1#textdomain wesnoth-sota 2 3# There is one complicated event, but it is described in the code. 4 5[scenario] 6 name= _ "Bandits" 7 map_data="{campaigns/Secrets_of_the_Ancients/maps/03_Bandits.map}" 8 9 id=03_Bandits 10 next_scenario=04_Becalmed 11 12 [story] 13 [part] 14 [background_layer] 15 image=story/trackless-wilds.jpg 16 scale=no 17 [/background_layer] 18 story= _ "17 III, 23 YW: 19 20Even with the delay at the graveyard, I reached the outskirts of Llorvin at first light, and it was far behind me when the sun rose above the mountain peaks. I doubt the Academy will be looking for me in the trackless wilds inhabited only by woodcutters, and with my new companions, I feel safe enough to travel during the day. I am heading east and then north towards the docks. A ship should be leaving for Blackwater Port in a few days, and I mean to be on it." 21 [/part] 22 {JOURNEY_PART 3} 23 [/story] 24 25 {DEFAULT_SCHEDULE} 26 {DEFAULT_MUSIC_PLAYLIST} 27 {TURNS 35 35 35} 28 29 [side] 30 {SIDE_1_ARDONNA_EARLY} 31 {GOLD 150 150 140} 32 [/side] 33 34 [side] 35 side=2 36 controller=ai 37 user_team_name= _ "Bandits" 38 type=Bandit 39 id=Garcyn 40 name= _ "Garcyn" 41 recruit=Thug, Footpad, Ruffian, Poacher 42 {GOLD 150 200 250} 43 [unit] 44 type=Outlaw 45 gender=female 46 id=Mossa 47 name= _ "Mossa" 48 x,y=9,16 49 [modifications] 50 {TRAIT_QUICK} 51 {TRAIT_STRONG} 52 [/modifications] 53 [/unit] 54 {FLAG_VARIANT knalgan} 55 [/side] 56 57 {STARTING_VILLAGES 2 7} 58 59 # *************************** PRESTART *************************** 60 [event] 61 name=prestart 62 63 [objectives] 64 side=1 65 [objective] 66 description= _ "Defeat the enemy leader" 67 condition=win 68 [/objective] 69 70 {HOW_TO_LOSE_WITH_ARDONNA} 71 72 [gold_carryover] 73 bonus=yes 74 carryover_percentage=40 75 [/gold_carryover] 76 [/objectives] 77 78 [set_variable] 79 name=undead_seen 80 value=no 81 [/set_variable] 82 [/event] 83 84 [event] 85 name=side 1 turn 1 refresh 86 [modify_unit] 87 [filter] 88 id=Mossa 89 [/filter] 90 moves=0 91 attacks_left=0 92 [/modify_unit] 93 [/event] 94 95 # *************************** PLAY *************************** 96 97#define THEY_ARE_UNDEAD ID 98 [message] 99 speaker={ID} 100 message= _ "They are not underfed, they’re dead! How can they be dead? They’re horrible!" 101 [/message] 102 [message] 103 speaker=Garcyn 104 message= _ "Huh. Well, they’re not the first ugly things we’ve seen in the wilds. Your club crushes bone just fine, so crush them." 105 [/message] 106 [message] 107 speaker={ID} 108 message= _ "And there is a white-haired girl." 109 [/message] 110 [message] 111 speaker=Garcyn 112 message= _ "She must be in league with the dead, so crush her too." 113 [/message] 114 [set_variable] 115 name=undead_seen 116 value=yes 117 [/set_variable] 118#enddef 119 120 # The first time a unit from side 2 gets close to an undead unit, the conversation 121 # above is triggered. This happens no matter which unit is the one that moved. 122 # The next two events control this behavior. The variable undead_seen is to make 123 # sure only one of the events triggers the conversation. It's a lot of work for a 124 # small effect, but it's important to the plot that the average person hasn't ever 125 # seen the undead. 126 [event] 127 name=moveto 128 first_time_only=no 129 130 # An outlaw gets close to an undead unit: 131 [filter] 132 side=2 133 [/filter] 134 [filter_condition] 135 [variable] 136 name=undead_seen 137 equals=no 138 [/variable] 139 [and] 140 [have_location] 141 [and] 142 x,y=$x1,$y1 143 radius=3 144 [/and] 145 [and] 146 [filter] 147 race=undead 148 [/filter] 149 [/and] 150 [/have_location] 151 [/and] 152 [/filter_condition] 153 154 {THEY_ARE_UNDEAD $unit.id} 155 [/event] 156 157 [event] 158 name=moveto 159 first_time_only=no 160 161 # An undead unit gets close to an outlaw: 162 [filter] 163 race=undead 164 [/filter] 165 [filter_condition] 166 [variable] 167 name=undead_seen 168 equals=no 169 [/variable] 170 [/filter_condition] 171 172 [store_unit] 173 variable=seen_by 174 [filter] 175 side=2 176 [filter_location] 177 x,y=$x1,$y1 178 radius=3 179 [/filter_location] 180 [/filter] 181 [/store_unit] 182 183 [if] 184 [variable] 185 name=seen_by.length 186 greater_than=0 187 [/variable] 188 [then] 189 {THEY_ARE_UNDEAD $seen_by.id} 190 [/then] 191 [/if] 192 [allow_undo] 193 [/allow_undo] 194 [/event] 195 196 [event] 197 name=die 198 [filter] 199 id=Mossa 200 [/filter] 201 [message] 202 speaker=Garcyn 203 message= _ "No!" 204 [/message] 205 [message] 206 speaker=Garcyn 207 message= _ "You have earned my wrath, wench. Death will be too good for you!" 208 [/message] 209 [/event] 210 211 # *************************** OPENING / ENDING *************************** 212 [event] 213 name=start 214 [message] 215 speaker=Mossa 216 message= _ "What have we here?" 217 [/message] 218 [move_unit] 219 id=Mossa 220 to_x=5 221 to_y=7 222 [/move_unit] 223 [message] 224 speaker=Mossa 225 message= _ "Prey approaches, dearest. It’s an unusual band, but the ones with weapons look underfed." 226 [/message] 227 [message] 228 speaker=Garcyn 229 message= _ "Easy pickings then." 230 [/message] 231 [message] 232 speaker=Ardonna 233 message= _ "I think we were just spotted from that hill. Weapons up, my friends. We may be walking into an ambush." 234 [/message] 235 [/event] 236 237 [event] 238 name=last breath 239 [filter] 240 id=Garcyn 241 [/filter] 242 [message] 243 speaker=Garcyn 244 message= _ "Please! Don’t kill me." 245 [/message] 246 [message] 247 speaker=Ardonna 248 message= _ "No? Fine then. I have an idea for another experiment." 249 [/message] 250 [clear_variable] 251 name=undead_seen,seen_by 252 [/clear_variable] 253 [/event] 254 255 [event] 256 name=enemies defeated 257 [endlevel] 258 result=victory 259 bonus=yes 260 {NEW_GOLD_CARRYOVER 40} 261 [/endlevel] 262 [/event] 263 264 [event] 265 name=time over 266 [message] 267 speaker=Ardonna 268 message= _ "The ship will surely leave before we can reach it!" 269 [/message] 270 [/event] 271 272 {HERO_DEATHS} 273 {MANAGE_PROFILE} 274 275#undef THEY_ARE_UNDEAD 276[/scenario] 277