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stevecotton avatar stevecotton commented on May 20, 2024

For the northern doors "the old door crumbles away" when opened, but on the map they're replaced with the open gate terrain, which looks very much intact.

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Wedge009 avatar Wedge009 commented on May 20, 2024

To clarify, this is the Infested Caves scenario. (I don't always find scenario numbers on their own, especially weird ones like these, helpful.)

The northern gates are at (13,7) and (15, 6). The southern wall is at (16, 26).

The scenario also doesn't consider that Tallin himself could be the one to trigger these events, so telling himself to 'kick it down' sounds silly. Even more silly is the idea of kicking down a solid wall.

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Wedge009 avatar Wedge009 commented on May 20, 2024

For reference, both events (from master):

# Opening a pair of hidden doors - the north one
[event]
name=moveto
[filter]
side=1
x=12,16,15
y=7 ,5 ,5
[/filter]
# Check from which side do we open and use appropriate race in the dialogue.
[if]
[variable]
name=unit.y
equals=7
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the trolls were too stupid to figure out how to open it."
[/message]
# Two trigger fields in this case
{VARIABLE trigger.x "16,15"}
{VARIABLE trigger.y "5,5"}
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the skeletons were too stupid to find out how to open it."
[/message]
{VARIABLE trigger.x 12}
{VARIABLE trigger.y 7}
[/else]
[/if]
[message]
speaker=Tallin
message= _ "Well, let’s see what’s behind it."
[/message]
[message]
speaker=unit
message= _ "All right. (<i>Grunt... strain...</i>) It’s not moving. It seems to be stuck."
[/message]
[message]
speaker=Tallin
message= _ "Well, just kick it down then."
[/message]
[message]
speaker=unit
message= _ "... Right."
[/message]
{QUAKE rumble.ogg}
[if]
[variable]
name=unit.y
equals=7
[/variable]
[then]
[terrain]
x=13
y=7
layer=overlay
terrain=^Pr\o
[/terrain]
[/then]
[else]
[terrain]
x=15
y=6
layer=overlay
terrain=^Pr\o
[/terrain]
[/else]
[/if]
[redraw]
side=1
[/redraw]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The old door crumbles away, revealing an old tunnel on the other side."
[/message]
# nested event, to open the second door
[event]
name=moveto
[filter]
side=1
x=14,$trigger.x
y=6,$trigger.y
[/filter]
[if]
[variable]
name=unit.y
equals=6
[/variable]
[then]
[message]
speaker=unit
message= _ "On the end of the passage is another door. I try to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Here is a similar door as the one before. I try to open it."
[/message]
[/else]
[/if]
{QUAKE rumble.ogg}
[terrain]
x=13,15
y=7,6
layer=overlay
terrain=^Pr\o
[/terrain]
[redraw]
side=1
[/redraw]
{CLEAR_VARIABLE trigger}
[/event]
[/event]
# And the south ones
[event]
name=moveto
[filter]
side=1
x=15,17
y=26,27
[/filter]
[if]
[variable]
name=unit.y
equals=26
[/variable]
[then]
[message]
# po: We have different wordings for the sentences.
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the trolls were too stupid to figure out how to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the skeletons were too stupid to find out how to open it."
[/message]
[/else]
[/if]
[message]
speaker=Tallin
message= _ "Well, let’s see what’s behind it."
[/message]
[message]
speaker=unit
message= _ "All right. (<i>Grunt... strain...</i>) It’s not moving. It seems to be stuck."
[/message]
[message]
speaker=Tallin
message= _ "Well, just kick it down then."
[/message]
[message]
speaker=unit
message= _ "... Right."
[/message]
{QUAKE rumble.ogg}
[terrain]
x=15,16,16,17
y=27,26,27,26
terrain=Uu
[/terrain]
[redraw]
side=1
[/redraw]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "A large section of wall crumbles away."
[/message]
[/event]

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stevecotton avatar stevecotton commented on May 20, 2024

Although they can be opened from both sides, maybe we should use a narrative trick and say that they've been barricaded shut, and the player's unit happens to be on the correct side to open it again.

The event currently opens the passageway immediately, without offering the player a choice to leave it shut, so they won't check the other side without save-loading.

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sevu avatar sevu commented on May 20, 2024

or change the map terrain to match the text.

When the new gates terrain were added, I added the rusty gates in the northern part of this map.
I also tried using wooden gates in the south, but didn't use them in the end to avoid bottlenecks. While it is fine in the north, the 2 or 3 hex wide passage which is in use is better here.

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