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Created November 15, 2014 22:20
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Dugi's text domain bug
version="1.12.0+dev"
next_underlying_unit_id=15
abbrev="S"
campaign="Swamplings"
campaign_define="CAMPAIGN_SWAMPLINGS"
campaign_extra_defines=""
campaign_type="scenario"
completion="running"
difficulty="NORMAL"
end_credits=yes
end_text=""
end_text_duration=0
history=""
label="S-Healer And Slayer"
parent="S-Healer And Slayer"
version="1.12.0+dev"
[statistics]
mid_scenario=yes
[scenario]
scenario="Shining"
[team]
[recruits]
[/recruits]
[recalls]
[/recalls]
[advances]
[/advances]
[deaths]
[/deaths]
[killed]
[/killed]
[attacks]
[/attacks]
[defends]
[/defends]
recruit_cost=0
recall_cost=0
damage_inflicted=0
damage_taken=0
expected_damage_inflicted=0
expected_damage_taken=0
turn_damage_inflicted=0
turn_damage_taken=0
turn_expected_damage_inflicted=0
turn_expected_damage_taken=0
save_id="Clammie"
[/team]
[/scenario]
[scenario]
scenario="Healer And Slayer"
[team]
[recruits]
[/recruits]
[recalls]
[/recalls]
[advances]
[/advances]
[deaths]
[/deaths]
[killed]
[/killed]
[attacks]
[/attacks]
[defends]
[/defends]
recruit_cost=0
recall_cost=0
damage_inflicted=0
damage_taken=0
expected_damage_inflicted=0
expected_damage_taken=0
turn_damage_inflicted=0
turn_damage_taken=0
turn_expected_damage_inflicted=0
turn_expected_damage_taken=0
save_id="Clammie"
[/team]
[/scenario]
[/statistics]
[snapshot]
abbrev="S"
campaign="Swamplings"
campaign_define="CAMPAIGN_SWAMPLINGS"
campaign_extra_defines=""
campaign_type="scenario"
can_end_turn=yes
completion="running"
current_time=0
difficulty="NORMAL"
end_credits=yes
end_text=""
end_text_duration=0
history=""
id="02_Healer_And_Slayer"
init_side_done=yes
label="S-Healer And Slayer"
map_data="border_size=1
usage=map
Gs^Fp, Gs^Fmf, Ww, Gs^Fp, Ss, Ss, Ss, Gg, Ss, Ss, Ss, Ww, Ww, Ww, Ww, Ww, Ww, Ss, Ww, Ss, Ww, Ww, Ww, Ss
Gs^Fmf, Gs^Fp, Gs^Fp, Ww, Ss, Ss, Chs^Bw/, Ss, Ss, Ww, Ss, Ww, Ss^Bw/, Ss^Bw/, Ss^Bw\, Gll^Bw/, Ss^Bw\, Ww, Ss, Ss, Ss^Bw\, Gll^Wm, Ss, Ss
Gs^Fp, Gs^Fmf, Gs^Fp, Gs^Fp, Gs^Fmf, Ss^Vhs, Ss, Ss^Bw\, Ss^Bw/, Ss^Bw\, Ss^Bw/, Ss^Bw/, Ss^Bw/, Ce, Ce, Ce, Ce, Ce, Ss^Bw\, Ss^Bw/, Ss^Bw|, Ss, Ww, Ss
Gs^Fmf, Gs^Fmf, Gs^Fp, Gs^Fp, Ss, Ss, Ss, Ss, Ms^Vhha, Hh^Fdf, Ss, Ss^Bw\, Ss^Bw\, Ce, Ce, Ce, Ce, Ce, Ww, Ss, Gll, Ss, Ss, Ss
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fmf, Hh^Fdf, Hh^Fdf, Hh^Fdf, Hh^Fdf, Mm, Hh^Fdf, Hh^Fdf, Ss, Ce, Ww^Bw/, Ce, Ce, Ce, Ss^Bw\, Ce, Ss, Gll, Ss, Ss, Ss
Ss, Gs^Fmf, Gll^Fmf, Hh^Fdf, Hh^Fdw, Mm, Mm, Mm, Mm, Hh^Fdf, Hh^Fdf, Ss, Ss^Bw/, Ce, Ce, Ce, Ce, Ce, Gll^Bw\, Gll, Gll, Ss, Ww, Ss
Ss, Ss, Ww, Ww, Hh^Fdf, Mm, Mm, Mm, Mm, Mm, Hh^Fdf, Hh^Fdw, Ss, Re^Bw\, Ss^Bw/, Ss^Bw\, Ss^Bw\, Ss^Bw/, Ss, Gll, Ss^Vm, Ww, Ww, Ss
Ww, Ww, Ww, Ww, Hh^Fdf, Mm, Mm, Mm, Mm, Mm, Hh^Fdf, Ss, Gll, Gll, 1 Gll, Ss, Ss, Ww, Ss, Ww, Ww, Ww, Ww, Ww
Ww, Ww, Ss, Ww, Hh^Fdw, Mm, Mm, Mm, Mm, Mm, Hh^Fdf, Gs^Fmf, Gll, Gll, Ww, Ww, Gll^Fmf, Ss, Ww, Ww, Gll^Fp, Gll^Fp, Ww, Ww
Ss, Gg, Gg, Ww, Hh^Fdf, Mm, Mm, Mm, Mm, Hh^Fdf, Ss, Ss, Gll, Wo, Wo, Wo, Ww, Ss, Ss, Ss, Ss, Gs^Fmf, Ss, Ss
Ss, Gg^Vh, Gg, Ww, Ww, Hh^Fdf, Hh^Fdf, Mm, Mm, Hh^Fdf, Ss, Ss, Ww^Bw|, Wo, Wo, Wo, Ww, Ss, Gll, Ss, Ww, Ww, Ss, Ss
Ss, Gg, Gll, Gg, Hh^Fdf, Ww, Hh^Fdf, Hh^Fdw, Hh^Fdf, Hh^Fdf, Ss, Ss, Ww^Bw|, Wo, Wo, Wo, Ww, Ss, Gg, Ss, Ww, Wo, Gll, Gll
Ww, Gg^Efm, Gg^Efm, Gg, Ss, Ww, Ww, Ww, Ww, Hh^Fdf, Ss^Vhs, Ss, Gll^Es, Wo, Wo, Wo, Ww, Ww, Ww, Ww, Ww, Ww, Gg^Vc, Gg
Wo, Ww^Ewf, Gg^Efm, Ss, Ss, Ss, Ss, Ww, Ww, Ww, Ww^Bw/, Gll, Ww, Wo, Wo, Wo, Ww^Ewl, Ww^Ewl, Ww^Ewf, Ww, Ww, Ww, Gg^Eff, Gg
Xu, Wo, Ww, Ss, Xu, Xu, Xu, Ss, Ss, Chw, Gs^Fmf, Ww, Ww, Ww, Ww, Ss, Ss, Ww^Ewl, Ww^Ewf, Ww^Ewl, Ss, Gg, Gll, Gg^Eff
Xu, Xu, Xu, Xu, Uu, Ss, Ss, Xu, Ss, Re, Gs^Fp, Ww, Ww, Ss, Ss, Ss, Hh, Hh^Es, Hh^Dr, Hh^Es, Hh, Gg, Gll, Gg
Xu, Uu^Uf, Uu, Uu, Xu, Uu, Xu, Xu, Gs^Fp, Gs^Fmf, Gs^Fmf, Ww, Ww, Ss, Hh, Hh, Xu, Xu, Xu, Xu, Xu, Hh, Hh^Es, Gll
Xu, Uu, Xu, Xu, Uu^Es, Uu, Xu, Ss, Ss, Ww^Bw|, Ww, Wo, Ww, Ss, Hh^Es, Xu, Xu, Uh, Uh, Uh, Uu^Vu, Xu, Xu, Hh^Dr
Xu, Ss, Xu, Uu^Es, Uu, Ss, Xu, Ss, Ww, Ww^Bw|, Wo, Wo, Ww, Ss, Hh^Es, Hh^Dr, Xu, Ss, Uh^Es, Uh, Uh, Uh, Uh, Xu
Xu, Ss^Vm, Uu^Uf, Xu, Xu, Uu^Uf, Xu, Ss, Ss, Ww^Bw|, Ww^Bw\, Wo, Hh^Es, Hh^Dr, Xu, Xu, Uh, Uh, Xu, Xu, Xu, Ss, Uh, Xu
Xu, Uu^Uf, Xu, Uu, Xu, Uu, Uu, Xu, Xu, Ss, Ww, Ww^Bw\, Sm, Xu, Uu^Uf, Ss, Xu, Xu, Uh, Uh, Xu, Xu, Uh, Xu
Xu, Uu, Xu, Uu, Uh, Xu, Xu, Uu, Uu, Xu, Xu, Xu, Xu, Uu^Ufi, Uu^Uf, Uh, Xu, Ss, Ss, Xu, Uh, Ss, Uh, Xu
Xu, Uu^Es, Uh, Uh, Uh, Uu^Es, Uu^Es, Uh, Uu^Es, Uu, Uh, Uu^Uf, Uu^Uf, Ss, Ss, Uh, Uh, Uh, Uh, Uh, Uh, Uh, Uh, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, _s, _s
"
#textdomain wesnoth-swamplings
name=_"Healer And Slayer"
next_scenario="03_Exodus"
next_teleport_group_id=0
next_underlying_unit_id=15
playing_team=0
random_calls=0
random_seed=1698981164
scenario="02_Healer_And_Slayer"
snapshot=yes
turn_at=1
turns=33
unit_wml_ids="Goblin Rouser Sw,Vampire Bat Sw,White Mage"
used_items=""
version="1.12.0+dev"
victory_when_enemies_defeated=no
[display]
color_adjust_blue=0
color_adjust_green=0
color_adjust_red=0
view_locked=no
[/display]
[side]
action_bonus_count=0
allow_player=yes
auto_shroud=yes
chose_random=no
color=1
controller="human"
countdown_time=0
current_player="Clammie"
defeat_condition="no_leader_left"
disallow_observers=no
flag=""
flag_icon=""
fog=no
fog_data=""
gold=200
gold_add=no
hidden=no
id="Clammie"
income=0
lost=no
name="Clammie"
no_leader=yes
objectives="<big>Victory:</big>
<span foreground=""#00ff00"">&#8226; Charm five bats</span>
<big>Defeat:</big>
<span foreground=""#ff0000"">&#8226; Death of Clammie</span>
<span foreground=""#ff0000"">&#8226; Death of Ronry</span>
<span foreground=""#ff0000"">&#8226; Turns run out</span>
Early finish bonus.
40% of finishing gold carried over to the next scenario."
objectives_changed=yes
persistent=yes
recall_cost=20
recruit=""
save_id="Clammie"
scroll_to_leader=yes
share_maps=yes
share_view=no
shroud=yes
shroud_data="|1111111111111110000000000
|1111111111111111000000000
|1111111111111111000000000
|1111111111111111000000000
|1111111111111110000000000
|1111111111111110000000000
|1111111111111110000000000
|1111111111111111001110000
|1111111111111111111110000
|1111111111111111111111000
|1111111111111111111111000
|1111111111111111111111000
|1111111111111111111110000
|1111111111111111111110000
|1111111111111111111100000
|1111111111111111110100000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111110000000
|1111111111111111110000000
|1111111111111111111000000
|1111111111111110000000000
"
side=1
start_gold=200
suppress_end_turn_confirmation=no
team_name=1
user_team_name=_"Clammie and Co."
village_gold=1
village_support=1
[ai]
#textdomain wesnoth-ai
description=_"Multiplayer_AI^Default AI (RCA)"
id="ai_default_rca"
version=10710
[stage]
id="main_loop"
name="ai_default_rca::candidate_action_evaluation_loop"
[candidate_action]
engine="cpp"
id="goto"
max_score=200000
name="ai_default_rca::goto_phase"
score=200000
[/candidate_action]
[candidate_action]
engine="cpp"
id="recruitment"
max_score=180000
name="default_recruitment::recruitment"
score=180000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_goals"
max_score=140000
name="ai_default_rca::move_leader_to_goals_phase"
score=140000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_keep"
max_score=120000
name="ai_default_rca::move_leader_to_keep_phase"
score=120000
[/candidate_action]
[candidate_action]
engine="cpp"
id="combat"
max_score=100000
name="ai_default_rca::combat_phase"
score=100000
[/candidate_action]
[candidate_action]
engine="cpp"
id="healing"
max_score=80000
name="ai_default_rca::get_healing_phase"
score=80000
[/candidate_action]
[candidate_action]
engine="cpp"
id="villages"
max_score=60000
name="ai_default_rca::get_villages_phase"
score=60000
[/candidate_action]
[candidate_action]
engine="cpp"
id="retreat"
max_score=40000
name="ai_default_rca::retreat_phase"
score=40000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_to_targets"
max_score=20000
name="ai_default_rca::move_to_targets_phase"
score=20000
[/candidate_action]
[candidate_action]
engine="cpp"
id="leader_shares_keep"
max_score=10000
name="ai_default_rca::leader_shares_keep_phase"
score=10000
[/candidate_action]
[/stage]
[aspect]
engine="cpp"
id="advancements"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attack_depth"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=5
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attacks"
invalidate_on_gamestate_change=yes
name="composite_aspect"
[default]
engine="cpp"
invalidate_on_gamestate_change=yes
name="ai_default_rca::aspect_attacks"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="caution"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.25
[/default]
[/aspect]
[aspect]
engine="cpp"
id="grouping"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="offensive"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="-4.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_goal"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_ignores_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="3.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="number_of_possible_recruits_to_force_recruit"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3.1
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader_shares_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
engine="cpp"
name="ai_default::recruitment"
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_diversity"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="2.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_combat"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_movement"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_instructions"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[recruit]
importance=0
[/recruit]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_more"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_pattern"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_randomness"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=50
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_save_gold"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
active=0
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="scout_village_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3
[/default]
[/aspect]
[aspect]
engine="cpp"
id="simple_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="support_villages"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="village_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="1.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="villages_per_scout"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=4
[/default]
[/aspect]
[/ai]
[village]
x=5
y=2
[/village]
[village]
x=8
y=3
[/village]
[village]
x=20
y=6
[/village]
[unit]
advances_to="Goblin Trumpeter"
alignment="chaotic"
alpha=256
attacks_left=1
canrecruit=yes
cost=13
#textdomain wesnoth-swamplings
description=_"Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die." +
#textdomain wesnoth-help
_"
Special Notes:" +
_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."
ellipse="misc/ellipse-leader"
experience=0
extra_recruit=""
facing="s"
flag_rgb="magenta"
gender="male"
goto_x=-999
goto_y=-999
hitpoints=27
id="Clammie"
image="units/goblins/rouser.png"
jamming=0
#textdomain wesnoth-swamplings
language_name=_"Goblin Rouser"
level=1
max_attacks=1
max_experience=30
max_hitpoints=31
max_moves=5
moves=5
name=_"Clammie"
overlays=""
profile="portraits/goblins/transparent/rouser.png"
race="goblin"
random_traits=no
resting=no
role=""
side=1
small_profile="portraits/goblins/rouser.png"
type="Goblin Rouser Sw"
undead_variation="goblin"
underlying_id=1
unrenamable=yes
upkeep="full"
usage="fighter"
variation=""
vision=-1
x=14
y=7
zoc=yes
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=false
side="left"
size=400
[/portrait]
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=true
side="right"
size=400
[/portrait]
[abilities]
[leadership]
affect_self=no
cumulative=no
#textdomain wesnoth-help
description=_"This unit can lead our own units that are next to it, making them fight better.
Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
female_name=_"female^leadership"
id="leadership"
name=_"leadership"
value=25
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[filter]
level=0
[/filter]
[/affect_adjacent]
[/leadership]
[/abilities]
[movement_costs]
castle=1
cave=2
flat=1
forest=2
frozen=2
fungus=3
hills=1
mountains=2
reef=2
sand=2
shallow_water=3
swamp_water=2
village=1
[/movement_costs]
[defense]
castle=40
cave=60
flat=60
forest=50
frozen=80
fungus=60
hills=50
mountains=40
reef=70
sand=70
shallow_water=80
swamp_water=50
village=40
[/defense]
[resistance]
arcane=100
blade=100
cold=100
fire=100
impact=100
pierce=100
[/resistance]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[attack]
damage=7
#textdomain wesnoth-swamplings
description=_"spear"
icon="attacks/spear-orcish.png"
name="spear"
number=3
range="melee"
type="pierce"
[/attack]
[attack]
apply_to="new_attack"
damage=6
description=_"Wand of Wonderment"
icon="attacks/javelin-orcish.png"
name="staff"
number=2
range="melee"
type="impact"
[/attack]
[modifications]
[trait]
availability="any"
description=_"Better defense and quicker in swamp"
female_name=_"female^swamp savvy"
id="swamp_savvy"
male_name=_"swamp savvy"
[effect]
apply_to="movement_costs"
replace=yes
[movement_costs]
swamp_water=2
[/movement_costs]
[/effect]
[effect]
apply_to="defense"
replace=yes
[defense]
swamp_water=50
[/defense]
[/effect]
[/trait]
[object]
duration="level"
image="attacks/javelin-orcish.png"
name=_"Wand of Wonderment"
[filter]
id="Clammie"
[/filter]
[effect]
apply_to="new_attack"
damage=6
description=_"Wand of Wonderment"
icon="attacks/javelin-orcish.png"
name="staff"
number=2
range="melee"
type="impact"
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
advances_to="Mage of Light"
alignment="lawful"
alpha=256
attacks_left=1
cost=40
#textdomain wesnoth-units
description=_"Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury.
Though not trained for combat, they are a potent ally against magical or unnatural things." +
#textdomain wesnoth-help
_"
Special Notes:" +
_" This unit has magical attacks, which always have a high chance of hitting an opponent." +
_" This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures." +
_" This unit is capable of healing those around it, and curing them of poison."
experience=0
extra_recruit=""
facing="se"
flag_rgb="magenta"
gender="male"
goto_x=0
goto_y=0
hitpoints=42
id="Ronry"
image="units/human-magi/white-mage.png"
jamming=0
#textdomain wesnoth-units
language_name=_"White Mage"
level=2
max_attacks=1
max_experience=136
max_hitpoints=42
max_moves=5
moves=5
#textdomain wesnoth-swamplings
name=_"Ronry"
overlays=""
profile="portraits/humans/transparent/mage-white.png"
race="human"
random_traits=no
resting=no
role=""
side=1
small_profile="portraits/humans/mage-white.png"
type="White Mage"
undead_variation=""
underlying_id=13
unrenamable=yes
upkeep="full"
usage="healer"
variation=""
vision=-1
x=12
y=7
zoc=yes
[portrait]
image="portraits/humans/transparent/mage-white.png"
mirror=false
side="left"
size=400
[/portrait]
[portrait]
image="portraits/humans/transparent/mage-white.png"
mirror=true
side="right"
size=400
[/portrait]
[abilities]
[heals]
affect_allies=yes
affect_self=no
#textdomain wesnoth-help
description=_"A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."
female_name=_"female^cures"
id="curing"
name=_"cures"
poison="cured"
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[/affect_adjacent]
[/heals]
[heals]
affect_allies=yes
affect_self=no
description=_"This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
female_name=_"female^heals +8"
id="healing"
name=_"heals +8"
poison="slowed"
value=8
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[/affect_adjacent]
[/heals]
[/abilities]
[movement_costs]
castle=1
cave=2
flat=1
forest=2
frozen=3
fungus=2
hills=2
mountains=3
reef=2
sand=2
shallow_water=3
swamp_water=3
village=1
[/movement_costs]
[defense]
castle=40
cave=60
flat=60
forest=50
frozen=80
fungus=50
hills=50
mountains=40
reef=70
sand=70
shallow_water=80
swamp_water=80
village=40
[/defense]
[resistance]
arcane=60
blade=100
cold=100
fire=100
impact=100
pierce=100
[/resistance]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[attack]
damage=7
#textdomain wesnoth-units
description=_"staff"
icon="attacks/staff-magic.png"
name="staff"
number=2
range="melee"
type="impact"
[/attack]
[attack]
damage=9
description=_"lightbeam"
name="lightbeam"
number=3
range="ranged"
type="arcane"
[specials]
[chance_to_hit]
cumulative=no
#textdomain wesnoth-help
description=_"This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked."
id="magical"
name=_"magical"
value=70
[/chance_to_hit]
[/specials]
[/attack]
[modifications]
[trait]
female_name=_"female^resilient"
id="resilient"
male_name=_"resilient"
[effect]
apply_to="hitpoints"
increase_total=4
[/effect]
[effect]
apply_to="hitpoints"
increase_total=1
times="per level"
[/effect]
[/trait]
[trait]
female_name=_"female^strong"
id="strong"
male_name=_"strong"
[effect]
apply_to="attack"
increase_damage=1
range="melee"
[/effect]
[effect]
apply_to="hitpoints"
increase_total=1
[/effect]
[/trait]
[/modifications]
[/unit]
[/side]
[side]
action_bonus_count=0
allow_player=yes
auto_shroud=yes
chose_random=no
color=2
controller="ai"
countdown_time=0
current_player=""
defeat_condition="no_leader_left"
disallow_observers=no
flag=""
flag_icon=""
fog=no
fog_data=""
gold=0
gold_add=no
hidden=no
id=""
income=-2
lost=no
name=""
no_leader=yes
objectives=""
objectives_changed=yes
persistent=no
recall_cost=20
recruit=""
save_id=""
scroll_to_leader=yes
share_maps=yes
share_view=no
shroud=no
shroud_data=""
side=2
start_gold=0
suppress_end_turn_confirmation=no
team_name=2
#textdomain wesnoth-swamplings
user_team_name=_"Wild Things"
village_gold=1
village_support=1
[ai]
#textdomain wesnoth-ai
description=_"Multiplayer_AI^Default AI (RCA)"
id="ai_default_rca"
version=10710
[stage]
id="main_loop"
name="ai_default_rca::candidate_action_evaluation_loop"
[candidate_action]
engine="cpp"
id="goto"
max_score=200000
name="ai_default_rca::goto_phase"
score=200000
[/candidate_action]
[candidate_action]
engine="cpp"
id="recruitment"
max_score=180000
name="default_recruitment::recruitment"
score=180000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_goals"
max_score=140000
name="ai_default_rca::move_leader_to_goals_phase"
score=140000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_keep"
max_score=120000
name="ai_default_rca::move_leader_to_keep_phase"
score=120000
[/candidate_action]
[candidate_action]
engine="cpp"
id="combat"
max_score=100000
name="ai_default_rca::combat_phase"
score=100000
[/candidate_action]
[candidate_action]
engine="cpp"
id="healing"
max_score=80000
name="ai_default_rca::get_healing_phase"
score=80000
[/candidate_action]
[candidate_action]
engine="cpp"
id="villages"
max_score=60000
name="ai_default_rca::get_villages_phase"
score=60000
[/candidate_action]
[candidate_action]
engine="cpp"
id="retreat"
max_score=40000
name="ai_default_rca::retreat_phase"
score=40000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_to_targets"
max_score=20000
name="ai_default_rca::move_to_targets_phase"
score=20000
[/candidate_action]
[candidate_action]
engine="cpp"
id="leader_shares_keep"
max_score=10000
name="ai_default_rca::leader_shares_keep_phase"
score=10000
[/candidate_action]
[/stage]
[aspect]
engine="cpp"
id="advancements"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="aggression"
name="composite_aspect"
[facet]
engine="cpp"
name="standard_aspect"
value=0.9
[/facet]
[default]
engine="cpp"
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attack_depth"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=5
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attacks"
invalidate_on_gamestate_change=yes
name="composite_aspect"
[default]
engine="cpp"
invalidate_on_gamestate_change=yes
name="ai_default_rca::aspect_attacks"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="caution"
name="composite_aspect"
[facet]
engine="cpp"
name="standard_aspect"
value="0.0"
[/facet]
[default]
engine="cpp"
name="standard_aspect"
value=0.25
[/default]
[/aspect]
[aspect]
engine="cpp"
id="grouping"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="offensive"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="-4.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_goal"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_ignores_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="3.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="number_of_possible_recruits_to_force_recruit"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3.1
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader_shares_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
engine="cpp"
name="ai_default::recruitment"
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_diversity"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="2.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_combat"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_movement"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_instructions"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[recruit]
importance=0
[/recruit]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_more"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_pattern"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_randomness"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=50
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_save_gold"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
active=0
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="scout_village_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3
[/default]
[/aspect]
[aspect]
engine="cpp"
id="simple_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="support_villages"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="village_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="1.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="villages_per_scout"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=4
[/default]
[/aspect]
[/ai]
[/side]
[side]
action_bonus_count=0
allow_player=yes
auto_shroud=yes
chose_random=no
color=3
controller="ai"
countdown_time=0
current_player=""
defeat_condition="no_leader_left"
disallow_observers=no
flag=""
flag_icon=""
fog=no
fog_data=""
gold=0
gold_add=no
hidden=yes
id=""
income=0
lost=no
name=""
no_leader=yes
objectives=""
objectives_changed=yes
persistent=no
recall_cost=20
recruit=""
save_id=""
scroll_to_leader=yes
share_maps=yes
share_view=no
shroud=no
shroud_data=""
side=3
start_gold=0
suppress_end_turn_confirmation=no
team_name=3
#textdomain wesnoth-swamplings
user_team_name=_"Rashki"
village_gold=1
village_support=1
[ai]
#textdomain wesnoth-ai
description=_"Multiplayer_AI^Default AI (RCA)"
id="ai_default_rca"
version=10710
[stage]
id="main_loop"
name="ai_default_rca::candidate_action_evaluation_loop"
[candidate_action]
engine="cpp"
id="goto"
max_score=200000
name="ai_default_rca::goto_phase"
score=200000
[/candidate_action]
[candidate_action]
engine="cpp"
id="recruitment"
max_score=180000
name="default_recruitment::recruitment"
score=180000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_goals"
max_score=140000
name="ai_default_rca::move_leader_to_goals_phase"
score=140000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_keep"
max_score=120000
name="ai_default_rca::move_leader_to_keep_phase"
score=120000
[/candidate_action]
[candidate_action]
engine="cpp"
id="combat"
max_score=100000
name="ai_default_rca::combat_phase"
score=100000
[/candidate_action]
[candidate_action]
engine="cpp"
id="healing"
max_score=80000
name="ai_default_rca::get_healing_phase"
score=80000
[/candidate_action]
[candidate_action]
engine="cpp"
id="villages"
max_score=60000
name="ai_default_rca::get_villages_phase"
score=60000
[/candidate_action]
[candidate_action]
engine="cpp"
id="retreat"
max_score=40000
name="ai_default_rca::retreat_phase"
score=40000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_to_targets"
max_score=20000
name="ai_default_rca::move_to_targets_phase"
score=20000
[/candidate_action]
[candidate_action]
engine="cpp"
id="leader_shares_keep"
max_score=10000
name="ai_default_rca::leader_shares_keep_phase"
score=10000
[/candidate_action]
[/stage]
[aspect]
engine="cpp"
id="advancements"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attack_depth"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=5
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attacks"
invalidate_on_gamestate_change=yes
name="composite_aspect"
[default]
engine="cpp"
invalidate_on_gamestate_change=yes
name="ai_default_rca::aspect_attacks"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="caution"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.25
[/default]
[/aspect]
[aspect]
engine="cpp"
id="grouping"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="offensive"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="-4.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_goal"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_ignores_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="3.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="number_of_possible_recruits_to_force_recruit"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3.1
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader_shares_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
engine="cpp"
name="ai_default::recruitment"
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_diversity"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="2.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_combat"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_movement"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_instructions"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[recruit]
importance=0
[/recruit]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_more"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_pattern"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_randomness"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=50
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_save_gold"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
active=0
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="scout_village_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3
[/default]
[/aspect]
[aspect]
engine="cpp"
id="simple_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="support_villages"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="village_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="1.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="villages_per_scout"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=4
[/default]
[/aspect]
[/ai]
[/side]
[time]
blue=0
green=-20
id="dawn"
image="misc/time-schedules/default/schedule-dawn.png"
lawful_bonus=0
mask=""
#textdomain wesnoth-help
name=_"Dawn"
red=-20
sound="ambient/morning.ogg"
[/time]
[time]
blue=0
green=0
id="morning"
image="misc/time-schedules/default/schedule-morning.png"
lawful_bonus=25
mask=""
name=_"Morning"
red=0
sound=""
[/time]
[time]
blue=0
green=0
id="afternoon"
image="misc/time-schedules/default/schedule-afternoon.png"
lawful_bonus=25
mask=""
name=_"Afternoon"
red=0
sound=""
[/time]
[time]
blue=-20
green=-20
id="dusk"
image="misc/time-schedules/default/schedule-dusk.png"
lawful_bonus=0
mask=""
name=_"Dusk"
red=0
sound="ambient/night.ogg"
[/time]
[time]
blue=-10
green=-35
id="first_watch"
image="misc/time-schedules/default/schedule-firstwatch.png"
lawful_bonus=-25
mask=""
name=_"First Watch"
red=-45
sound=""
[/time]
[time]
blue=-10
green=-35
id="second_watch"
image="misc/time-schedules/default/schedule-secondwatch.png"
lawful_bonus=-25
mask=""
name=_"Second Watch"
red=-45
sound=""
[/time]
[undo_stack]
committed=no
side=1
[/undo_stack]
[event]
first_time_only=yes
name="moveto"
[filter]
id="Clammie"
x="12-13"
y="20-21"
[/filter]
[unit]
id="Nosferatu"
#textdomain wesnoth-swamplings
name=_"Nosferatu"
side=1
type="Vampire Bat"
unrenamable=yes
x=17
y=21
[/unit]
[unit]
facing="nw"
side=2
type="Vampire Bat"
x=22
y=22
[/unit]
[set_variable]
name="chapter"
value=2
[/set_variable]
[/event]
[event]
first_time_only=no
name="side 2 turn"
[if]
[have_unit]
count=2
side=1
type="Vampire Bat"
[/have_unit]
[or]
[not]
[have_unit]
id="Nosferatu"
[/have_unit]
[/not]
[have_unit]
count=1
side=1
type="Vampire Bat"
[/have_unit]
[/or]
[then]
[if]
[variable]
name="hesaidthis"
not_equals=yes
[/variable]
[then]
[message]
message=_"I did it! Ronry, I charmed a bat!"
speaker="Clammie"
[/message]
[message]
message=_"I sensed you might have a skill for this."
speaker="Ronry"
[/message]
[message]
message=_"Are there any more in here?"
speaker="Clammie"
[/message]
[message]
message=_"I would think there would be quite a few."
speaker="Ronry"
[/message]
[set_variable]
name="hesaidthis"
value=yes
[/set_variable]
[unit]
facing="nw"
side=2
type="Vampire Bat"
x=22
y=22
[/unit]
[unit]
facing="se"
side=2
type="Vampire Bat"
x=1
y=16
[/unit]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="new turn"
[if]
[variable]
equals=2
name="chapter"
[/variable]
[then]
[if]
[have_unit]
side=2
[/have_unit]
[then]
[/then]
[else]
[unit]
facing="nw"
side=2
type="Vampire Bat"
x=22
y=22
[/unit]
[unit]
facing="se"
side=2
type="Vampire Bat"
x=1
y=16
[/unit]
[/else]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="last breath"
[filter]
side=2
[/filter]
[set_variable]
add=1
name="Clammie_killed"
[/set_variable]
[/event]
[event]
first_time_only=no
name="new turn"
[if]
[variable]
equals=2
name="chapter"
[/variable]
[then]
[if]
[variable]
name="advice_from_Ronry"
not_equals=yes
[/variable]
[then]
[if]
[variable]
equals=3
name="Clammie_killed"
[/variable]
[then]
[if]
[not]
[have_unit]
id="Nosferatu"
[/have_unit]
[/not]
[not]
[have_unit]
count=1
race="bats"
side=1
[/have_unit]
[/not]
[or]
[have_unit]
id="Nosferatu"
[/have_unit]
[have_unit]
count=1
race="bats"
side=1
[/have_unit]
[/or]
[then]
[message]
message=_"This is going to take a long time if you keep killing bats."
speaker="Ronry"
[/message]
[message]
message=_"How do you work this thing? You didn't really explain it."
speaker="Clammie"
[/message]
[message]
message=_"Just poke at them with the Wand of Wonderment. But not too hard."
speaker="Ronry"
[/message]
[message]
message=_"<i>crazy human!</i>"
speaker="Clammie"
[/message]
[message]
message=_"<i>crazy goblin!</i>"
speaker="Ronry"
[/message]
[set_variable]
name="advice_from_Ronry"
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="ai turn"
[store_unit]
variable="bat_num"
[filter]
race="bats"
side=1
[not]
id="Nosferatu"
[/not]
[/filter]
[/store_unit]
[if]
[variable]
greater_than_equal_to=5
name="bat_num.length"
[/variable]
[then]
[if]
[variable]
equals=2
name="chapter"
[/variable]
[then]
[message]
image="wesnoth-icon.png"
message=_"You can now recruit vampire bats!"
speaker="narrator"
[/message]
[set_recruit]
recruit="Vampire Bat"
[filter_side]
side=1
[/filter_side]
[/set_recruit]
[message]
message=_"And I thought this magic wand was just a stick!"
speaker="Clammie"
[/message]
[message]
message=_"It is just a stick. Let's go."
speaker="Ronry"
[/message]
[store_unit]
variable="FULL_HEAL_temp"
[filter]
race="bats"
[/filter]
[/store_unit]
[set_variable]
name="FULL_HEAL_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$FULL_HEAL_temp.length"
name="FULL_HEAL_i"
[/variable]
[do]
[set_variable]
name="FULL_HEAL_temp[$FULL_HEAL_i].hitpoints"
value="$FULL_HEAL_temp[$FULL_HEAL_i].max_hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="FULL_HEAL_temp[$FULL_HEAL_i]"
[/unstore_unit]
[set_variable]
add=1
name="FULL_HEAL_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="FULL_HEAL_i"
[/clear_variable]
[clear_variable]
name="FULL_HEAL_temp,FULL_HEAL_i"
[/clear_variable]
[store_unit]
variable="all_bats"
[filter]
race="bats"
side=1
[/filter]
[/store_unit]
[set_variable]
name="i"
value=0
[/set_variable]
[while]
[variable]
less_than="$all_bats.length"
name="i"
[/variable]
[do]
[set_variable]
name="all_bats[$i].moves"
value="$all_bats[$i].max_moves"
[/set_variable]
[set_variable]
name="all_bats[$i].attacks_left"
value="$all_bats[$i].max_attacks"
[/set_variable]
[set_variable]
add=1
name="i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="i"
[/clear_variable]
[store_unit]
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[if]
[variable]
less_than=20
name="stored_ronry.hitpoints"
[/variable]
[then]
[message]
image="wesnoth-icon.png"
message=_"Ronry quaffs a healing potion."
sound="potion.ogg"
speaker="narrator"
[/message]
[kill]
fire_event=no
id="Ronry"
[/kill]
[set_variable]
add=15
name="stored_ronry.hitpoints"
[/set_variable]
[sound]
name="heal.wav"
[/sound]
[unstore_unit]
find_vacant=yes
variable="stored_ronry"
[/unstore_unit]
[redraw]
[/redraw]
[/then]
[/if]
[set_variable]
name="chapter"
value=3
[/set_variable]
[kill]
side=2
[/kill]
[end_turn]
[/end_turn]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="new_turn"
[if]
[variable]
equals=3
name="chapter"
[/variable]
[then]
[unit]
facing="se"
gender="male"
id="Rashki"
name=_"Rashki"
side=3
type="Assassin"
unrenamable=yes
x=13
y=2
[/unit]
[store_unit]
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[move_unit]
fire_event=no
id="Ronry"
to_x=11
to_y=20
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="se"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[move_unit]
fire_event=no
id="Clammie"
to_x=12
to_y=20
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="se"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[item]
image="items/chest.png"
x=13
y=21
[/item]
[sound]
name="open-chest.wav"
[/sound]
[set_variable]
name="i"
value=0
[/set_variable]
[while]
[variable]
less_than="$all_bats.length"
name="i"
[/variable]
[do]
[move_unit]
fire_event=no
to_x=13
to_y=21
x="$all_bats[$i].x"
y="$all_bats[$i].y"
[/move_unit]
[kill]
x=13
y=21
[/kill]
[sound]
name="bat-flapping.wav"
[/sound]
[set_variable]
add=1
name="i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="i"
[/clear_variable]
[kill]
race="bats"
[/kill]
[sound]
name="open-chest.wav"
[/sound]
[remove_item]
image="items/chest.png"
x=13
y=21
[/remove_item]
[move_unit]
fire_event=no
id="Ronry"
to_x=14
to_y=2
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="nw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[move_unit]
fire_event=no
id="Clammie"
to_x=13
to_y=8
[/move_unit]
[item]
image="items/chest.png"
x=13
y=8
[/item]
[sound]
name="miss-3.ogg"
[/sound]
[delay]
time=500
[/delay]
[move_unit]
fire_event=no
id="Clammie"
to_x=15
to_y=3
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="nw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[music]
append=no
immediate=yes
name="revelation.ogg"
[/music]
[message]
#textdomain wesnoth
message=_"Are you the one they call Ronry?"
speaker="Rashki"
[/message]
[message]
message=_"Who asks?"
speaker="Ronry"
[/message]
[message]
message=_"My name is Rashki. I understand you have a powerful toxin for sale. The drop of death."
speaker="Rashki"
[/message]
[message]
message=_"No, it's not for sale. The poison I discovered shall only be used for good purposes, not evil."
speaker="Ronry"
[/message]
[message]
message=_"But I only wish to kill evil creatures!"
speaker="Rashki"
[/message]
[message]
message=_"The drop of death shall not be bought and sold like a market trinket! If I sold it for ten gold pieces, what would stop you from selling it to another for twenty? Am I to trust you, and all other men who buy it, when I can barely trust myself with its power?"
speaker="Ronry"
[/message]
[message]
message=_"If you will not accept my gold, you will take my blades."
speaker="Rashki"
[/message]
[animate_unit]
flag="attack"
hits=yes
with_bars=no
[filter]
id="Rashki"
[/filter]
[primary_attack]
name="knife"
[/primary_attack]
[facing]
[filter]
id="Ronry"
[/filter]
[/facing]
[animate]
flag="defend"
hits=yes
with_bars=no
[filter_second]
id="Ronry"
[/filter_second]
[/animate]
[/animate_unit]
[store_unit]
kill=yes
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="stored_ronry.status.poisoned"
value=true
[/set_variable]
[set_variable]
name="stored_ronry.status.petrified"
value=true
[/set_variable]
[unstore_unit]
find_vacant=yes
variable="stored_ronry"
[/unstore_unit]
[redraw]
[/redraw]
[move_unit]
fire_event=no
id="Rashki"
to_x=11
to_y=1
[/move_unit]
[store_unit]
kill=yes
variable="stored_rashki"
[filter]
id="Rashki"
[/filter]
[/store_unit]
[message]
message=_"Paralyzing poison! Clammie, quickly go to the shed and unlock the cabinet .. I need the green bottle immediately!"
speaker="Ronry"
[/message]
[objectives]
note=_"Search the nearby area. WARNING: Ronry can be killed by this poison! " +
_"Early finish bonus." +
_"
40% of finishing gold carried over to the next scenario."
side=1
summary=_"New Objectives:"
[objective]
condition="win"
description=_"Get antidote for Ronry before he dies"
[/objective]
[objective]
condition="lose"
description=_"Death of Clammie"
[/objective]
[objective]
condition="lose"
description=_"Death of Ronry"
[/objective]
[objective]
condition="lose"
description=_"Turns run out"
[/objective]
[/objectives]
[set_variable]
name="turns"
value=10
[/set_variable]
[set_variable]
add="$turn_number"
name="turns"
[/set_variable]
[modify_turns]
value="$turns"
[/modify_turns]
[scroll_to]
check_fogged=false
x=5
y=2
[/scroll_to]
[item]
halo="items/gohere.png"
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=5
y=2
[/remove_item]
[item]
image=""
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=5
y=2
[/remove_item]
[item]
image=""
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=5
y=2
[/remove_item]
[item]
image=""
x=5
y=2
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=8
y=3
[/scroll_to]
[item]
halo="items/gohere.png"
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=8
y=3
[/remove_item]
[item]
image=""
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=8
y=3
[/remove_item]
[item]
image=""
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=8
y=3
[/remove_item]
[item]
image=""
x=8
y=3
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=20
y=6
[/scroll_to]
[item]
halo="items/gohere.png"
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=20
y=6
[/remove_item]
[item]
image=""
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=20
y=6
[/remove_item]
[item]
image=""
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=20
y=6
[/remove_item]
[item]
image=""
x=20
y=6
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=21
y=5
[/scroll_to]
[item]
halo="items/gohere.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=5
[/remove_item]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=5
[/remove_item]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=5
[/remove_item]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=21
y=1
[/scroll_to]
[item]
halo="items/gohere.png"
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=1
[/remove_item]
[item]
image=""
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=1
[/remove_item]
[item]
image=""
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=1
[/remove_item]
[item]
image=""
x=21
y=1
[/item]
[redraw]
[/redraw]
[terrain]
terrain="Gll^Wm"
x=21
y=1
[/terrain]
[set_variable]
name="chapter"
value=4
[/set_variable]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="turn refresh"
[if]
[variable]
equals=4
name="chapter"
[/variable]
[variable]
name="side_number"
numerical_equals=1
[/variable]
[then]
[store_unit]
kill=yes
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
add=-4
name="stored_ronry.hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=yes
red=255
#textdomain wesnoth-swamplings
text=_"4"
variable="stored_ronry"
[/unstore_unit]
[sound]
name="poison.ogg"
[/sound]
[redraw]
[/redraw]
[if]
[variable]
less_than_equal_to=0
name="stored_ronry.hitpoints"
[/variable]
[then]
[kill]
animate=yes
fire_event=yes
id="Ronry"
[/kill]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=yes
name="moveto"
[filter]
id="Clammie"
x="$shedpos[$shed].x"
y="$shedpos[$shed].y"
[/filter]
[if]
[variable]
equals=4
name="chapter"
[/variable]
[then]
[fire_event]
name="shed_found"
[/fire_event]
[/then]
[/if]
[/event]
[event]
name="shed_found"
[message]
message=_"I wonder if this is it."
speaker="Clammie"
[/message]
[object]
description=_"A locked cabinet."
duration="level"
image="items/chest-plain-closed.png"
name=_"Cabinet"
[/object]
[message]
message=_"But where is the key?"
speaker="Clammie"
[/message]
[message]
message=_"Hurry, Clammie!"
speaker="Ronry"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=16
to_y=2
[/move_unit]
[item]
image="items/chest-plain-closed.png"
x=17
y=2
[/item]
[message]
message=_"The green bottle! Hurry!"
speaker="Ronry"
[/message]
[message]
image="wesnoth-icon.png"
message=_"With little time left, you break open the cabinet."
speaker="narrator"
[/message]
[remove_item]
image="items/chest-plain-closed.png"
x=17
y=2
[/remove_item]
[sound]
name="fist.ogg"
[/sound]
[item]
image="items/chest-plain-open.png"
x=17
y=2
[/item]
[message]
image="wesnoth-icon.png"
message=_"Which potion do you pick?"
speaker="narrator"
[option]
message=_"&items/potion-grey.png=This?"
[/option]
[option]
message=_"&items/potion-grey.png=This?"
[/option]
[option]
image="items/potion-grey.png"
message=_"&items/potion-grey.png=This?"
[/option]
[/message]
[message]
message=_"I've forgotten, goblins can't see colors! This is surely the end!"
speaker="Ronry"
[/message]
[message]
message=_"One smells of duckweed, the next of cattail and bromeliad. The third of milkweed."
speaker="Clammie"
[/message]
[message]
message=_"Yes, the milkweed! Quickly!"
speaker="Ronry"
[/message]
[object]
description=_"This ointment has amazing curative powers! Uncorking the bottle is unnecessary. It even heals nearby allies."
duration="level"
image="items/potion-green.png"
name=_"Healer Ointment"
[filter]
id="Clammie"
[/filter]
[effect]
apply_to="new_ability"
description=_"Healer Ointment"
icon="items/potion-green.png"
[abilities]
[heals]
affect_allies=yes
affect_self=no
#textdomain wesnoth-help
description=_"A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."
female_name=_"female^cures"
id="curing"
name=_"cures"
poison="cured"
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[/affect_adjacent]
[/heals]
[heals]
affect_allies=yes
affect_self=no
description=_"This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
female_name=_"female^heals +8"
id="healing"
name=_"heals +8"
poison="slowed"
value=8
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[/affect_adjacent]
[/heals]
[regenerate]
affect_self=yes
description=_"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing."
female_name=_"female^regenerates"
id="regenerates"
name=_"regenerates"
poison="cured"
value=8
[/regenerate]
[/abilities]
[/effect]
[/object]
[message]
#textdomain wesnoth-swamplings
message=_"I feel great power radiating from this bottle! Ronry, what on earth is this made from?"
speaker="Clammie"
[/message]
[kill]
animate=yes
id="Ronry"
[/kill]
[unstore_unit]
variable="stored_rashki"
[filter]
id="Rashki"
x=9
y=1
[/filter]
[/unstore_unit]
[move_unit]
fire_event=no
id="Rashki"
to_x=15
to_y=2
[/move_unit]
[message]
message=_"Very wise, little goblin. You almost saved his life. Is that the death drop in your hands?"
speaker="Rashki"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=16
to_y=3
[/move_unit]
[move_unit]
fire_event=no
id="Rashki"
to_x=15
to_y=3
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="nw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[message]
message=_"You have killed the only one who can answer your questions, wise Rashki."
speaker="Clammie"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=15
to_y=5
[/move_unit]
[move_unit]
fire_event=no
id="Rashki"
to_x=15
to_y=4
[/move_unit]
[message]
message=_"Then let us experiment."
speaker="Rashki"
[/message]
[message]
image="wesnoth-icon.png"
message=_"Rashki dips his dagger in the bottle and then slashes you!"
speaker="narrator"
[/message]
[animate_unit]
flag="attack"
hits=yes
with_bars=no
[filter]
id="Rashki"
[/filter]
[primary_attack]
name="dagger"
[/primary_attack]
[facing]
[filter]
id="Clammie"
[/filter]
[/facing]
[animate]
flag="defend"
hits=yes
with_bars=no
[filter]
id="Clammie"
[/filter]
[facing]
[filter]
id="Rashki"
[/filter]
[/facing]
[/animate]
[/animate_unit]
[store_unit]
variable="stored_clammie"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
add=-4
name="stored_clammie.hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=no
red=255
text=_"4"
variable="stored_clammie"
[/unstore_unit]
[clear_variable]
name="stored_clammie"
[/clear_variable]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
message=_"You're not dead, therefore it's not what I'm after. Where did you find this bottle?"
speaker="Rashki"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=12
to_y=8
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="ne"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[message]
message=_"In the box over here."
speaker="Clammie"
[/message]
[move_unit]
fire_event=no
id="Rashki"
to_x=13
to_y=8
[/move_unit]
[scroll_to_unit]
id="Rashki"
[/scroll_to_unit]
[sound]
name="open-chest.wav"
[/sound]
[sound]
name="bat-flapping.wav"
[/sound]
[modify_side]
hidden=no
[filter_side]
side=3
[/filter_side]
[/modify_side]
[set_variable]
name="i"
value=0
[/set_variable]
[while]
[variable]
less_than="$all_bats.length"
name="i"
[/variable]
[do]
[set_variable]
name="all_bats[$i].goto_x"
value=0
[/set_variable]
[set_variable]
name="all_bats[$i].goto_y"
value=0
[/set_variable]
[unstore_unit]
find_vacant=yes
variable="all_bats[$i]"
x=13
y=8
[/unstore_unit]
[set_variable]
add=1
name="i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="i"
[/clear_variable]
[redraw]
[/redraw]
[message]
message=_"!"
speaker="Rashki"
[/message]
[modify_side]
hidden=yes
[filter_side]
side=2
[/filter_side]
[/modify_side]
[modify_side]
hidden=no
[filter_side]
side=3
[/filter_side]
[/modify_side]
[set_variable]
name="turns"
value=7
[/set_variable]
[set_variable]
add="$turn_number"
name="turns"
[/set_variable]
[modify_turns]
value="$turns"
[/modify_turns]
[set_variable]
name="chapter"
value=5
[/set_variable]
[delay]
time=250
[/delay]
[objectives]
#textdomain wesnoth
note=_"Early finish bonus." +
_"
40% of finishing gold carried over to the next scenario."
side=1
#textdomain wesnoth-swamplings
summary=_"New Objectives:"
[objective]
condition="win"
description=_"Defeat Rashki"
[/objective]
[objective]
condition="lose"
description=_"Death of Clammie"
[/objective]
[objective]
condition="lose"
description=_"Turns run out"
[/objective]
[/objectives]
[/event]
[event]
name="attacker hits"
[filter_second]
id="Ronry"
[/filter_second]
[message]
message=_"There's one with teeth!"
speaker="Ronry"
[/message]
[/event]
[event]
name="last breath"
[filter]
id="Clammie"
[/filter]
[message]
message=_"But there is so much more--"
speaker="Clammie"
[/message]
[endlevel]
result="defeat"
[/endlevel]
[/event]
[event]
name="last breath"
[filter]
id="Ronry"
[/filter]
[message]
message=_"Ah! What an absurd way to die!"
speaker="Ronry"
[/message]
[endlevel]
result="defeat"
[/endlevel]
[/event]
[event]
name="time over"
[message]
message=_"Out of time!"
speaker="Clammie"
[/message]
[endlevel]
result="defeat"
[/endlevel]
[/event]
[event]
name="last breath"
[filter]
id="Rashki"
[/filter]
[message]
message=_"Undone by a lowly swamp goblin and his pet bats! I never laid eyes on the damned death drops, but I am surely their first victim!"
speaker="Rashki"
[/message]
[message]
message=_"You miscount, wise slayer."
speaker="Clammie"
[/message]
[kill]
animate=yes
id="Rashki"
[/kill]
[clear_variable]
name="hesaidthis,chapter,shed,shedpos,stored_ronry,stored_rashki,Clammie_killed,advice_from_Ronry,turns,bat_num,all_bats,side_2_units_charmed"
[/clear_variable]
[endlevel]
bonus=yes
carryover_add=yes
carryover_percentage=40
result="victory"
[/endlevel]
[/event]
[event]
first_time_only=no
name="attacker_hits"
[filter]
id="Clammie"
[/filter]
[filter_attack]
name="staff"
[/filter_attack]
[filter_second]
race="bats"
[/filter_second]
[store_unit]
kill=no
variable="STORE_UNIT_VAR_store"
[filter]
x="$x1"
y="$y1"
[/filter]
[/store_unit]
[set_variable]
name="charmer_side"
value="$STORE_UNIT_VAR_store.side"
[/set_variable]
[clear_variable]
name="STORE_UNIT_VAR_store"
[/clear_variable]
[store_unit]
kill=no
variable="STORE_UNIT_VAR_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="charmed_side"
value="$STORE_UNIT_VAR_store.side"
[/set_variable]
[clear_variable]
name="STORE_UNIT_VAR_store"
[/clear_variable]
[if]
[variable]
name="charmer_side"
not_equals="$charmed_side"
[/variable]
[then]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].variables.real_side"
value="$charmed_side"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].side"
value="$charmer_side"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].moves"
value=1
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].attacks_left"
value=1
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[set_variable]
name="varname"
value="side_$charmed_side|_units_charmed"
[/set_variable]
[set_variable]
name="$varname"
value=yes
[/set_variable]
[clear_variable]
name="varname"
[/clear_variable]
[/then]
[/if]
[if]
[variable]
less_than_equal_to=0
name="second_unit.hitpoints"
[/variable]
[then]
[kill]
animate=yes
fire_event=yes
x="$x2"
y="$y2"
[/kill]
[/then]
[/if]
[clear_variable]
name="charmer_side"
[/clear_variable]
[clear_variable]
name="charmed_side"
[/clear_variable]
[/event]
[objectives]
#textdomain wesnoth
note=_"Early finish bonus." +
_"
40% of finishing gold carried over to the next scenario."
side=1
[objective]
condition="win"
#textdomain wesnoth-swamplings
description=_"Charm five bats"
[/objective]
[objective]
condition="lose"
description=_"Death of Clammie"
[/objective]
[objective]
condition="lose"
description=_"Death of Ronry"
[/objective]
[objective]
condition="lose"
description=_"Turns run out"
[/objective]
[/objectives]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[music]
ms_after=0
ms_before=0
name="breaking_the_chains.ogg"
[/music]
[variables]
advice_from_Ronry=no
shed=2
side_number=1
turn_number=1
x1=0
x2=0
y1=0
y2=0
[shedpos]
owner_side=1
terrain="Ss^Vhs"
x=5
y=2
[/shedpos]
[shedpos]
owner_side=1
terrain="Ms^Vhha"
x=8
y=3
[/shedpos]
[shedpos]
owner_side=1
terrain="Ss^Vm"
x=20
y=6
[/shedpos]
[shedpos]
terrain="Gll^Wm"
x=21
y=1
[/shedpos]
[shedpos]
terrain="Ss"
x=21
y=5
[/shedpos]
[stored_clammie]
advances_to="Goblin Trumpeter"
alignment="chaotic"
alpha=256
attacks_left=1
canrecruit=yes
cost=13
description=_"Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die." +
#textdomain wesnoth-help
_"
Special Notes:" +
_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."
ellipse="misc/ellipse-leader"
experience=0
extra_recruit=""
facing="s"
flag_rgb="magenta"
gender="male"
goto_x=-999
goto_y=-999
hitpoints=27
id="Clammie"
image="units/goblins/rouser.png"
jamming=0
#textdomain wesnoth-swamplings
language_name=_"Goblin Rouser"
level=1
max_attacks=1
max_experience=30
max_hitpoints=31
max_moves=5
moves=5
name=_"Clammie"
overlays=""
profile="portraits/goblins/transparent/rouser.png"
race="goblin"
random_traits=no
resting=no
role=""
side=1
small_profile="portraits/goblins/rouser.png"
type="Goblin Rouser Sw"
undead_variation="goblin"
underlying_id=1
unrenamable=yes
upkeep="full"
usage="fighter"
variation=""
vision=-1
x=14
y=7
zoc=yes
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=no
side="left"
size=400
[/portrait]
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=yes
side="right"
size=400
[/portrait]
[abilities]
[leadership]
affect_self=no
cumulative=no
#textdomain wesnoth-help
description=_"This unit can lead our own units that are next to it, making them fight better.
Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
female_name=_"female^leadership"
id="leadership"
name=_"leadership"
value=25
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[filter]
level=0
[/filter]
[/affect_adjacent]
[/leadership]
[/abilities]
[movement_costs]
castle=1
cave=2
flat=1
forest=2
frozen=2
fungus=3
hills=1
mountains=2
reef=2
sand=2
shallow_water=3
swamp_water=2
village=1
[/movement_costs]
[defense]
castle=40
cave=60
flat=60
forest=50
frozen=80
fungus=60
hills=50
mountains=40
reef=70
sand=70
shallow_water=80
swamp_water=50
village=40
[/defense]
[resistance]
arcane=100
blade=100
cold=100
fire=100
impact=100
pierce=100
[/resistance]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[attack]
damage=7
#textdomain wesnoth-swamplings
description=_"spear"
icon="attacks/spear-orcish.png"
name="spear"
number=3
range="melee"
type="pierce"
[/attack]
[modifications]
[trait]
availability="any"
description=_"Better defense and quicker in swamp"
female_name=_"female^swamp savvy"
id="swamp_savvy"
male_name=_"swamp savvy"
[effect]
apply_to="movement_costs"
replace=yes
[movement_costs]
swamp_water=2
[/movement_costs]
[/effect]
[effect]
apply_to="defense"
replace=yes
[defense]
swamp_water=50
[/defense]
[/effect]
[/trait]
[/modifications]
[/stored_clammie]
[/variables]
[/snapshot]
[replay_start]
abbrev="S"
campaign="Swamplings"
campaign_define="CAMPAIGN_SWAMPLINGS"
campaign_extra_defines=""
campaign_type="scenario"
can_end_turn=yes
completion="running"
current_time=0
difficulty="NORMAL"
end_credits=yes
end_text=""
end_text_duration=0
history=""
id="02_Healer_And_Slayer"
init_side_done=yes
label="S-Healer And Slayer"
map_data="border_size=1
usage=map
Gs^Fp, Gs^Fmf, Ww, Gs^Fp, Ss, Ss, Ss, Gg, Ss, Ss, Ss, Ww, Ww, Ww, Ww, Ww, Ww, Ss, Ww, Ss, Ww, Ww, Ww, Ss
Gs^Fmf, Gs^Fp, Gs^Fp, Ww, Ss, Ss, Chs^Bw/, Ss, Ss, Ww, Ss, Ww, Ss^Bw/, Ss^Bw/, Ss^Bw\, Gll^Bw/, Ss^Bw\, Ww, Ss, Ss, Ss^Bw\, Gll^Wm, Ss, Ss
Gs^Fp, Gs^Fmf, Gs^Fp, Gs^Fp, Gs^Fmf, Ss^Vhs, Ss, Ss^Bw\, Ss^Bw/, Ss^Bw\, Ss^Bw/, Ss^Bw/, Ss^Bw/, Ce, Ce, Ce, Ce, Ce, Ss^Bw\, Ss^Bw/, Ss^Bw|, Ss, Ww, Ss
Gs^Fmf, Gs^Fmf, Gs^Fp, Gs^Fp, Ss, Ss, Ss, Ss, Ms^Vhha, Hh^Fdf, Ss, Ss^Bw\, Ss^Bw\, Ce, Ce, Ce, Ce, Ce, Ww, Ss, Gll, Ss, Ss, Ss
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fmf, Hh^Fdf, Hh^Fdf, Hh^Fdf, Hh^Fdf, Mm, Hh^Fdf, Hh^Fdf, Ss, Ce, Ww^Bw/, Ce, Ce, Ce, Ss^Bw\, Ce, Ss, Gll, Ss, Ss, Ss
Ss, Gs^Fmf, Gll^Fmf, Hh^Fdf, Hh^Fdw, Mm, Mm, Mm, Mm, Hh^Fdf, Hh^Fdf, Ss, Ss^Bw/, Ce, Ce, Ce, Ce, Ce, Gll^Bw\, Gll, Gll, Ss, Ww, Ss
Ss, Ss, Ww, Ww, Hh^Fdf, Mm, Mm, Mm, Mm, Mm, Hh^Fdf, Hh^Fdw, Ss, Re^Bw\, Ss^Bw/, Ss^Bw\, Ss^Bw\, Ss^Bw/, Ss, Gll, Ss^Vm, Ww, Ww, Ss
Ww, Ww, Ww, Ww, Hh^Fdf, Mm, Mm, Mm, Mm, Mm, Hh^Fdf, Ss, Gll, Gll, 1 Gll, Ss, Ss, Ww, Ss, Ww, Ww, Ww, Ww, Ww
Ww, Ww, Ss, Ww, Hh^Fdw, Mm, Mm, Mm, Mm, Mm, Hh^Fdf, Gs^Fmf, Gll, Gll, Ww, Ww, Gll^Fmf, Ss, Ww, Ww, Gll^Fp, Gll^Fp, Ww, Ww
Ss, Gg, Gg, Ww, Hh^Fdf, Mm, Mm, Mm, Mm, Hh^Fdf, Ss, Ss, Gll, Wo, Wo, Wo, Ww, Ss, Ss, Ss, Ss, Gs^Fmf, Ss, Ss
Ss, Gg^Vh, Gg, Ww, Ww, Hh^Fdf, Hh^Fdf, Mm, Mm, Hh^Fdf, Ss, Ss, Ww^Bw|, Wo, Wo, Wo, Ww, Ss, Gll, Ss, Ww, Ww, Ss, Ss
Ss, Gg, Gll, Gg, Hh^Fdf, Ww, Hh^Fdf, Hh^Fdw, Hh^Fdf, Hh^Fdf, Ss, Ss, Ww^Bw|, Wo, Wo, Wo, Ww, Ss, Gg, Ss, Ww, Wo, Gll, Gll
Ww, Gg^Efm, Gg^Efm, Gg, Ss, Ww, Ww, Ww, Ww, Hh^Fdf, Ss^Vhs, Ss, Gll^Es, Wo, Wo, Wo, Ww, Ww, Ww, Ww, Ww, Ww, Gg^Vc, Gg
Wo, Ww^Ewf, Gg^Efm, Ss, Ss, Ss, Ss, Ww, Ww, Ww, Ww^Bw/, Gll, Ww, Wo, Wo, Wo, Ww^Ewl, Ww^Ewl, Ww^Ewf, Ww, Ww, Ww, Gg^Eff, Gg
Xu, Wo, Ww, Ss, Xu, Xu, Xu, Ss, Ss, Chw, Gs^Fmf, Ww, Ww, Ww, Ww, Ss, Ss, Ww^Ewl, Ww^Ewf, Ww^Ewl, Ss, Gg, Gll, Gg^Eff
Xu, Xu, Xu, Xu, Uu, Ss, Ss, Xu, Ss, Re, Gs^Fp, Ww, Ww, Ss, Ss, Ss, Hh, Hh^Es, Hh^Dr, Hh^Es, Hh, Gg, Gll, Gg
Xu, Uu^Uf, Uu, Uu, Xu, Uu, Xu, Xu, Gs^Fp, Gs^Fmf, Gs^Fmf, Ww, Ww, Ss, Hh, Hh, Xu, Xu, Xu, Xu, Xu, Hh, Hh^Es, Gll
Xu, Uu, Xu, Xu, Uu^Es, Uu, Xu, Ss, Ss, Ww^Bw|, Ww, Wo, Ww, Ss, Hh^Es, Xu, Xu, Uh, Uh, Uh, Uu^Vu, Xu, Xu, Hh^Dr
Xu, Ss, Xu, Uu^Es, Uu, Ss, Xu, Ss, Ww, Ww^Bw|, Wo, Wo, Ww, Ss, Hh^Es, Hh^Dr, Xu, Ss, Uh^Es, Uh, Uh, Uh, Uh, Xu
Xu, Ss^Vm, Uu^Uf, Xu, Xu, Uu^Uf, Xu, Ss, Ss, Ww^Bw|, Ww^Bw\, Wo, Hh^Es, Hh^Dr, Xu, Xu, Uh, Uh, Xu, Xu, Xu, Ss, Uh, Xu
Xu, Uu^Uf, Xu, Uu, Xu, Uu, Uu, Xu, Xu, Ss, Ww, Ww^Bw\, Sm, Xu, Uu^Uf, Ss, Xu, Xu, Uh, Uh, Xu, Xu, Uh, Xu
Xu, Uu, Xu, Uu, Uh, Xu, Xu, Uu, Uu, Xu, Xu, Xu, Xu, Uu^Ufi, Uu^Uf, Uh, Xu, Ss, Ss, Xu, Uh, Ss, Uh, Xu
Xu, Uu^Es, Uh, Uh, Uh, Uu^Es, Uu^Es, Uh, Uu^Es, Uu, Uh, Uu^Uf, Uu^Uf, Ss, Ss, Uh, Uh, Uh, Uh, Uh, Uh, Uh, Uh, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, _s, _s
"
#textdomain wesnoth-swamplings
name=_"Healer And Slayer"
next_scenario="03_Exodus"
next_teleport_group_id=0
next_underlying_unit_id=12
playing_team=0
random_calls=0
random_seed=1698981164
scenario="02_Healer_And_Slayer"
snapshot=yes
turn_at=1
turns=33
unit_wml_ids="Goblin Rouser Sw"
used_items=""
version="1.12.0+dev"
victory_when_enemies_defeated=no
[side]
action_bonus_count=0
allow_player=yes
auto_shroud=yes
chose_random=no
color=1
controller="human"
countdown_time=0
current_player="Clammie"
defeat_condition="no_leader_left"
disallow_observers=no
flag=""
flag_icon=""
fog=no
fog_data=""
gold=200
gold_add=no
hidden=no
id="Clammie"
income=0
lost=no
name="Clammie"
no_leader=yes
objectives=""
objectives_changed=yes
persistent=yes
recall_cost=20
recruit="Goblin Spearman Sw"
save_id="Clammie"
scroll_to_leader=yes
share_maps=yes
share_view=no
shroud=yes
shroud_data="|1111111111111110000000000
|1111111111111111000000000
|1111111111111111000000000
|1111111111111111000000000
|1111111111111110000000000
|1111111111111110000000000
|1111111111111110000000000
|1111111111111111001110000
|1111111111111111111110000
|1111111111111111111111000
|1111111111111111111111000
|1111111111111111111111000
|1111111111111111111110000
|1111111111111111111110000
|1111111111111111111100000
|1111111111111111110100000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111100000000
|1111111111111111110000000
|1111111111111111110000000
|1111111111111111111000000
|1111111111111110000000000
"
side=1
start_gold=200
suppress_end_turn_confirmation=no
team_name=1
user_team_name=_"Clammie and Co."
village_gold=1
village_support=1
[ai]
#textdomain wesnoth-ai
description=_"Multiplayer_AI^Default AI (RCA)"
id="ai_default_rca"
version=10710
[stage]
id="main_loop"
name="ai_default_rca::candidate_action_evaluation_loop"
[candidate_action]
engine="cpp"
id="goto"
max_score=200000
name="ai_default_rca::goto_phase"
score=200000
[/candidate_action]
[candidate_action]
engine="cpp"
id="recruitment"
max_score=180000
name="default_recruitment::recruitment"
score=180000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_goals"
max_score=140000
name="ai_default_rca::move_leader_to_goals_phase"
score=140000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_keep"
max_score=120000
name="ai_default_rca::move_leader_to_keep_phase"
score=120000
[/candidate_action]
[candidate_action]
engine="cpp"
id="combat"
max_score=100000
name="ai_default_rca::combat_phase"
score=100000
[/candidate_action]
[candidate_action]
engine="cpp"
id="healing"
max_score=80000
name="ai_default_rca::get_healing_phase"
score=80000
[/candidate_action]
[candidate_action]
engine="cpp"
id="villages"
max_score=60000
name="ai_default_rca::get_villages_phase"
score=60000
[/candidate_action]
[candidate_action]
engine="cpp"
id="retreat"
max_score=40000
name="ai_default_rca::retreat_phase"
score=40000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_to_targets"
max_score=20000
name="ai_default_rca::move_to_targets_phase"
score=20000
[/candidate_action]
[candidate_action]
engine="cpp"
id="leader_shares_keep"
max_score=10000
name="ai_default_rca::leader_shares_keep_phase"
score=10000
[/candidate_action]
[/stage]
[aspect]
engine="cpp"
id="advancements"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attack_depth"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=5
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attacks"
invalidate_on_gamestate_change=yes
name="composite_aspect"
[default]
engine="cpp"
invalidate_on_gamestate_change=yes
name="ai_default_rca::aspect_attacks"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="caution"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.25
[/default]
[/aspect]
[aspect]
engine="cpp"
id="grouping"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="offensive"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="-4.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_goal"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_ignores_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="3.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="number_of_possible_recruits_to_force_recruit"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3.1
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader_shares_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
engine="cpp"
name="ai_default::recruitment"
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_diversity"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="2.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_combat"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_movement"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_instructions"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[recruit]
importance=0
[/recruit]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_more"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_pattern"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_randomness"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=50
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_save_gold"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
active=0
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="scout_village_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3
[/default]
[/aspect]
[aspect]
engine="cpp"
id="simple_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="support_villages"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="village_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="1.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="villages_per_scout"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=4
[/default]
[/aspect]
[/ai]
[unit]
advances_to="Goblin Trumpeter"
alignment="chaotic"
alpha=256
attacks_left=1
canrecruit=yes
cost=13
#textdomain wesnoth-swamplings
description=_"Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die." +
#textdomain wesnoth-help
_"
Special Notes:" +
_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."
ellipse="misc/ellipse-leader"
experience=0
extra_recruit=""
facing="se"
flag_rgb="magenta"
gender="male"
goto_x=-999
goto_y=-999
hitpoints=31
id="Clammie"
image="units/goblins/rouser.png"
jamming=0
#textdomain wesnoth-swamplings
language_name=_"Goblin Rouser"
level=1
max_attacks=1
max_experience=30
max_hitpoints=31
max_moves=5
moves=5
name=_"Clammie"
overlays=""
profile="portraits/goblins/transparent/rouser.png"
race="goblin"
random_traits=no
resting=no
role=""
side=1
small_profile="portraits/goblins/rouser.png"
type="Goblin Rouser Sw"
undead_variation="goblin"
underlying_id=1
unrenamable=yes
upkeep="full"
usage="fighter"
variation=""
vision=-1
x=14
y=7
zoc=yes
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=false
side="left"
size=400
[/portrait]
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=true
side="right"
size=400
[/portrait]
[abilities]
[leadership]
affect_self=no
cumulative=no
#textdomain wesnoth-help
description=_"This unit can lead our own units that are next to it, making them fight better.
Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
female_name=_"female^leadership"
id="leadership"
name=_"leadership"
value=25
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[filter]
level=0
[/filter]
[/affect_adjacent]
[/leadership]
[/abilities]
[movement_costs]
castle=1
cave=2
flat=1
forest=2
frozen=2
fungus=3
hills=1
mountains=2
reef=2
sand=2
shallow_water=3
swamp_water=2
village=1
[/movement_costs]
[defense]
castle=40
cave=60
flat=60
forest=50
frozen=80
fungus=60
hills=50
mountains=40
reef=70
sand=70
shallow_water=80
swamp_water=50
village=40
[/defense]
[resistance]
arcane=100
blade=100
cold=100
fire=100
impact=100
pierce=100
[/resistance]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[attack]
damage=7
#textdomain wesnoth-swamplings
description=_"spear"
icon="attacks/spear-orcish.png"
name="spear"
number=3
range="melee"
type="pierce"
[/attack]
[modifications]
[trait]
availability="any"
description=_"Better defense and quicker in swamp"
female_name=_"female^swamp savvy"
id="swamp_savvy"
male_name=_"swamp savvy"
[effect]
apply_to="movement_costs"
replace=yes
[movement_costs]
swamp_water=2
[/movement_costs]
[/effect]
[effect]
apply_to="defense"
replace=yes
[defense]
swamp_water=50
[/defense]
[/effect]
[/trait]
[/modifications]
[/unit]
[/side]
[side]
action_bonus_count=0
allow_player=yes
auto_shroud=yes
chose_random=no
color=2
controller="ai"
countdown_time=0
current_player=""
defeat_condition="no_leader_left"
disallow_observers=no
flag=""
flag_icon=""
fog=no
fog_data=""
gold=0
gold_add=no
hidden=no
id=""
income=-2
lost=no
name=""
no_leader=yes
objectives=""
objectives_changed=yes
persistent=no
recall_cost=20
recruit=""
save_id=""
scroll_to_leader=yes
share_maps=yes
share_view=no
shroud=no
shroud_data=""
side=2
start_gold=0
suppress_end_turn_confirmation=no
team_name=2
user_team_name=_"Wild Things"
village_gold=1
village_support=1
[ai]
#textdomain wesnoth-ai
description=_"Multiplayer_AI^Default AI (RCA)"
id="ai_default_rca"
version=10710
[stage]
id="main_loop"
name="ai_default_rca::candidate_action_evaluation_loop"
[candidate_action]
engine="cpp"
id="goto"
max_score=200000
name="ai_default_rca::goto_phase"
score=200000
[/candidate_action]
[candidate_action]
engine="cpp"
id="recruitment"
max_score=180000
name="default_recruitment::recruitment"
score=180000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_goals"
max_score=140000
name="ai_default_rca::move_leader_to_goals_phase"
score=140000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_keep"
max_score=120000
name="ai_default_rca::move_leader_to_keep_phase"
score=120000
[/candidate_action]
[candidate_action]
engine="cpp"
id="combat"
max_score=100000
name="ai_default_rca::combat_phase"
score=100000
[/candidate_action]
[candidate_action]
engine="cpp"
id="healing"
max_score=80000
name="ai_default_rca::get_healing_phase"
score=80000
[/candidate_action]
[candidate_action]
engine="cpp"
id="villages"
max_score=60000
name="ai_default_rca::get_villages_phase"
score=60000
[/candidate_action]
[candidate_action]
engine="cpp"
id="retreat"
max_score=40000
name="ai_default_rca::retreat_phase"
score=40000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_to_targets"
max_score=20000
name="ai_default_rca::move_to_targets_phase"
score=20000
[/candidate_action]
[candidate_action]
engine="cpp"
id="leader_shares_keep"
max_score=10000
name="ai_default_rca::leader_shares_keep_phase"
score=10000
[/candidate_action]
[/stage]
[aspect]
engine="cpp"
id="advancements"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="aggression"
name="composite_aspect"
[facet]
engine="cpp"
name="standard_aspect"
value=0.9
[/facet]
[default]
engine="cpp"
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attack_depth"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=5
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attacks"
invalidate_on_gamestate_change=yes
name="composite_aspect"
[default]
engine="cpp"
invalidate_on_gamestate_change=yes
name="ai_default_rca::aspect_attacks"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="caution"
name="composite_aspect"
[facet]
engine="cpp"
name="standard_aspect"
value="0.0"
[/facet]
[default]
engine="cpp"
name="standard_aspect"
value=0.25
[/default]
[/aspect]
[aspect]
engine="cpp"
id="grouping"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="offensive"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="-4.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_goal"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_ignores_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="3.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="number_of_possible_recruits_to_force_recruit"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3.1
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader_shares_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
engine="cpp"
name="ai_default::recruitment"
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_diversity"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="2.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_combat"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_movement"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_instructions"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[recruit]
importance=0
[/recruit]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_more"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_pattern"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_randomness"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=50
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_save_gold"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
active=0
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="scout_village_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3
[/default]
[/aspect]
[aspect]
engine="cpp"
id="simple_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="support_villages"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="village_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="1.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="villages_per_scout"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=4
[/default]
[/aspect]
[/ai]
[/side]
[side]
action_bonus_count=0
allow_player=yes
auto_shroud=yes
chose_random=no
color=3
controller="ai"
countdown_time=0
current_player=""
defeat_condition="no_leader_left"
disallow_observers=no
flag=""
flag_icon=""
fog=no
fog_data=""
gold=0
gold_add=no
hidden=yes
id=""
income=0
lost=no
name=""
no_leader=yes
objectives=""
objectives_changed=yes
persistent=no
recall_cost=20
recruit=""
save_id=""
scroll_to_leader=yes
share_maps=yes
share_view=no
shroud=no
shroud_data=""
side=3
start_gold=0
suppress_end_turn_confirmation=no
team_name=3
#textdomain wesnoth-swamplings
user_team_name=_"Rashki"
village_gold=1
village_support=1
[ai]
#textdomain wesnoth-ai
description=_"Multiplayer_AI^Default AI (RCA)"
id="ai_default_rca"
version=10710
[stage]
id="main_loop"
name="ai_default_rca::candidate_action_evaluation_loop"
[candidate_action]
engine="cpp"
id="goto"
max_score=200000
name="ai_default_rca::goto_phase"
score=200000
[/candidate_action]
[candidate_action]
engine="cpp"
id="recruitment"
max_score=180000
name="default_recruitment::recruitment"
score=180000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_goals"
max_score=140000
name="ai_default_rca::move_leader_to_goals_phase"
score=140000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_leader_to_keep"
max_score=120000
name="ai_default_rca::move_leader_to_keep_phase"
score=120000
[/candidate_action]
[candidate_action]
engine="cpp"
id="combat"
max_score=100000
name="ai_default_rca::combat_phase"
score=100000
[/candidate_action]
[candidate_action]
engine="cpp"
id="healing"
max_score=80000
name="ai_default_rca::get_healing_phase"
score=80000
[/candidate_action]
[candidate_action]
engine="cpp"
id="villages"
max_score=60000
name="ai_default_rca::get_villages_phase"
score=60000
[/candidate_action]
[candidate_action]
engine="cpp"
id="retreat"
max_score=40000
name="ai_default_rca::retreat_phase"
score=40000
[/candidate_action]
[candidate_action]
engine="cpp"
id="move_to_targets"
max_score=20000
name="ai_default_rca::move_to_targets_phase"
score=20000
[/candidate_action]
[candidate_action]
engine="cpp"
id="leader_shares_keep"
max_score=10000
name="ai_default_rca::leader_shares_keep_phase"
score=10000
[/candidate_action]
[/stage]
[aspect]
engine="cpp"
id="advancements"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attack_depth"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=5
[/default]
[/aspect]
[aspect]
engine="cpp"
id="attacks"
invalidate_on_gamestate_change=yes
name="composite_aspect"
[default]
engine="cpp"
invalidate_on_gamestate_change=yes
name="ai_default_rca::aspect_attacks"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="caution"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=0.25
[/default]
[/aspect]
[aspect]
engine="cpp"
id="grouping"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="offensive"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_aggression"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="-4.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_goal"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_ignores_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="leader_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="3.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="number_of_possible_recruits_to_force_recruit"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3.1
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader_shares_keep"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
engine="cpp"
name="ai_default::recruitment"
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_diversity"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="2.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_combat"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_ignore_bad_movement"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_instructions"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
[recruit]
importance=0
[/recruit]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_more"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_pattern"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_randomness"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=50
[/default]
[/aspect]
[aspect]
engine="cpp"
id="recruitment_save_gold"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
[value]
active=0
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="scout_village_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=3
[/default]
[/aspect]
[aspect]
engine="cpp"
id="simple_targeting"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="support_villages"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=no
[/default]
[/aspect]
[aspect]
engine="cpp"
id="village_value"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value="1.0"
[/default]
[/aspect]
[aspect]
engine="cpp"
id="villages_per_scout"
name="composite_aspect"
[default]
engine="cpp"
name="standard_aspect"
value=4
[/default]
[/aspect]
[/ai]
[/side]
[time]
blue=0
green=-20
id="dawn"
image="misc/time-schedules/default/schedule-dawn.png"
lawful_bonus=0
mask=""
#textdomain wesnoth-help
name=_"Dawn"
red=-20
sound="ambient/morning.ogg"
[/time]
[time]
blue=0
green=0
id="morning"
image="misc/time-schedules/default/schedule-morning.png"
lawful_bonus=25
mask=""
name=_"Morning"
red=0
sound=""
[/time]
[time]
blue=0
green=0
id="afternoon"
image="misc/time-schedules/default/schedule-afternoon.png"
lawful_bonus=25
mask=""
name=_"Afternoon"
red=0
sound=""
[/time]
[time]
blue=-20
green=-20
id="dusk"
image="misc/time-schedules/default/schedule-dusk.png"
lawful_bonus=0
mask=""
name=_"Dusk"
red=0
sound="ambient/night.ogg"
[/time]
[time]
blue=-10
green=-35
id="first_watch"
image="misc/time-schedules/default/schedule-firstwatch.png"
lawful_bonus=-25
mask=""
name=_"First Watch"
red=-45
sound=""
[/time]
[time]
blue=-10
green=-35
id="second_watch"
image="misc/time-schedules/default/schedule-secondwatch.png"
lawful_bonus=-25
mask=""
name=_"Second Watch"
red=-45
sound=""
[/time]
[display]
color_adjust_blue=0
color_adjust_green=0
color_adjust_red=0
view_locked=no
[/display]
[undo_stack]
committed=no
side=1
[/undo_stack]
[event]
name="prestart"
[music]
immediate=yes
name="breaking_the_chains.ogg"
[/music]
[/event]
[event]
name="prestart"
[capture_village]
side=1
terrain="*^V*"
[and]
radius=10
x=15
y=3
[/and]
[/capture_village]
[/event]
[event]
name="prestart"
[set_variable]
name="shed"
rand="0..4"
[/set_variable]
[store_locations]
variable="shedpos"
x="5,8,20,21,21"
y="2,3,6,5,1"
[/store_locations]
[set_variable]
name="advice_from_Ronry"
value=no
[/set_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="sw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[disallow_recruit]
type="Goblin Spearman Sw,Vampire Bat,Goblin Impaler Sw,Goblin Rouser 2Sw"
[filter_side]
side=1
[/filter_side]
[/disallow_recruit]
[/event]
[event]
name="start"
[unit]
animate=yes
gender="male"
id="Ronry"
#textdomain wesnoth-swamplings
name=_"Ronry"
side=1
type="White Mage"
unrenamable=yes
x=12
y=7
[modifications]
[trait]
#textdomain wesnoth-help
female_name=_"female^resilient"
id="resilient"
male_name=_"resilient"
[effect]
apply_to="hitpoints"
increase_total=4
[/effect]
[effect]
apply_to="hitpoints"
increase_total=1
times="per level"
[/effect]
[/trait]
[trait]
female_name=_"female^strong"
id="strong"
male_name=_"strong"
[effect]
apply_to="attack"
increase_damage=1
range="melee"
[/effect]
[effect]
apply_to="hitpoints"
increase_total=1
[/effect]
[/trait]
[/modifications]
[/unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="se"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[message]
#textdomain wesnoth-swamplings
message=_"… then they just started attacking for no reason. I don't know why they came into the bog. What do they want?"
speaker="Clammie"
[/message]
[message]
message=_"You said they were looking for a slayer. So the question is, why did the slayer come here. And that is a question I can answer. For years I've been refining different poisons."
speaker="Ronry"
[/message]
[message]
message=_"Why are you interested in poisons?"
speaker="Clammie"
[/message]
[message]
message=_"Many poisons also have curative powers. Perhaps I can find the one that will cure these old bones of mine. But we must discuss our defense. These are dangerous foes."
speaker="Ronry"
[/message]
[message]
message=_"Humans are the worst! I meant–"
speaker="Clammie"
[/message]
[message]
message=_"No offense taken, my friend."
speaker="Ronry"
[/message]
[message]
message=_"My tribe is leaving the home patch for now. It's impossible to defend against these horsemen. Ronry, I grant you full rights to scavenge whatever you want from our midden heap. It's the legacy of three generations of my people."
speaker="Clammie"
[/message]
[message]
message=_"That's very kind. I have a gift for you too, a bat house. Don't open it until I –-"
speaker="Ronry"
[/message]
[item]
image="items/chest.png"
x=13
y=8
[/item]
[delay]
time=250
[/delay]
[animate_unit]
flag="attack"
hits=no
[filter]
id="Clammie"
[/filter]
[primary_attack]
name="spear"
[/primary_attack]
[/animate_unit]
[sound]
name="open-chest.wav"
[/sound]
[unit]
generate_name=yes
random_gender=yes
random_traits=yes
side=2
type="Vampire Bat Sw"
upkeep="full"
x=13
y=8
[/unit]
[sound]
name="bat-flapping.wav"
[/sound]
[move_unit]
to_x="13,14,12,11,22"
to_y="8,8,13,19,22"
type="Vampire Bat Sw"
[/move_unit]
[kill]
type="Vampire Bat Sw"
[/kill]
[message]
message=_"This is amazing! A bat of my very own!"
speaker="Clammie"
[/message]
[message]
message=_"Yes ..."
speaker="Ronry"
[/message]
[message]
message=_"When does he come back?"
speaker="Clammie"
[/message]
[message]
message=_"Seeing as it's completely untrained, I doubt it ever will."
speaker="Ronry"
[/message]
[message]
message=_"Oh ..."
speaker="Clammie"
[/message]
[message]
message=_"Perhaps a trained bat would have been more useful. I'll introduce you to one of mine. He's very tame."
speaker="Ronry"
[/message]
[unit]
id="Nosferatu"
name=_"Nosferatu"
side=1
type="Vampire Bat Sw"
unrenamable=yes
x=12
y=8
[/unit]
[move_unit]
id="Nosferatu"
to_x="12,13,14"
to_y="8,10,8"
[/move_unit]
[animate_unit]
flag="attack"
hits=yes
with_bars=no
[filter]
id="Nosferatu"
[/filter]
[primary_attack]
name="fangs"
[/primary_attack]
[facing]
[filter]
id="Clammie"
[/filter]
[/facing]
[animate]
flag="defend"
hits=yes
with_bars=no
[filter]
id="Clammie"
[/filter]
[facing]
[filter]
id="Nosferatu"
[/filter]
[/facing]
[/animate]
[/animate_unit]
[store_unit]
variable="stored_clammie"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
add=-4
name="stored_clammie.hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=no
red=255
text=_"4"
variable="stored_clammie"
[/unstore_unit]
[redraw]
[/redraw]
[delay]
time=750
[/delay]
[message]
message=_"iiiiiii!"
speaker="Nosferatu"
[/message]
[message]
message=_"Nosferatu! That's very impolite."
speaker="Ronry"
[/message]
[message]
message=_"Ronry, can you teach me to train bats myself?"
speaker="Clammie"
[/message]
[message]
message=_"I will teach you as I was taught. Here's a wand, Clammie. You can use it to charm bats."
speaker="Ronry"
[/message]
[message]
image="wesnoth-icon.png"
message=_"Ronry gives you a very plain wand. Actually, it looks like a stick. You imagine great power must circulate through it."
speaker="narrator"
[/message]
[object]
duration="level"
image="attacks/javelin-orcish.png"
name=_"Wand of Wonderment"
[filter]
id="Clammie"
[/filter]
[effect]
apply_to="new_attack"
damage=6
description=_"Wand of Wonderment"
icon="attacks/javelin-orcish.png"
name="staff"
number=2
range="melee"
type="impact"
[/effect]
[/object]
[event]
first_time_only=no
name="attacker_hits"
[filter]
id="Clammie"
[/filter]
[filter_attack]
name="staff"
[/filter_attack]
[filter_second]
race="bats"
[/filter_second]
[store_unit]
kill=no
variable="STORE_UNIT_VAR_store"
[filter]
x="$x1"
y="$y1"
[/filter]
[/store_unit]
[set_variable]
name="charmer_side"
value="$STORE_UNIT_VAR_store.side"
[/set_variable]
[clear_variable]
name="STORE_UNIT_VAR_store"
[/clear_variable]
[store_unit]
kill=no
variable="STORE_UNIT_VAR_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="charmed_side"
value="$STORE_UNIT_VAR_store.side"
[/set_variable]
[clear_variable]
name="STORE_UNIT_VAR_store"
[/clear_variable]
[if]
[variable]
name="charmer_side"
not_equals="$charmed_side"
[/variable]
[then]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].variables.real_side"
value="$charmed_side"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].side"
value="$charmer_side"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].moves"
value=1
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
x="$x2"
y="$y2"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].attacks_left"
value=1
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[set_variable]
name="varname"
value="side_$charmed_side|_units_charmed"
[/set_variable]
[set_variable]
name="$varname"
value=yes
[/set_variable]
[clear_variable]
name="varname"
[/clear_variable]
[/then]
[/if]
[if]
[variable]
less_than_equal_to=0
name="second_unit.hitpoints"
[/variable]
[then]
[kill]
animate=yes
fire_event=yes
x="$x2"
y="$y2"
[/kill]
[/then]
[/if]
[clear_variable]
name="charmer_side"
[/clear_variable]
[clear_variable]
name="charmed_side"
[/clear_variable]
[/event]
[kill]
id="Nosferatu"
[/kill]
[move_unit_fake]
side=1
type="Vampire Bat Sw"
x="14,11,15,17"
y="8,19,22,21"
[/move_unit_fake]
[message]
message=_"Take the box, follow Nosferatu to where the other bats are, and see how many you can charm."
speaker="Ronry"
[/message]
[sound]
name="open-chest.wav"
[/sound]
[remove_item]
image="items/chest.png"
x=13
y=8
[/remove_item]
[objectives]
#textdomain wesnoth
note=_"Early finish bonus." +
_"
40% of finishing gold carried over to the next scenario."
side=1
[objective]
condition="win"
#textdomain wesnoth-swamplings
description=_"Charm five bats"
[/objective]
[objective]
condition="lose"
description=_"Death of Clammie"
[/objective]
[objective]
condition="lose"
description=_"Death of Ronry"
[/objective]
[objective]
condition="lose"
description=_"Turns run out"
[/objective]
[/objectives]
[/event]
[event]
first_time_only=yes
name="moveto"
[filter]
id="Clammie"
x="12-13"
y="20-21"
[/filter]
[unit]
id="Nosferatu"
name=_"Nosferatu"
side=1
type="Vampire Bat"
unrenamable=yes
x=17
y=21
[/unit]
[unit]
facing="nw"
side=2
type="Vampire Bat"
x=22
y=22
[/unit]
[set_variable]
name="chapter"
value=2
[/set_variable]
[/event]
[event]
first_time_only=no
name="side 2 turn"
[if]
[have_unit]
count=2
side=1
type="Vampire Bat"
[/have_unit]
[or]
[not]
[have_unit]
id="Nosferatu"
[/have_unit]
[/not]
[have_unit]
count=1
side=1
type="Vampire Bat"
[/have_unit]
[/or]
[then]
[if]
[variable]
name="hesaidthis"
not_equals=yes
[/variable]
[then]
[message]
message=_"I did it! Ronry, I charmed a bat!"
speaker="Clammie"
[/message]
[message]
message=_"I sensed you might have a skill for this."
speaker="Ronry"
[/message]
[message]
message=_"Are there any more in here?"
speaker="Clammie"
[/message]
[message]
message=_"I would think there would be quite a few."
speaker="Ronry"
[/message]
[set_variable]
name="hesaidthis"
value=yes
[/set_variable]
[unit]
facing="nw"
side=2
type="Vampire Bat"
x=22
y=22
[/unit]
[unit]
facing="se"
side=2
type="Vampire Bat"
x=1
y=16
[/unit]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="new turn"
[if]
[variable]
equals=2
name="chapter"
[/variable]
[then]
[if]
[have_unit]
side=2
[/have_unit]
[then]
[/then]
[else]
[unit]
facing="nw"
side=2
type="Vampire Bat"
x=22
y=22
[/unit]
[unit]
facing="se"
side=2
type="Vampire Bat"
x=1
y=16
[/unit]
[/else]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="last breath"
[filter]
side=2
[/filter]
[set_variable]
add=1
name="Clammie_killed"
[/set_variable]
[/event]
[event]
first_time_only=no
name="new turn"
[if]
[variable]
equals=2
name="chapter"
[/variable]
[then]
[if]
[variable]
name="advice_from_Ronry"
not_equals=yes
[/variable]
[then]
[if]
[variable]
equals=3
name="Clammie_killed"
[/variable]
[then]
[if]
[not]
[have_unit]
id="Nosferatu"
[/have_unit]
[/not]
[not]
[have_unit]
count=1
race="bats"
side=1
[/have_unit]
[/not]
[or]
[have_unit]
id="Nosferatu"
[/have_unit]
[have_unit]
count=1
race="bats"
side=1
[/have_unit]
[/or]
[then]
[message]
message=_"This is going to take a long time if you keep killing bats."
speaker="Ronry"
[/message]
[message]
message=_"How do you work this thing? You didn't really explain it."
speaker="Clammie"
[/message]
[message]
message=_"Just poke at them with the Wand of Wonderment. But not too hard."
speaker="Ronry"
[/message]
[message]
message=_"<i>crazy human!</i>"
speaker="Clammie"
[/message]
[message]
message=_"<i>crazy goblin!</i>"
speaker="Ronry"
[/message]
[set_variable]
name="advice_from_Ronry"
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="ai turn"
[store_unit]
variable="bat_num"
[filter]
race="bats"
side=1
[not]
id="Nosferatu"
[/not]
[/filter]
[/store_unit]
[if]
[variable]
greater_than_equal_to=5
name="bat_num.length"
[/variable]
[then]
[if]
[variable]
equals=2
name="chapter"
[/variable]
[then]
[message]
image="wesnoth-icon.png"
message=_"You can now recruit vampire bats!"
speaker="narrator"
[/message]
[set_recruit]
recruit="Vampire Bat"
[filter_side]
side=1
[/filter_side]
[/set_recruit]
[message]
message=_"And I thought this magic wand was just a stick!"
speaker="Clammie"
[/message]
[message]
message=_"It is just a stick. Let's go."
speaker="Ronry"
[/message]
[store_unit]
variable="FULL_HEAL_temp"
[filter]
race="bats"
[/filter]
[/store_unit]
[set_variable]
name="FULL_HEAL_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$FULL_HEAL_temp.length"
name="FULL_HEAL_i"
[/variable]
[do]
[set_variable]
name="FULL_HEAL_temp[$FULL_HEAL_i].hitpoints"
value="$FULL_HEAL_temp[$FULL_HEAL_i].max_hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="FULL_HEAL_temp[$FULL_HEAL_i]"
[/unstore_unit]
[set_variable]
add=1
name="FULL_HEAL_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="FULL_HEAL_i"
[/clear_variable]
[clear_variable]
name="FULL_HEAL_temp,FULL_HEAL_i"
[/clear_variable]
[store_unit]
variable="all_bats"
[filter]
race="bats"
side=1
[/filter]
[/store_unit]
[set_variable]
name="i"
value=0
[/set_variable]
[while]
[variable]
less_than="$all_bats.length"
name="i"
[/variable]
[do]
[set_variable]
name="all_bats[$i].moves"
value="$all_bats[$i].max_moves"
[/set_variable]
[set_variable]
name="all_bats[$i].attacks_left"
value="$all_bats[$i].max_attacks"
[/set_variable]
[set_variable]
add=1
name="i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="i"
[/clear_variable]
[store_unit]
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[if]
[variable]
less_than=20
name="stored_ronry.hitpoints"
[/variable]
[then]
[message]
image="wesnoth-icon.png"
message=_"Ronry quaffs a healing potion."
sound="potion.ogg"
speaker="narrator"
[/message]
[kill]
fire_event=no
id="Ronry"
[/kill]
[set_variable]
add=15
name="stored_ronry.hitpoints"
[/set_variable]
[sound]
name="heal.wav"
[/sound]
[unstore_unit]
find_vacant=yes
variable="stored_ronry"
[/unstore_unit]
[redraw]
[/redraw]
[/then]
[/if]
[set_variable]
name="chapter"
value=3
[/set_variable]
[kill]
side=2
[/kill]
[end_turn]
[/end_turn]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="new_turn"
[if]
[variable]
equals=3
name="chapter"
[/variable]
[then]
[unit]
facing="se"
gender="male"
id="Rashki"
name=_"Rashki"
side=3
type="Assassin"
unrenamable=yes
x=13
y=2
[/unit]
[store_unit]
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[move_unit]
fire_event=no
id="Ronry"
to_x=11
to_y=20
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="se"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[move_unit]
fire_event=no
id="Clammie"
to_x=12
to_y=20
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="se"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[item]
image="items/chest.png"
x=13
y=21
[/item]
[sound]
name="open-chest.wav"
[/sound]
[set_variable]
name="i"
value=0
[/set_variable]
[while]
[variable]
less_than="$all_bats.length"
name="i"
[/variable]
[do]
[move_unit]
fire_event=no
to_x=13
to_y=21
x="$all_bats[$i].x"
y="$all_bats[$i].y"
[/move_unit]
[kill]
x=13
y=21
[/kill]
[sound]
name="bat-flapping.wav"
[/sound]
[set_variable]
add=1
name="i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="i"
[/clear_variable]
[kill]
race="bats"
[/kill]
[sound]
name="open-chest.wav"
[/sound]
[remove_item]
image="items/chest.png"
x=13
y=21
[/remove_item]
[move_unit]
fire_event=no
id="Ronry"
to_x=14
to_y=2
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="nw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[move_unit]
fire_event=no
id="Clammie"
to_x=13
to_y=8
[/move_unit]
[item]
image="items/chest.png"
x=13
y=8
[/item]
[sound]
name="miss-3.ogg"
[/sound]
[delay]
time=500
[/delay]
[move_unit]
fire_event=no
id="Clammie"
to_x=15
to_y=3
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="nw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[music]
append=no
immediate=yes
name="revelation.ogg"
[/music]
[message]
#textdomain wesnoth
message=_"Are you the one they call Ronry?"
speaker="Rashki"
[/message]
[message]
message=_"Who asks?"
speaker="Ronry"
[/message]
[message]
message=_"My name is Rashki. I understand you have a powerful toxin for sale. The drop of death."
speaker="Rashki"
[/message]
[message]
message=_"No, it's not for sale. The poison I discovered shall only be used for good purposes, not evil."
speaker="Ronry"
[/message]
[message]
message=_"But I only wish to kill evil creatures!"
speaker="Rashki"
[/message]
[message]
message=_"The drop of death shall not be bought and sold like a market trinket! If I sold it for ten gold pieces, what would stop you from selling it to another for twenty? Am I to trust you, and all other men who buy it, when I can barely trust myself with its power?"
speaker="Ronry"
[/message]
[message]
message=_"If you will not accept my gold, you will take my blades."
speaker="Rashki"
[/message]
[animate_unit]
flag="attack"
hits=yes
with_bars=no
[filter]
id="Rashki"
[/filter]
[primary_attack]
name="knife"
[/primary_attack]
[facing]
[filter]
id="Ronry"
[/filter]
[/facing]
[animate]
flag="defend"
hits=yes
with_bars=no
[filter_second]
id="Ronry"
[/filter_second]
[/animate]
[/animate_unit]
[store_unit]
kill=yes
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
name="stored_ronry.status.poisoned"
value=true
[/set_variable]
[set_variable]
name="stored_ronry.status.petrified"
value=true
[/set_variable]
[unstore_unit]
find_vacant=yes
variable="stored_ronry"
[/unstore_unit]
[redraw]
[/redraw]
[move_unit]
fire_event=no
id="Rashki"
to_x=11
to_y=1
[/move_unit]
[store_unit]
kill=yes
variable="stored_rashki"
[filter]
id="Rashki"
[/filter]
[/store_unit]
[message]
message=_"Paralyzing poison! Clammie, quickly go to the shed and unlock the cabinet .. I need the green bottle immediately!"
speaker="Ronry"
[/message]
[objectives]
note=_"Search the nearby area. WARNING: Ronry can be killed by this poison! " +
_"Early finish bonus." +
_"
40% of finishing gold carried over to the next scenario."
side=1
summary=_"New Objectives:"
[objective]
condition="win"
description=_"Get antidote for Ronry before he dies"
[/objective]
[objective]
condition="lose"
description=_"Death of Clammie"
[/objective]
[objective]
condition="lose"
description=_"Death of Ronry"
[/objective]
[objective]
condition="lose"
description=_"Turns run out"
[/objective]
[/objectives]
[set_variable]
name="turns"
value=10
[/set_variable]
[set_variable]
add="$turn_number"
name="turns"
[/set_variable]
[modify_turns]
value="$turns"
[/modify_turns]
[scroll_to]
check_fogged=false
x=5
y=2
[/scroll_to]
[item]
halo="items/gohere.png"
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=5
y=2
[/remove_item]
[item]
image=""
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=5
y=2
[/remove_item]
[item]
image=""
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=5
y=2
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=5
y=2
[/remove_item]
[item]
image=""
x=5
y=2
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=8
y=3
[/scroll_to]
[item]
halo="items/gohere.png"
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=8
y=3
[/remove_item]
[item]
image=""
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=8
y=3
[/remove_item]
[item]
image=""
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=8
y=3
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=8
y=3
[/remove_item]
[item]
image=""
x=8
y=3
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=20
y=6
[/scroll_to]
[item]
halo="items/gohere.png"
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=20
y=6
[/remove_item]
[item]
image=""
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=20
y=6
[/remove_item]
[item]
image=""
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=20
y=6
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=20
y=6
[/remove_item]
[item]
image=""
x=20
y=6
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=21
y=5
[/scroll_to]
[item]
halo="items/gohere.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=5
[/remove_item]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=5
[/remove_item]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=5
[/remove_item]
[item]
image="scenery/leanto.png"
x=21
y=5
[/item]
[redraw]
[/redraw]
[scroll_to]
check_fogged=false
x=21
y=1
[/scroll_to]
[item]
halo="items/gohere.png"
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=1
[/remove_item]
[item]
image=""
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=1
[/remove_item]
[item]
image=""
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[item]
halo="items/gohere.png"
x=21
y=1
[/item]
[redraw]
[/redraw]
[delay]
time=150
[/delay]
[remove_item]
x=21
y=1
[/remove_item]
[item]
image=""
x=21
y=1
[/item]
[redraw]
[/redraw]
[terrain]
terrain="Gll^Wm"
x=21
y=1
[/terrain]
[set_variable]
name="chapter"
value=4
[/set_variable]
[/then]
[/if]
[/event]
[event]
first_time_only=no
name="turn refresh"
[if]
[variable]
equals=4
name="chapter"
[/variable]
[variable]
name="side_number"
numerical_equals=1
[/variable]
[then]
[store_unit]
kill=yes
variable="stored_ronry"
[filter]
id="Ronry"
[/filter]
[/store_unit]
[set_variable]
add=-4
name="stored_ronry.hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=yes
red=255
#textdomain wesnoth-swamplings
text=_"4"
variable="stored_ronry"
[/unstore_unit]
[sound]
name="poison.ogg"
[/sound]
[redraw]
[/redraw]
[if]
[variable]
less_than_equal_to=0
name="stored_ronry.hitpoints"
[/variable]
[then]
[kill]
animate=yes
fire_event=yes
id="Ronry"
[/kill]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
first_time_only=yes
name="moveto"
[filter]
id="Clammie"
x="$shedpos[$shed].x"
y="$shedpos[$shed].y"
[/filter]
[if]
[variable]
equals=4
name="chapter"
[/variable]
[then]
[fire_event]
name="shed_found"
[/fire_event]
[/then]
[/if]
[/event]
[event]
name="shed_found"
[message]
message=_"I wonder if this is it."
speaker="Clammie"
[/message]
[object]
description=_"A locked cabinet."
duration="level"
image="items/chest-plain-closed.png"
name=_"Cabinet"
[/object]
[message]
message=_"But where is the key?"
speaker="Clammie"
[/message]
[message]
message=_"Hurry, Clammie!"
speaker="Ronry"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=16
to_y=2
[/move_unit]
[item]
image="items/chest-plain-closed.png"
x=17
y=2
[/item]
[message]
message=_"The green bottle! Hurry!"
speaker="Ronry"
[/message]
[message]
image="wesnoth-icon.png"
message=_"With little time left, you break open the cabinet."
speaker="narrator"
[/message]
[remove_item]
image="items/chest-plain-closed.png"
x=17
y=2
[/remove_item]
[sound]
name="fist.ogg"
[/sound]
[item]
image="items/chest-plain-open.png"
x=17
y=2
[/item]
[message]
image="wesnoth-icon.png"
message=_"Which potion do you pick?"
speaker="narrator"
[option]
message=_"&items/potion-grey.png=This?"
[/option]
[option]
message=_"&items/potion-grey.png=This?"
[/option]
[option]
image="items/potion-grey.png"
message=_"&items/potion-grey.png=This?"
[/option]
[/message]
[message]
message=_"I've forgotten, goblins can't see colors! This is surely the end!"
speaker="Ronry"
[/message]
[message]
message=_"One smells of duckweed, the next of cattail and bromeliad. The third of milkweed."
speaker="Clammie"
[/message]
[message]
message=_"Yes, the milkweed! Quickly!"
speaker="Ronry"
[/message]
[object]
description=_"This ointment has amazing curative powers! Uncorking the bottle is unnecessary. It even heals nearby allies."
duration="level"
image="items/potion-green.png"
name=_"Healer Ointment"
[filter]
id="Clammie"
[/filter]
[effect]
apply_to="new_ability"
description=_"Healer Ointment"
icon="items/potion-green.png"
[abilities]
[heals]
affect_allies=yes
affect_self=no
#textdomain wesnoth-help
description=_"A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."
female_name=_"female^cures"
id="curing"
name=_"cures"
poison="cured"
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[/affect_adjacent]
[/heals]
[heals]
affect_allies=yes
affect_self=no
description=_"This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
female_name=_"female^heals +8"
id="healing"
name=_"heals +8"
poison="slowed"
value=8
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[/affect_adjacent]
[/heals]
[regenerate]
affect_self=yes
description=_"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing."
female_name=_"female^regenerates"
id="regenerates"
name=_"regenerates"
poison="cured"
value=8
[/regenerate]
[/abilities]
[/effect]
[/object]
[message]
#textdomain wesnoth-swamplings
message=_"I feel great power radiating from this bottle! Ronry, what on earth is this made from?"
speaker="Clammie"
[/message]
[kill]
animate=yes
id="Ronry"
[/kill]
[unstore_unit]
variable="stored_rashki"
[filter]
id="Rashki"
x=9
y=1
[/filter]
[/unstore_unit]
[move_unit]
fire_event=no
id="Rashki"
to_x=15
to_y=2
[/move_unit]
[message]
message=_"Very wise, little goblin. You almost saved his life. Is that the death drop in your hands?"
speaker="Rashki"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=16
to_y=3
[/move_unit]
[move_unit]
fire_event=no
id="Rashki"
to_x=15
to_y=3
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="nw"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[message]
message=_"You have killed the only one who can answer your questions, wise Rashki."
speaker="Clammie"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=15
to_y=5
[/move_unit]
[move_unit]
fire_event=no
id="Rashki"
to_x=15
to_y=4
[/move_unit]
[message]
message=_"Then let us experiment."
speaker="Rashki"
[/message]
[message]
image="wesnoth-icon.png"
message=_"Rashki dips his dagger in the bottle and then slashes you!"
speaker="narrator"
[/message]
[animate_unit]
flag="attack"
hits=yes
with_bars=no
[filter]
id="Rashki"
[/filter]
[primary_attack]
name="dagger"
[/primary_attack]
[facing]
[filter]
id="Clammie"
[/filter]
[/facing]
[animate]
flag="defend"
hits=yes
with_bars=no
[filter]
id="Clammie"
[/filter]
[facing]
[filter]
id="Rashki"
[/filter]
[/facing]
[/animate]
[/animate_unit]
[store_unit]
variable="stored_clammie"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
add=-4
name="stored_clammie.hitpoints"
[/set_variable]
[unstore_unit]
find_vacant=no
red=255
text=_"4"
variable="stored_clammie"
[/unstore_unit]
[clear_variable]
name="stored_clammie"
[/clear_variable]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
message=_"You're not dead, therefore it's not what I'm after. Where did you find this bottle?"
speaker="Rashki"
[/message]
[move_unit]
fire_event=no
id="Clammie"
to_x=12
to_y=8
[/move_unit]
[store_unit]
kill=yes
variable="MODIFY_UNIT_store"
[filter]
id="Clammie"
[/filter]
[/store_unit]
[set_variable]
name="MODIFY_UNIT_i"
value=0
[/set_variable]
[while]
[variable]
less_than="$MODIFY_UNIT_store.length"
name="MODIFY_UNIT_i"
[/variable]
[do]
[set_variable]
name="MODIFY_UNIT_store[$MODIFY_UNIT_i].facing"
value="ne"
[/set_variable]
[unstore_unit]
find_vacant=no
variable="MODIFY_UNIT_store[$MODIFY_UNIT_i]"
[/unstore_unit]
[set_variable]
add=1
name="MODIFY_UNIT_i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="MODIFY_UNIT_i"
[/clear_variable]
[clear_variable]
name="MODIFY_UNIT_store,MODIFY_UNIT_i"
[/clear_variable]
[message]
message=_"In the box over here."
speaker="Clammie"
[/message]
[move_unit]
fire_event=no
id="Rashki"
to_x=13
to_y=8
[/move_unit]
[scroll_to_unit]
id="Rashki"
[/scroll_to_unit]
[sound]
name="open-chest.wav"
[/sound]
[sound]
name="bat-flapping.wav"
[/sound]
[modify_side]
hidden=no
[filter_side]
side=3
[/filter_side]
[/modify_side]
[set_variable]
name="i"
value=0
[/set_variable]
[while]
[variable]
less_than="$all_bats.length"
name="i"
[/variable]
[do]
[set_variable]
name="all_bats[$i].goto_x"
value=0
[/set_variable]
[set_variable]
name="all_bats[$i].goto_y"
value=0
[/set_variable]
[unstore_unit]
find_vacant=yes
variable="all_bats[$i]"
x=13
y=8
[/unstore_unit]
[set_variable]
add=1
name="i"
[/set_variable]
[/do]
[/while]
[clear_variable]
name="i"
[/clear_variable]
[redraw]
[/redraw]
[message]
message=_"!"
speaker="Rashki"
[/message]
[modify_side]
hidden=yes
[filter_side]
side=2
[/filter_side]
[/modify_side]
[modify_side]
hidden=no
[filter_side]
side=3
[/filter_side]
[/modify_side]
[set_variable]
name="turns"
value=7
[/set_variable]
[set_variable]
add="$turn_number"
name="turns"
[/set_variable]
[modify_turns]
value="$turns"
[/modify_turns]
[set_variable]
name="chapter"
value=5
[/set_variable]
[delay]
time=250
[/delay]
[objectives]
#textdomain wesnoth
note=_"Early finish bonus." +
_"
40% of finishing gold carried over to the next scenario."
side=1
#textdomain wesnoth-swamplings
summary=_"New Objectives:"
[objective]
condition="win"
description=_"Defeat Rashki"
[/objective]
[objective]
condition="lose"
description=_"Death of Clammie"
[/objective]
[objective]
condition="lose"
description=_"Turns run out"
[/objective]
[/objectives]
[/event]
[event]
name="attacker hits"
[filter_second]
id="Ronry"
[/filter_second]
[message]
message=_"There's one with teeth!"
speaker="Ronry"
[/message]
[/event]
[event]
name="last breath"
[filter]
id="Clammie"
[/filter]
[message]
message=_"But there is so much more--"
speaker="Clammie"
[/message]
[endlevel]
result="defeat"
[/endlevel]
[/event]
[event]
name="last breath"
[filter]
id="Ronry"
[/filter]
[message]
message=_"Ah! What an absurd way to die!"
speaker="Ronry"
[/message]
[endlevel]
result="defeat"
[/endlevel]
[/event]
[event]
name="time over"
[message]
message=_"Out of time!"
speaker="Clammie"
[/message]
[endlevel]
result="defeat"
[/endlevel]
[/event]
[event]
name="last breath"
[filter]
id="Rashki"
[/filter]
[message]
message=_"Undone by a lowly swamp goblin and his pet bats! I never laid eyes on the damned death drops, but I am surely their first victim!"
speaker="Rashki"
[/message]
[message]
message=_"You miscount, wise slayer."
speaker="Clammie"
[/message]
[kill]
animate=yes
id="Rashki"
[/kill]
[clear_variable]
name="hesaidthis,chapter,shed,shedpos,stored_ronry,stored_rashki,Clammie_killed,advice_from_Ronry,turns,bat_num,all_bats,side_2_units_charmed"
[/clear_variable]
[endlevel]
bonus=yes
carryover_add=yes
carryover_percentage=40
result="victory"
[/endlevel]
[/event]
[music]
ms_after=0
ms_before=0
name="data/add-ons/Swamplings/music/nr-sad.ogg"
[/music]
[variables]
side_number=1
turn_number=1
x1=0
x2=0
y1=0
y2=0
[/variables]
[/replay_start]
[carryover_sides]
difficulty=""
next_scenario=""
random_calls=0
random_seed=1698981164
[side]
add=no
color=1
current_player="Clammie"
gold=0
name="Clammie"
previous_recruits=""
save_id="Clammie"
[/side]
[end_level_data]
bonus=no
carryover_add=no
carryover_percentage=100
prescenario_save=yes
replay_save=yes
[/end_level_data]
[variables]
side_number=1
turn_number=1
x1=0
x2=0
y1=0
y2=0
[/variables]
[/carryover_sides]
[carryover_sides_start]
difficulty="NORMAL"
next_scenario="02_Healer_And_Slayer"
random_calls=0
random_seed=1698981164
[side]
add=no
color=1
current_player="Clammie"
gold=200
name="Clammie"
previous_recruits="Goblin Spearman Sw"
save_id="Clammie"
[unit]
advances_to="Goblin Trumpeter"
alignment="chaotic"
alpha=256
attacks_left=1
canrecruit=yes
cost=13
#textdomain wesnoth-swamplings
description=_"Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die." +
#textdomain wesnoth-help
_"
Special Notes:" +
_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."
ellipse="misc/ellipse-leader"
experience=0
extra_recruit=""
facing="se"
flag_rgb="magenta"
gender="male"
goto_x=-999
goto_y=-999
hitpoints=31
id="Clammie"
image="units/goblins/rouser.png"
jamming=0
#textdomain wesnoth-swamplings
language_name=_"Goblin Rouser"
level=1
max_attacks=1
max_experience=30
max_hitpoints=31
max_moves=5
moves=5
name=_"Clammie"
overlays=""
profile="portraits/goblins/transparent/rouser.png"
race="goblin"
random_traits=no
resting=no
role=""
side=1
small_profile="portraits/goblins/rouser.png"
type="Goblin Rouser Sw"
undead_variation="goblin"
underlying_id=1
unrenamable=yes
upkeep="full"
usage="fighter"
variation=""
vision=-1
zoc=yes
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=false
side="left"
size=400
[/portrait]
[portrait]
image="portraits/goblins/transparent/rouser.png"
mirror=true
side="right"
size=400
[/portrait]
[abilities]
[leadership]
affect_self=no
cumulative=no
#textdomain wesnoth-help
description=_"This unit can lead our own units that are next to it, making them fight better.
Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
female_name=_"female^leadership"
id="leadership"
name=_"leadership"
value=25
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[filter]
level=0
[/filter]
[/affect_adjacent]
[/leadership]
[/abilities]
[movement_costs]
castle=1
cave=2
flat=1
forest=2
frozen=2
fungus=3
hills=1
mountains=2
reef=2
sand=2
shallow_water=3
swamp_water=2
village=1
[/movement_costs]
[defense]
castle=40
cave=60
flat=60
forest=50
frozen=80
fungus=60
hills=50
mountains=40
reef=70
sand=70
shallow_water=80
swamp_water=50
village=40
[/defense]
[resistance]
arcane=100
blade=100
cold=100
fire=100
impact=100
pierce=100
[/resistance]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[attack]
damage=7
#textdomain wesnoth-swamplings
description=_"spear"
icon="attacks/spear-orcish.png"
name="spear"
number=3
range="melee"
type="pierce"
[/attack]
[modifications]
[trait]
availability="any"
description=_"Better defense and quicker in swamp"
female_name=_"female^swamp savvy"
id="swamp_savvy"
male_name=_"swamp savvy"
[effect]
apply_to="movement_costs"
replace=yes
[movement_costs]
swamp_water=2
[/movement_costs]
[/effect]
[effect]
apply_to="defense"
replace=yes
[defense]
swamp_water=50
[/defense]
[/effect]
[/trait]
[/modifications]
[/unit]
[/side]
[end_level_data]
bonus=no
carryover_add=no
carryover_percentage=100
prescenario_save=yes
replay_save=yes
[/end_level_data]
[variables]
side_number=1
turn_number=1
x1=0
x2=0
y1=0
y2=0
[/variables]
[/carryover_sides_start]
[replay]
[command]
sent=yes
[start]
[/start]
[checkup]
[result]
random_calls=15
[/result]
[/checkup]
[/command]
[command]
dependent=yes
from_side="server"
[random_seed]
new_seed=957633650
[/random_seed]
[/command]
[upload_log]
[ai_log]
ai_id1="ai_default_rca"
ai_id2="ai_default_rca"
ai_id3="ai_default_rca"
faction1="Clammie"
faction2=""
faction3=""
version="1.12.0+dev (6ac4625-Clean)"
[turn_info]
event="TURN_START"
gold=200
side=1
turn=1
units=2
units_cost=53
villages=3
[/turn_info]
[/ai_log]
[/upload_log]
[command]
[init_side]
side_number=1
[/init_side]
[checkup]
[result]
random_calls=0
[/result]
[/checkup]
[/command]
[/replay]
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