#textdomain wesnoth-l [scenario] id=04_Unlawful_Orders name= _ "Unlawful Orders" next_scenario=05_Hide_and_Seek victory_when_enemies_defeated=yes map_data="{campaigns/Liberty/maps/04_Unlawful_Orders.map}" {TURNS 30 22 16} {DEFAULT_SCHEDULE} {INTRO_AND_SCENARIO_MUSIC "knolls.ogg" "the_city_falls.ogg"} {EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"} {EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"} {EXTRA_SCENARIO_MUSIC "vengeful.ogg"} [label] x,y=16,15 text= _ "Elensefar" [/label] [label] x,y=8,13 text= _ "Port of Elensefar" [/label] {BIGMAP_04} [side] type=Bandit id=Baldras side=1 canrecruit=yes controller=human recruit=Thug,Footpad,Poacher {GOLD 200 150 100} team_name=good_guys user_team_name=_"Rebels" [/side] {AI_CONTROLLER () 1 2 ()} # wmllint: directory spelling Maddock [side] type=General id=Lord Maddock name= _ "Lord Maddock" profile=portraits/maddock.png side=2 canrecruit=yes controller=ai recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Mage,Bowman [ai] recruitment_pattern=scout,mixed fighter,fighter,archer,fighter leader_value=3 village_value=0.2 [/ai] {GOLD 100 100 70} team_name=good_guys user_team_name=_"Rebels" {FLAG_VARIANT loyalist} [/side] {STARTING_VILLAGES 2 15} [side] type=General id=Kestrel name= _ "Kestrel" side=3 canrecruit=yes controller=ai recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Dark Adept,Bowman [ai] caution=0.0 aggression=1.0 recruitment_pattern=scout,fighter,fighter,archer,archer leader_value=20 [/ai] {GOLD 140 180 260} user_team_name=_"Asheviere" {FLAG_VARIANT loyalist} [/side] {STARTING_VILLAGES 3 5} # # Prestart events # [event] name=prestart # {SCATTER_IMAGE (terrain=Gg) 12 scenery/oak-leaning.png} [objectives] side=1 [objective] description= _ "Defeat the enemy general" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] [objective] description= _ "Death of Maddock" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] {AI_CONTROLLER_NOTE} [/objectives] [store_unit] [filter] id=Baldras [/filter] kill=yes variable=stored_Baldras [/store_unit] {VARIABLE stored_Baldras.facing sw} {NAMED_LOYAL_UNIT 3 Lieutenant 17 39 Rothel (_ "Rothel")} [+unit] [modifications] {TRAIT_QUICK} [/modifications] [/unit] [/event] # # Starting conversation and actions # [event] name=start [move_unit_fake] side=1 type=Boat x=25,23 y= 9,11 [/move_unit_fake] [item] x,y=23,11 image=units/transport/boat.png~FL(horiz) [/item] [move_unit_fake] side=1 type=$stored_Baldras.type x=23,21 y=11,11 [/move_unit_fake] [unstore_unit] variable=stored_Baldras [/unstore_unit] [recall] id=Harper [/recall] [role] type=Outlaw,Trapper,Thug,Poacher,Footpad,Bandit role=Advisor [/role] [recall] role=Advisor [/recall] [message] speaker=Lord Maddock message= _ "Baldras, your trip here was not wise. The Queen’s patrols have been visiting the local villages and bringing the elders here. Those that swear allegiance to the Queen are allowed to return home. Those that do not—" [/message] [message] speaker=Baldras message= _ "— Are dispatched on the spot. I know the price of dissent. But what of you?" [/message] [message] speaker=Lord Maddock message= _ "Well, they do not come within the walls of my city. They are actually camped nearby, and the main garrison is further south at Halstead. I know my time will soon come to swear allegiance, but they do not press me. They are afraid I will refuse." [/message] [message] speaker=Baldras message= _ "Will you?" [/message] [message] speaker=Lord Maddock message= _ "Yes. The Queen ascended to the throne through the vilest of treachery. However, while most of my forces were sent with the King to fight the orcs, we have a strong enough contingent here to make the Queen’s forces think twice about attacking Elensefar outright." [/message] [message] speaker=Lord Maddock message= _ "We have an uneasy peace until they are done with the smaller villages and finally come around to obtaining my oath. The treaty between Elensefar and Wesnoth is ancient, but I am not so naïve as to place my full trust in it. Not in these wicked times." [/message] [message] speaker=Harper message= _ "What can we do then? We have brought with us many from Annuvin province who are willing to fight, but our families are still at home. They will not last long if the Queen’s patrols return." [/message] [message] speaker=Lord Maddock message= _ "I am unwilling to start a civil war. I believe the Queen will remain preoccupied with order throughout the kingdom and, more importantly, with quelling the Northerner threat. We are a matter she will choose to deal with later rather than sooner, if she can." [/message] [message] speaker=Kestrel message= _ "A foolish miscalculation, Lord Maddock. These men with which you consort are outlaws and fugitives. They are a well-organized gang of criminals and murderers. We will kill them and then expect your oath of allegiance to Queen Asheviere." [/message] [message] speaker=Lord Maddock message= _ "Men, to arms! The defense of Elensefar has begun!" [/message] {CLEAR_VARIABLE stored_Baldras} [/event] # # Special event - the human enemies become undead at night # [event] name=turn 4 [music] name="frantic.ogg" [/music] [message] speaker=narrator message= _ "As the sun set, a horrific change began to take place to the human adversaries of Baldras and his allies..." image="wesnoth-icon.png" [/message] [/event] [event] name=prestart [set_variables] name=undead_transformation [value] human_type=Spearman undead_type=Skeleton [/value] [value] human_type=Swordsman undead_type=Deathblade [/value] [value] human_type=Pikeman undead_type=Revenant [/value] [value] human_type=Bowman undead_type=Skeleton Archer [/value] [value] human_type=Longbowman undead_type=Bone Shooter [/value] [value] human_type=Heavy Infantryman undead_type=Ghoul [/value] [value] human_type=Shock Trooper undead_type=Necrophage [/value] [value] human_type=Cavalryman undead_type=Skeleton Rider [/value] [value] human_type=Dragoon undead_type=Bone Knight [/value] [value] human_type=Lieutenant undead_type=Death Squire [/value] [value] human_type=General undead_type=Death Knight [/value] [value] human_type=Horseman undead_type=Skeleton Rider [/value] [value] human_type=Knight undead_type=Bone Knight [/value] [value] human_type=Lancer undead_type=Bone Knight [/value] [/set_variables] [/event] #define FALLBACK [if] [variable] name=type_to_turn_into equals=$null [/variable] [then] [wml_message] logger=error message=_"Could not convert a $stored_changers[$i].type, please report!" [/wml_message] {VARIABLE type_to_turn_into $stored_changers[$i].type} [/then] [/if] #enddef [event] name=new turn first_time_only=no {VARIABLE temp $turn_number} {VARIABLE_OP temp add 2} {VARIABLE_OP temp modulo 6} [if] [variable] name=temp equals=0 [/variable] [variable] name=turn_number greater_than_equal_to=4 [/variable] [then] [color_adjust] red=255 green=100 blue=100 [/color_adjust] [delay] time=10 [/delay] [color_adjust] red=0 green=0 blue=0 [/color_adjust] [redraw] [/redraw] [disallow_recruit] side=3 type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Dark Adept,Bowman [/disallow_recruit] [allow_recruit] side=3 type=Skeleton,Skeleton Rider,Dark Adept,Skeleton Archer [/allow_recruit] [store_unit] [filter] side=3 [not] type=Dark Adept,Dark Sorcerer [/not] [/filter] kill=yes variable=stored_changers [/store_unit] {FOREACH stored_changers i} {FOREACH undead_transformation j} [if] [variable] name=stored_changers[$i].type equals=$undead_transformation[$j].human_type [/variable] [then] {VARIABLE type_to_turn_into $undead_transformation[$j].undead_type} {VARIABLE j 999} [/then] [/if] {NEXT j} {FALLBACK} [unit] type=$type_to_turn_into side=3 x,y=$stored_changers[$i].x,$stored_changers[$i].y id=$stored_changers[$i].id name=$stored_changers[$i].name experience=$stored_changers[$i].experience hitpoints=$stored_changers[$i].hitpoints canrecruit=$stored_changers[$i].canrecruit [variables] [insert_tag] name=stored_trait variable=stored_changers[$i].modifications.trait [/insert_tag] turned_to_undead_at_least_once=yes [/variables] to_variable=changer [/unit] {CLEAR_VARIABLE type_to_turn_into} [if] [variable] name=changer.hitpoints greater_than=$changer.max_hitpoints [/variable] [then] {VARIABLE changer.hitpoints $changer.max_hitpoints} [/then] [/if] [unstore_unit] variable=changer [/unstore_unit] {NEXT i} {CLEAR_VARIABLE stored_changers,changer} [/then] [/if] [/event] [event] name=new turn first_time_only=no {VARIABLE temp $turn_number} {VARIABLE_OP temp modulo 6} [if] [variable] name=temp equals=1 [/variable] [variable] name=turn_number greater_than_equal_to=4 [/variable] [then] [color_adjust] red=255 green=255 blue=100 [/color_adjust] [delay] time=10 [/delay] [color_adjust] red=0 green=0 blue=0 [/color_adjust] [redraw] [/redraw] [disallow_recruit] side=3 type=Skeleton,Skeleton Rider,Dark Adept,Skeleton Archer [/disallow_recruit] [allow_recruit] side=3 type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Dark Adept,Bowman [/allow_recruit] [store_unit] [filter] side=3 [not] type=Dark Adept,Dark Sorcerer [/not] [/filter] kill=yes variable=stored_changers [/store_unit] {FOREACH stored_changers i} {FOREACH undead_transformation j} [if] [variable] name=stored_changers[$i].type equals=$undead_transformation[$j].undead_type [/variable] [then] {VARIABLE type_to_turn_into $undead_transformation[$j].human_type} {VARIABLE j 999} [/then] [/if] {NEXT j} {FALLBACK} [if] [variable] name=stored_changers[$i].variables.turned_to_undead_at_least_once equals=yes [/variable] [then] [unit] type=$type_to_turn_into side=3 x,y=$stored_changers[$i].x,$stored_changers[$i].y id=$stored_changers[$i].id name=$stored_changers[$i].name experience=$stored_changers[$i].experience hitpoints=$stored_changers[$i].hitpoints canrecruit=$stored_changers[$i].canrecruit [modifications] [insert_tag] name=trait variable=stored_changers[$i].variables.stored_trait [/insert_tag] [/modifications] [variables] turned_to_undead_at_least_once=yes [/variables] to_variable=changer [/unit] [/then] [else] [unit] type=$type_to_turn_into side=3 x,y=$stored_changers[$i].x,$stored_changers[$i].y experience=$stored_changers[$i].experience hitpoints=$stored_changers[$i].hitpoints canrecruit=$stored_changers[$i].canrecruit random_traits=yes generate_name=yes to_variable=changer [/unit] [/else] [/if] {CLEAR_VARIABLE type_to_turn_into} [if] [variable] name=changer.hitpoints greater_than=$changer.max_hitpoints [/variable] [then] {VARIABLE changer.hitpoints $changer.max_hitpoints} [/then] [/if] [unstore_unit] variable=changer [/unstore_unit] {NEXT i} {CLEAR_VARIABLE stored_changers,changer} [/then] [/if] [/event] #undef FALLBACK [event] name=turn 4 [message] speaker=Harper message= _ "I cannot believe what my eyes are seeing! The flesh runs from their bones... these are not human warriors we fight. They are evil spirits masquerading as human!" [/message] [/event] [event] name=turn 7 [music] name="knolls.ogg" [/music] [message] speaker=Lord Maddock message= _ "Their human aspect is returning! This is an evil manner of sorcery we face, but one that we may yet overcome. CHARGE!" [/message] [/event] # # Victory # [event] name=last breath [filter] id=Kestrel [/filter] [message] speaker=second_unit message= _ "Who are you? What are you?" [/message] [message] speaker=Kestrel message= _ "We are accursed. We were once under the command of Prince Eldred, the King’s son and betrayer. The price for our treason is this hellish existence. We know not who or what inflicted this curse upon us, but our mortal deaths may be only the beginning of the penance we are doomed to pay." [/message] [kill] id=Kestrel animate=yes fire_event=no [/kill] [message] speaker=Baldras message= _ "Lord Maddock, now that we are victorious, will you help us?" [/message] [message] speaker=Lord Maddock message= _ "I will not. Unless you want me to round up the city’s thieves to fight for you, I do not have the troops to spare. However, I am not the only one who commands men in this corner of Wesnoth." [/message] [message] speaker=Baldras message= _ "I don’t understand. There are no other noble lords in this area." [/message] [message] speaker=Lord Maddock message= _ "Southeast of here there is a town, and there you may find assistance of the type I cannot give." [/message] [message] speaker=Baldras message= _ "Wish us well. If we are to resist the Wesnoth army a second time, we’re going to need more than clubs and slings against steel." [/message] {CLEAR_VARIABLE undead_transformation} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # # Loss conditions - turns run out # [event] name=time over [message] speaker=Baldras message= _ "Look, more riders come from the southeast. We cannot survive another assault. We are finished!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=defeat [message] speaker=narrator image=wesnoth-icon.png message=_ "Indeed, Asheviere’s armies had mustered and struck before the nascent rebellion could even be planned. Her power and ruthlessness — and their toll of death — would only grow greater with time." [/message] [/event] {LIBERTY_DEATHS} [/scenario]