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