#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
    # named players after this point.
    #{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}

    #
    # NOTE: the story screen does not have an initial music track
    # on purpose. This is intended to allow music to continue playing
    # as it was at the end of E3S7A.1F2.
    #
    [event]
        name=prestart
        [music]
            name="everlasting_night.ogg"
            immediate=no
        [/music]
    [/event]

    {STORYTXT_DARK_FIRE_2}

    {INDOORS_HIVE}

#define FINALE_A_SCHEDULE_DARKER
    {INDOORS_HIVE} {SCHEDULE_LIGHTING -60 -80 0}
#enddef

    # wmllint: validate-off
    [side]
        side=1
        controller=human
        save_id=player
        team_name=good
        user_team_name= _ "team_name^Elynia"

        {NO_ECONOMY} # No minimum starting gold.

        shroud=yes

        # wmllint: recognize Elynia
        {CHARACTER_STATS_ELYNIA}
    [/side]
    # wmllint: validate-on

    [side]
        side=2
        team_name=elyssa
        user_team_name= _ "team_name^Elyssa"
        {CHAOS_FLAG}
        color=gold

        hidden=yes
        no_leader=yes

        {NO_ECONOMY}

        {ai/aliases/stable_singleplayer.cfg}
        [ai]
            {AI_SIMPLE_ALWAYS_ASPECT aggression        1.00}
            {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}
            {AI_SIMPLE_ALWAYS_ASPECT caution           0.00}
            {AI_SIMPLE_ALWAYS_ASPECT grouping            no}
        [/ai]
    [/side]

    {CAVE_NOISE_SOUND_SOURCE}
    [+sound_source]
        id=cave_noise # wmllint: ignore
    [/sound_source]

    {CAVE_WATER_SOUND_SOURCE  9 14}
    [+sound_source]
        id=water_1 # wmllint: ignore
    [/sound_source]

    {CAVE_WATER_SOUND_SOURCE 26 24}
    [+sound_source]
        id=water_2 # wmllint: ignore
    [/sound_source]

    {CAVE_WATER_SOUND_SOURCE 27 11}
    [+sound_source]
        id=water_3 # wmllint: ignore
    [/sound_source]

    [event]
        name=prestart

        # BEGIN: finale sequence configuration

        # wmlindent: start ignoring
        {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS finale_status.length 1})
                ("E3S7A.2 must be started from a finale scenario")}
        # wmlindent: stop ignoring

        # Discard gold from E3S7A.1.

        [modify_side]
            side=1
            gold=0
        [/modify_side]

        # The scenario begins with unlimited player moves.

        {DISALLOW_END_TURN}

        [modify_turns]
            current="$(1 + $dark_fire_turn_number)"
        [/modify_turns]

        {OBJECTIVES (
            side=1
            victory_string= _ "Current Objective:"
            {OBJECTIVE_VICTORY ( _ "Proceed further underground")}

            {OBJECTIVE_DEFEAT  ( _ "Death of Elynia")}

            {UNLIMITED_PLAYER_MOVES_NOTE}
            {OBJECTIVE_NO_CARRYOVER}
        )}

        {CLEAR_CAVE_SHROUD (
            x,y=5,23
            radius=6
        )}

        {VARIABLE relative_turn_number 0}
    [/event]

    {UNLIMITED_PLAYER_MOVES}

    # HACK:
    # In order to simplify the event handlers for this scenario, we maintain a relative
    # turn number corresponding to the start of this part and manually fire the relevant
    # events each time.

    [event]
        name=new turn
        first_time_only=no

        {VARIABLE_INC relative_turn_number}

        {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS relative_turn_number "$($turn_number - $dark_fire_turn_number)"}) ()}

        [fire_event]
            name="turn $relative_turn_number"
        [/fire_event]
    [/event]

    [event]
        name=side turn
        first_time_only=no

        [fire_event]
            name="side turn $relative_turn_number"
        [/fire_event]

        [fire_event]
            name="side $side_number turn $relative_turn_number"
        [/fire_event]
    [/event]

    [event]
        name=turn refresh
        first_time_only=no

        [fire_event]
            name="turn $relative_turn_number refresh"
        [/fire_event]

        [fire_event]
            name="side $side_number turn $relative_turn_number refresh"
        [/fire_event]
    [/event]

    [event]
        name=side turn end
        first_time_only=no

        [fire_event]
            name="side turn $relative_turn_number end"
        [/fire_event]

        [fire_event]
            name="side $side_number turn $relative_turn_number end"
        [/fire_event]
    [/event]

    [event]
        name=turn end
        first_time_only=no

        [fire_event]
            name="turn $relative_turn_number end"
        [/fire_event]
    [/event]

    # I'm trapped in a basement forced to keep writing shitty Wesnoth scenarios
    # forever. Please send help. -- shadowm

    [event]
        name=start

        {LOCK_VIEW}

        {MOVE_UNIT id=Elynia 5 23}

        [redraw]
            side=1
        [/redraw]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elynia
            message= _ "I will be truly disappointed if you aren’t waiting behind that gate..."
        [/message]

        {UNLOCK_VIEW}
    [/event]

    {GATE_GLYPH  2 19 11 20}

    [event]
        name=moveto
        [filter]
            id=Elynia
            [filter_location]
                x=28
                y=11
                radius=9
            [/filter_location]
        [/filter]

        [fire_event]
            name=boss stage 1
        [/fire_event]
    [/event]

    [event]
        name=boss stage 1

        {LOCK_VIEW}

        {CLEAR_CAVE_SHROUD (
            x,y=28,11
            radius=9
        )}

        {DISABLE_UNLIMITED_PLAYER_MOVES}

        {MOVE_UNIT id=Elynia 23 14}

        [delay]
            time=250
        [/delay]

        {FACE_DIRECTION id=Elynia ne}

        [redraw][/redraw]

        [replace_schedule]
            {FINALE_A_SCHEDULE_DARKER}
        [/replace_schedule]

        [fade_out_music][/fade_out_music]

        [scroll_to]
            x,y=26,14
        [/scroll_to]

        [delay]
            time=750
        [/delay]

        [move_unit_fake]
            side=2
            type=Fire Wraith
            x=23,16
            y=17,13
        [/move_unit_fake]

        {FACE_DIRECTION id=Elynia sw}

        [redraw][/redraw]

        [delay]
            time=1000
        [/delay]

        [message]
            speaker=Elynia
            message= _ "Hm..."
        [/message]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elynia
            message= _ "I have been awaiting this moment for so long, Elyssa. Or should I call you Yechnagoth?"
        [/message]

        [delay]
            time=1250
        [/delay]

        {REPLACE_SCENARIO_MUSIC "gathering_storm.ogg"}

        [unit]
            # wmllint: recognize Elyssa
            {CHARACTER_STATS_ELYSSA}
            side=2
            x,y=24,13
            canrecruit=yes
            {IS_BOSS}
            type=Boss Shaxthal Warlord Elyssa # overrides stats macro
            animate=yes
            facing=sw
        [/unit]

        {BOSS_POPUP}

        {FACE_DIRECTION id=Elynia ne}

        [redraw][/redraw]

        [event]
            name=side 2 turn
            [message]
                speaker=Elyssa
                message= _ "Yechnagoth is no more."
            [/message]
        [/event]

        {OBJECTIVES (
            side=1
            silent=yes
            {OBJECTIVE_VICTORY ( _ "Vanquish Elyssa")}

            {OBJECTIVE_DEFEAT  ( _ "Death of Elynia")}

            {OBJECTIVE_NO_CARRYOVER}
        )}

        {UNLOCK_VIEW}

        # Let Elyssa make her first move.

        [end_turn][/end_turn]
    [/event]

    [event]
        name=side 2 turn
        first_time_only=no
        [filter_condition]
            [have_unit]
                id=Elyssa
            [/have_unit]
        [/filter_condition]

        #
        # Force Elyssa to alternate between melee and ranged attacks every time.
        #

        {VARIABLE        elyssa_melee_attack_weight $turn_number}
        {VARIABLE_MODULO elyssa_melee_attack_weight 2}
        {VARIABLE_MUL    elyssa_melee_attack_weight 10}

        [object]
            silent=yes
            [filter]
                id=Elyssa
            [/filter]
            [effect]
                apply_to=attack
                range=melee
                attack_weight=$elyssa_melee_attack_weight
            [/effect]
        [/object]

        [if]
            {VARIABLE_NUMERICAL_EQUALS elyssa_melee_attack_weight 0}
            [then]
                [object]
                    silent=yes
                    [filter]
                        id=Elyssa
                    [/filter]
                    [effect]
                        apply_to=attack
                        range=ranged
                        attack_weight=10.0
                    [/effect]
                [/object]
            [/then]
            [else]
                [object]
                    silent=yes
                    [filter]
                        id=Elyssa
                    [/filter]
                    [effect]
                        apply_to=attack
                        range=ranged
                        attack_weight=0.0
                    [/effect]
                [/object]
            [/else]
        [/if]

        {LOG_ATS_DBG "attack weight: $elyssa_melee_attack_weight"}

        {CLEAR_VARIABLE elyssa_melee_attack_weight}
    [/event]

    #
    # For the remainder of the scenario, the player cannot end their current
    # turn by themselves. Depleting Elynia's moves or attacks automatically
    # ends the player's turn.
    #

    [event]
        name=moveto
        first_time_only=no
        [filter]
            id=Elynia
        [/filter]
        [filter_condition]
            [have_unit]
                id=Elyssa
            [/have_unit]
        [/filter_condition]

        [if]
            {VARIABLE_NUMERICAL_EQUALS unit.moves 0}
            [and]
                {VARIABLE_NUMERICAL_EQUALS unit.attacks_left 0}
                [or]
                    [not]
                        [have_unit]
                            x,y=$x1,$y1
                            [filter_adjacent]
                                is_enemy=yes
                            [/filter_adjacent]
                        [/have_unit]
                    [/not]
                [/or]
            [/and]
            [then]
                [end_turn][/end_turn]
            [/then]
        [/if]
    [/event]

    [event]
        name=attack end
        first_time_only=no
        [filter]
            id=Elynia
            #
            # Yes, this _seems_ redundant but I may allow her to attack
            # multiple times per turn later or something.
            #
            [filter_wml]
                moves=0
                attacks_left=0
            [/filter_wml]
        [/filter]
        [filter_condition]
            [have_unit]
                id=Elyssa
            [/have_unit]
        [/filter_condition]

        [end_turn][/end_turn]
    [/event]

    #
    # Elynia can't effectively slow Elyssa -- she instantly breaks free.
    #

    [event]
        name=attack end
        first_time_only=no
        [filter]
            id=Elynia
        [/filter]
        [filter_second]
            id=Elyssa
            type=Boss Guardian of Darkness Elyssa
        [/filter_second]
        [filter_attack]
            special=slow
        [/filter_attack]

        [fire_event]
            name=unslow elyssa
        [/fire_event]
    [/event]

    [event]
        name=unslow elyssa
        first_time_only=yes

        [message]
            speaker=Elyssa
            message= _ "Do you truly believe that such cheap tricks can stop me?"
        [/message]
    [/event]

    [event]
        name=unslow elyssa
        first_time_only=no

        [store_unit]
            [filter]
                id=Elyssa
            [/filter]
            variable=elyssa_store
        [/store_unit]

        {CLEAR_VARIABLE elyssa_store.status.slowed}

        [unstore_unit]
            variable=elyssa_store
            find_vacant=no
        [/unstore_unit]

        {CLEAR_VARIABLE elyssa_store}
    [/event]

    #
    # Elyssa can summon Fire Wraiths.
    #

    [event]
        name=side 2 turn
        first_time_only=no
        [filter_condition]
            {VARIABLE_NUMERICAL_GREATER_THAN relative_turn_number 2}
            [have_unit]
                id=Elyssa
                [not]
                    type=Boss Guardian of Darkness Elyssa
                [/not]
            [/have_unit]
            [not]
                [have_unit]
                    type=Fire Wraith
                [/have_unit]
            [/not]
        [/filter_condition]

        [store_locations]
            [filter]
                id=Elyssa
            [/filter]
            variable=elyssa_location
        [/store_locations]

        [set_variables]
            name=directions
            mode=replace
            [split]
                list="ne,se,sw,nw"
                key="value"
                separator=","
            [/split]
        [/set_variables]

        [foreach]
            array=directions
            variable=dir
            [do]
                [store_vacant_spawn_location]
                    x,y=$elyssa_location.x,$elyssa_location.y
                    direction=$dir.value
                    radius=2
                [/store_vacant_spawn_location]

                [if]
                    {VARIABLE_NUMERICAL_NOT_EQUALS location.x 0}
                    {VARIABLE_NUMERICAL_NOT_EQUALS location.y 0}
                    [then]
                        [store_direction]
                            from_x,from_y=$location.x,$location.y
                            [to]
                                [filter]
                                    id=Elynia
                                [/filter]
                            [/to]
                            variable=elynia_direction
                        [/store_direction]

#ifndef EASY
                        {VARIABLE random "Fire Wraith"}
#else
                        {RANDOM "Fire Guardian,Fire Wraith"}
#endif

                        [unit]
                            side=2
                            type=$random
                            upkeep=loyal
                            x,y=$location.x,$location.y
                            animate=yes
                            random_traits=yes
                            generate_name=yes
                            random_gender=yes
                            facing=$elynia_direction
                        [/unit]

                        {CLEAR_VARIABLE elynia_direction,random}
                    [/then]
                [/if]

                {CLEAR_VARIABLE location}
            [/do]
        [/foreach]

        {CLEAR_VARIABLE elyssa_location,directions}
    [/event]

    #
    # Don't let Elynia die early.
    #

    {FORCE_CHANCE_TO_HIT (
        [not]
            type=Boss Guardian of Darkness Elyssa
        [/not]
    ) id=Elynia 0 ()}

    #
    # Don't let Elyssa die early.
    # 'Early' being before all the initial dialogue happens.
    #

    {FORCE_CHANCE_TO_HIT () (
        id=Elyssa
        [not]
            type=Boss Guardian of Darkness Elyssa
        [/not]
    ) 0 ()}

    [event]
        name=side 1 turn 2

        [message]
            speaker=Elynia
            message= _ "I suppose I may as well call you an impostor then. I have read Argan’s journal — you weren’t destined to possess those powers."
        [/message]

        [message]
            speaker=Elyssa
            message= _ "It was never my choice, dear. And even if it were the case, I have never actually claimed to be Merthiaal."
        [/message]
    [/event]

    [event]
        name=side 2 turn 2

        [message]
            speaker=Elyssa
            message= _ "I have to admit that you are quite agile for a winged faerie."
        [/message]
    [/event]

    [event]
        name=side 1 turn 3

        [message]
            speaker=Elyssa
            message= _ "Alas, that will not be sufficient to defeat me."
        [/message]
    [/event]

    [event]
        name=side 2 turn 3

        [message]
            speaker=Elyssa
            message= _ "I had hoped you would have learned new tricks since we last met."
        [/message]
    [/event]

    [event]
        name=side 1 turn 4

        [message]
            speaker=Elyssa
            message= _ "As much as I would not mind to keep doing this forever..."
        [/message]

        [message]
            speaker=Elynia
            message= _ "You purposefully misled us by removing any references to the final whereabouts of Yechnagoth’s heart from Argan’s journal, didn’t you?"
        [/message]

        [message]
            speaker=Elyssa
            message= _ "I admit that I took some pages from Argan’s journal some time before you acquired it from him, yes; I also changed a few other things for your convenience."
        [/message]

        [message]
            speaker=Elynia
            message= _ "You killed Galas before my very eyes. You are responsible for Mal Keshar’s destruction. And for the deaths of millions."
        [/message]

        [message]
            speaker=Elyssa
            message= _ "(chuckles) It was all part of the plan! All those deaths were necessary to appease Uria and prepare our vast stage for this day — the vast stage we normally call ‘Irdya’. My business with that elf you secretly loved was not personal."
        [/message]

        [message]
            speaker=Elynia
            message= _ "How did you—"
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Those who can harness the Aspect of Darkness can read into the minds of weaker creatures at will. Did you not know this?"
        [/message]
    [/event]

    [event]
        name=side 2 turn 4

        [message]
            speaker=Elyssa
            message= _ "Of course you didn’t. You have wasted your entire life pursuing the most banal objectives. You never bothered to try to understand that power you had. Argan and you could have done great things if you had learned what the Union truly entails."
        [/message]
    [/event]

    [event]
        name=side 1 turn 5

        [message]
            speaker=Elyssa
            message= _ "You have lived awake for over eight hundred years, and yet... you are still an incompetent little brat. Such is the curse of eternal youth, I guess?"
        [/message]

        [message]
            speaker=Elynia
            message= _ "..."
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Are you not exhausted already? You sure are persistent. I could end you with a single strike if I wanted..."
        [/message]

        [message]
            speaker=Elynia
            message= _ "THEN WHY DON’T YOU DO IT?!"
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Is that what you truly want, then? Do you seek the cold touch of death?"
        [/message]
    [/event]

    [event]
        name=side 2 turn 5

        [message]
            speaker=Elyssa
            message= _ "And yet, you fear it. You haven’t been able to bring yourself to put an end to this, but why?"
        [/message]
    [/event]

    [event]
        name=side 1 turn 6

        [message]
            speaker=Elyssa
            message= _ "Is it that you are unable to assume responsibility for your own decisions anymore?"
        [/message]

        [message]
            speaker=Elynia
            message= _ "..."
        [/message]
    [/event]

    [event]
        name=side 1 turn 6 end

        [message]
            speaker=Elyssa
            message= _ "I see. Frankly, this is quite disappointing. I thought Argan and Galas saw something in you besides your pretty face and hair."
        [/message]

        [message]
            speaker=Elynia
            message= _ "..."
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Oh, my bad. I forgot to mention that... You really want to know, don’t you? Yes, Galas did want to reciprocate your feelings, but he never did so... because you were too busy grieving over Argan’s death like a little girl."
        [/message]

        [message]
            speaker=Elynia
            message= _ "..."
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Perhaps, if you were not so stupid and ignorant of your own power... you would have been able to save Argan in the first place. Don’t you think?"
        [/message]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elynia
            message= _ "Shut..."
        [/message]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elynia
            message= _ "UP!!!"
        [/message]

        #
        # TODO: ENSURE ELYNIA IS ADJACENT TO ELYSSA!!!
        #

        [store_unit]
            [filter]
                id=Elyssa
            [/filter]
            variable=elyssa_store
            kill=no
        [/store_unit]

        {VARIABLE elyssa_store.hitpoints 1}

        {WHITE_SCREEN}

        [unstore_unit]
            find_vacant=no
            variable=elyssa_store
        [/unstore_unit]

        [hide_unit][/hide_unit]

        #
        # Destroy hexes regardless of whether they were impassable
        # or such.
        #

        [terrain]
            x,y=$elyssa_store.x,$elyssa_store.y
            radius=2
            terrain=Ur^Es
        [/terrain]

        [redraw][/redraw]

        [kill]
            type=Fire Guardian,Fire Wraith
            animate=no
            fire_event=no
        [/kill]

        [delay]
            time=500
        [/delay]

        # Disable water drip sound sources forever.
        {REMOVE_SOUND_SOURCE water_1}
        {REMOVE_SOUND_SOURCE water_2}
        {REMOVE_SOUND_SOURCE water_3}

        # Disable background noise temporarily.
        {REMOVE_SOUND_SOURCE cave_noise}

        {REPLACE_SCENARIO_MUSIC ("silence.ogg")}

        [unhide_unit][/unhide_unit]

        {RESET_SCREEN}

        [redraw][/redraw]

        {QUAKE ("explosion-big.ogg")}

        [delay]
            time=2000
        [/delay]

        {CLEAR_VARIABLE elyssa_store}

        [fire_event]
            name=boss stage 2
        [/fire_event]
    [/event]

    [event]
        name=boss stage 2

        [message]
            speaker=Elynia
            message= _ "..."
        [/message]

        [message]
            speaker=Elynia
            message= _ "... What—"
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Heh, heh, heh..."
        [/message]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elyssa
            message= _ "Good..."
        [/message]

        {PLAY_LEVELOUT_ANIM id=Elyssa}

        [store_unit]
            [filter]
                id=Elyssa
            [/filter]
            kill=yes
            variable=elyssa_store
        [/store_unit]

        [unit]
            {CHARACTER_STATS_ELYSSA}
            side=2
            x,y=$elyssa_store.x,$elyssa_store.y
            facing=$elyssa_store.facing
            moves=$elyssa_store.moves
            attacks_left=$elyssa_store.attacks_left
            canrecruit=yes
            {IS_BOSS}
            type=Boss Guardian of Darkness Elyssa # overrides stats macro
            variation=sword
        [/unit]

        {PLAY_LEVELIN_ANIM id=Elyssa}

        {CLEAR_VARIABLE elyssa_store}

        #
        # 'Suggest' to the AI to favor pyranoctum when attacking with
        # Elyssa.
        #

        [object]
            silent=yes
            [filter]
                id=Elyssa
            [/filter]
            [effect]
                apply_to=attack
                name=pyranoctum
                attack_weight=100.0
            [/effect]
        [/object]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elyssa
            message= _ "But still not sufficient to defeat a Guardian of Darkness, my dear."
        [/message]

        {REPLACE_SCENARIO_MUSIC ("frantic.ogg")}

        # Re-enable background noise.
        {CAVE_NOISE_SOUND_SOURCE}
        [+sound_source]
            id=cave_noise # wmllint: ignore
        [/sound_source]
    [/event]

    [event]
        name=last breath
        [filter]
            id=Elynia
        [/filter]
        [filter_second]
            id=Elyssa
        [/filter_second]

        {LOCK_VIEW}

        [message]
            speaker=Elyssa
            message= _ "I had thought that this would be a fair fight, but in the end it was merely a foolish hope. What do you think?"
        [/message]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elyssa
            message= _ "On the other hand, you are still alive and able to stand. I am impressed."
        [/message]

        [message]
            speaker=Elynia
            message= _ "What... are you... waiting for..."
        [/message]

        [message]
            speaker=Elyssa
            message= _ "Heh."
        [/message]

        [delay]
            time=750
        [/delay]

        [message]
            speaker=Elyssa
            message= _ "Sweet dreams, my dear."
        [/message]

        [animate_attack]
            [filter]
                id=Elynia
            [/filter]
            [filter_second]
                id=Elyssa
            [/filter_second]
            [filter_attack]
                range=melee
            [/filter_attack]
            kill=no
            animate=yes
            fire_event=no
            amount=14
            damage_type=blade
            alignment=neutral
            #experience=no
        [/animate_attack]

        [kill]
            id=Elynia
        [/kill]

        [hide_unit][/hide_unit]

        [remove_item][/remove_item]

        {RED_SCREEN}

        [redraw]
            side=1
        [/redraw]

        {REMOVE_SOUND_SOURCE cave_noise}

        {BLACK_SCREEN}

        [place_shroud]
            side=1
        [/place_shroud]

        [redraw]
            side=1
        [/redraw]

        {REPLACE_SCENARIO_MUSIC ("silence.ogg")}

        [delay]
            time=6000
        [/delay]

        {UNLOCK_VIEW}

        {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
    [/event]

    [event]
        name=victory

        {CLEAR_VARIABLE relative_turn_number,dark_fire_turn_number}
    [/event]
[/scenario]

#undef FINALE_A_SCHEDULE_DARKER

# kate: indent-mode normal; encoding utf-8; space-indent on;