33 10 (Vampire Bat)}
[/event]
#########################
#names for all the rooms#
#########################
[label]
x,y=23,25
text=_"Prison"
[/label]
[label]
x,y=33,28
text=_"Torture Chamber"
[/label]
[label]
x,y=12,18
text=_"Throne Room"
[/label]
[label]
x,y=28,32
text=_"The City"
[/label]
[label]
x,y=19,33
text=_"The City"
[/label]
[label]
x,y=15,32
text=_"Exit"
[/label]
#############################
#THE START EVENT BEGINS HERE#
#############################
[event]
name=start
################
#getting people#
################
#getting Dacyn and Owaec
[recall]
id=Dacyn
x,y=28,11
[/recall]
[recall]
id=Owaec
x,y=28,10
[/recall]
#getting the sidekicks
{ROLE (Red Mage,Longbowman,Master Bowman,Arch Mage,Silver Mage,Great Mage) SIDE1 27 10}
{ROLE (Swordsman,Pikeman,Javelineer,Royal Guard,Halberdier) SIDE2 29 10}
##################
#huge intro scene#
##################
#some talking
[message]
speaker=Gweddry
message= _ "I think Dacyn and Owaec have escaped already. Now I have to, also... these guards are not being very alert, I may be able to get past them..."
[/message]
{MOVE_UNIT id=Gweddry 30 18}
[redraw]
side=1
[/redraw]
[message]
speaker=Gweddry
message= _ "Aha! There is a small crack in the cave wall here."
[/message]
{MOVE_UNIT id=Gweddry 29 16}
[redraw]
side=1
[/redraw]
{MOVE_UNIT id=Gweddry 29 12}
[redraw]
side=1
[/redraw]
#dialogue
[message]
speaker=Dacyn
message= _ "So, Gweddry, you escaped too? Good. I think they have the rest of our troops captive, along with the peasants following us. We should be able to rescue them."
[/message]
[message]
speaker=Gweddry
message= _ "Where are they? These caves are impossible to navigate!"
[/message]
[message]
speaker=Dacyn
message= _ "Somewhere south of us. We are in a hidden passage in the north. Oh, and some others escaped too, along with Owaec."
[/message]
{CLEAR_FOG 1 13 17 6}
[message]
speaker=King Dra-Nak
message= _ "Well, where are the prisoners?"
[/message]
[message]
x,y=15,16
message= _ "Right here, boss."
[/message]
[message]
speaker=King Dra-Nak
message= _ "Well, where’s their leader? I don’t see him."
[/message]
[message]
x,y=15,16
message= _ "Uh... " + {WHISPER _"whisper^I dunno. He escaped, I think."}
[/message]
[message]
speaker=King Dra-Nak
message= _ "You fool! Well, find him. Bring him to me! Wait, no, just kill him on sight."
[/message]
{UNCLEAR_FOG}
[place_shroud]
side=1
x=5-25
y=5-25
[/place_shroud]
#######################
#event inside an event#
#######################
[event]
name=sighted,moveto
[filter]
type=Orcish Grunt,Orcish Warrior
[filter_vision]
viewing_side=1
[/filter_vision]
[/filter]
[message]
speaker=unit
message= _ "Look, the escaped prisoners have returned!"
[/message]
[message]
speaker=King Dra-Nak
message= _ "Kill them."
[/message]
#these are prisoners even though the macro is called PRISON
#first group of prisoners- in the small cell
# lvl4 units are stored first, then lvl3, then lvl2 and lastly lvl1:
# this makes it easy to just keep recalling the first unit of the
# array in order to ensure the prisoners are always the highest lvl
# units possible
[store_unit]
[filter]
side=1
x,y=recall,recall
level=4
[/filter]
kill=no
variable=possible_prisoners
[/store_unit]
[store_unit]
[filter]
side=1
x,y=recall,recall
level=3
[/filter]
kill=no
variable=possible_prisoners
mode=append
[/store_unit]
[store_unit]
[filter]
side=1
x,y=recall,recall
level=2
[/filter]
kill=no
variable=possible_prisoners
mode=append
[/store_unit]
[store_unit]
[filter]
side=1
x,y=recall,recall
level=1
[/filter]
kill=no
variable=possible_prisoners
mode=append
[/store_unit]
[set_variables]
name=prisoner_locations
[value]
x,y=37,27
[/value]
[value]
x,y=38,27
[/value]
[value]
x,y=39,28
[/value]
[value]
x,y=39,29
[/value]
[value]
x,y=39,30
[/value]
[value]
x,y=38,30
[/value]
[value]
x,y=37,31
[/value]
[value]
x,y=36,31
[/value]
[value]
x,y=35,31
[/value]
[value]
x,y=34,30
[/value]
[value]
x,y=38,29
[/value]
[value]
x,y=37,30
[/value]
[value]
x,y=36,30
[/value]
[/set_variables]
# for each prisoner location, we either recall the first unit of the
# array (and then remove it from the array) or create a new unit if
# the array is empty (meaning that the recall list had less than 13
# units
{FOREACH prisoner_locations i}
[if]
[variable]
name=possible_prisoners.length
greater_than=0
[/variable]
[then]
{VARIABLE_OP possible_prisoners[0].hitpoints multiply 0.75}
[kill]
side=1
x,y=recall,recall
id=$possible_prisoners[0].id
[/kill]
[unstore_unit]
variable=possible_prisoners[0]
x,y=$prisoner_locations[$i].x,$prisoner_locations[$i].y
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE possible_prisoners[0]}
[/then]
[else]
[if]
[variable]
name=have_ogres
boolean_equals=yes
[/variable]
[then]
{RANDOM "Young Ogre,Spearman,Cavalryman,Mage,Horseman,Heavy Infantryman"}
[/then]
[else]
{RANDOM "Spearman,Cavalryman,Mage,Horseman,Heavy Infantryman"}
[/else]
[/if]
[unit]
side=1
type=$random
generate_name=yes
random_traits=yes
x,y=$prisoner_locations[$i].x,$prisoner_locations[$i].y
to_variable=new_prisoner
[/unit]
{VARIABLE_OP new_prisoner.hitpoints multiply 0.75}
[unstore_unit]
variable=new_prisoner
[/unstore_unit]
[/else]
[/if]
{NEXT i}
[redraw]
side=1
[/redraw]
#a prisoner says something
[message]
x,y=37,27
message= _ "The guards are distracted! Now is the time to escape!"
[/message]
[message]
x,y=33,28
message= _ "Huh? Who’s there, who said that?"
[/message]
{ATTACKER 24 24 (Orcish Warrior)}
{ATTACKER 24 25 (Orcish Warrior)}
{ATTACKER 24 25 (Troll Warrior)}
{ATTACKER 28 31 (Orcish Warrior)}
{ATTACKER 29 32 (Orcish Warrior)}
{ATTACKER 28 32 (Troll Warrior)}
[/event]
########################
#/event inside an event#
########################
[/event]
###########################
#THE START EVENT ENDS HERE#
###########################
{PICKUPPABLE_ITEM holy_amulet 22 38 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]
)}
#they start recruiting to chase you at turn 20
[event]
name=turn 20
[allow_recruit]
side=2
type=Orcish Warrior,Orcish Crossbowman,Troll
[/allow_recruit]
[/event]
#if you try to leave the way you came, it yells at you
[event]
name=moveto
[filter]
id=Gweddry
x=23-31
y=15-21
[/filter]
[message]
speaker=Gweddry
message= _ "I see the exit to the tunnel! Onward!"
[/message]
[message]
speaker=Dacyn
message= _ "Wait! We cannot go out that way. There are too many orcs. We must exit through the south-west gates."
[/message]
[message]
speaker=Gweddry
message= _ "Very well. We must go the other way."
[/message]
[/event]
#victory
#when you exit the caves, you win
[event]
name=moveto
[filter]
x=1-11
y=32-40
id=Gweddry
[/filter]
[message]
speaker=Gweddry
message= _ "Good! We have escaped these accursed caves!"
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
{FOREIGN_DEFEAT}
[/scenario]
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