1#textdomain wesnoth-sota 2 3# ------------- 4# Conventions for SoTA Scenario Files: 5# There are four sections to most scenario files. The first is story, map, side 6# definitions, and schedule. Then there is prestart, play, and opening/ending. These 7# three sections are clearly marked. Prestart just has the prestart event. Opening/ending 8# contains most of the dialog and the scenario-ending events. Play has everything else. 9# Macros are usually defined right before the event in which they are used. However, if 10# they are very long or used in more than one section, they get their own marked section 11# just before prestart. If they are used in more than one scenario, they go in sota-utils. 12# ------------- 13 14# The placement of enemies in this scenario is carefully adjusted rather than totally 15# random. That's why there are so many macro calls. Wild animals can't pass through 16# fences. To block them, we use a custom terrain overlay (code: ^Fync). It is a copy of 17# the core fence, except that it is an alias of unwalkable. Bats are unaffected because 18# they are flying, and Ardonna gets an object that lets her go through unwalkable terrain 19# until the end of this scenario. 20 21[scenario] 22 name= _ "Slipping Away" 23 map_data="{campaigns/Secrets_of_the_Ancients/maps/01_Slipping_Away.map}" 24 25 id=01_Slipping_Away 26 next_scenario=02_Dark_Business 27 victory_when_enemies_defeated=no 28 [story] 29 [part] 30 [background_layer] 31 image=story/black-background.png 32 scale=yes 33 base_layer=yes 34 [/background_layer] 35 [image] 36 x,y=400,200 37 centered=yes 38 file=story/book.png 39 [/image] 40 title= _ "<i>Chapter One:</i> Unlawful Research" 41 show_title=yes 42 title_alignment=left 43 story= _ "<i>From the Journal of Ardonna of Tarrynth</i> 44 459 XII, 22 YW: 46 47It’s unfair that we humans must die after so few years. Elves and dwarves live far longer. Though this may be the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk. As I watched my family waste away of various maladies, I vowed that I would not share their fate, and if I can rediscover the secrets of the ancients I will be a hero to the whole continent! I shall begin research in earnest this winter." 48 [/part] 49 [part] 50 [background_layer] 51 image=story/room1.jpg 52 scale=no 53 [/background_layer] 54 story= _ "26 II, 23 YW: 55 56My experiments with bats have proven unfruitful. I have determined that they do not truly drain the life force of their victims — it is an illusion. The loss of blood weakens the victim, while the bat gains vitality because it has fed. There is nothing I can learn from bats about extending life. Now I have a problem. I am forced to keep the bats and pretend they are my pets because I cannot admit why I was studying them. In truth, it is not a burden — I have grown somewhat fond of the creatures, and I don’t mind appearing eccentric. I am already marked as different because my hair is so light, and I lack a sense of smell." 57 [/part] 58 [part] 59 [background_layer] 60 image=story/room2.jpg 61 scale=no 62 [/background_layer] 63 story=_ "4 III, 23 YW: 64 65Today, headmaster Aimucasur himself taught a class on moving objects with one’s mind. The technique involves projecting one’s will inside the item, and then learning to move it as an extension of the body. Incantations focus the mind to the task. We practiced with inanimate objects, but clearly the same principle could be applied to unliving flesh. Nobody dared voice the thought, because showing interest in the necromantic arts results in expulsion. I was pondering that fact in class when I noticed Aimucasur glowering at me. I must be more careful in the future about which of my thoughts appear on my face." 66 [/part] 67 [part] 68 [background_layer] 69 image=story/room3.jpg 70 scale=no 71 [/background_layer] 72 story= _ "15 III, 23 YW: 73 74One of my bats must have been old, for it died. Boldly then, I decided to animate the corpse. I was pleased to see that it worked, but what was interesting was this: The first time the bat twitched, I felt a last spark of life energy flash through its body. I noted that it flowed through some kind of pathway. That gave me an idea. With my mind, I searched out all the life force pathways in its body using what I could sense in the living bats as a guide. Then I animated <i>them</i> all at once, and the bat slowly flapped off the floor on its own! (That is a trick old Aimucasur probably doesn’t know!) Even better, the energy running through the life force network seemed to maintain itself, so I didn’t need to continue to concentrate. Could this be the whole secret? Could all the ancient lords have had someone bring them back <i>after</i> death? I would need another mage I trusted completely, but perhaps I can find someone with whom to make a pact." 75 [/part] 76 [part] 77 [background_layer] 78 image=story/room4.jpg 79 scale=no 80 [/background_layer] 81 story= _ "Later: 82 83With further observation, I have determined that this is probably not the way to avoid death. The reanimated bat has no will! It does nothing unless I nudge it with my mind. Perhaps the will of a human is stronger, and someday soon I will have the opportunity to find out... because I’m quitting the Academy. I will be in my room when old Morvihn checks for the night, but not two hours later! I grow weary of this place and its restrictions on thought. So, no more brown initiate’s robes, no more being ridiculed on account of my hair, no more pompous instructors. I will teach myself the so-called “dark” arts and learn how to live forever! The ancients from the Green Isle found a way, so I can discover it too. When all these oldsters here find themselves breathing their last, they will have to beg me for the secret. Perhaps I will be generous. Perhaps not." 84 [/part] 85 {JOURNEY_PART 1} 86 [/story] 87 88 {FIRST_WATCH_HOUR2} 89 {FIRST_WATCH_HOUR2} 90 {FIRST_WATCH_HOUR3} 91 {FIRST_WATCH_HOUR3} 92 {FIRST_WATCH_HOUR4} 93 {FIRST_WATCH_HOUR4} 94 {MIDNIGHT_HOUR} 95 {MIDNIGHT_HOUR} 96 {SECOND_WATCH_HOUR1} 97 {SECOND_WATCH_HOUR1} 98 {SECOND_WATCH_HOUR2} 99 {SECOND_WATCH_HOUR2} 100 {SECOND_WATCH_HOUR3} 101 {SECOND_WATCH_HOUR3} 102 {SECOND_WATCH_HOUR4} 103 {SECOND_WATCH_HOUR4} 104 {SECOND_WATCH_HOUR5} 105 {SECOND_WATCH_HOUR5} 106 {SECOND_WATCH_HOUR6} 107 {SECOND_WATCH_HOUR6} 108 {DAWN_HOUR} 109 110 {DEFAULT_MUSIC_PLAYLIST} 111 {TURNS 20 20 20} 112 113 [side] 114 # wmllint: who SIDE_1_ARDONNA_EARLY is Ardonna 115 {SIDE_1_ARDONNA_EARLY} 116 facing=se 117 {GOLD 15 5 0} 118 fog=yes 119 [/side] 120 121 [side] 122 side=2 123 controller=ai 124 no_leader=yes 125 hidden=yes 126 [/side] 127 128 # *************************** MACROS *************************** 129#define PLACE_BAT X Y TRAIT1 130 [unit] 131 type=Vampire Bat SotA 132 x={X} 133 y={Y} 134 side=1 135 [modifications] 136 {TRAIT_{TRAIT1}} 137 [/modifications] 138 [/unit] 139#enddef 140 141#define PLACE_WOLF X Y TRAIT1 TRAIT2 SPECIAL 142 [unit] 143 type=Wolf 144 x={X} 145 y={Y} 146 side=2 147 [modifications] 148 {TRAIT_{TRAIT1}} 149 {TRAIT_{TRAIT2}} 150 [/modifications] 151 {SPECIAL} 152 [/unit] 153#enddef 154 155#define PLACE_RAT X Y 156 [unit] 157 type=Giant Rat 158 x={X} 159 y={Y} 160 side=2 161 [/unit] 162#enddef 163 164 # *************************** PRESTART *************************** 165 [event] 166 name=prestart 167 168 [objectives] 169 side=1 170 [objective] 171 description= _ "Move Ardonna to the signpost" 172 condition=win 173 [/objective] 174 175 {HOW_TO_LOSE_WITH_ARDONNA} 176 177 [gold_carryover] 178 bonus=yes 179 carryover_percentage=40 180 [/gold_carryover] 181 182 [note] 183 description= _ "This scenario takes place entirely at night." 184 [/note] 185 [note] 186 description= _ "Ardonna can climb over a fence for 2 movement points, but wild animals cannot." 187 [/note] 188 [/objectives] 189 190 [label] 191 x,y=39,2 192 text= _ "Llorvin" # The name of the town mentioned in the opening. 193 [/label] 194 195 # Player's starting units: 196 {PLACE_BAT 5 23 QUICK} 197 {PLACE_BAT 4 23 RESILIENT} 198 {PLACE_BAT 4 24 INTELLIGENT} 199 {PLACE_BAT 5 25 STRONG} 200 {PLACE_BAT 6 24 RESILIENT} 201 [unit] 202 x,y=6,23 203 type=Walking Corpse 204 variation=bat 205 side=1 206 [/unit] 207 208 # Fences are unwalkable, but not for Ardonna. 209 [object] 210 silent=yes 211 duration=scenario 212 [filter] 213 id=Ardonna 214 [/filter] 215 [effect] 216 apply_to=movement_costs 217 replace=yes 218 [movement_costs] 219 unwalkable=2 220 [/movement_costs] 221 [/effect] 222 [effect] 223 apply_to=defense 224 replace=yes 225 [defense] 226 unwalkable=50 227 [/defense] 228 [/effect] 229 [/object] 230 231 {PLACE_WOLF 39 4 QUICK RESILIENT ai_special=guardian} 232 {PLACE_WOLF 35 2 RESILIENT INTELLIGENT ai_special=guardian} 233 {PLACE_WOLF 17 16 QUICK INTELLIGENT ()} 234 {PLACE_RAT 26 1} 235 {PLACE_RAT 38 14} 236 {PLACE_RAT 24 20} 237 {PLACE_RAT 28 8} 238#ifdef EASY 239 {PLACE_WOLF 35 4 AGED RESILIENT ()} 240#endif 241#ifndef EASY 242 {PLACE_WOLF 24 7 QUICK RESILIENT ()} 243 {PLACE_WOLF 42 1 STRONG INTELLIGENT ()} 244 {PLACE_RAT 25 21} 245#endif 246#ifdef HARD 247 {PLACE_WOLF 42 25 STRONG RESILIENT ()} 248#endif 249 [/event] 250 251 # *************************** PLAY *************************** 252 [event] 253 name=turn 6 254 {PLACE_RAT 25 1} 255 {PLACE_RAT 42 21} 256 [/event] 257 258 [event] 259 name=turn 7 260 {PLACE_WOLF 10 25 QUICK INTELLIGENT ()} 261#ifndef EASY 262 {PLACE_WOLF 23 1 QUICK STRONG ()} 263 {PLACE_WOLF 42 21 STRONG RESILIENT ()} 264#endif 265#ifdef HARD 266 {PLACE_WOLF 42 22 QUICK RESILIENT ()} 267 {PLACE_WOLF 15 1 RESILIENT INTELLIGENT ()} 268#endif 269 [/event] 270 271 # This macro is to make rats move out of the castle instead of simply materializing. 272#define MOVE_AND_PLACE_RAT X Y 273 [move_unit_fake] 274 type=Giant Rat 275 x=28,{X} 276 y=16,{Y} 277 side=2 278 [/move_unit_fake] 279 {PLACE_RAT {X} {Y}} 280#enddef 281 282 [event] 283 name=recruit 284 285 [event] 286 name=side 2 turn end 287 {MOVE_AND_PLACE_RAT 27 16} 288 {MOVE_AND_PLACE_RAT 29 17} 289#ifndef EASY 290 {MOVE_AND_PLACE_RAT 28 15} 291 {MOVE_AND_PLACE_RAT 29 16} 292#endif 293 [message] 294 speaker=Ardonna 295 message= _ "I suspected some of the rats would show themselves." 296 [/message] 297 [/event] 298 [/event] 299 300 # *************************** OPENING / ENDING *************************** 301 [event] 302 name=start 303 [message] 304 speaker=Ardonna 305 message= _ "I should get off the island in case the ethics committee is concerned about a rogue mage. I shall not be dragged back in disgrace! I should be able to reach the town of Llorvin before morning. I can hide there until I can head for the dock. I will need some traveling money for that, so go, my bat friends, and find me some gold!" 306 [/message] 307 [message] 308 speaker=Ardonna 309 message= _ "It would be good to have even more bats as well. There was a colony in that ruined castle where we practiced conjuring fire, so I will try to find that. The castle was also infested with huge rats as I remember, but I can certainly destroy those. I will have to use ice though, as I never mastered fire." 310 [/message] 311 {HIGHLIGHT_IMAGE 39 2 "scenery/signpost.png" ()} 312 [/event] 313 314 [event] 315 name=sighted 316 [filter] 317 race=wolf 318 [/filter] 319 [message] 320 speaker=Ardonna 321 message= _ "A wolf! This journey may be more dangerous than I thought. If we need to, I suppose we could rest inside a farmer's or woodcutter's fence." 322 [/message] 323 [/event] 324 325 [event] 326 name=moveto 327 [filter] 328 id=Ardonna 329 x,y=39,2 330 [/filter] 331 332 [endlevel] 333 result=victory 334 bonus=yes 335 {NEW_GOLD_CARRYOVER 40} 336 [/endlevel] 337 [/event] 338 339 [event] 340 name=time over 341 342 [message] 343 speaker=Ardonna 344 message= _ "The morning has come, and I am still in the open. I will be caught for sure!" 345 [/message] 346 [/event] 347 348 {HERO_DEATHS} 349 {MANAGE_PROFILE} 350 351#undef PLACE_WOLF 352#undef PLACE_BAT 353#undef PLACE_RAT 354#undef MOVE_AND_PLACE_RAT 355[/scenario] 356