#textdomain wesnoth-dw # This is a fairly easy level to give you a break. Go north, then lure # wolves into the water where you can pick them off. You really should # get a second healer leveled up here if you haven't yet. Netcasters # and enchantresses are probably you next priorities. You'll want a # bunch of both. There is a storm trident in the south-east. I would # give it to a fighter. They are not very useful in this campaign, but # they have a lot of hitpoints, so they can stay alive well. The # trident will help him level quickly. [scenario] name= _ "Wolf Coast" map_data="{campaigns/Dead_Water/maps/Wolf_Coast.map}" id=03_Wolf_Coast next_scenario=04_Slavers [story] [part] {DW_BIGMAP} story= _ "Distrustful of the open ocean, Kai Krellis led his people up the coast." [/part] [part] {DW_BIGMAP} story= _ "They had only just begun their trek when they encountered wolves who had gotten wind of the battle. Many of the wolves were ridden by goblins. The orcs of Tirigaz, chastened by Kai Laudiss’s victory, might have decided not to bother the merfolk, but these goblins were bandits and outcasts even to their own kind." [/part] [/story] {BIGMAP_03} {DEFAULT_SCHEDULE} {TURNS4 18 17 16 16} [item] x=20 y=17 image=items/storm-trident-buried.png [/item] [side] {SIDE_1} {GOLD4 100 100 90 80} [/side] {STARTING_VILLAGES 1 6} [event] name=prestart [music] name=traveling_minstrels.ogg [/music] [music] name=knolls.ogg append=yes [/music] # wmllint: who RECALL_LOYAL_UNITS is Friendly Bat, Undead Bat, Fearsome Bat {RECALL_LOYAL_UNITS} [objectives] side=1 [objective] description= _ "Defeat enemy leader" condition=win [/objective] {HOW_TO_LOSE} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [/event] [side] side=2 controller=ai user_team_name= _ "Wolf Riders" team_name=bad guys id=Gashnok name= _ "Gashnok" canrecruit=yes #ifdef EASY type=Goblin Knight recruit=Wolf Rider, Goblin Knight #endif #ifdef NORMAL type=Goblin Knight recruit=Wolf Rider, Goblin Knight, Goblin Pillager #endif #ifdef HARD type=Direwolf Rider recruit=Wolf Rider, Goblin Knight, Goblin Pillager #endif #ifdef NIGHTMARE type=Direwolf Rider recruit=Wolf Rider, Goblin Knight, Goblin Pillager #endif [ai] [goal] name=target [criteria] race=monster [/criteria] value=0 [/goal] [goal] name=target [criteria] race=merman [/criteria] value=100 [/goal] recruitment_pattern="scout, scout" village_value=0 [/ai] # For some reason, the leader tends to go on a little # walkabout before recruiting anything. This [ai] tag keeps # him home until he's recruited for a couple rounds. [ai] turns=1-4 passive_leader=yes [/ai] {GOLD4 200 250 300 350} {INCOME4 2 6 10 14} {FLAG_VARIANT ragged} [/side] [side] side=3 controller=ai no_leader=yes user_team_name= _ "Wild Wolves" [ai] [goal] name=target [criteria] race=merman [/criteria] value=100 [/goal] [goal] name=target [criteria] race=goblin [/criteria] value=0 [/goal] [/ai] [/side] [event] name=prestart [unit] type=Wolf x=20 y=24 side=3 [/unit] [unit] type=Wolf x=20 y=25 side=3 [/unit] [/event] {LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Goblin Knight) 3} #ifdef NORMAL {LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Goblin Pillager) 2} #endif #ifdef HARD {LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Goblin Pillager) 3} #endif #ifdef NIGHTMARE {LIMIT_CONTEMPORANEOUS_RECRUITS 2 (Goblin Pillager) 4} #endif [event] name=prestart [unit] type=Goblin Knight x=15 y=5 side=2 id=Vrunt name= _ "Vrunt" unrenamable=yes [/unit] [/event] [event] name=start [message] speaker=Gashnok message= _ "Smells like lots of death in the south. There must be a good feast near that merman town." [/message] [message] speaker=Vrunt message= _ "Let’s hope those wild wolves over there don’t get to it before we do." [/message] [message] speaker=Gashnok message= _ "Hold on...It looks like a better feast is coming our way! Fresh fish, boys! Go get it." [/message] [message] speaker=Kai Krellis message= _ "Beware, people!" [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=20 y=17 id=Friendly Bat,Undead Bat,Fearsome Bat [/filter] [if] [variable] name=get_trident not_equal=done [/variable] [then] [message] speaker=$unit.id message= _ "Neep, neep!" [/message] [message] speaker=Kai Krellis message= _ "Someone go find out what is exciting the bat." [/message] [allow_undo][/allow_undo] [/then] [/if] [/event] # The first_time_only moveto event causes a trident *image* to # show up on the hex, and causes tridents to be explained. The # moved unit gets the option to take it. # # If the unit takes it, a trident *object* is put on the hex, and # the unit gets it because he is standing there already. # # If the unit does not take it, another moveto event is # added. This one is *not* first_time_only. It does pretty much # the same thing, but with shorter messages. # # If the unit does not take the trident, an [allow_undo] is added # to the event. [event] name=moveto first_time_only=yes [filter] x=20 y=17 side=1 race=merman [/filter] [message] speaker=$unit.id message= _ "There is something sticking out of the mud here. Ah! I got it." [/message] {PLACE_IMAGE items/storm-trident.png 20 17} [message] speaker=Cylanna message= _ "I know what that is. It’s a storm trident. It is supposed to let you control the lightning." [/message] [message] speaker=narrator message= _ "The trident is 14-2, magical, ranged, with fire damage." image=wesnoth-icon.png [/message] [message] speaker=$unit.id [option] message= _ "That sounds great! I’ll take it." [command] [set_variable] name=get_trident value=yes [/set_variable] [/command] [/option] [option] message= _ "That sounds frightening. Let someone else have it." [/option] [/message] [if] [variable] name=get_trident equals=yes [/variable] [then] {STORM_TRIDENT 20 17 trident1} [set_variable] name=get_trident value=done [/set_variable] [/then] [else] [allow_undo][/allow_undo] [event] name=moveto first_time_only=no [filter] x=20 y=17 side=1 race=merman [/filter] [if] [variable] name=get_trident not_equals=done [/variable] [then] [message] speaker=$unit.id [option] message= _ "Let me have that trident. I want to control lightning!" [command] [set_variable] name=get_trident value=yes [/set_variable] [/command] [/option] [option] message= _ "I’ll just leave that trident where it is." [/option] [/message] [/then] [/if] [if] [variable] name=get_trident equals=yes [/variable] [then] {STORM_TRIDENT 20 17 trident1} [set_variable] name=get_trident value=done [/set_variable] [/then] [else] [allow_undo][/allow_undo] [/else] [/if] [/event] [/else] [/if] [/event] [event] name=enemies defeated [clear_variable] name=get_trident [/clear_variable] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] {HERO_DEATHS} [/scenario]