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//////////////////////////////////////////////////////////////////////////////

// File: Pirate Paradise.txt


//
// This is the official text file for Scenario Pirate Paradise
//
// Copyright 2003 by Frog City Software, Inc. All rights reserved.
// Unauthorized duplication prohibited.
//////////////////////////////////////////////////////////////////////////////

#include "Maps/T2GameTypes.txt"
#include "Maps/T2GameRules.txt"
#include "Maps/T2Advice.txt"

// BEGIN_TITLE
// /text/epis/scen/pipa/titl
// END_TITLE
//
// BEGIN_DESCRIPTION
// /text/epis/scen/pipa/desc
// END_DESCRIPTION

rule setup
{
frequency initialization;

conditions
{
always_true;
}
actions
{
action set_player_cash {amount: 2500;}

action gift_commodity { building: "sawm"; commodity: "lumb"; amount:


40; }
action gift_commodity { building: "farm"; commodity: "corn"; amount:
40; }

action add_unskilled { amount: 18; species: "ugen"; nationality:


"engl"; }

action add_captain { captainID:"mare"; }


action add_captain { captainID:"edte"; }
action add_pirates { amount: 15; species: "crew"; nationality:
"engl"; }
action add_pirates { amount: 10; species: "crew"; nationality:
"fran"; }
action add_skilled { amount: 1; species: "sshi"; nationality: "fran"; }

action unlock_ship_type { shipType: "scho";}


action unlock_ship_type { shipType: "sloo";}
action unlock_ship_type { shipType: "snow";}
action unlock_ship_type { shipType: "frig";}
action unlock_ship_type { shipType: "gall";}
action unlock_ship_type { shipType: "brig";}

action add_recruit {captainID: "rosa"; captainCost: 1500; }


action add_recruit {captainID: "jack"; captainCost: 1500; }
action add_recruit {captainID: "head"; captainCost: 1500; }

action forbid_edict { type: "emer"; }


action forbid_edict { type: "inte"; }
action forbid_edict { type: "spys"; }

action execute_once { }

}
}
//
rule victory_gold
{
frequency day;

conditions
{
game_tick > 73040;
player_hoard > 9999;
}

actions
{
action win_game { level: "gold"; summary:
"/text/dial/endg/gold/mess";gameOver: 0;}
action execute_once { }
}
}
//
rule victory_silver
{
frequency day;

conditions
{
game_tick > 73040;
player_hoard < 10000;
player_hoard > 6999;
}

actions
{
action win_game { level: "silver"; summary:
"/text/dial/endg/silv/mess";gameOver: 0;}
action execute_once { }
}
}
//
rule victory_bronze
{
frequency day;

conditions
{
game_tick > 73040;
player_hoard < 7000;
player_hoard > 0;
}
actions
{
action win_game { level: "bronze"; summary:
"/text/dial/endg/bron/mess";gameOver: 0;}
action execute_once { }
}
}
//
rule defeat
{
frequency day;

conditions
{
game_tick > 73040;
player_hoard < 1;
}

actions
{
action lose_game {summary: "/text/dial/endg/hoar/mess"; }
action execute_once { }
}
}

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