text stringlengths 17 153k |
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#textdomain wesnoth-After_the_Storm
#
# Full version of the Project Ethea Phase 1 credits used at the end of AtS
# Episode 3.
#
# wmlindent: start ignoring
#define CREDITS_BODY _TEXT
body={_TEXT}
#enddef
#define CREDITS_LINE _TEXT
[item]
text={_TEXT}
[/item]
#enddef
#define CREDITS_ARTWORK _AUTH... |
#textdomain wesnoth-After_the_Storm
[about]
title= _ "Creator and Lead Designer"
[entry]
name="Iris Morelle (Irydacea/shadowm)"
email="shadowm2006@gmail.com"
wikiuser="shadowm"
[/entry]
[/about]
[about]
title= _ "Campaign Maintenance"
#
# Current main maintainer
#
... |
#textdomain wesnoth-After_the_Storm
#define LOG_ATS_ERR _MSG
{ERROR ("[AtS] "+{_MSG})}
#enddef
#define LOG_ATS_WRN _MSG
{WARNING ("[AtS] "+{_MSG})}
#enddef
#define LOG_ATS _MSG
{LOG ("[AtS] "+{_MSG})}
#enddef
#define LOG_ATS_DBG _MSG
{DEBUG ("[AtS] "+{_MSG})}
#enddef
# kate: indent-mode normal; enc... |
#textdomain wesnoth-After_the_Storm
#
# Naia library
#
#ifhave ~add-ons/Naia/loader.cfg
{~add-ons/Naia/loader.cfg}
#else
#ifhave ./Naia/loader.cfg
#define NAIA_EMBEDDED
After_the_Storm#enddef
{./Naia/loader.cfg}
#endif
#endif
#ifndef NAIA_VERSION
#error Naia or a Naia base library component is missing. Cannot c... |
#textdomain wesnoth-After_the_Storm
[color_palette]
necro_skin_base=C5956A,A9794F,B17632,D4944F,F8C090,F8C393,F6D39B,FAF3C9,784838,7B4231,73432B,3A211C,4F2D29,FFFFFF
necro_skin_devoid=AF6293,AF6293,AF6293,AF6293,E0919C,E0919C,E0919C,E0919C,6E1043,6E1043,6E1043,6E1043,6E1043,6E1043
faerie_spirit_hair_base=... |
#textdomain wesnoth-After_the_Storm
#
# Global events loaded for all scenarios
#
# Handler for UI logic related to character AMLAs
{AMLA_UI_HANDLER}
# Dependency for Elynia's AMLA tree as well as other units with the stun weapon
# special
{WEAPON_SPECIAL_STUN_EVENTS}
# Dependency for Anya's AMLA tree as well as oth... |
# wmllint: validate-off
# wmlindent: start ignoring
#textdomain wesnoth
#define TSTR_YES
_"Yes" #enddef
#define TSTR_NO
_"No" #enddef
#define TSTR_PETRIFIED
_"petrified" #enddef
#define TSTR_FEMALE_PETRIFIED
_"female^petrified" #enddef
#define TSTR_NO_OBJECTIVES_AVAILABLE
_ "No objectives available." #enddef
#tex... |
#textdomain wesnoth-After_the_Storm
[terrain_type]
id=overlay-fakefog
editor_name= _ "Fake Fog"
symbol_image=fog/fog1
#editor_image=tile-icons/fake-fog
editor_image=fog/fog-editor
string=^Zow
aliasof=_bas
editor_group=wesnoth-UMC-After_the_Storm
hide_help=yes
[/terrain_type]
[terra... |
#textdomain wesnoth-After_the_Storm
######### BLOOD POOL #########
[terrain_type]
symbol_image=blood
id=blood_lake
name= _ "Blood"
string=Wwb
aliasof=Wst
submerge=0.5
editor_group=wesnoth-UMC-After_the_Storm
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=blood
id=bl... |
#textdomain wesnoth-After_the_Storm
#
# Defines a special campaign menu entry for use with wmlunits, to generate a
# single units tree for the entire three-campaign set.
#
#ifndef __WMLUNITS__
#error Invalid configuration set
#endif
[campaign]
id=After_the_Storm_unit_tree
{ATS_SHARED_ATTRIBUTES 0}
extra_d... |
#textdomain wesnoth-After_the_Storm
#
# After the Storm
# Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 2 of th... |
#textdomain wesnoth-After_the_Storm
#define CHARACTER_STATS_ELYNIA
id=Elynia
name= _ "Elynia"
type=Sylvan Warden
profile="portraits/elynia.png"
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
... |
#textdomain wesnoth-After_the_Storm
#define Z_DEATHS
{A_DEATH_GALAS}
{A_DEATH_ELYNIA}
{A_DEATH_MAL_KESHAR}
{A_DEATH_IGOR}
#enddef
#define A_DEATHS
{A_DEATH_GALAS}
{A_DEATH_ELYNIA}
{A_DEATH_MAL_KESHAR}
{A_DEATH_HORO}
{A_DEATH_KYARA}
#enddef
#define B_DEATHS
{B_DEATH_ELYNIA}
... |
#textdomain wesnoth-After_the_Storm
[campaign]
id=After_the_Storm_I
{ATS_SHARED_ATTRIBUTES I}
abbrev= _ "AtS-1"
name=_"After the Storm"+"
"+_"Episode I: Fear"
icon="data/add-ons/After_the_Storm/images/campaign-icon-episode1.png"
image="data/add-ons/After_the_Storm/images/campaign-logo-episode1... |
#textdomain wesnoth-After_the_Storm
#define STORYTXT_INIT_WARNING
[story]
[part]
music="data/core/sounds/ambient/wardrums.ogg"
{CAMPAIGN_INTRO_HEADER}
story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTEN... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=01_The_Skirmish
name= _ "The Skirmish"
{MAP 01_The_Skirmish.map}
{TURNS 23 22 21}
next_scenario=02_High_Pass
{Z_DEATHS}
{SCENARIO_MUSIC "knolls.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_INIT_WARNING}
{STORYTXT_THE_SKIRM... |
#textdomain wesnoth-After_the_Storm
[scenario]
id="02_High_Pass"
name= _ "High Pass"
{MAP 02_High_Pass.map}
{TURNS 37 35 33}
next_scenario="03_Civil_War"
{Z_DEATHS}
{SCENARIO_MUSIC "wanderer.ogg" }
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{STORYTXT_HIGH_PASS}
{DU... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=03_Civil_War
name= _ "Civil War in the North"
{MAP 03_Civil_War.map}
turns=4
next_scenario="04_Terror_at_Dusk"
victory_when_enemies_defeated="no"
{Z_DEATHS}
{SCENARIO_MUSIC "revelation.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{S... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=04_Terror_at_Dusk
name= _ "Terror at Dusk"
{MAP 04_Terror_at_Dusk.map}
{TURNS 28 25 23}
next_scenario="05_Bay_of_Tirigaz"
{Z_DEATHS}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_TERROR_AT_DUSK}
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=05_Bay_of_Tirigaz
name= _ "Bay of Tirigaz"
{MAP 05_Bay_of_Tirigaz.map}
{TURNS 22 20 18}
next_scenario="06_01_Quenoth_Isle"
{Z_DEATHS}
{SCENARIO_MUSIC "breaking_the_chains.ogg"}
{EXTRA_SCENARIO_MUSIC "loyalists.ogg"}
{STORYTX... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=06_01_Quenoth_Isle
name= _ "Quenoth Isle"
{MAP 06_01_Shore.map}
turns=-1
next_scenario="06_02_Elves_of_a_Different_Land"
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "knolls.ogg"}
{STORYTXT_QUENO... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=06_02_Elves_of_a_Different_Land
name= _ "Elves of a Different Land"
{MAP 06_02_Court.map}
turns=-1
next_scenario="07_The_Search_for_the_Past"
victory_when_enemies_defeated=no
{CUTSCENE_UI}
{SCENARIO_MUSIC "nunc_dimittis.ogg"}
{STO... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=07x_Resolutions
name= _ "Resolutions"
{MAP 07x_Resolutions.map}
turns=-1
next_scenario="08_Fear"
victory_when_enemies_defeated=no
{CUTSCENE_UI}
{SCENARIO_MUSIC "wanderer.ogg"}
{STORYTXT_RESOLUTIONS}
{AFTERNOON1}
# wmllin... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=07_The_Search_for_the_Past
name= _ "The Search for the Past"
{MAP 07_The_Search_for_the_Past.map}
{TURNS 70 68 65}
next_scenario="07x_Resolutions"
victory_when_enemies_defeated=no
{A_DEATHS}
{SCENARIO_MUSIC "underground.ogg"} {CO... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=08_Fear
name= _ "Fear"
{MAP 08_Fear.map}
{TURNS 34 32 30}
next_scenario="09_The_Triad_part_1"
victory_when_enemies_defeated=no
{A_DEATHS}
{SCENARIO_MUSIC "heroes_rite.ogg"}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{STO... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=09_The_Triad_part_1
name= _ "The Triad — Part 1"
{MAP 09_The_Triad_part_1.map}
turns=-1
next_scenario="09_The_Triad_part_2"
victory_when_enemies_defeated=no
disallow_recall=yes
{FULLSCREEN_CUTSCENE_UI}
{A_DEATHS}
{SCENARIO_MU... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=09_The_Triad_part_2
name= _ "The Triad — Part 2"
{MAP 09_The_Triad_part_2.map}
{TURNS 22 21 20}
next_scenario="09_The_Triad_part_3"
victory_when_enemies_defeated=no
disallow_recall=yes
{A_DEATHS}
#
# NOTE: the story screen doe... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=09_The_Triad_part_3
name= _ "The Triad — Part 3"
{MAP 09_The_Triad_part_3.map}
{TURNS 30 28 26}
next_scenario="10_Tears"
victory_when_enemies_defeated=no
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
disallow_recall=yes
{A_DEATHS}
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=10_Tears
name= _ "Tears"
{MAP 10_Tears.map}
{TURNS 34 32 30}
next_scenario="11_Return_to_Wesmere_part_1"
victory_when_enemies_defeated=no
{B_DEATHS}
#{SCENARIO_MUSIC "returning_in_time.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
#
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=11_Return_to_Wesmere_part_1
name= _ "Return to Wesmere — Part 1"
{MAP 11_Return_to_Wesmere_part_1.map}
{TURNS 34 32 30}
next_scenario="11_Return_to_Wesmere_part_1_cutscene"
{B_DEATHS}
{SCENARIO_MUSIC "casualties_of_war.ogg"}
{EXT... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=11_Return_to_Wesmere_part_1_cutscene
name= _ "Departure"
{MAP 11_Return_to_Wesmere_part_1_cutscene.map}
turns=-1
next_scenario="11_Return_to_Wesmere_part_2"
victory_when_enemies_defeated=no
{CUTSCENE_UI}
{SCENARIO_MUSIC "harp.ogg"}
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=11_Return_to_Wesmere_part_2
name= _ "Return to Wesmere — Part 2"
{MAP 11_Return_to_Wesmere_part_2.map}
turns=-1
next_scenario="12_The_Queen"
victory_when_enemies_defeated=no
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{B_DEATHS}
{SCEN... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=12_The_Queen
name= _ "The Queen"
{MAP 11_Return_to_Wesmere_part_2.map}
turns=-1
next_scenario="13_Death_and_Rebirth"
victory_when_enemies_defeated=no
{B_DEATHS}
{SCENARIO_MUSIC "weight_of_revenge.ogg"}
{EXTRA_SCENARIO_MUSIC "... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=13_Death_and_Rebirth
name= _ "Death and Rebirth"
{MAP 13_Death_and_Rebirth.map}
turns=-1
next_scenario="null"
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "silence.ogg"}
{INDOORS} {SCHEDULE_LIGHTING -4... |
#textdomain wesnoth-After_the_Storm
#define CHARACTER_STATS_ELYNIA
id=Elynia
name= _ "Elynia"
type=Sylvan Warden
profile="portraits/elynia.png"
canrecruit=yes
unrenamable=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
[/modifications]
#enddef
#define CHARACTER_S... |
#textdomain wesnoth-After_the_Storm
#define C_DEATHS
{C_DEATH_ELYNIA}
#enddef
#define D_DEATHS
{C_DEATH_ELYNIA}
{D_DEATH_DURVAN}
{D_DEATH_ANYA}
{D_DEATH_ZYNARA}
#enddef
#define E_DEATHS
{C_DEATH_ELYNIA}
{D_DEATH_DURVAN}
{D_DEATH_ANYA}
#enddef
#define C_DEATH_ELYNIA
{HERO_DEATH_BA... |
#textdomain wesnoth-After_the_Storm
[campaign]
id=After_the_Storm_II
{ATS_SHARED_ATTRIBUTES II}
abbrev= _ "AtS-2"
name=_"After the Storm"+"
"+_"Episode II: Fate"
icon="data/add-ons/After_the_Storm/images/campaign-icon-episode2.png"
image="data/add-ons/After_the_Storm/images/campaign-logo-episo... |
#textdomain wesnoth-After_the_Storm
#define STORYTXT_INIT_WARNING
[story]
[part]
music="data/core/sounds/ambient/wardrums.ogg"
{CAMPAIGN_INTRO_HEADER}
story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTEN... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=00_Transience
name= _ "Transience"
{MAP 00_Transience.map}
turns=-1
next_scenario=01_By_the_Moonlight
victory_when_enemies_defeated=no
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "silence.ogg"}... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=01_By_the_Moonlight
name= _ "By the Moonlight"
{MAP 01_By_the_Moonlight.map}
{TURNS 42 40 38}
next_scenario=02_The_Heart_Forest
victory_when_enemies_defeated=no
disallow_recall=yes
{C_DEATHS}
{SCENARIO_MUSIC "enchanted_fores... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=02_The_Heart_Forest
name= _ "The Heart Forest"
{MAP 02_The_Heart_Forest.map}
{TURNS 40 39 38}
next_scenario=03_01_Unrest_in_Raelthyn
victory_when_enemies_defeated=no
{C_DEATHS}
{SCENARIO_MUSIC "a_land_of_adventure.ogg"} {CONTINUE... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=03_01_Unrest_in_Raelthyn
name= _ "Unrest in Raelthyn"
{MAP 03_01_Unrest_in_Raelthyn.map}
turns=-1
next_scenario=03_02_Revelations
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "loyalists.ogg"} {CONTINUE_PLAY... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=03_02_Revelations
name= _ "Revelations"
{MAP 03_02_Revelations.map}
turns=-1
next_scenario=04_Shifting_Allegiances
victory_when_enemies_defeated=no
{CUTSCENE_UI}
{SCENARIO_MUSIC "revelation.ogg"}
{EXTRA_SCENARIO_MUSIC "heroes... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=04_Shifting_Allegiances
name= _ "Shifting Allegiances"
{MAP 04_Shifting_Allegiances.map}
{TURNS 28 27 26}
next_scenario=05_The_Eastern_Front
{D_DEATHS}
{SCENARIO_MUSIC "nunc_dimittis.ogg"}
{EXTRA_SCENARIO_MUSIC "breaking_the_chai... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=05_The_Eastern_Front
name= _ "The Eastern Front"
{MAP 05_The_Eastern_Front.map}
{TURNS 32 30 28}
next_scenario=05_The_Eastern_Front_cutscene
{D_DEATHS}
{SCENARIO_MUSIC "nunc_dimittis.ogg"}
{STORYTXT_THE_EASTERN_FRONT}
{TWO_SUNS_D... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=05_The_Eastern_Front_cutscene
name= _ "The Plan"
{MAP 05_The_Eastern_Front_cutscene.map}
turns=-1
next_scenario=06_The_Voyage_Home
victory_when_enemies_defeated=no
{CUTSCENE_UI}
{SCENARIO_MUSIC "heroes_rite.ogg"} {CONTINUE_PLAYING_STOR... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=06_The_Voyage_Home
name= _ "The Voyage Home"
{MAP 06_The_Voyage_Home.map}
{TURNS 40 38 36}
next_scenario=07_Proximus
{D_DEATHS}
{SCENARIO_MUSIC "knolls.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{EXTRA_SCENARIO_MUSIC "loyalists.o... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=07_Proximus
name= _ "Proximus"
{MAP 07_Proximus.map}
{TURNS 28 26 24}
next_scenario=08_And_then_there_was_Chaos
{E_DEATHS}
{SCENARIO_MUSIC "weight_of_revenge.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_PROXIMUS}
{LONGDAR... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=08_And_then_there_was_Chaos
name= _ "And then there was Chaos"
{MAP 08_And_then_there_was_Chaos.map}
{TURNS 42 40 38}
next_scenario=09_New_Hive
{E_DEATHS}
{SCENARIO_MUSIC "siege_of_laurelmor.ogg"}
{EXTRA_SCENARIO_MUSIC "casualtie... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=09_New_Hive
name= _ "New Hive"
{MAP 09_New_Hive.map}
{TURNS 43 42 41}
next_scenario=10_The_Betrayal
victory_when_enemies_defeated=no
{E_DEATHS}
{SCENARIO_MUSIC "climactic_contemplation.ogg"}
{EXTRA_SCENARIO_MUSIC "breaking_th... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=10_The_Betrayal
name= _ "The Betrayal"
{MAP 10_The_Betrayal.map}
{TURNS 8 7 6}
next_scenario=11_A_Final_Confrontation
victory_when_enemies_defeated=no
{E_DEATHS}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FI... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=11_A_Final_Confrontation
name= _ "A Final Confrontation"
{MAP 11_A_Final_Confrontation.map}
{TURNS 36 34 32}
next_scenario=12_Fate
victory_when_enemies_defeated=no
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{E_DEATHS}
{SCENARIO_MUSIC... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=12_Fate
name= _ "Fate"
{MAP 12_Fate.map}
turns=-1
next_scenario=null
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{LONGDARK4}
# wmllint: val... |
#textdomain wesnoth-After_the_Storm
#define CHARACTER_STATS_ELYNIA
id=Elynia
name= _ "Elynia"
type=Sylvan Warden
profile="portraits/elynia.png"
canrecruit=yes
unrenamable=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
[/modifications]
#enddef
#define CHARACTER_S... |
#textdomain wesnoth-After_the_Storm
#define F_DEATHS
{F_DEATH_ELYNIA}
{F_DEATH_ANYA}
{F_DEATH_DURVAN}
{F_DEATH_IRYLEAN}
{F_DEATH_IGOR}
#enddef
#define G_DEATHS
{F_DEATH_ELYNIA}
{F_DEATH_ANYA}
{F_DEATH_DURVAN}
{F_DEATH_IRYLEAN}
{F_DEATH_IGOR}
{G_DEATH_HORO}
{G_DEATH_KYAR... |
#textdomain wesnoth-After_the_Storm
#ifhave ~add-ons/After_the_Storm/Naia
#define ATS_MENU_DRYAD_PATH
data/add-ons/After_the_Storm/Naia/images/units/faeries/dryad.png#enddef
#else
#define ATS_MENU_DRYAD_PATH
data/add-ons/Naia/images/units/faeries/dryad.png#enddef
#endif
[campaign]
id=After_the_Storm_III
{ATS_... |
#textdomain wesnoth-After_the_Storm
#define STORYTXT_INIT_WARNING
[story]
[part]
music="data/core/sounds/ambient/wardrums.ogg"
{CAMPAIGN_INTRO_HEADER}
story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTEN... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=00_Opening
name= _ "Opening"
{MAP 00_01_Opening.map}
turns=-1
next_scenario=01_Beyond_her_Smile
victory_when_enemies_defeated=no
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{FULLSCREEN_CUTSCENE_UI}
# GENERAL TODO: graphical effects!
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=01_Beyond_her_Smile
name= _ "Beyond her Smile"
{MAP 01_01_Beyond_her_Smile.map}
turns=-1
next_scenario=02_01_Return_to_Raelthyn
{FULLSCREEN_CUTSCENE_UI}
{F_DEATHS}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=02_01_Return_to_Raelthyn
name= _ "Return to Raelthyn"
{MAP 02_01_Return_to_Raelthyn.map}
next_scenario=02_02_Reckoning
{F_DEATHS}
{SCENARIO_MUSIC "heroes_rite.ogg"}
{STORYTXT_RETURN_TO_RAELTHYN}
# this scenario lasts one day plus mos... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=02_02_Reckoning
name= _ "Reckoning"
{MAP 02_02_Reckoning.map}
turns=-1
next_scenario=03_Amidst_the_Ruins_of_Glamdrol
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "knolls.ogg"}
{DUSK2}
# wmllint: v... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=03_Amidst_the_Ruins_of_Glamdrol
name= _ "Amidst the Ruins of Glamdrol"
{MAP 03_Amidst_the_Ruins_of_Glamdrol.map}
{TURNS 26 24 22}
next_scenario=04_01_Outpost_of_Hell
{G_DEATHS}
{SCENARIO_MUSIC "climactic_contemplation.ogg"}
{EXTR... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=04_01_Outpost_of_Hell
name= _ "Outpost of Hell"
{MAP 04_01_Outpost_of_Hell.map}
{TURNS 32 29 26}
next_scenario=04_02_Gateway
{G_DEATHS}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
[event]
name=reset... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=04_02_Gateway
name= _ "Gateway"
{MAP 04_02_Gateway.map}
turns=-1
next_scenario=05_Pass_of_Sorrows
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "snowfall.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STOR... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=05_Pass_of_Sorrows
name= _ "Pass of Sorrows"
{MAP 05_Pass_of_Sorrows.map}
{TURNS 48 46 44}
next_scenario=06_Divergence
victory_when_enemies_defeated=no
{F_DEATHS}
{SCENARIO_MUSIC "snowfall.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=06_Divergence
name= _ "Divergence"
{MAP 06_Divergence.map}
turns=-1
next_scenario=07A_Dark_Fire_part_1
victory_when_enemies_defeated=no
#disallow_recall=yes
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{SCENARIO_MUSIC "climactic_c... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=07A_Dark_Fire_part_1
name= _ "Dark Fire"
{SEGMENTED_SCENARIO}
turns=-1
next_scenario=07A_Dark_Fire_part_2
victory_when_enemies_defeated=no
disallow_recall=yes
#
# TODO: main chamber difficulty is too high, units get killed too easil... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=07A_Dark_Fire_part_2
name= _ "Dark Fire"
{MAP 07A_Dark_Fire_part_2.map}
turns=-1
next_scenario=07B_Dark_Sea
victory_when_enemies_defeated=no
disallow_recall=yes
# We do not need this because the player 'player' is replaced with new
#... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=07B_Dark_Sea
name= _ "Dark Sea"
{MAP 07B_Dark_Sea.map}
{TURNS 22 20 20}
next_scenario=08A_Interim
victory_when_enemies_defeated=no
{H_DEATHS}
{SCENARIO_MUSIC "revelation.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_DARK_SE... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=08A_Interim
name= _ "Interim"
{SEGMENTED_SCENARIO}
turns=-1
next_scenario=08B_Destiny_part_1
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{ADD_SEGMENT "{LE /maps/08A_Interim_01.map}"
({INDOORS_HIVE}) ()}
{ADD_SEGM... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=08B_Destiny_part_1
name= _ "Destiny — Part 1"
{MAP 08B_Destiny_part_1.map}
{TURNS 42 40 38}
next_scenario=08C_Breakdown
victory_when_enemies_defeated=no
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{H_DEATHS}
{SCENARIO_MUSIC "sie... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=08C_Breakdown
name= _ "Breakdown"
{MAP 08C_Breakdown.map}
turns=-1
next_scenario=08D_Destiny_part_2
victory_when_enemies_defeated=no
disallow_recall=yes
{FULLSCREEN_CUTSCENE_UI}
{I_DEATHS}
{FINALE_AMLA_EVENTS}
{SCENARIO_M... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=08D_Destiny_part_2
name= _ "Destiny — Part 2"
{MAP 08D_Destiny_part_2.map}
{TURNS 48 46 44}
next_scenario=09_Dark_Depths
victory_when_enemies_defeated=no
{J_DEATHS}
{SCENARIO_MUSIC "silence.ogg"}
{STORYTXT_DESTINY_PART_2}
{EN... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=09_Dark_Depths
name= _ "Dark Depths"
{MAP 09_Dark_Depths_01.map}
{TURNS 66 64 62}
next_scenario=10_Blood
victory_when_enemies_defeated=no
disallow_recall=yes
{I_DEATHS}
{FINALE_AMLA_EVENTS}
{SCENARIO_MUSIC "knalgan_theme... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=10_Blood
name= _ "Blood"
{MAP 10_Blood.map}
turns=-1
next_scenario=11_After_the_Storm
victory_when_enemies_defeated=no
disallow_recall=yes
# We do not need this because the player 'Elynia' is never used again
# after this point.
... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=11_After_the_Storm
name= _ "After the Storm"
{NO_MAP_DATA}
turns=-1
next_scenario=12_Destiny_part_3
victory_when_enemies_defeated=no
disallow_recall=yes
{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}
{FULLSCREEN_CUTSCENE_UI}
{SCENARI... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=12_Destiny_part_3
name= _ "Destiny — Part 3"
{SEGMENTED_SCENARIO}
turns=-1
next_scenario=null
victory_when_enemies_defeated=no
disallow_recall=yes
# We do not need this because the player 'Anya' is never used again after
# this point... |
#textdomain wesnoth-After_the_Storm
[scenario]
id=13_Epilogue
name= _ "Epilogue"
{MAP 13_Epilogue_01.map}
turns=-1
next_scenario=null
victory_when_enemies_defeated=no
disallow_recall=yes
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "frantic.ogg"}
{STORYTXT_EPILOGUE}
{FIRST_W... |
#textdomain wesnoth-After_the_Storm
#
# Implementation of event-based unit abilities.
#
#define ABILITY_PHYSICAL_ENDURANCE_EVENTS
[event]
id=ability_physical_endurance_attacker_hits
name=attacker hits
first_time_only=no
[filter_second]
ability=physical_endurance
... |
#textdomain wesnoth-After_the_Storm
#define ABILITY_ABSORB_DAMAGE
[dummy]
id=absorb_damage
name= _ "absorb damage"
female_name= _ "female^absorb damage"
description= _ "Units with this ability will not take damage."
special_note={SPECIAL_NOTE_ABSORB_DAMAGE}
[/dummy]
#end... |
#textdomain wesnoth-After_the_Storm
#
# STRENGTH UPGRADES
#
# Req.: none
#
#define AMLA_ANYA_STRENGTH_L1
{CHARACTER_AMLA
amla_anya_strength_l1
()
attacks/touch-faerie.png ( _ "Strength I: melee damage +1")
(
[effect]
apply_to=attack
range=melee
increase_... |
#textdomain wesnoth-After_the_Storm
#
# STRENGTH UPGRADES
#
# Req.: none
# Note: These are lifted directly from IftU with different ids. Weapon effects
# go by weapon range instead of name so they can carry into Episode III
# transparently once she loses her staff. This is intentional.
#
#define AMLA_ELYN... |
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
#
# If you are not a maintainer of this campaign then you have no business being
# here.
#
# Turn back and forget you ever found this file.
#
#
#
# ...
#
#
#
# Are you still there?
#
#
#
# ...
#
#
#
# ...
#
#
#
# ...
#
#
#
# Look.
#
# I k... |
#textdomain wesnoth-After_the_Storm
#
# ABILITY UPGRADES
#
# Req.: none
#
#define AMLA_GALAS_STEALTH
{CHARACTER_AMLA
amla_galas_stealth
()
icons/cloak_leather_brown.png ( _ "Stealth: ambush ability")
(
[effect]
apply_to=new_ability
[abilities]
{ABILI... |
#textdomain wesnoth-After_the_Storm
# wmllint: local spelling ‹max
# This is a fake AMLA displayed when the character's full AMLA tree is not
# available yet but all the episode-specific AMLAs have already been acquired.
# It doesn't have any effects other than causing the level-up prompt to display
# again until the... |
#textdomain wesnoth-After_the_Storm
#define FLAME_BLAST_FRAME _NUM _START_TIME _X _Y
flame_blast_{_NUM}_start_time={_START_TIME}
flame_blast_{_NUM}_auto_vflip=no
flame_blast_{_NUM}_offset=1.0
[flame_blast_{_NUM}_frame]
halo="halo/flame-burst-[1~8].png:50"
halo_x={_X}
halo_y={_Y}... |
#textdomain wesnoth-After_the_Storm
#define BOSS_ABSORB_FULL_DAMAGE _STANDARD_UNIT_FILTER
[store_unit]
[filter]
{_STANDARD_UNIT_FILTER}
[/filter]
variable=temp_BOSS_ABSORB_DAMAGE_store
[/store_unit]
# Emulate a blinking effect using timing and unit clobbering
[objec... |
#textdomain wesnoth-After_the_Storm
#define HERO_DEFEAT
[endlevel]
result=defeat
music="sad.ogg,defeat.ogg,defeat2.ogg"
[/endlevel]
#enddef
#define HERO_DEATH_BASE _ID _PRE _POST
[event]
name=last breath
[filter]
id={_ID}
[/filter]
{_PRE}
[/e... |
#textdomain wesnoth-After_the_Storm
# Unlike the rest, Galas' canrecruit and unrenamable
# attributes are included in his own macro. This is
# intentional as he's only used in [side] declarations.
#define CHARACTER_STATS_GALAS
id=Galas
name= _ "Galas"
type=Elvish Wayfarer
profile="portraits/galas.png"
... |
#textdomain wesnoth-After_the_Storm
#define OBSIDIAN_BATTLE_AXE _X _Y
{PICK_UP items/axe.png {_X} {_Y} (
type=Skeleton,Deathblade,Revenant,Draug
)
( _ "This axe glimmers with a powerful otherworldly aura. This seems an unusual place to find an enchanted weapon like this, but surely its previous own... |
#textdomain wesnoth-After_the_Storm
#define OBJECTIVE_BONUS _TEXT
[objective]
{BONUS_OBJECTIVE_CAPTION}
description={_TEXT} # wmllint: ignore
condition=win
[/objective]
#enddef
#define ZYNARA_UNDEAD_RECRUITMENT_NOTES
{OBJECTIVE_NOTE ( _ "Zynara is only able to control a limited num... |
#textdomain wesnoth-After_the_Storm
#
# This file is dedicated to implementation details of the segmented
# scenario mechanism employed throughout AtS E3.
#
# If you are looking for public macros for use in your scenario,
# see scenario-segment-utils.cfg instead.
#
# You can stop reading past this point.
#
#
# floor_c... |
#textdomain wesnoth-After_the_Storm
#
# Macros controlling the segmented scenario mechanism employed
# throughout AtS E3.
#
# The SEGMENTED_SCENARIO macro is one of the cornerstones of this mechanism.
# It is expected to be substituted early in the scenario file, before any
# custom events. Use ADD_SEGMENT to add confi... |
#textdomain wesnoth-After_the_Storm
#define AMLA_MENU_HINT:BASE _TEXT
[event]
id=amla_menu_hint
name=turn 2
[scroll_to_unit]
side=1
canrecruit=yes
[/scroll_to_unit]
[transient_message]
image=icons/book.png
message={_TEXT}
... |
#textdomain wesnoth-After_the_Storm
#define GLOBAL_LIGHTING_BAD_DAWN
{SCHEDULE_LIGHTING 0 -30 -30}
#enddef
#define GLOBAL_LIGHTING_BAD_MORNING
{SCHEDULE_LIGHTING 5 -20 20}
#enddef
#define GLOBAL_LIGHTING_BAD_DAY
{SCHEDULE_LIGHTING 10 -15 40}
#enddef
#define GLOBAL_LIGHTING_BAD_DUSK
{SCHEDULE_LIGHTIN... |
#textdomain wesnoth-After_the_Storm
# FIXME: are these values correct?
#define DEFAULT_ECONOMY
village_gold=1
income=0
#enddef
#define TRANSFER_UNITS_FROM_SIDE _SRC_SIDE _FILTER _DST_SIDE
[modify_unit]
[filter]
side={_SRC_SIDE}
{_FILTER}
[/filter]
side={_DS... |
#textdomain wesnoth-After_the_Storm
#define HIVE_NOISE_1_SOUND_SOURCE
{BACKGROUND_SOUND_SOURCE_GENERIC __ss_hive_noise_1_all ambient/dark-1.ogg}
#enddef
#define HIVE_NOISE_3_SOUND_SOURCE
{BACKGROUND_SOUND_SOURCE_GENERIC __ss_hive_noise_3_all ambient/dark-3.ogg}
#enddef
#define SOUND_LIST:EXPLOSION
explosion-... |
#textdomain wesnoth-After_the_Storm
# wmlindent: start ignoring
#define SPECIAL_NOTE_ABSORB_DAMAGE
_ "This unit will not take any damage from attacks." #enddef
#define SPECIAL_NOTE_DEMOLITION
_ "On death, this unit destroys all adjacent hexes and units, and the hex they are standing on." #enddef
#define SPE... |
#textdomain wesnoth-After_the_Storm
#define ANIMATED_FOUNTAIN _X _Y
[terrain_graphics]
x={_X}
y={_Y}
[tile]
x=0
y=0
[image]
layer=0
name="../scenery/fountain-[01~13].png:100"
[/image]
[/tile]
[/terra... |
#textdomain wesnoth-After_the_Storm
#define UNIT_TO_GLOBAL_STORE _ID _STORE_ID
[store_unit]
[filter]
id={_ID}
[/filter]
variable=persist_store
kill=no
mode=replace
[/store_unit]
{WRITE_VARIABLE_INTO_GLOBAL persist_store {_STORE_ID} NAMESPACE={PERSISTENT_... |
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