#textdomain wesnoth-dw # This copy of OBJ_TRIDENT_STORM adds the new merman types to the allowed units, and is only the object. It doesn't include the event for picking it up. The trident in wolf_coast uses a more complicated event for picking it up. #define STORM_TRIDENT X Y ID [object] id={ID} name= _ "Storm Trident" image=items/storm-trident.png duration=forever description= _ "This weapon shoots powerful lightning bolts at your enemies." silent=yes cannot_use_message= _ "Only a merman can use this item." [filter] type=Merman Citizen,Merman Brawler,Merman Child King,Merman Young King,Merman Soldier King,Merman Warrior King,Mermaid Diviner,Mermaid Enchantress,Mermaid Initiate,Mermaid Priestess,Mermaid Siren,Merman Entangler,Merman Fighter,Merman Hoplite,Merman Hunter,Merman Javelineer,Merman Netcaster,Merman Spearman,Merman Triton,Merman Warrior x={X} y={Y} [/filter] [then] [unit_overlay] x={X} y={Y} image=overlays/storm-trident-icon.png [/unit_overlay] [remove_item] x={X} y={Y} [/remove_item] [/then] [effect] apply_to=new_attack name="storm trident" description= _ "storm trident" # need a better attack image, but this will do for now, replaced fireball with lightingbolt icon=attacks/lightning.png type=fire range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=14 number=2 [/effect] {LIGHTNING_ANIMATION "storm trident" 1} {LIGHTNING_ANIMATION "storm trident" 2} {LIGHTNING_ANIMATION "storm trident" 3} [/object] #enddef #define FLAMING_SWORD X Y ID [object] id={ID} name= _ "Flaming Sword" image=items/flame-sword.png duration=forever silent=yes [filter] x={X} y={Y} [/filter] [then] [unit_overlay] x={X} y={Y} image=overlays/flame-sword-icon.png [/unit_overlay] [remove_item] x={X} y={Y} [/remove_item] [/then] [effect] apply_to=new_attack name="flaming sword" description= _ "flaming sword" icon=attacks/sword-flaming.png type=fire range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=8 number=4 [/effect] [/object] #enddef #define ANKH_NECKLACE X Y ID [object] id={ID} name= _ "Ankh Necklace" image=items/ankh-necklace.png duration=forever silent=yes [filter] x={X} y={Y} [/filter] [then] [unit_overlay] x={X} y={Y} image=overlays/arcane-icon.png [/unit_overlay] [remove_item] x={X} y={Y} image=items/ankh-necklace.png [/remove_item] [/then] [effect] apply_to=resistance replace=true [resistance] arcane=30 [/resistance] [/effect] [/object] #enddef # The ring of strength belongs to Mal-Kevek who appears in the second # scenario. If he lives through that scenario, he appears again in the # last. All the associated events need to be in both scenarios, so a # macro is called for. #define RING_OF_STRENGTH_EVENTS [event] name=prestart [if] [variable] name=MD_dead not_equals=yes [/variable] [then] [object] id=power_ring1 silent=yes [effect] apply_to=attack increase_damage=1 [/effect] [effect] apply_to=hitpoints increase=3 increase_total=3 [/effect] [filter] id=Mel Daveth [/filter] [/object] [/then] [/if] [set_variable] name=ring_x value=999 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] x=$ring_x y=$ring_y side=1 [/filter] [if] [variable] name=unit.id contains=Bat [/variable] [then] [if] [variable] name=seen_ring_description not_equals=yes [/variable] [then] [message] speaker=narrator message= _ "The bat slips the ring over a claw, and flies straight up, flapping powerfully." image=wesnoth-icon.png [/message] [message] speaker=narrator message= _ "The ring of power increases the damage of all its owner’s attacks by one, and adds three hitpoints." image=wesnoth-icon.png [/message] [set_variable] name=seen_ring_description value=yes [/set_variable] [/then] [/if] [message] speaker=Kai Krellis [option] message= _ "We will let the bat have the ring. It will make him more helpful." [command] [set_variable] name=get_ring value=yes [/set_variable] [/command] [/option] [option] message= _ "Someone take that off of him before he hurts himself." [/option] [/message] [/then] [else] [if] [variable] name=seen_ring_description not_equals=yes [/variable] [then] [message] speaker=unit message= _ "I’ll try on the ring." [/message] [message] speaker=unit message= _ "I feel different, and all my weapons are lighter!" [/message] [message] speaker=narrator message= _ "The ring of power increases the damage of all its owner’s attacks by one, and adds three hitpoints." image=wesnoth-icon.png [/message] [set_variable] name=seen_ring_description value=yes [/set_variable] [/then] [/if] [message] speaker=unit [option] message= _ "I’ll take this ring, and you can rely on my strength." [command] [set_variable] name=get_ring value=yes [/set_variable] [/command] [/option] [option] message= _ "This thing makes me dizzy. Someone else can have it." [/option] [/message] [/else] [/if] [if] [variable] name=get_ring not_equals=yes [/variable] [then] [allow_undo][/allow_undo] [/then] [else] # Get the ring [object] id=power_ring2 name= _ "Ring of Power" image=items/ring-silver.png duration=forever silent=yes [filter] x=$ring_x y=$ring_y [/filter] [then] [unit_overlay] x=$ring_x y=$ring_y image=overlays/silver-ring-icon.png [/unit_overlay] [remove_item] x=$ring_x y=$ring_y [/remove_item] [/then] [effect] apply_to=attack increase_damage=1 [/effect] [effect] apply_to=hitpoints increase_total=3 increase=3 [/effect] [/object] {CLEAR_VARIABLE get_ring} {CLEAR_VARIABLE seen_ring_description} # This keeps it from being picked up a second time. [set_variable] name=ring_x value=999 [/set_variable] # This [if] only applies to the second scenario. That is where this variable might be set to "yes". [if] [variable] name=end_level_when_ring_picked_up equals=yes [/variable] [then] # End level: [message] speaker=Cylanna message= _ "Killing these enemies was good, but there were many more on the way. I’m sure it is still unsafe here." [/message] [message] speaker=Kai Krellis message= _ "I agree. I hate to leave our home, but we will return." [/message] [clear_variable] name=ring_x [/clear_variable] [clear_variable] name=ring_y [/clear_variable] [clear_variable] name=KK [/clear_variable] [clear_variable] name=get_ring [/clear_variable] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [clear_variable] name=end_level_when_ring_picked_up [/clear_variable] [/then] [/if] [/else] [/if] [/event] #enddef #define RING_OF_STRENGTH_APPEARS [if] [variable] name=MD_dead not_equals=yes [/variable] [then] [set_variable] name=ring_x value=$x1 [/set_variable] [set_variable] name=ring_y value=$y1 [/set_variable] {PLACE_IMAGE items/ring-silver.png $ring_x $ring_y} [delay] time=600 # Gives you half a second to see the ring before the message (possibly) covers it up. [/delay] [message] speaker=$second_unit.id message= _ "The human wizard was wearing a ring! Maybe it is magic. Someone should try it on to see what it does." [/message] [/then] [/if] #enddef