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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_...