/usr/share/games/wesnoth/1.10/data/campaigns/Eastern_Invasion/scenarios/13_The_Drowned_Plains.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=13_The_Drowned_Plains
name= _ "The Drowned Plains"
map_data="{campaigns/Eastern_Invasion/maps/13_The_Drowned_Plains.map}"
{TURNS 28 26 24}
next_scenario=14_Approaching_Weldyn
{DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC heroes_rite.ogg underground.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
{campaigns/Eastern_Invasion/utils/deaths.cfg}
[story]
[part]
show_title=yes
{TO_THE_DROWNED_PLAINS}
[/part]
[/story]
[side]
type=Lieutenant
id=Gweddry
name= _ "Gweddry"
side=1
canrecruit=yes
controller=human
team_name=wesnothians
user_team_name=_"Wesnothians"
fog=yes
gold=200
{FLAG_VARIANT loyalist}
[/side]
[side]
no_leader=yes
side=2
color=blue
controller=ai
team_name=baddies
user_team_name=_"Evil"
[/side]
[side]
side=3
color=green
controller=ai
team_name=baddies
user_team_name=_"Evil"
gold=0
no_leader=yes
[ai]
#don't target any of the default things
village_value=0
leader_value=0
protect_leader=0
#stay in the middle of the map
[avoid]
[not]
x=14-32
y=10-45
[/not]
[/avoid]
#and target anyone in it (otherwise it will have nothing to do when
#it can't attack in the current turn)
[target]
#who knows what would happen if it targetted itself
[not]
type="Skeletal Dragon"
[/not]
x=14-32
y=10-45
value=100.0
[/target]
#I don't know if this is needed, but it sure would be stupid to use
#any grouping behavior when there's only one unit on this side!
grouping=no
#not sure if this really does anything; it was copied from IP's code
aggression=1.0
leader_aggression=0.4
caution=0.0
[/ai]
#give the skeletal dragon something to do when there are no
#enemies available let it look like it's wandering around
#semi-randomly
[ai]
[leader_goal]
x,y=14,10
[/leader_goal]
time_of_day=dawn
[/ai]
[ai]
[leader_goal]
x,y=23,26
[/leader_goal]
time_of_day=morning
[/ai]
[ai]
[leader_goal]
x,y=23,26
[/leader_goal]
time_of_day=afternoon
[/ai]
[ai]
[leader_goal]
x,y=32,32
[/leader_goal]
time_of_day=dusk
[/ai]
[ai]
[leader_goal]
x,y=32,10
[/leader_goal]
time_of_day=first_watch
[/ai]
[ai]
[leader_goal]
x,y=14,32
[/leader_goal]
time_of_day=second_watch
[/ai]
[/side]
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Defeat Khrakrahs"
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]
[unit]
type="Skeletal Dragon"
id="Khrakrahs"
name= _ "Khrakrahs"
side=3
x=28
y=23
canrecruit=yes
[/unit]
# Note: the code for the ambushers is mostly identical to that of
# Crossroads in HttT.
# Here we set up an array that holds the possible ambusher unit types.
# We do this instead of just using a random type when creating the
# ambusher so that the even distribution of different types is
# guaranteed.
{VARIABLE random_ambusher_type_table[0].type "Bone Shooter"}
{VARIABLE random_ambusher_type_table[1].type "Revenant"}
{VARIABLE random_ambusher_type_table[2].type "Shadow"}
{VARIABLE random_ambusher_type_table[3].type "Wraith"}
{VARIABLE random_ambusher_type_table[4].type "Necrophage"}
#ifdef NORMAL
{VARIABLE random_ambusher_type_table[5].type "Banebow"}
#endif
#ifdef HARD
{VARIABLE random_ambusher_type_table[5].type "Banebow"}
{VARIABLE random_ambusher_type_table[6].type "Spectre"}
{VARIABLE random_ambusher_type_table[7].type "Nightgaunt"}
#endif
{VARIABLE random_ambusher_type_i 0}
# With this macro we place a set number of ambushers (from the above list) to a
# given rectangular area. We do this in blocks so that we can guarantee that
# every major area has at least some ambushers: if we randomized the ambush
# locations across all possible locations at once, the RNG could theoretically
# clump all the ambushers into a single corner of the map.
#define UNDEAD_AMBUSH_AREA SIDE X_SPAN Y_SPAN NUMBER
[store_locations]
x={X_SPAN}
y={Y_SPAN}
terrain=Ss
[filter_adjacent_location]
[not]
terrain=Ss
[/not]
[not]
[filter]
[/filter]
[/not]
[/filter_adjacent_location]
variable=possible_ambush_locations
[/store_locations]
{VARIABLE ambusher 0}
[while]
[variable]
name=ambusher
less_than={NUMBER}
[/variable]
[do]
{RANDOM 1..$possible_ambush_locations.length}
{VARIABLE_OP random sub 1}
# Check if the random location picked already contains an ambusher
# and if it does, we loop again to pick another one until an empty
# one is found.
[if]
[have_unit]
x,y=$possible_ambush_locations[$random].x,$possible_ambush_locations[$random].y
[/have_unit]
[else]
# random_ambusher_type_i is just a counter variable with
# which we point to a given element of the
# random_ambusher_type_table array. Here we make it loop
# over the array continuously.
[if]
[variable]
name=random_ambusher_type_i
less_than=4
[/variable]
[then]
{VARIABLE_OP random_ambusher_type_i add 1}
[/then]
[else]
{VARIABLE random_ambusher_type_i 0}
[/else]
[/if]
# And here we place an ambusher of a type specified by the
# random_ambusher_type_table and random_ambusher_type_i
# variables, thus always having the same ratio of different
# types.
[unit]
x,y=$possible_ambush_locations[$random].x,$possible_ambush_locations[$random].y
type=$random_ambusher_type_table[$random_ambusher_type_i].type
side={SIDE}
role=ambusher
random_traits=yes
upkeep=loyal
[/unit]
[object]
silent=yes
[filter]
x,y=$possible_ambush_locations[$random].x,$possible_ambush_locations[$random].y
[/filter]
[effect]
apply_to=new_ability
[abilities]
[hides]
id=undead_ambush
affect_self=yes
[filter_self]
role=ambusher
[filter_location]
terrain=Ss
[/filter_location]
[/filter_self]
[/hides]
[/abilities]
[/effect]
[/object]
{VARIABLE_OP ambusher add 1}
[/else]
[/if]
[/do]
[/while]
#enddef
# Only the number of ambushers differs by difficulty here.
#ifdef EASY
{UNDEAD_AMBUSH_AREA 2 1-27 1-32 25}
{UNDEAD_AMBUSH_AREA 2 28-38 1-21 15}
{UNDEAD_AMBUSH_AREA 2 38-45 5-28 10}
#endif
#ifdef NORMAL
{UNDEAD_AMBUSH_AREA 2 1-27 1-32 27}
{UNDEAD_AMBUSH_AREA 2 28-38 1-21 19}
{UNDEAD_AMBUSH_AREA 2 38-45 5-28 13}
#endif
#ifdef HARD
{UNDEAD_AMBUSH_AREA 2 1-27 1-32 29}
{UNDEAD_AMBUSH_AREA 2 28-38 1-21 21}
{UNDEAD_AMBUSH_AREA 2 38-45 5-28 16}
#endif
{CLEAR_VARIABLE possible_ambush_locations}
{CLEAR_VARIABLE random_ambusher_type_table}
{CLEAR_VARIABLE random_ambusher_type_i}
{CLEAR_VARIABLE ambusher}
[/event]
[event]
name=turn refresh
first_time_only=no
[if]
[variable]
name=side_number
numerical_equals=2
[/variable]
[then]
{MODIFY_UNIT side,role=2,ambusher moves 0}
[/then]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
[filter_adjacent]
side=2
role=ambusher
[/filter_adjacent]
[/filter]
{MODIFY_UNIT (
side=2
role=ambusher
[filter_adjacent]
x,y=$x1,$y1
[/filter_adjacent]
) role not_ambusher}
[redraw][/redraw]
[/event]
[event]
name=start
[recall]
id=Dacyn
[/recall]
[recall]
id=Owaec
[/recall]
[recall]
id=Grug
[/recall]
[recall]
id=Engineer
[/recall]
[message]
speaker=Owaec
message= _ "Now, we have reached the Horse Plains, the fair homeland of my people. They may be able to help us in—"
[/message]
[message]
speaker=Owaec
message= _ "What?! Swamps?! Those undead have destroyed the grasslands of my House, and they shall pay for it!"
[/message]
[message]
speaker=Dacyn
message= _ "The lich-lord must have flooded the valley. The undead like the swamp. It is death, decay, everything that they are themselves. I can sense them lurking in the swamps, waiting to ambush us."
[/message]
[message]
speaker=Engineer
message= _ "I s’ppose we’ll hav’ to wade across it anyway... ugh." # wmllint: no spellcheck
[/message]
[scroll_to]
x,y=28,23
[/scroll_to]
[message]
caption= _ "Khrakrahs"
image=units/unknown-unit.png
message= _ "Findshhhh... slayhhhh... killhhhh..." # wmllint: no spellcheck
[/message]
[message]
speaker=Gweddry
message= _ "What is that sound?!"
[/message]
[message]
speaker=Dacyn
message= _ "I do not know, but my guess is the dragon Khrakrahs. He was a powerful beast indeed, in the time of Haldric, living in the Northern Mountains. But he does not sound alive. I know not what happened, but we must surely destroy him."
[/message]
[/event]
[event]
name=sighted
[filter]
id=Khrakrahs
[/filter]
[fire_event]
name=KK_spotted
[/fire_event]
[/event]
[event]
name=moveto
[filter]
id=Khrakrahs
[filter_vision]
viewing_side=1
[/filter_vision]
[/filter]
[fire_event]
name=KK_spotted
[/fire_event]
[/event]
[event]
name=KK_spotted
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[message]
caption= _ "Dacyn"
image=portraits/dacyn.png
message= _ "Aha! I see what they have done. They have raised him as an undead dragon. But he does not appear to be weak to my arcane senses... this is strange magic indeed."
[/message]
[/event]
[event]
name=enemies defeated
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
{WESNOTH_DEFEAT}
[/scenario]
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