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#textdomain wesnoth-Naia
[unit_type]
id=Rock Golem
name= _ "Rock Golem"
race=monster
{TRAIT_ELEMENTAL}
image="units/monsters/rock-golem.png"
hitpoints=44
movement_type=rockafinity
movement=4
experience=50
level=1
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=19
usage=fighter
description= _ "Rock Golems are giant, slow, and heavy creatures made out of solid, living rock. Their fists can crush any skeleton in matter of seconds."
die_sound=drake-die.ogg
[abilities]
{ABILITY_STEADFAST}
[/abilities]
[attack]
name=fist
description={I18N:ATTACK_FIST}
icon=attacks/fist-troll.png
type=impact
range=melee
damage=8
number=3
[/attack]
{DEFENSE_ANIM "units/monsters/rock-golem-defend.png" "units/monsters/rock-golem.png" {SOUND_LIST:DRAKE_HIT} }
[attack_anim]
[filter_attack]
name=fist
[/filter_attack]
start_time=-200
[frame]
duration=50
image=units/monsters/rock-golem.png
[/frame]
[if]
hits=yes
[frame]
duration=150
image=units/monsters/rock-golem-attack.png
sound=fist.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=150
image=units/monsters/rock-golem-attack.png
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=100
image=units/monsters/rock-golem.png
[/frame]
[/attack_anim]
[death]
start_time=0
[frame]
duration=50
image=units/monsters/rock-golem.png
[/frame]
[frame]
duration=100
image=units/monsters/rock-golem-die-1.png
[/frame]
[frame]
duration=100
image=units/monsters/rock-golem-die-2.png
[/frame]
[frame]
duration=100
image=units/monsters/rock-golem-die-3.png
[/frame]
[/death]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Water Spirit
name= _ "female^Water Spirit"
gender=female
race=monster
{TRAIT_ELEMENTAL}
image="units/monsters/water.png"
{DEFENSE_ANIM "units/monsters/water.png" "units/monsters/water.png" mermaid-hit.ogg }
hitpoints=24
movement_type=waterdependency
movement=7
experience=50
level=1
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=23
usage=mixed fighter
description= _ "Tidal waves of water have been known to acquire their own consciousness and mind and break free of their summoners’ influence. The result is a more corporeal water being, embodying the might and whim of the water and its denizens."
die_sound=mermaid-die.ogg
[attack]
name=water punch
description=_"water punch"
icon=attacks/waterspray.png
type=impact
range=melee
damage=8
number=3
[/attack]
[attack]
name=water spray
description={I18N:ATTACK_WATER_SPRAY}
icon=attacks/waterspray.png
type=impact
range=ranged
damage=7
number=3
[/attack]
[attack_anim]
[filter_attack]
name=water punch
[/filter_attack]
start_time=-100
[frame]
duration=200
image="units/monsters/water.png"
sound=water-blast.wav
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=water spray
[/filter_attack]
start_time=-150
missile_start_time=-165
[missile_frame]
duration=165
image="projectiles/water-spray.png"
image_diagonal="projectiles/water-spray.png"
[/missile_frame]
[frame]
duration=90
iimage="units/monsters/water.png"
[/frame]
[frame]
duration=160
image="units/monsters/water.png"
sound=water-blast.wav
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Water Tidal
name= _ "female^Water Tidal"
gender=female
race=monster
{TRAIT_ELEMENTAL}
image="units/monsters/water-tidal.png"
{DEFENSE_ANIM "units/monsters/water-tidal.png" "units/monsters/water-tidal.png" mermaid-hit.ogg }
hitpoints=10
movement_type=waterdependency
movement=7
experience=26
level=0
alignment=neutral
advances_to=Water Spirit
cost=10
usage=mixed fighter
description= _ "It is said that the world is mostly composed of water. It would be natural, then, to conjecture that water may have its own will and that its power can be summoned by expert magi for nefarious purposes."
die_sound=mermaid-die.ogg
[attack]
name=water punch
description=_"water punch"
icon=attacks/waterspray.png
type=impact
range=melee
damage=5
number=3
[/attack]
[attack]
name=water spray
description={I18N:ATTACK_WATER_SPRAY}
icon=attacks/waterspray.png
type=impact
range=ranged
damage=4
number=3
[/attack]
[attack_anim]
[filter_attack]
name=water punch
[/filter_attack]
[frame]
begin=-100
end=100
image="units/monsters/water-tidal-attack.png"
sound=water-blast.wav
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=water spray
[/filter_attack]
start_time=-150
missile_start_time=-165
[missile_frame]
duration=165
image="projectiles/water-spray.png"
image_diagonal="projectiles/water-spray.png"
[/missile_frame]
[frame]
duration=90
image="units/monsters/water-tidal-ranged-1.png"
[/frame]
[frame]
duration=10
image="units/monsters/water-tidal-ranged-1.png"
sound=water-blast.wav
[/frame]
[frame]
duration=150
image="units/monsters/water-tidal-ranged-2.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Assault Drone
name= _ "Assault Drone"
race=shaxthal
image="units/shaxthal/drone-assault.png"
hitpoints=47
movement_type=biomechanical_drone
movement=7
level=2
alignment=neutral
{SHAXTHAL_ATS_ADVANCEMENT ("Shaxthal War Drone") 100 100}
cost=28
usage=mixed fighter
description= _ "The Shaxthal Assault Drones are among the most effective members of the Chaos Empire’s offensive arsenal. While their more sedentary counterparts — the Sentry Drones — guard the Empire’s strongholds, the Assault Drones’ formidable brute strength and superior mobility make them excellent siege machines. As such, they are found in large numbers amongst the Chaos legions. Many a particularly stubborn foe has succumbed to these creatures’ assault; neither earth nor stone proves an obstacle as they carry out their missions with brutal efficiency."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-assault.png" "units/shaxthal/drone-assault.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=8
number=2
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=9
number=3
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=11
number=4
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone-assault.png"
[/frame]
[if]
hits=no
[frame]
duration=100
image="units/shaxthal/drone-assault.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
duration=100
image="units/shaxthal/drone-assault.png"
sound=claws.ogg
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/drone-assault.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone-assault.png"
[/frame]
[if]
hits=yes
[frame]
duration=100
image="units/shaxthal/drone-assault.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/shaxthal/drone-assault.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/drone-assault.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/drone-assault.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
start_time=-300
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
duration=100
image="units/shaxthal/drone-assault.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/drone-assault.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Drone
name= _ "Drone"
race=shaxthal
{SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG "Shaxthal Drone"}
image="units/shaxthal/drone.png"
hitpoints=32
movement_type=biomechanical_drone
movement=5
experience=60
level=1
alignment=neutral
advances_to=Shaxthal Sentry Drone,Shaxthal Assault Drone
cost=11
usage=mixed fighter
# Weaker than their cousins to most physical damage types
[resistance]
blade=110
pierce=120
impact=100
cold=100
[/resistance]
description= _ "Unnatural. Bloodcurdling. Abominations. Of the many words used to describe the mechanical creatures known as the Shaxthals, these are the most often heard. Amongst their many legions, the lowly Drone is by far the most common, yet even it can tear down an enemy in an instant. A menacing hiss echoing through the gloom is enough to herald approaching death, either by the powerful blasts of energy they unleash from their maws or the Chaos legions never far behind.
But among the few accounts that remain of the Shaxthals’ conquests, the most terrifying detail floating creatures of metal, the light glinting off a demonic, unwavering grin as they dispense death from above."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone.png" "units/shaxthal/drone.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=7
number=2
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=6
number=2
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=7
number=2
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone.png"
[/frame]
[if]
hits=no
[frame]
duration=100
image="units/shaxthal/drone.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
duration=100
image="units/shaxthal/drone.png"
sound=claws.ogg
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/drone.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone.png"
[/frame]
[if]
hits=yes
[frame]
duration=100
image="units/shaxthal/drone.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/shaxthal/drone.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/drone.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/drone.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
start_time=-300
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
duration=100
image="units/shaxthal/drone.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/drone.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[variation]
variation_id=surface
inherit=yes
hide_help=yes
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
{DEFENSE_ANIM "units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" "units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[if]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/else]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[if]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/else]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[/variation]
[/unit_type]
|
#textdomain wesnoth-Naia
#ifdef CAMPAIGN_AFTER_THE_STORM
[unit_type]
id=Shaxthal Enforcer Drone
name= _ "Enforcer Drone"
race=shaxthal
{SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG "Shaxthal Enforcer Drone"}
image="units/shaxthal/drone-enforcer.png"
hitpoints=65
movement_type=biomechanical_drone
movement=8
experience=150
level=3
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=49
usage=mixed fighter
# Weaker than their cousins to most physical damage types
[resistance]
blade=100
pierce=100
impact=100
fire=120
cold=100
[/resistance]
description= _ "Bulkier and seemingly smarter versions of the Sentry drones are said to dwell in the deepest reaches of the Shaxthal hives protecting their offspring and territory."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-enforcer.png" "units/shaxthal/drone-enforcer.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=11
number=2
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=10
number=3
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=10
number=4
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
begin=-300
end=-150
image="units/shaxthal/drone-enforcer.png"
[/frame]
[if]
hits=no
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-enforcer.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-enforcer.png"
sound=claws.ogg
[/frame]
[/else]
[frame]
begin=-50
end=100
image="units/shaxthal/drone-enforcer.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
begin=-300
end=-200
#image="units/shaxthal/drone-enforcer-move-attack-1.png"
image="units/shaxthal/drone-enforcer.png"
[/frame]
[frame]
begin=-200
end=-150
#image="units/shaxthal/drone-enforcer-attack-2.png"
image="units/shaxthal/drone-enforcer.png"
[/frame]
[if]
hits=yes
[frame]
begin=-150
end=-50
#image="units/shaxthal/drone-enforcer-attack-2.png"
image="units/shaxthal/drone-enforcer.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-150
end=-50
#image="units/shaxthal/drone-enforcer-attack-2.png"
image="units/shaxthal/drone-enforcer.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=-50
end=100
#image="units/shaxthal/drone-enforcer-move-attack-1.png"
image="units/shaxthal/drone-enforcer.png"
[/frame]
[frame]
begin=100
end=200
image="units/shaxthal/drone-enforcer.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
begin=-300
end=-200
image="units/shaxthal/drone-enforcer.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
begin=-200
end=100
image="units/shaxthal/drone-enforcer.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[variation]
variation_id=surface
inherit=yes
hide_help=yes
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
{DEFENSE_ANIM "units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" "units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[if]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/else]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[if]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/else]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[/variation]
[/unit_type]
#endif
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Protector Drone
name= _ "Protector Drone"
race=shaxthal
image="units/shaxthal/drone-protector.png"
hitpoints=45
movement_type=biomechanical_smallfoot
movement=6
experience=100
level=2
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=36
usage=mixed fighter
description= _ "Some drones develop their flexibility and deftness more than others. The Protectors have chosen the path of endurance and attack strength, becoming heavier and slower, yet lethal weapons of mass destruction. Their unusual attack accuracy makes them especially dangerous."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-protector.png" "units/shaxthal/drone-protector.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
{ABILITY_STEADFAST}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=7
number=2
[/attack]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=8
number=4
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=9
number=3
[specials]
{WEAPON_SPECIAL_MARKSMAN}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
begin=-300
end=-150
image="units/shaxthal/drone-protector.png"
[/frame]
[if]
hits=yes
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-protector.png"
sound=claws.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-protector.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=-50
end=100
image="units/shaxthal/drone-protector.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
begin=-300
end=-50
image="units/shaxthal/drone-protector.png"
[/frame]
[if]
hits=yes
[frame]
begin=-50
end=100
image="units/shaxthal/drone-protector.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-50
end=100
image="units/shaxthal/drone-protector.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
begin=-300
end=-200
image="units/shaxthal/drone-protector.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
begin=-200
end=100
image="units/shaxthal/drone-protector.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Runner Drone
name= _ "Runner Drone"
race=shaxthal
image="units/shaxthal/drone-runner.png"
hitpoints=31
movement_type=biomechanical_smallfoot
movement=6
experience=40
level=1
alignment=neutral
advances_to=Shaxthal Protector Drone,Shaxthal Rayblade
cost=15
usage=mixed fighter
description= _ "These bipedal Shaxthal creatures are better adapted for speed, agility and accuracy at ground level. On their own they don’t pose a great threat, but swarms of these can be highly dangerous."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-runner.png" "units/shaxthal/drone-runner.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=6
number=2
[/attack]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=5
number=4
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=7
number=3
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
begin=-300
end=-150
image="units/shaxthal/drone-runner.png"
[/frame]
[if]
hits=yes
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-runner.png"
sound=claws.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-runner.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=-50
end=100
image="units/shaxthal/drone-runner.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
begin=-300
end=-50
image="units/shaxthal/drone-runner.png"
[/frame]
[if]
hits=yes
[frame]
begin=-50
end=100
image="units/shaxthal/drone-runner.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-50
end=100
image="units/shaxthal/drone-runner.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
begin=-300
end=-200
image="units/shaxthal/drone-runner.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
begin=-200
end=100
image="units/shaxthal/drone-runner.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Sentry Drone
name= _ "Sentry Drone"
race=shaxthal
{SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG "Shaxthal Sentry Drone"}
image="units/shaxthal/drone-sentry.png"
hitpoints=51
movement_type=biomechanical_drone
movement=8
experience=92
level=2
alignment=neutral
{SHAXTHAL_ATS_ADVANCEMENT ("Shaxthal Enforcer Drone") 92 100}
cost=26
usage=mixed fighter
# Weaker than their cousins to most physical damage types
[resistance]
blade=100
pierce=100
impact=100
cold=100
[/resistance]
description= _ "From the dark, echoing labyrinths of the Shaxthal hives to the shadowy fortresses of the Chaos Empire await guardians who can neither be swayed by words or gold: the Sentry Drones. Silent and deadly, these sentinels were engineered to quickly and efficiently eliminate any trespassers into the Empire’s domain. Any unlucky enough to attract their attention have but one recourse: flight — that is, if they can outpace them. Should the fleeing intruder fall victim to the drones’ scalding blasts of energy, their vicious teeth and claws will make short work of what remains."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-sentry.png" "units/shaxthal/drone-sentry.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=9
number=2
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=9
number=3
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=8
number=4
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
begin=-300
end=-150
image="units/shaxthal/drone-sentry.png"
[/frame]
[if]
hits=no
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-sentry.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-sentry.png"
sound=claws.ogg
[/frame]
[/else]
[frame]
begin=-50
end=100
image="units/shaxthal/drone-sentry.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
begin=-300
end=-200
#image="units/shaxthal/drone-sentry-move-attack-1.png"
image="units/shaxthal/drone-sentry.png"
[/frame]
[frame]
begin=-200
end=-150
#image="units/shaxthal/drone-sentry-attack-2.png"
image="units/shaxthal/drone-sentry.png"
[/frame]
[if]
hits=yes
[frame]
begin=-150
end=-50
#image="units/shaxthal/drone-sentry-attack-2.png"
image="units/shaxthal/drone-sentry.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-150
end=-50
#image="units/shaxthal/drone-sentry-attack-2.png"
image="units/shaxthal/drone-sentry.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=-50
end=100
#image="units/shaxthal/drone-sentry-move-attack-1.png"
image="units/shaxthal/drone-sentry.png"
[/frame]
[frame]
begin=100
end=200
image="units/shaxthal/drone-sentry.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
begin=-300
end=-200
image="units/shaxthal/drone-sentry.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
begin=-200
end=100
image="units/shaxthal/drone-sentry.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[variation]
variation_id=surface
inherit=yes
hide_help=yes
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
{DEFENSE_ANIM "units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" "units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[if]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/else]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[if]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/else]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[frame]
image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/frame]
[/attack_anim]
[/variation]
[/unit_type]
|
#textdomain wesnoth-Naia
#ifdef CAMPAIGN_AFTER_THE_STORM
[unit_type]
id=Shaxthal War Drone
name= _ "War Drone"
race=shaxthal
image="units/shaxthal/drone-war.png"
hitpoints=62
movement_type=biomechanical_drone
movement=7
experience=150
level=3
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=50
usage=mixed fighter
description= _ "Recent developments appear to have led to the creation of more advanced types of Shaxthal drones designed for swiftly obliterating front lines and base defenses using aerial strikes. With the frightening accuracy of the Protectors and the formidable strength of Assault drones combined, these notably rare War drones can quickly bring reinforced stone walls down and crush anyone foolish enough to confront them without the use of magic support."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-war.png" "units/shaxthal/drone-war.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[resistance]
blade=80
cold=80
[/resistance]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
type=pierce
range=melee
damage=10
number=2
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=warblades
description= _ "war-blades"
icon=attacks/razor-feathers.png
type=blade
range=melee
damage=9
number=4
[/attack]
[attack]
name=energy burst
description= _ "energy burst"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=11
number=5
[specials]
{WEAPON_SPECIAL_MARKSMAN}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=warblades
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone-war.png"
[/frame]
[if]
hits=no
[frame]
duration=100
image="units/shaxthal/drone-war.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
duration=100
image="units/shaxthal/drone-war.png"
sound=claws.ogg
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/drone-war.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone-war.png"
[/frame]
[if]
hits=yes
[frame]
duration=100
image="units/shaxthal/drone-war.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/shaxthal/drone-war.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/drone-war.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/drone-war.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy burst
[/filter_attack]
start_time=-300
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
duration=100
image="units/shaxthal/drone-war.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/drone-war.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
#endif
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Razorbird
name= _ "Razorbird"
race=shaxthal
image="units/shaxthal/razorbird.png"
hitpoints=28
movement_type=biomechanical_drone
movement=8
experience=35
level=1
alignment=neutral
advances_to=Shaxthal Thunderbird
cost=19
usage=scout
description= _ "Since Shaxthal drones began to be regularly spotted in the battle-field, other new biomechanical lifeforms have appeared, seemingly as the result of the Shaxthalkind’s mere presence on Irdya. Amongst those, metallic birds with sharp knives for feathers are frequently seen near the surface entrances of the creatures’ hives. Being clad in metal makes them slower than normal birds, and also more dangerous."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
# Weaker than their cousins to most physical damage types
[resistance]
pierce=90
impact=100
fire=120
cold=100
[/resistance]
{FLYING_DEFENSE_ANIM "units/shaxthal/razorbird.png" "units/shaxthal/razorbird.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack]
name=beak
description=_"beak"
type=pierce
range=melee
damage=8
number=1
icon=attacks/beak-shaxthal.png
[/attack]
[attack]
name=blade shower
description=_"blade shower"
type=blade
range=ranged
damage=5
number=3
icon=attacks/razor-feathers.png
[/attack]
# Thanks Espreon for the original code and idea
# for a new beak animation.
[attack_anim]
[filter_attack]
name=beak
[/filter_attack]
start_time=-500
[frame]
duration=50 # end @ -450
image="units/shaxthal/razorbird.png"
offset=0.0~-0.2
[/frame]
[frame]
duration=200 # end @ -250
image="units/shaxthal/razorbird-attack.png"
offset=-0.2~-1.0
[/frame]
[frame]
duration=150 # -100
image="units/shaxthal/razorbird-attack.png"
offset=-1.0~0.0
[/frame]
[if]
hits=yes
[frame]
duration=100
image="units/shaxthal/razorbird-attack.png"
sound=spear.ogg
offset=0.0~1.25
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/shaxthal/razorbird-attack.png"
sound={SOUND_LIST:MISS}
offset=0.0~1.25
[/frame]
[/else]
[frame]
duration=100
image="units/shaxthal/razorbird-attack.png"
offset=1.25~0.75
[/frame]
[frame]
duration=100
image="units/shaxthal/razorbird.png"
offset=0.75~0.0
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=blade shower
[/filter_attack]
[frame]
begin=-200
end=-150
image="units/shaxthal/razorbird.png"
[/frame]
[if]
hits=yes
[frame]
begin=-150
end=50
image="units/shaxthal/razorbird-attack.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-150
end=50
image="units/shaxthal/razorbird-attack.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=50
end=150
image="units/shaxthal/razorbird-attack.png"
[/frame]
[frame]
begin=150
end=200
image="units/shaxthal/razorbird.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Thunderbird
name= _ "Thunderbird"
race=shaxthal
image="units/shaxthal/thunderbird.png"
hitpoints=41
movement_type=biomechanical_drone
movement=8
experience=100
level=2
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=38
usage=scout
description= _ "More advanced bird-like Shaxthal creatures can produce deadly lightning with their sharp feather-blades to attack enemies at a distance, as well as dive and charge into their heads using their powerful metallic beaks."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
# Weaker than their cousins to most physical damage types
[resistance]
pierce=80
impact=100
fire=120
cold=100
[/resistance]
{FLYING_DEFENSE_ANIM "units/shaxthal/thunderbird.png" "units/shaxthal/thunderbird.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack]
name=beak
description=_"beak"
type=pierce
range=melee
damage=10
number=1
icon=attacks/beak-shaxthal.png
[specials]
{WEAPON_SPECIAL_CHARGE}
[/specials]
[/attack]
[attack]
name=blade shower
description=_"blade shower"
type=blade
range=ranged
damage=8
number=3
icon=attacks/razor-feathers.png
[/attack]
[attack]
name=thunderbolt
description=_"thunderbolt"
type=fire
range=ranged
damage=10
number=2
icon=attacks/lightning.png
[/attack]
# Thanks Espreon for the original code and idea
# for a new beak animation.
[attack_anim]
[filter_attack]
name=beak
[/filter_attack]
start_time=-500
[frame]
duration=50 # end @ -450
image="units/shaxthal/thunderbird.png"
offset=0.0~-0.2
[/frame]
[frame]
duration=200 # end @ -250
image="units/shaxthal/thunderbird-attack.png"
offset=-0.2~-1.0
[/frame]
[frame]
duration=150 # -100
image="units/shaxthal/thunderbird-attack.png"
offset=-1.0~0.0
[/frame]
[if]
hits=yes
[frame]
duration=100
image="units/shaxthal/thunderbird-attack.png"
sound=spear.ogg
offset=0.0~1.25
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/shaxthal/thunderbird-attack.png"
sound={SOUND_LIST:MISS}
offset=0.0~1.25
[/frame]
[/else]
[frame]
duration=100
image="units/shaxthal/thunderbird-attack.png"
offset=1.25~0.75
[/frame]
[frame]
duration=100
image="units/shaxthal/thunderbird.png"
offset=0.75~0.0
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=blade shower
[/filter_attack]
[frame]
begin=-200
end=-150
image="units/shaxthal/thunderbird.png"
[/frame]
[if]
hits=yes
[frame]
begin=-150
end=50
image="units/shaxthal/thunderbird-attack.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-150
end=50
image="units/shaxthal/thunderbird-attack.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=50
end=150
image="units/shaxthal/thunderbird-attack.png"
[/frame]
[frame]
begin=150
end=200
image="units/shaxthal/thunderbird.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=thunderbolt
[/filter_attack]
[missile_frame]
begin=-100
end=0
image="projectiles/lightning-n.png"
image_diagonal="projectiles/lightning-ne.png"
[/missile_frame]
[if]
hits=yes
[frame]
begin=-200
end=-50
image="units/shaxthal/thunderbird.png"
sound=lightning.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-200
end=-50
image="units/shaxthal/thunderbird.png"
sound=lightning-miss.ogg
[/frame]
[/else]
[frame]
begin=-50
end=100
image="units/shaxthal/thunderbird-attack.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Worm
name= _ "Worm"
race=shaxthal
image="units/shaxthal/worm+a.png"
hitpoints=23
# A mixture of the Drone and Naga movetypes
movement_type=biomechanical_drone
[movement_costs]
flat=2
forest=4
hills=5
mountains={UNREACHABLE}
village=1
castle=2
cave=2
frozen=3
unwalkable={UNREACHABLE}
fungus=2
[/movement_costs]
[defense]
shallow_water=40
swamp_water=40
reef=40
flat=90
sand=80
forest=90
hills=90
mountains=90
village=50
castle=50
frozen=80
unwalkable=80
impassable=50
fungus=60
[/defense]
[resistance]
blade=90
pierce=90
impact=90
fire=110
cold=110
[/resistance]
movement=7
experience=25
level=0
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=9
usage=fighter
description= _ "Despite being creatures of artificial origins, Shaxthal lifeforms have been reported to vary wildly in shape, size and behavior. Since very little is known about their life cycles, it’s not clear whether certain forms — such as these biomechanical worms — are in reality just different growth stages of the same creature.
The Shaxthal worms dwell inside the great dark hives and they are almost never seen elsewhere. Some evidence gathered and analyzed by scholars would indicate these creatures are extremely vulnerable in the open."
die_sound=hiss-die.wav
{DEFENSE_ANIM "units/shaxthal/worm+a.png" "units/shaxthal/worm+a.png" hiss-hit.wav }
[abilities]
{ABILITY_BORE}
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
icon=attacks/fangs-animal.png
type=pierce
range=melee
damage=8
number=2
[/attack]
[attack]
name=tail
description={I18N:ATTACK_TAIL}
icon=attacks/tail-shaxthal.png
type=impact
range=melee
damage=13
number=1
[/attack]
[attack_anim]
[filter_attack]
name=tail
[/filter_attack]
start_time=-300
[frame]
duration=50
image="units/shaxthal/worm+a.png"
[/frame]
[if]
hits=no
[frame]
duration=450
image="units/shaxthal/worm+a.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
duration=450
image="units/shaxthal/worm+a.png"
sound=tail.ogg
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-100
[if]
hits=yes
[frame]
duration=200
image="units/shaxthal/worm+a.png"
sound=bite-small.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=200
image="units/shaxthal/worm+a.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[/attack_anim]
#define SHAXTHAL_WORM_VARIATION _VARIATION_SUFFIX
[variation]
variation_id={_VARIATION_SUFFIX}
inherit=yes
hide_help=yes
image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png"
{DEFENSE_ANIM ("units/shaxthal/worm+{_VARIATION_SUFFIX}.png") ("units/shaxthal/worm+{_VARIATION_SUFFIX}.png") hiss-hit.wav}
[attack_anim]
[filter_attack]
name=tail
[/filter_attack]
[frame]
image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png"
[/frame]
[if]
[frame]
image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png"
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
[if]
[frame]
image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png"
[/frame]
[/else]
[/attack_anim]
[/variation]
#enddef
{SHAXTHAL_WORM_VARIATION a}
{SHAXTHAL_WORM_VARIATION b}
{SHAXTHAL_WORM_VARIATION c}
#undef SHAXTHAL_WORM_VARIATION
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Naia
[unit_type]
id=Shaxthal Rayblade
name= _ "Rayblade"
race=shaxthal
image="units/shaxthal/rayblade.png"
hitpoints=39
movement_type=biomechanical_elusivefoot
movement=5
level=2
alignment=neutral
{SHAXTHAL_ATS_ADVANCEMENT ("Shaxthal Stormblade") 110 100}
cost=32
usage=fighter
description= _ "The majority of Shaxthal drones are at best mediocre in close combat, their bodies lacking the precision required for countering blows effectively. As one would expect, the Chaos Lorekeepers realized this and devised a solution: the Shaxthal Rayblades. Not only have they forgone claws and energy blasts in exchange for their namesake arm blades, but they also possess the fearsome ability to spin their torsos rapidly and slice through enemy lines like butter."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/rayblade.png" "units/shaxthal/rayblade.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=rayblade
description= _ "weapon^rayblade"
type=blade
range=melee
damage=6
number=6
[/attack]
[attack_anim]
[filter_attack]
name=rayblade
[/filter_attack]
start_time=-200
[frame]
duration=50
image="units/shaxthal/rayblade.png"
[/frame]
[if]
hits=yes
[frame]
duration=200
image="units/shaxthal/rayblade.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
duration=200
image="units/shaxthal/rayblade.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=50
image="units/shaxthal/rayblade.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
#ifdef CAMPAIGN_AFTER_THE_STORM
[unit_type]
id=Shaxthal Stormblade
name= _ "Stormblade"
race=shaxthal
image="units/shaxthal/stormblade.png"
hitpoints=54
movement_type=biomechanical_elusivefoot
movement=5
experience=150
level=3
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=58
usage=mixed fighter
[resistance]
fire=90
[/resistance]
description= _ "Because of their comparatively expensive design, Stormblade drones are a rarer sight on the battlefield than other Shaxthal creatures. Their deadly long arm-blades combined with the recovered ability to retaliate against ranged attacks makes them extremely dangerous opponents."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/stormblade.png" "units/shaxthal/stormblade.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=rayblade
description= _ "weapon^rayblade"
type=blade
range=melee
damage=7
number=6
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=8
number=2
[/attack]
[attack_anim]
[filter_attack]
name=rayblade
[/filter_attack]
start_time=-200
[frame]
duration=50
image="units/shaxthal/stormblade.png"
[/frame]
[if]
hits=yes
[frame]
duration=200
image="units/shaxthal/stormblade.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
duration=200
image="units/shaxthal/stormblade.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=50
image="units/shaxthal/stormblade.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
begin=-300
end=-200
image="units/shaxthal/stormblade.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
begin=-200
end=100
image="units/shaxthal/stormblade.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
#endif
|
#textdomain wesnoth-Naia
[unit_type]
id=Chaos Cardinal
name= _ "Chaos Cardinal"
race=undead
image="units/undead-necromancers/chaos-cardinal.png"
profile="portraits/mal-hekuba.png"
hitpoints=89
movement_type=undeadfoot
movement=6
experience=200
level=4
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=120
usage=mixed fighter
description= _ "Two centuries before the birth of the Chaos Empire, its forefathers and their revered Dark Lady found themselves challenged by a barbaric people hailing from the Great Southern Desert: the Quenoth Elves. In spite of the superior weaponry and magic skill at the Iron Council’s disposal, the invaders’ cunning tactics and unrelenting ferocity proved decisive in turning the tide of battle in their favor. And although the Iron Council ultimately repelled their assault, the elves did not abandon the Council’s sanctuary without first taking the life of the most revered priest of Yechnagoth, the de facto leader of the Iron Triad in the absence of their true master.
Over three centuries later, Mal Hekuba continues to roam Irdya carrying out the orders of the living goddess who promises a new era of restoration and unity, in the hope that some day, the Dark Lady will too rise once more and purge all non-believers from this tainted earth."
die_sound=lich-die.ogg
{DEFENSE_ANIM "units/undead-necromancers/chaos-cardinal.png" "units/undead-necromancers/chaos-cardinal.png" {SOUND_LIST:LICH_HIT} }
[movement_costs]
shallow_water=3
[/movement_costs]
[abilities]
{ABILITY_ZEAL}
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=necrotic shard
description=_"necrotic shard"
icon=attacks/staff-hekuba.png
type=arcane
range=melee
damage=9
number=3
[specials]
{WEAPON_SPECIAL_NECROSIS}
{WEAPON_SPECIAL_DRAIN}
[/specials]
[/attack]
[attack]
name=chill tempest
description={I18N:CHILL_TEMPEST}
type=cold
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=13
number=5
icon=attacks/iceball.png
[/attack]
[attack]
name=breath of nyx
description=_"breath of nyx"
type=arcane
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=9
number=5
icon=attacks/dark-missile.png
[/attack]
[idle_anim]
{STANDARD_IDLE_FILTER}
start_time=0
[frame]
duration=2310
image="units/undead-necromancers/chaos-cardinal.png"
halo=halo/undead/idle-flash-[1~21].png
halo_x=6~0,0
halo_y=-6~0,0
[/frame]
[/idle_anim]
[recruiting_anim]
[filter_second]
race=undead
[/filter_second]
start_time=-300
[frame]
image="units/undead-necromancers/chaos-cardinal.png:150"
[/frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png"
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/frame]
sound_start_time=-75
[sound_frame]
sound=magic-dark-big.ogg
[/sound_frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png:100"
[/frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png:1"
[/frame]
[/recruiting_anim]
[attack_anim]
[filter_attack]
name=chill tempest
[/filter_attack]
offset=0
{MISSILE_FRAME_CHILL_TEMPEST 0 -15}
start_time=-355
[frame]
image="units/undead-necromancers/chaos-cardinal.png:150"
[/frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png"
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}
[frame]
image="units/undead-necromancers/chaos-cardinal.png:100"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=breath of nyx
[/filter_attack]
{MISSILE_FRAME_SHADOW_WAVE}
start_time=-675
[frame]
image="units/undead-necromancers/chaos-cardinal.png:150"
[/frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png"
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png:200"
[/frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50}
[frame]
image="units/undead-necromancers/chaos-cardinal.png:100"
[/frame]
[frame]
image="units/undead-necromancers/chaos-cardinal.png:50"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=necrotic shard
[/filter_attack]
start_time=-250
[frame]
duration=125
[/frame]
[if]
hits=yes
[frame]
duration=25
sound=magic-dark.ogg
[/frame]
[frame]
duration=200
sound=spear.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=25
[/frame]
[frame]
duration=200
sound=spear-miss.ogg
[/frame]
[/else]
[frame]
duration=75
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Errant Soul
name= _ "Errant Soul"
[base_unit]
id=Ghost
[/base_unit]
hitpoints=12
movement=6
experience=25
level=0
advances_to=null
{AMLA_DEFAULT}
cost=9
description= _ "These lost souls have wandered the barren wastelands of Irdya ever since the Fall, trapped in ethereal bodies that only vaguely resemble their former living appearances."
[movement_costs]
village={UNREACHABLE}
[/movement_costs]
[attack]
name=touch
description={I18N:ATTACK_TOUCH}
damage,number=3,3
[/attack]
[attack]
name=wail
description={I18N:ATTACK_WAIL}
damage,number=2,2
[/attack]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Verlissh Matrix Core
name= _ "Matrix Core"
race=verlissh
ignore_race_traits=yes
image="units/alien-verlissh/matrix-core.png"
# the unit box in sidebar and help screen is really limited to 72x72...
image_icon="units/alien-verlissh/matrix-core.png~SCALE(72,72)"
hitpoints=64
movement_type=none
movement=1
experience=150
{AMLA_DEFAULT}
level=3
alignment=chaotic
advances_to=null
cost=80
usage=archer
undead_variation=null
[abilities]
{ABILITY_ENERGIZE_1030}
{ABILITY_REGENERATES}
[/abilities]
{VERLISSH_MACHINE_NAMES}
description= _ "These unfathomable, purportedly living constructs are usually found underground near Shaxthal hives. Fully immobile by nature, they have very limited means of self-defense. Given their disproportionate size, they may be a hindrance when found in narrow underground passages."
die_sound={SOUND_LIST:MATRIX_DIE}
[attack]
name=energy ray
description= _ "energy ray"
icon=attacks/dark-missile.png
type=cold
range=ranged
damage=15
number=3
[/attack]
[attack]
name=hot goo
description= _ "hot goo"
icon=attacks/slime-thrown.png
type=fire
range=ranged
[specials]
{WEAPON_SPECIAL_SLOW}
[/specials]
damage=11
number=2
[/attack]
{VERLISSH_MACHINE_STANDING_ANIMATION "units/alien-verlissh/matrix-core.png"}
{VERLISSH_MACHINE_DEFENSE_ANIMATION "units/alien-verlissh/matrix-core.png"}
[attack_anim]
[filter_attack]
name=energy ray
[/filter_attack]
{VERLISSH_MACHINE_ENERGY_ANIMATION "units/alien-verlissh/matrix-core.png"}
[/attack_anim]
[attack_anim]
[filter_attack]
name=hot goo
[/filter_attack]
{VERLISSH_MACHINE_GOO_ANIMATION "units/alien-verlissh/matrix-core.png"}
[/attack_anim]
[death]
start_time=0
die_sound_start_time=0
auto_hflip=no
auto_vflip=no
[die_sound_frame]
duration=600
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound=lich-hit-1.ogg
[/die_sound_frame]
[die_sound_frame]
duration=400
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound=lich-hit-2.ogg
[/die_sound_frame]
[die_sound_frame]
duration=900
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=600
sound=lich-die.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound=explosion.ogg
[/die_sound_frame]
{BOSS_BURST_FRAME 1 0 -9 17}
{BOSS_BURST_FRAME 2 600 18 0}
{BOSS_BURST_FRAME 3 1200 -9 -18}
{BOSS_BURST_FRAME 4 1800 9 17}
{BOSS_BURST_FRAME 5 2400 8 -18}
{BOSS_BURST_FRAME 6 3000 -18 0}
{BOSS_EXPLOSION_FRAME 1 1800 -9 17}
{BOSS_EXPLOSION_FRAME 2 2300 18 0}
{BOSS_EXPLOSION_FRAME 3 2800 -9 -18}
{BOSS_EXPLOSION_FRAME 4 3300 9 17}
{BOSS_EXPLOSION_FRAME 5 3800 8 -18}
{BOSS_EXPLOSION_FRAME 6 4300 -18 0}
[frame]
duration=2500
image="units/alien-verlissh/matrix-core.png"
blend_color=255,255,255
blend_ratio=0.0~1.0
[/frame]
[frame]
duration=2600
image="units/alien-verlissh/matrix-core.png"
blend_color=255,255,255
blend_ratio=1.0
alpha=1.0~0.0
[/frame]
[frame]
duration=1
image="misc/blank-hex.png"
[/frame]
[/death]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Naia
[unit_type]
id=Verlissh Matrix Flow System
name= _ "Matrix Structural"
race=verlissh
ignore_race_traits=yes
image="units/alien-verlissh/matrix-flowsystem.png"
bar_offset_x,bar_offset_y=0,0
# the unit box in sidebar and help screen is really limited to 72x72...
image_icon="units/alien-verlissh/matrix-flowsystem.png~SCALE(72,72)"
hitpoints=35
movement_type=none
movement=1
experience=25
{AMLA_DEFAULT}
level=0
alignment=chaotic
advances_to=null
cost=20
usage=archer
undead_variation=null
[abilities]
{ABILITY_ENERGIZE_515}
{ABILITY_REGENERATES}
[/abilities]
{VERLISSH_MACHINE_NAMES}
description= _ "These unfathomable, purportedly living constructs are usually found underground near Shaxthal hives. Fully immobile by nature, they have very limited means of self-defense. Given their disproportionate size, they may be a hindrance when found in narrow underground passages."
die_sound={SOUND_LIST:MATRIX_DIE}
[attack]
name=energy ray
description= _ "energy ray"
icon=attacks/dark-missile.png
type=cold
range=ranged
damage=6
number=1
[/attack]
[attack]
name=goo
description= _ "goo"
icon=attacks/slime-thrown.png
type=pierce
range=ranged
[specials]
{WEAPON_SPECIAL_SLOW}
[/specials]
damage=5
number=2
[/attack]
{VERLISSH_MACHINE_STANDING_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"}
{VERLISSH_MACHINE_DEATH_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"}
{VERLISSH_MACHINE_DEFENSE_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"}
[attack_anim]
[filter_attack]
name=energy ray
[/filter_attack]
{VERLISSH_MACHINE_ENERGY_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"}
[/attack_anim]
[attack_anim]
[filter_attack]
name=goo
[/filter_attack]
{VERLISSH_MACHINE_GOO_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"}
[/attack_anim]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Naia
[unit_type]
id=Psy Crawler
name= _ "Psy Crawler"
race=verlissh
image="units/alien-psy/crawler.png"
hitpoints=33
movement_type=largefoot
movement=4
experience=50
level=1
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=15
usage=archer
undead_variation=null
description= _ "These tentacled creatures are often found underground within Shaxthal hives, wandering aimlessly and preying upon smaller lifeforms when not magically commanded by the dreaded Lorekeepers. Being rather slow and weak, it is very unusual for them to be seen on the surface, and even more unusual for them to be sent away from their habitat."
die_sound={SOUND_LIST:PSY_DIE}
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
icon=attacks/fangs-animal.png
type=blade
range=melee
damage=8
number=2
[/attack]
[attack]
name=energy ray
description= _"energy ray"
icon=attacks/dark-missile.png
type=cold
range=ranged
damage=7
number=3
[/attack]
{DEFENSE_ANIM "units/alien-psy/crawler-defend.png" units/alien-psy/crawler.png {SOUND_LIST:PSY_HIT} }
[death]
start_time=0
[frame]
duration=200
image="units/alien-psy/crawler-melee2.png"
[/frame]
[frame]
duration=200
image="units/alien-psy/crawler-die-1.png"
[/frame]
[frame]
duration=200
image="units/alien-psy/crawler-die-2.png"
[/frame]
[frame]
duration=200
image="units/alien-psy/crawler-die-3.png"
[/frame]
[frame]
duration=200
image="units/alien-psy/crawler-die-4.png"
[/frame]
[frame]
duration=200
image="units/alien-psy/crawler-die-5.png"
[/frame]
[/death]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-200
[frame]
duration=150
image=units/alien-psy/crawler-melee1.png
[/frame]
[if]
hits=yes
[frame]
sound=bite-small.ogg
duration=200
image=units/alien-psy/crawler-melee2.png
[/frame]
[/if]
[else]
hits=no
[frame]
sound={SOUND_LIST:MISS}
duration=200
image=units/alien-psy/crawler-melee2.png
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy ray
[/filter_attack]
start_time=-300
missile_start_time=-200
[missile_frame]
duration=200
image="projectiles/darkmissile-n.png"
image_diagonal="projectiles/darkmissile-ne.png"
[/missile_frame]
[frame]
duration=100
image=units/alien-psy/crawler-ranged1.png
[/frame]
[if]
hits=no
[frame]
sound=magic-dark-miss.ogg
duration=250
image=units/alien-psy/crawler-ranged2.png
[/frame]
[/if]
[else]
hits=yes
[frame]
sound=magic-dark.ogg
duration=250
image=units/alien-psy/crawler-ranged2.png
[/frame]
[/else]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Psy Mindraider
name= _ "Psy Mindraider"
race=verlissh
image="units/alien-psy/mindraider.png"
hitpoints=59
movement_type=largefoot
movement=5
experience=150
{AMLA_DEFAULT}
level=3
alignment=chaotic
advances_to=null
cost=64
usage=mixed fighter
undead_variation=null
description= _ "Assumed to be related to the wandering crawlers at the Lorekeepers’ service, these fearsome creatures are said to have the ability to pierce into the very minds of any living opponents, replenishing their vital energy and accelerating their growth in the process. Needless to say, this makes them especially dangerous to approach."
die_sound={SOUND_LIST:PSY_DIE}
[abilities]
{ABILITY_FEEDING}
[/abilities]
[attack]
name=tentacle
description={I18N:ATTACK_TENTACLE}
type=impact
range=melee
[specials]
{WEAPON_SPECIAL_SWARM}
[/specials]
damage=3
number=10
[/attack]
[attack]
name=mind probe
description= _ "mind probe"
icon=attacks/curse.png
type=arcane
range=ranged
damage=8
number=4
[specials]
{WEAPON_SPECIAL_DRAIN}
[/specials]
[/attack]
{DEFENSE_ANIM "units/alien-psy/mindraider.png" "units/alien-psy/mindraider.png" {SOUND_LIST:PSY_HIT} }
[attack_anim]
[filter_attack]
name=tentacle
[/filter_attack]
start_time=-200
[frame]
duration=50
image=units/alien-psy/mindraider.png
[/frame]
[if]
hits=yes
[frame]
sound=squishy-strike.wav
duration=200
image=units/alien-psy/mindraider.png
[/frame]
[/if]
[else]
hits=no
[frame]
sound=squishy-miss.wav
duration=200
image=units/alien-psy/mindraider.png
[/frame]
[/else]
[frame]
duration=50
image=units/alien-psy/mindraider.png
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=mind probe
[/filter_attack]
start_time=-300
missile_start_time=0
[missile_frame]
duration=300
halo="halo/elven/ice-halo1.png:50,halo/elven/ice-halo2.png:50,halo/elven/ice-halo3.png:50,halo/elven/ice-halo4.png:50,halo/elven/ice-halo5.png:50,halo/elven/ice-halo6.png:50"
offset=1.0~0.0:300
[/missile_frame]
[frame]
duration=100
image=units/alien-psy/mindraider.png
[/frame]
[if]
hits=no
[frame]
sound=magic-dark-miss.ogg
duration=250
image=units/alien-psy/mindraider.png
[/frame]
[/if]
[else]
hits=yes
[frame]
sound=magic-dark.ogg
duration=250
image=units/alien-psy/mindraider.png
[/frame]
[/else]
[/attack_anim]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Naia
[unit_type]
id=Chaos Hound
name= _ "Hound of Chaos"
race=wolf
image="units/wolves/hound.png"
hitpoints=22
movement_type=houndfoot
movement=7
experience=40
level=1
alignment=chaotic
advances_to=Demonic Hound
cost=18
usage=fighter
undead_variation=wolf
description= _ "Exceedingly few communities have continued to breed domesticated dogs after the Fall, not only because of the harsher climate and scarce resources with which to feed captive animals, but also on account of an overabundance of larger and more dangerous predators. The Chaos Empire, on the other hand, not content with using slaves and barbarian mercenaries in warfare, has turned dog breeding into more than a mere pastime. To their quadrupedal companions anything unfamiliar constitutes prey, and these vicious canines never yield in a fight until either their target or themselves has been reduced to bloody bits."
die_sound={SOUND_LIST:WOLF_DIE}
{DEFENSE_ANIM "units/wolves/hound-defend.png" "units/wolves/hound.png" {SOUND_LIST:WOLF_HIT} }
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
icon=attacks/fangs-animal.png
type=blade
range=melee
[specials]
{WEAPON_SPECIAL_BERSERK}
[/specials]
damage=5
number=2
[/attack]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100
[frame]
begin=-350
end=-100
image="units/wolves/hound-attack1.png"
sound={SOUND_LIST:WOLF_GROWL}
[/frame]
[if]
hits=no
[frame]
begin=-100
end=0
image="units/wolves/hound-attack2.png"
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=0
image="units/wolves/hound-attack2.png"
sound=bite.ogg
[/frame]
[/else]
[frame]
begin=0
end=250
image="units/wolves/hound-attack1.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Demonic Hound
name= _ "Demonic Hound"
race=wolf
image="units/wolves/rabid-hound.png"
[movement_anim]
[frame]
begin=0
end=150
image="units/wolves/rabid-hound-attack2.png"
[/frame]
[/movement_anim]
hitpoints=35
movement_type=houndfoot
movement=7
experience=70
level=2
alignment=chaotic
advances_to=Hellhound
cost=40
usage=fighter
undead_variation=wolf
description= _ "It is relatively rare for a Chaos Hound to survive even a year in service on account of their relatively frail build, which makes them prime targets for arrows and sling bullets; and their temperament, which more often than not leads to in-fighting. Those that do, however, quickly earn the Chaos Magi’s attentions — which tend to entail subjecting the beasts to all manner of reprehensible experiments, turning them into sturdier and deadlier killing machines.
It is rumored some Chaos Overlords delight in keeping these hellish hounds as pets. If so, this an even greater deterrent to anyone who would dare enter an Overlord’s stronghold uninvited."
die_sound={SOUND_LIST:WOLF_DIE}
{DEFENSE_ANIM "units/wolves/rabid-hound-defend.png" "units/wolves/rabid-hound.png" {SOUND_LIST:WOLF_HIT} }
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
icon=attacks/fangs-animal.png
type=blade
range=melee
[specials]
{WEAPON_SPECIAL_BERSERK}
[/specials]
damage=6
number=3
[/attack]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100
[frame]
begin=-350
end=-100
image="units/wolves/rabid-hound-attack1.png"
sound={SOUND_LIST:WOLF_GROWL}
[/frame]
[if]
hits=no
[frame]
begin=-100
end=0
image="units/wolves/rabid-hound-attack2.png"
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=0
image="units/wolves/rabid-hound-attack2.png"
sound=bite.ogg
[/frame]
[/else]
[frame]
begin=0
end=250
image="units/wolves/rabid-hound-attack1.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Naia
[unit_type]
id=Hellhound
name= _ "Hellhound"
race=wolf
image="units/wolves/hellhound.png"
[movement_anim]
[frame]
begin=0
end=150
image="units/wolves/hellhound.png"
[/frame]
[/movement_anim]
hitpoints=47
movement_type=houndfoot
movement=7
experience=150
level=3
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=74
usage=fighter
undead_variation=wolf
description= _ "It should come as no surprise to anyone that the followers of Uria have perfected techniques for extracting and transplanting souls. Very little information about it has reached any outsider, but the little extant evidence indicates that it is a common disciplinary action against those who have failed in their missions or otherwise displeased their superiors. They are then given a last chance to clear their names and prove their worth, usually with new bodies seldom fit for the task.
It is suspected that most of the Chaos Hounds who manage to survive their masters’ research have had their souls replaced with those of these fallen demons, either because their original souls break down from the horrors, or simply because it is much easier to strip a tortured soul from its vessel. The denizens of Inferno have found that there could hardly be anything more humiliating than being forced to carry on their lives confined to the bodies of beasts that even their Irdyan allies despise: walking on all fours, sleeping next to their own excrement, and eventually succumbing to their low instincts. Having long since realized that regaining their honor is a lost cause, these miserable creatures determine that there are only two remaining options: either to embrace death at the hands of their enemies, or turn against their masters and pray that they do not decide to prolong the torment."
die_sound={SOUND_LIST:WOLF_DIE}
{DEFENSE_ANIM "units/wolves/hellhound.png" "units/wolves/hellhound.png" {SOUND_LIST:WOLF_HIT} }
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
icon=attacks/fangs-animal.png
type=blade
range=melee
[specials]
{WEAPON_SPECIAL_BERSERK}
[/specials]
damage=8
number=4
[/attack]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100
[frame]
begin=-350
end=-100
image="units/wolves/hellhound.png"
sound={SOUND_LIST:WOLF_GROWL}
[/frame]
[if]
hits=no
[frame]
begin=-100
end=0
image="units/wolves/hellhound.png"
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=0
image="units/wolves/hellhound.png"
sound=bite.ogg
[/frame]
[/else]
[frame]
begin=0
end=250
image="units/wolves/hellhound.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
# by Asa Swain
[textdomain]
name="wesnoth-utbs"
[/textdomain]
# wmlscope: set export=no
[campaign]
id=Under_the_Burning_Suns
name= _ "Under the Burning Suns"
icon="data/campaigns/Under_the_Burning_Suns/images/units/quenoth/kaleh.png~RC(magenta>red)"
image="data/campaigns/Under_the_Burning_Suns/images/campaign_image.png"
abbrev= _ "UtBS"
rank=205
year="300 AF"
define=CAMPAIGN_UNDER_THE_BURNING_SUNS
first_scenario=01_The_Morning_After
description= _ "In the distant future a small band of elves struggles to survive amidst the ruins of fallen empires. Lead your people out of the desert on an epic journey to find a new home.
" + _"(Expert level, 10 scenarios.)"
# Old difficulty levels are not selectable anymore, but for now loading saves using them should still work.
{CAMPAIGN_DIFFICULTY EASY "data/campaigns/Under_the_Burning_Suns/images/units/quenoth/fighter.png~RC(magenta>red)" ( _ "Fighter") ( _ "Challenging")}
{CAMPAIGN_DIFFICULTY NORMAL "data/campaigns/Under_the_Burning_Suns/images/units/quenoth/warrior.png~RC(magenta>red)" ( _ "Warrior") ( _ "Difficult")} {DEFAULT_DIFFICULTY}
{CAMPAIGN_DIFFICULTY HARD "data/campaigns/Under_the_Burning_Suns/images/units/quenoth/champion.png~RC(magenta>red)" ( _ "Champion") ( _ "Nightmare")}
# UTBS credits
[about]
title= _ "Campaign Design"
[entry]
name= "Asa Swain"
[/entry]
[entry]
name= "Piotr Cychowski (Mist/cycholka)"
[/entry]
[/about]
[about]
title= _ "Campaign Maintenance"
[entry]
name= "Iris Morelle (Irydacea/shadowm)"
[/entry]
[entry]
name= "Jan Rietema (Rhuvaen)"
[/entry]
[entry]
name = "Lari Nieminen (zookeeper)"
[/entry]
[entry]
name= "Piotr Cychowski (Mist/cycholka)"
[/entry]
[entry]
name= "Simon Forsyth (Alarantalara)"
[/entry]
[entry]
name= "Steven Panek (Espreon)"
[/entry]
[/about]
[about]
title= _ "Artwork and Graphics Design"
[entry]
name= "Dan Gerhards (beetlenaut)"
comment= "new Flesh Golem sprites"
[/entry]
[entry]
name = "Kwandulin"
comment = "New Kaleh and Nym sprites"
[/entry]
[entry]
name= "doofus-01"
comment = "Monster Crab sprite"
[/entry]
[entry]
name= "Hogne Haskjold (Frame)"
[/entry]
[entry]
name= "Iris Morelle (Irydacea/shadowm)"
[/entry]
[entry]
name= "J.W. Bjerk (Eleazar)"
[/entry]
[entry]
name= "James Woo (Pickslide)"
[/entry]
[entry]
name= "Javier Hoyos (Vendanna)"
[/entry]
[entry]
name = "Marcus Rosén (sleepwalker)"
comment = "Dark Assassin sprite and animations"
[/entry]
[entry]
name= "Mark Goodenough (Ranger M)"
[/entry]
[entry]
name= "Mikolaj Machowski (Emdot)"
[/entry]
[entry]
name= "Murray Cook (Zhukov)"
[/entry]
[entry]
name= "Peter Geinitz (Shadow)"
[/entry]
[entry]
name= "Richard Kettering (Jetrel)"
[/entry]
[entry]
name= "Sangel"
[/entry]
[entry]
name= "Samuel Wilson (megane)"
[/entry]
[entry]
name= "Scott Klempner"
[/entry]
[entry]
name = "Vincent Langner (Vyncyn)"
comment = "Spider Lich and Human Commander sprites"
[/entry]
[entry]
name= "Zerovirus"
comment = "Naga Hunter sprite"
[/entry]
[/about]
[about]
title= _ "Miscellaneous"
[entry]
name= "Fabian Müller (Fabi/Fendrin)"
[/entry]
[entry]
name= "Mark Polo"
[/entry]
[entry]
name="Matthias Schoeck (mattsc)"
comment="Messenger AI"
[/entry]
[entry]
name= "Isaac"
[/entry]
[entry]
name= "Ringcaat (Thorin N. Tatge)"
[/entry]
[entry]
name=_"And special thanks to everyone else who I forgot to mention."
[/entry]
[/about]
[/campaign]
#ifdef CAMPAIGN_UNDER_THE_BURNING_SUNS
[binary_path]
path=data/campaigns/Under_the_Burning_Suns
[/binary_path]
# Define macro that expands into include paths for this campaign
#define UTBS_INCLUDE TARGET_VALUE
{campaigns/Under_the_Burning_Suns/{TARGET_VALUE}}
#enddef
# Define macro that expands into map_data keys that include this campaign's path
#define UTBS_MAP TARGET_VALUE
map_file=campaigns/Under_the_Burning_Suns/maps/{TARGET_VALUE}
#enddef
#Append utils folder
{UTBS_INCLUDE utils}
# Add global events
# wmllint: validate-off
[+campaign]
{WEAPON_SPECIAL_DAZE_EVENTS}
{ABILITY_DISENGAGE_EVENTS}
{ABILITY_SUPPORT_EVENTS}
# On recruit, this switches the higher-recruit-cost units to the normal
# types, so that the different cost variations don't need to be taken into
# account for example in unit filters.
#define DISCARD_RECRUIT_COST_HELPER_UNITS TYPE
[event]
name=recruit
first_time_only=no
[filter]
race=quenoth,elf
[/filter]
[filter_condition]
[variable]
name=unit.type
contains={TYPE}
[/variable]
[variable]
name=unit.type
not_equals={TYPE}
[/variable]
[/filter_condition]
{VARIABLE unit.type {TYPE}}
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[/event]
#enddef
{DISCARD_RECRUIT_COST_HELPER_UNITS "Quenoth Fighter"}
{DISCARD_RECRUIT_COST_HELPER_UNITS "Quenoth Scout"}
{DISCARD_RECRUIT_COST_HELPER_UNITS "Quenoth Mystic"}
{DISCARD_RECRUIT_COST_HELPER_UNITS "Tauroch Rider"}
[/campaign]
# wmllint: validate-on
#Append Units, including the movetypes and race definition
[units]
{UTBS_INCLUDE units/units.cfg}
{UTBS_INCLUDE units/quenoth}
{UTBS_INCLUDE units/humans}
{UTBS_INCLUDE units/monsters}
{UTBS_INCLUDE units/nagas}
{UTBS_INCLUDE units/other}
{UTBS_INCLUDE units/undead}
[/units]
{UTBS_INCLUDE scenarios}
[lua]
code="wesnoth.require 'campaigns/Under_the_Burning_Suns/lua/theme.lua'"
[/lua]
#endif
#ifdef EDITOR
[binary_path]
path=data/campaigns/Under_the_Burning_Suns
[/binary_path]
[editor_group]
id=utbs
name= _ "Under the Burning Suns"
icon="group_mainline"
[/editor_group]
{campaigns/Under_the_Burning_Suns/utils/terrain.cfg}
{campaigns/Under_the_Burning_Suns/utils/terrain_graphics.cfg}
#endif
# wmllint: directory spellings Kaleh Nym Zhul Garak Quenoth Eloh Uria Tanuil
# wmllint: directory spellings Melusand Esanoo Zurg Grimnir Tanstafaal
# wmllint: directory spellings Yechnagoth Zocthanol Zhangor Sela Naia Keratur
# wmllint: directory spellings Jarl Rogrimir
|
#textdomain wesnoth-utbs
[scenario]
id=01_The_Morning_After
name= _ "The Morning After"
{UTBS_MAP 01_The_Morning_After.map}
next_scenario=02_Across_the_Harsh_Sands
{TURNS 36 34 32}
# Since the scenario can't end until all the elves are rescued we
# can't allow it to end with the death of the necromancer
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC "elf-land.ogg" "revelation.ogg"}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{EXTRA_SCENARIO_MUSIC "elvish-theme.ogg"}
{STORY_THE_MORNING_AFTER}
[terrain_graphics]
map="
., *, .
, *, *,
*, 1, *
, *, *,
., *, ."
[tile]
pos=1
[/tile]
x,y=23,27
[image]
name=great-tree-smashed.png
layer=0
base=108,108
center=144,108
[/image]
[/terrain_graphics]
# Set sides - elves, monsters and necromancer
# wmllint: validate-off
[side]
side=1
controller=human
# Kaleh's start villages will support his initial recruits.
gold=0
income=-2
village_gold=0
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
# wmllint: recognize Kaleh
{KALEH}
shroud=yes
# Start with Nym
[unit]
# wmllint: who NYM is Nym
{NYM}
x,y=17,21
[/unit]
[village]
x,y=14,20
[/village]
[/side]
# wmllint: validate-on
# Monster side : mudcrawlers and cuttlefish
[side]
side=2
controller=ai
team_name=monsters
user_team_name= _ "Monsters"
no_leader=yes
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
[/ai]
[/side]
# Undead side, doesn't start with a leader
[side]
side=3
controller=ai
# Gold and income set when Necromancer appears
#ifndef HARD
recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghoul, Dark Adept
#endif
#ifdef HARD
recruit=Revenant, Bone Shooter, Blood Bat, Necrophage, Dark Adept, Deathblade
#endif
team_name=evil
user_team_name= _ "Evil"
{FLAG_VARIANT undead}
no_leader=yes
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.10}
#ifdef HARD
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,fighter,archer}
#else
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,archer,fighter}
#endif
[/ai]
[/side]
[event]
name=prestart
# Can't end scenario until all elves have been rescued (5 events)
[objectives]
[objective]
description= _ "Rescue surviving elves"
condition=win
[/objective]
[objective]
description= _ "Defeat Xanthos"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Xanthos
id=Xanthos
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Garak"
condition=lose
[show_if]
# We could just use [have_unit], but if Garak or Zhul dies and the player
# checks the objectives, the respective objective won't be displayed,
# and disappearing objectives for no good reason would look buggy.
[variable]
name=found_garak
boolean_equals=yes
[/variable]
[/show_if]
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[show_if]
[variable]
name=found_zhul
boolean_equals=yes
[/variable]
[/show_if]
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=no
carryover_percentage=0
[/gold_carryover]
[/objectives]
# (as of 1.14.0+) There are no female fighter, etc. versions, maybe this will change some day.
# Commented out rather than removed the gender stuff so it is a reminder
# Setting up the village occupants
# 2 fighters, 2 archers, 2 hunters (if not HARD), 2 scouts
[set_variables]
name=elf_pool
[value]
type="Quenoth Fighter"
name= _ "Lreu"
gender=male
# name= _ "Lrea"
# gender=female
[/value]
[value]
type="Quenoth Fighter"
name= _ "Piyru"
gender=male
[/value]
[value]
type="Quenoth Fighter"
name= _ "Feru"
gender=male
# name= _ "Frea"
# gender=female
[/value]
[value]
type="Quenoth Scout"
name= _ "Danu"
gender=male
[/value]
[value]
type="Quenoth Scout"
name= _ "Hamuil"
gender=male
[/value]
[value]
type="Quenoth Scout"
name= _ "Anioh"
gender=male
[/value]
[value]
type="Tauroch Rider"
name= _ "Vemuil"
gender=male
[/value]
[value]
type="Tauroch Rider"
name= _ "Taliu"
gender=male
[/value]
[/set_variables]
[/event]
# Dialog at start of scenario
[event]
name=start
[message]
speaker=Nym
message= _ "Hey Kaleh, are you in there?"
[/message]
[message]
speaker=Kaleh
message= _ "Nym, is that you?"
[/message]
[message]
speaker=Nym
message= _ "Yes, come on out already. The storm has passed. With the morning light Naia has ended the terrible night."
[/message]
[message]
speaker=Kaleh
message= _ "Has the sky really stopped falling?"
[/message]
[message]
speaker=Nym
message= _ "I already told you, the sky is clear and empty. Now come quickly, silly, others may need our help."
[/message]
[message]
speaker=Kaleh
message= _ "What’s happened? Oh Eloh, the craters are everywhere, everything is gone, ruined. I can hardly recognize our village. I didn’t think it could be this bad."
[/message]
[message]
speaker=Nym
message= _ "Come on, Kaleh, we have to go see if anyone is hurt or needs help. I think I hear people calling from the south. Now is not a time for fear, we must be strong. After all you are the nephew of Tanuil, our leader, and you must answer the call of duty. Perhaps in the light of day things won’t be as bad as you think. Let’s explore the village and see who else has survived the night."
[/message]
[message]
speaker=Kaleh
message= _ "Wait, our keep is just to the east. Our leader Tanuil must surely be recruiting others to help deal with the devastation. Perhaps we should go to the keep, before we explore the rest of the village."
[/message]
[/event]
# Dialog when Nym and Kaleh see the ruined keep
[event]
name=moveto
[filter]
x=27-34
y=19-26
side=1
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=Kaleh
message= _ "Tanuil’s keep, our beautiful fortress, it is destroyed. How will we summon our people to battle?"
[/message]
[message]
speaker=Nym
message= _ "We must rally those survivors we can find amidst the rubble. It doesn’t look like anyone survived, but at least we can thank Eloh it was a quick death. But come on, we can’t dwell on the dead, we must help the living."
[/message]
[message]
speaker=Kaleh
message= _ "But if Tanuil is dead, who will lead us?"
[/message]
[message]
speaker=Nym
message= _ "That’s a question for another time. Let’s keep exploring the wreckage."
[/message]
[/event]
# There are 3 mudcrawler encounter spots, in the NW and SW corner
# and in the barracks. Depending on which way you circle around
# the village, you will encounter the NW or barracks first.
# Survivors - two mudcrawler events, Garak event, Zhul event, scout events
# Handle all events within the oasis boundary.
# This includes finding all the elves that we have to rescue, dealing with
# mudcrawlers and lake monster.
# ! -- Depends on
# $rescued_elves, $seen_mudcrawler
# North-West mudcrawler/villager encounter
# Easy: 1 giant mudcrawler, 3 small mudcrawlers
# Medium: 2 giant mudcrawlers, 2 small mudcrawlers
# Hard: 3 giant mudcrawlers, 1 small mudcrawler
# wmllint: local spelling Yasi
# First mudcrawler encounter event trigger
[event]
name=moveto
[filter]
x=9-18
y=23-28
side=1
[/filter]
# Activate the event
[fire_event]
name=first_mudcrawler_encounter
[/fire_event]
[/event]
[event]
name=first_mudcrawler_encounter
[set_variable]
name=rescued_elves
add=1
[/set_variable]
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 15 26 "Vecnu" ( _ "Vecnu")}
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 15 28 "Eranor" ( _ "Eranor")}
{NAMED_GENERIC_UNIT 1 "Tauroch Rider" 12 26 "Seil" ( _ "Seil")}
# {NAMED_GENERIC_UNIT 1 "Tauroch Rider" 12 26 "Seela" ( _ "Seela")}
# [+unit]
# gender=female
# [/unit]
# Again core macro, monsters shouldn’t have traits
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 11 25}
#ifdef HARD
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 11 26}
#else
{NOTRAIT_UNIT 2 "Small Mudcrawler" 11 26}
#endif
#ifdef EASY
{NOTRAIT_UNIT 2 "Small Mudcrawler" 14 28}
{NOTRAIT_UNIT 2 "Small Mudcrawler" 16 29}
#else
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 14 28}
{NOTRAIT_UNIT 2 "Small Mudcrawler" 15 29}
#endif
[if]
[variable]
name=seen_mudcrawler
boolean_equals=no
[/variable]
[then]
# Haven't seen a mudcrawler yet, set the flag and perform
# what-the-hell-is-that routine.
{VARIABLE seen_mudcrawler yes}
[message]
speaker=Vecnu
message= _ "Kaleh, Nym, help us!"
[/message]
[message]
speaker=Nym
message= _ "What in Uria’s name is that?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Vecnu
message= _ "They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we don’t stop them there will be nothing left of our village or our people."
[/message]
[message]
speaker=Kaleh
message= _ "To battle, my friends! There are still those left who can fight."
[/message]
[/then]
[else]
# Seen a mudcrawler, do let's-kick-their-ass routine
[message]
speaker=Kaleh
message= _ "There are more of our people fighting the mud monsters!"
[/message]
[message]
speaker=Nym
message= _ "Then let’s join the battle!"
[/message]
[/else]
[/if]
[/event]
# South-West mudcrawler/villager encounter
# Easy: 2 giant mudcrawler, 2 small mudcrawlers
# Medium: 3 giant mudcrawlers, 1 small mudcrawlers
# Hard: 4 giant mudcrawlers
# Second mudcrawler encounter event trigger
[event]
name=moveto
[filter]
x=12-22
y=32-37
side=1
[/filter]
[fire_event]
name=second_mudcrawler_encounter
[/fire_event]
[/event]
[event]
name=second_mudcrawler_encounter
[set_variable]
name=rescued_elves
add=1
[/set_variable]
{NAMED_GENERIC_UNIT 1 "Tauroch Rider" 18 34 "Eloshi" ( _ "Eloshi")}
{NAMED_GENERIC_UNIT 1 "Quenoth Scout" 13 33 "Illuvin" ( _ "Illuvin")}
# {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 13 33 "Illuvia" ( _ "Illuvia")}
# [+unit]
# gender=female
# [/unit]
#ifdef HARD
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 15 35 "Raynor" ( _ "Raynor")}
#else
{NAMED_GENERIC_UNIT 1 "Tauroch Rider" 15 35 "Raynor" ( _ "Raynor")}
#endif
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 19 34}
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 15 36}
#ifdef HARD
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 18 35}
#else
{NOTRAIT_UNIT 2 "Small Mudcrawler" 18 35}
#endif
#ifdef EASY
{NOTRAIT_UNIT 2 "Small Mudcrawler" 14 34}
#else
{NOTRAIT_UNIT 2 "Giant Mudcrawler" 14 34}
#endif
[message]
speaker=Kaleh
message=_ "More of these muddy crawlies, let’s get rid of them with haste."
[/message]
[/event]
# Training ground encounter
# Easy: 3 giant mudcrawler, 2 small mudcrawlers
# Medium: 4 giant mudcrawlers, 1 small mudcrawlers
# Hard: 5 giant mudcrawlers
# Third mudcrawler encounter event trigger
[event]
name=moveto
[filter]
x=26-33
y=32-36
side=1
[/filter]
[fire_event]
name=third_mudcrawler_encounter
[primary_unit]
id=$unit.id
[/primary_unit]
[/fire_event]
[/event]
[event]
name=third_mudcrawler_encounter
# We want this village captured to allow player move through it
# without losing the turn
[capture_village]
side=1
x,y=30,34
[/capture_village]
[set_variable]
name=rescued_elves
add=1
[/set_variable]
# wmllint: recognize Rocky Horror
{UNIT 2 "Giant Mudcrawler" 28 33 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
{UNIT 2 "Giant Mudcrawler" 28 34 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
{UNIT 2 "Giant Mudcrawler" 28 35 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
#ifdef HARD
{UNIT 2 "Giant Mudcrawler" 29 33 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
#else
{UNIT 2 "Small Mudcrawler" 29 33 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
#endif
#ifdef EASY
{UNIT 2 "Small Mudcrawler" 30 32 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
#else
{UNIT 2 "Giant Mudcrawler" 30 32 (
role="Rocky Horror"
generate_name,random_traits,random_gender=yes,no,yes
)}
#endif
[unit]
# wmllint: who GARAK is Garak
{GARAK}
side=1
x,y=29,34
{ABILITY_TEACHING_EVENT}
[/unit]
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 30 33 "Jorazan" ( _ "Jorazan")}
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 29 34 "Zyar" ( _ "Zyar")}
# {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 29 34 "Zyara" ( _ "Zyara")}
# [+unit]
# gender=female
# [/unit]
[message]
speaker=unit
message= _ "This is our training ground. And look, there is Garak, the captain of the guard. He and his fighters have survived the night!"
[/message]
[if]
[variable]
name=seen_mudcrawler
boolean_equals=no
[/variable]
[then]
# Again, haven't seen a mudcrawler yet, set the flag and perform what-the-hell-is-that routine.
{VARIABLE seen_mudcrawler yes}
[message]
speaker=Garak
message= _ "Kaleh, Nym, help us!"
[/message]
[message]
speaker=Nym
message= _ "What in Uria’s name is that?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Garak
message= _ "They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we don’t stop them there will be nothing left of our village or our people."
[/message]
[message]
speaker=Kaleh
message= _ "To battle, my friends! There are still those left who can fight."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "But they are fighting many mud creatures. Quick, we must help them!"
[/message]
[/else]
[/if]
{VARIABLE found_garak yes}
[show_objectives][/show_objectives]
[/event]
# Garak's speech when they kill the last of training grounds
# mudcrawlers. For this we use die event that on each
# occurrence checks if there are any more training ground
# mudcrawlers alive.
[event]
name=die
[filter]
role="Rocky Horror"
[/filter]
[filter_condition]
[have_unit]
role="Rocky Horror"
count=0
[/have_unit]
[/filter_condition]
[message]
speaker=second_unit
message= _ "Ha! They’re destroyed at last."
[/message]
[message]
speaker=Garak
message= _ "Thanks for the help. I am glad to see that so many have survived the night. But there’s no time to talk, we must save the rest of our people and crush these earthen abominations."
[/message]
[/event]
# The following three events are nested, because they are supposed to
# occur in that particular sequence with none of them bypassed.
# Thanks to this only one of them is loaded in memory at any given
# time before resolution.
# Approaching bridge dialog
[event]
name=moveto
[filter]
x=24-26
y=29-35
side=1
[/filter]
# Allow to undo the move before the event is triggered
[allow_undo][/allow_undo]
[message]
speaker=Kaleh
message= _ "This bridge leads to the holy island at the center of our lake."
[/message]
[message]
speaker=Nym
message= _ "Hmmmm. Some of the druids that worship on the island may still be alive. We should go check."
[/message]
[message]
speaker=Kaleh
message= _ "Be careful. The bridge is broken, so we’ll have to wade through the shallow water."
[/message]
# Finding druids
[event]
name=moveto
[filter]
x=24-26
y=27-29
side=1
[/filter]
[set_variable]
name=rescued_elves
add=1
[/set_variable]
[message]
speaker=Kaleh
message= _ "The great tree! It has been buried under the rocks. Our most holy sanctuary, defiled. Oh, Eloh, what shall we do?"
[/message]
[message]
speaker=Nym
message= _ "Is anyone still alive?"
[/message]
[unit]
# wmllint: who ZHUL is Zhul
{ZHUL}
side=1
x,y=25,27
[/unit]
#ifndef HARD
{NAMED_GENERIC_UNIT 1 "Quenoth Mystic" 26 27 "Ryoko" ( _ "Ryoko")}
#endif
{NAMED_GENERIC_UNIT 1 "Quenoth Mystic" 24 27 "Yuni" ( _ "Yuni")}
[message]
speaker=Zhul
message= _ "Finally! We were worried that no one else had survived."
[/message]
[message]
speaker=Nym
message= _ "Mother priestess, are you all right?"
[/message]
[message]
speaker=Zhul
message= _ "There’s no time to stand on ceremony. I’m fine. I’m afraid only a few of us survived, but we will lend you what skills we have. Show me to those who need healing."
[/message]
[message]
speaker=Kaleh
message= _ "But the great tree, it has been destroyed!"
[/message]
[message]
speaker=Zhul
message= _ "All things of this world come to an end, but the power of Eloh endures. A new one shall grow in its place. Come now, let us see to the needs of our people."
[/message]
{VARIABLE found_zhul yes}
[show_objectives][/show_objectives]
# Lake monster event
[event]
name=moveto
[filter]
x=24-26
y=29-32
side=1
[/filter]
[unit]
x,y=26,30
side=2
type=Cuttle Fish
name= _ "Deep One"
description= _ "The Deep Ones are gigantic aquatic monsters that lurk in the dark places of the world. Rarely do they come to the surface, and when they do the best way to survive an encounter with these monsters is to remain ashore. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance."
# Deep one is basically a weakened Cuttlefish, it
# would be pretty much unbeatable if left without change
[modifications]
[trait]
id=Deep_one
[effect]
apply_to=attack
range=melee
increase_attacks={ON_DIFFICULTY -4 -3 -2}
[/effect]
[effect]
apply_to=hitpoints
increase_total={ON_DIFFICULTY -30 -24 -18}
[/effect]
#ifndef HARD
[effect]
apply_to=defense
replace=yes
[defense]
shallow_water=50
[/defense]
[/effect]
#endif
[/trait]
[/modifications]
[/unit]
[message]
speaker=narrator
message= _ "The water of the lake suddenly goes dark and unsettled, only to erupt in a swarm of tentacles the moment the first elf set foot off the island."
image=wesnoth-icon.png
[/message]
[message]
speaker=Nym
message= _ "What in Uria’s name is that?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "I felt a great darkness in this lake, but I knew not what it was. The falling rocks must have woken it from its sleep."
[/message]
[message]
speaker=Kaleh
message= _ "Protect the priestesses, we shall send this monstrosity back to the depths it came from!"
[/message]
[/event]
[/event]
[/event]
# Grasslands dialog, when Kaleh and Nym approach the eastern fields,
# this will show only the first time player enters the stables area
[event]
name=moveto
[filter]
x=31-38
y=26-33
side=1
[/filter]
[message]
speaker=Kaleh
message= _ "These fields seem strangely vacant. Where are the dustboks?"
[/message]
[message]
speaker=Nym
message= _ "Maybe they’re hiding in the stables. Let’s go check."
[/message]
[/event]
# These two events actually do the same thing on two different
# villages.
#define STABLE X Y
[event]
name=moveto
[filter]
[filter_location]
x={X}
y={Y}
radius=1
[/filter_location]
side=1
[/filter]
[fire_event]
name=stable found
[primary_unit]
x=$x1
y=$y1
[/primary_unit]
[/fire_event]
[/event]
#enddef
{STABLE 37 29}
{STABLE 37 32}
#undef STABLE
# Moved to stables and found a scout. We have none, spawn Naru
[event]
name=stable found
{NAMED_GENERIC_UNIT 1 "Quenoth Scout" $x1 $y1 "Naru" (_"Naru")}
[message]
speaker=Naru
message= _ "Is it safe to come out? I was so scared."
[/message]
[message]
speaker=Kaleh
message= _ "Where are all the other dustboks?"
[/message]
[message]
speaker=Naru
message= _ "A hunting party left just yesterday, so unless the rocks fell all over the land, many of the dustboks have probably survived. The few that remained here were scared by the falling rocks and fled into the night. It took all my skill to calm Yasi and keep him from running."
[/message]
[message]
speaker=Kaleh
message= _ "We’ll need your help in checking to see if the outer settlements survived. Who knows what kinds of damage they suffered in the night? And perhaps some of the people out in the desert have been able to round up some of the loose dusties."
[/message]
[message]
speaker=Nym
message= _ "We can only hope that hunting party returns soon."
[/message]
# We have Naru, spawn Nisa
# This event replaces containing event to ensure units are found in order
[event]
name=stable found
[message]
speaker=unit
message= _ "Hey, Nisen, the rocks have stopped falling. You can come out now!"
# message= _ "Hey, Nisa, the rocks have stopped falling. You can come out now!"
[/message]
{NAMED_UNIT 1 "Quenoth Scout" $x1 $y1 "Nisen" (_"Nisen") (gender=male)}
# {NAMED_UNIT 1 "Quenoth Scout" $x1 $y1 "Nisa" (_"Nisa") (gender=female)}
[set_variable]
name=rescued_elves
add=1
[/set_variable]
[message]
speaker=Nisen
# speaker=Nisa
message= _ "Oh, thank Eloh, I thought they would never stop."
[/message]
[/event]
[/event]
# The following start and two capture events handle the discovery of
# random elves in the outer villages. If the player captures a village
# before an undead unit does, he has a chance of finding a random elf
# (picked from the $elf_pool array set up in prestart) to join him. However,
# if an undead unit had captured the village first, there's nothing left.
#
# The information about who captured a village first and whether the player
# has visited the village already is stored in a container unique to each
# village location, set when someone steps on the village for the first
# time. For example if the undead capture the village at 30,8 first, the
# following container would be set:
#
# [village_at_30_8]
# captured_by=undead
# [/village_at_30_8]
[event]
name=start
# There is a number of houses inside the oasis and even more tents
# by the necromancer's fort, we need to make sure that these are
# ignored. To do this we store coordinates ([store_locations]) of
# all desert villages (Dd^Vt) that are not ([not]) within
# rectangle defined by points 34,1 50,12 (x=34-50, y=1-12) or
# ([or]) rectangle defined by 13,37 20,34 . First rectangle
# includes all villages near necromancer, the second covers whole
# oasis. These coordinates are stored to array called
# outer_villages (variable=outer_villages).
[store_locations]
variable=outer_villages
terrain=*^Vdt,*^Vda,*^
[not]
x,y=32-50,1-12
[or]
x,y=13-37,20-34
[/or]
[/not]
[/store_locations]
[/event]
[event]
name=capture
first_time_only=no
[filter]
side=1
[filter_location]
find_in=outer_villages
[/filter_location]
[/filter]
[filter_condition]
[variable]
name=village_at_$x1|_$y1|.visited_by_player
not_equals=yes
[/variable]
[/filter_condition]
{VARIABLE village_at_$x1|_$y1|.visited_by_player yes}
[if]
[variable]
name=village_at_$x1|_$y1|.captured_by
not_equals=undead
[/variable]
# if this village wasn't captured by undead first, the
# player has a chance of finding a random elf
[then]
{VARIABLE_OP fate rand "1..100"}
# And check if it's lower than a threshold of
# finding an unit that's dependent on difficulty
# level: 60% on easy, 50% on normal, 40% on
# hard. We use preprocesor to choose appropriate
# chance
[if]
[variable]
name=fate
less_than_equal_to={ON_DIFFICULTY 60 50 40}
[/variable]
[then]
# So the RNG smiled upon the player, time to pick a
# random elf from pool we defined in prestart
{VARIABLE_OP random_elf_pool_index rand "1..$elf_pool.length"}
{VARIABLE_OP random_elf_pool_index sub 1}
[unit]
side=1
type=$elf_pool[$random_elf_pool_index].type
x,y=$x1,$y1
name=$elf_pool[$random_elf_pool_index].name
gender=$elf_pool[$random_elf_pool_index].gender
random_traits=yes
#ifdef EASY
[modifications]
{TRAIT_LOYAL}
[/modifications]
#endif
[/unit]
# When done remove unit from the pool
{CLEAR_VARIABLE elf_pool[$random_elf_pool_index]}
{CLEAR_VARIABLE random_elf_pool_index}
# And write joyful message
[message]
speaker=unit
message= _ "Oh good, some elves have survived in this outer settlement. They’ve agreed to help us search for other survivors."
[/message]
[/then]
# And when RNG plays hardball we need to
# inform the player he's out of luck
[else]
[message]
speaker=unit
message= _ "The encampment is empty. I wonder what happened to the inhabitants?"
[/message]
[/else]
[/if]
{CLEAR_VARIABLE fate}
[/then]
# If this village was captured by undead first, the player
# can't find any elves there anymore
[else]
[message]
speaker=unit
message= _ "This encampment has been abandoned. There are signs of a struggle and a few bloodstains but nothing else. I fear for those elves who lived out here."
[/message]
[/else]
[/if]
[/event]
[event]
name=capture
first_time_only=no
[filter]
side=3
[filter_location]
find_in=outer_villages
[/filter_location]
[/filter]
{VARIABLE village_at_$x1|_$y1|.captured_by undead}
[/event]
# Necromancer - spawning the bad guy both on time and prematurely
# and victory event.
# Normal necromancer placement, happens around turn 10 depending on
# difficulty level
[event]
name="turn {ON_DIFFICULTY 11 10 9}"
# If Xanthos does not exist, create him
# No need for test as event will do nothing if it already ran
[fire_event]
name=xanthos_appearance
[/fire_event]
[/event]
# Xanthos appearance event
[event]
name=xanthos_appearance
# Place the bad guy, give him proper gold and income
[unit]
#ifdef HARD
type=Necromancer
#else
type=Dark Sorcerer
#endif
id=Xanthos
name= _ "Xanthos"
canrecruit=yes
x,y=37,5
side=3
[/unit]
[modify_side]
side=3
{GOLD 180 240 300}
{INCOME 12 18 24}
[/modify_side]
[remove_shroud]
side=1
x=35-39
y=3-7
[/remove_shroud]
[message]
speaker=Xanthos
message= _ "This place reeks of death, I could smell it from miles away. Oh, how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!"
[/message]
[message]
speaker=Nym
message= _ "His timing couldn’t be worse. I know that undead cultists often prey on small targets, but they haven’t had the guts to attack us for years. Why has Eloh heaped so much misfortune upon us?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "Have some more faith, girl, the goddess does not send us more than we can handle. With Eloh’s grace we shall yet triumph over this pretender."
[/message]
[message]
speaker=Garak
message= _ "Bah, I’ve fought these dark cultists before. They can be killed just like anyone else, and our riders can easily defeat their skeleton armies."
[/message]
[message]
speaker=Kaleh
message= _ "I have heard of your kind, foul necromancer. You travel the sands, daring to bring back and enslave those who have passed on. But we will prove to you that death is not all-powerful. You shall not desecrate the bodies of my kith and kin! You shall learn to fear the wrath of Eloh and the Quenoth Elves!"
[/message]
[place_shroud]
side=1
x=35-39
y=3-7
[/place_shroud]
[show_objectives]
[/show_objectives]
[/event]
# This event prevents player from running to the dark sorcerer's base
# before he shows up on turn 11. If the player approaches his base
# before turn 11 he appears and attacks. Either way the unit moving
# into the area also comments on the plight of those elves who lived
# out in the open sands.
[event]
name=moveto
[filter]
x=30-50
y=1-12
side=1
[/filter]
[fire_event]
name=xanthos_appearance
[/fire_event]
[message]
speaker=unit
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to imagine what may have become of them."
[/message]
[/event]
# When the dark sorcerer dies, check to make sure elves have been rescued
# before ending the scenario. If no set an event that checks if that
# changed on each move. It's ugly but there is no better way of doing
# that at the moment
[event]
name=die
[filter]
id=Xanthos
[/filter]
[sound]
name=wail-long.wav
[/sound]
[kill]
side=3
animate=yes
[not]
id=Xanthos
[/not]
[/kill]
[message]
speaker=Kaleh
message= _ "The necromancer is finally vanquished."
[/message]
[message]
speaker=Zhul
message= _ "And at last the dead shall have their rest."
[/message]
[if]
[variable]
name=rescued_elves
not_equals=5
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "The necromancer is dead, but I don’t think we’ve explored the entire village. There may still be elves that need rescuing. We should go back and check."
[/message]
[event]
name=moveto
[filter]
side=1
[/filter]
[filter_condition]
[variable]
name=rescued_elves
equals=5
[/variable]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "We’ve explored the village, and I think we’ve rescued the last of the survivors."
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[/then]
[else]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/else]
[/if]
[/event]
# Elvish hunting party shows up on turn 16
[event]
name=turn 16
[fire_event]
name=hunting party
[/fire_event]
[/event]
[event]
name=hunting party
[remove_shroud]
side=1
x=14-22
y=1-6
[/remove_shroud]
{NAMED_GENERIC_UNIT 1 "Quenoth Scout" 19 4 "Pythos" ( _ "Pythos")}
#ifndef HARD
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 18 4 "Shea" ( _ "Shea")}
#endif
{NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 19 3 "Narn" ( _ "Narn")}
#ifdef EASY
{NAMED_GENERIC_UNIT 1 "Quenoth Scout" 17 4 "Jokli" ( _ "Jokli")}
#endif
{NAMED_GENERIC_UNIT 1 "Quenoth Scout" 18 3 "Lyer" ( _ "Lyer")}
# {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 18 3 "Lyia" ( _ "Lyia")}
# [+unit]
# gender=female
# [/unit]
[message]
speaker=Pythos
message= _ "Hail, is anyone still alive?"
[/message]
[message]
speaker=Kaleh
message= _ "Yes, and we could certainly use your help. A necromancer has been attacking us, he intends to use our fallen comrades as fodder for his evil magics. Where have you been?"
[/message]
[message]
speaker=Pythos
message= _ "We were out far in the sands, searching for prey and roaming orcs. As soon as we saw the rock storm we raced back as fast as we could. I only wish we could have come sooner."
[/message]
[message]
speaker=Nym
message= _ "No use crying over spilt water. But we’re sure glad you’re here now."
[/message]
[/event]
[event]
name=victory
# Elvish hunting party arrives if the necromancer died before turn 16.
[fire_event]
name=hunting party
[/fire_event]
[message]
speaker=Nym
message= _ "It seems that we finally have some peace. But what do we do now?"
[/message]
[message]
speaker=Garak
message= _ "Where is Tanuil and his family?"
[/message]
[message]
speaker=Kaleh
message= _ "The keep has been crushed by the rocks. We could find no survivors."
[/message]
[message]
speaker=Zhul
message= _ "Too many have died this night."
[/message]
[message]
speaker=Nym
message= _ "Our village is in ruins. The walls that were built by our ancestors over generations have been demolished in a space of hours. Most of our dwellings are destroyed. And the great tree itself is no more. One thing is obvious, we cannot stay here."
image=portraits/nym_moody.png
[/message]
[message]
speaker=Garak
message= _ "You are a fool to despair. This has always been our home. The water here is good, we know this land. We can rebuild; Eloh willing, we can thrive again."
[/message]
[message]
speaker=Nym
message= _ "Think for a moment. Who else has seen the rock storm? What other foes are coming to pick over the remains of our people? There is no mercy in the desert, and we have many enemies who would seek to gain in our time of weakness."
image=portraits/nym_moody.png
[/message]
[message]
speaker=Garak
message= _ "Impudent girl, you should not speak so to your elders, or to your betters."
[/message]
[message]
speaker=Nym
message= _ "I have a right to speak my mind!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "Peace, please calm yourselves. In chaos there is nothing but death and destruction. Even in this time of trial we must show our fortitude, and follow our laws. Without laws we are like beasts in the desert, fighting over scraps of meat. Among the survivors Kaleh is by heritage the closest relative to Tanuil and thus our leader. What say you Kaleh?"
[/message]
[message]
speaker=Kaleh
message= _ "Last night, before the rock storm, I heard a voice in my sleep. It sounded like sweet music, and somehow I knew it was Eloh. I still remember her exact words: <i>“You must be strong, young elf, for you enter a time of peril. The home you know will be destroyed, and you must lead your people to a new land. To the north you will find salvation and peace. Cross the desert and head to the mountains. Fear not, for I will guide you and protect you.”</i> I’m not sure why I’m the one she chose to appeal to, but if this is her will, I will see it done. Our home is gone and the desert is a harsh place. If Eloh has prepared a new home for us, then I will lead us there."
[/message]
[message]
speaker=Garak
message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow where you go."
[/message]
[message]
speaker=Zhul
message= _ "Then let us collect what supplies we can from the wreckage and head north with great haste. Our home is protection no longer, we must find a new haven for our people."
[/message]
[message]
speaker=Nym
message= _ "What about the bodies of the dead? We can’t leave them to be torn by crows or desecrated by other dark mages."
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "I agree, we should not forget our dead. We should build a huge pyre and burn them with proper ceremony, so that the smoke may carry them on to the next realm."
[/message]
[message]
speaker=Zhul
message= _ "Kaleh, I don’t want to tarry longer than necessary, but I agree that we must see to the dead before we leave. Garak, you and your men start collecting our dead. Nym, help me find oil and wood so that we may build a pyre."
[/message]
[message]
speaker=narrator
message= _ "And so it was done. The dead were laid reverently on top of what little wood we could find. But the fire was big enough to burn the bodies to ashes and speed their souls to the hereafter. I remember at the time that the death of so many of our people was not the best omen for the start of such a large journey. They were the first of our people to die in this great endeavor, but they were to be far from the last."
image=wesnoth-icon.png
[/message]
# Unstore all unspawned units from the pool into the recall list.
# Provides extra loyal units on easy, and eventually discounted units on all difficulties.
# Reduces luck issues based on which units were found.
[foreach]
array=elf_pool
[do]
[unit]
side=1
type=$this_item.type
name=$this_item.name
gender=$this_item.gender
x=recall
y=recall
random_traits=yes
#ifdef EASY
[modifications]
{TRAIT_LOYAL}
[/modifications]
#endif
[/unit]
[/do]
[/foreach]
# Clear variables
{CLEAR_VARIABLE seen_mudcrawler}
{CLEAR_VARIABLE rescued_elves}
{CLEAR_VARIABLE found_garak}
{CLEAR_VARIABLE found_zhul}
# This clears all those village-specific containers that were holding
# information about who had visited the village
[foreach]
array=outer_villages
[do]
{CLEAR_VARIABLE village_at_$this_item.x|_$this_item.y|}
[/do]
[/foreach]
{CLEAR_VARIABLE elf_pool}
{CLEAR_VARIABLE outer_villages}
[/event]
[event]
name=time over
[message]
speaker=Kaleh
message= _ "What’s that to the north? It looks like even more undead! The rock storm must have attracted other necromancers. There’s no way we can defeat them all. We’ve run out of time. There’s no escape. Eloh save us!"
[/message]
[/event]
# Common death events for heroes
#define UTBS_GARAK_MUST_LIVE
#enddef
{UTBS_INCLUDE utils/deaths.cfg}
#undef UTBS_GARAK_MUST_LIVE
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=02_Across_the_Harsh_Sands
name= _ "Across the Harsh Sands"
{UTBS_MAP 02_Across_the_Harsh_Sands.map}
next_scenario=03_Stirring_in_the_Night
{TURNS 62 58 54}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC "knolls.ogg" "wanderer.ogg"}
{EXTRA_SCENARIO_MUSIC "battle.ogg"}
{STORY_ACROSS_THE_HARSH_SANDS}
# Load dehydration stuff
{DEHYDRATION_EVENTS}
#elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 250 200 150}
{INCOME 19 15 11}
controller=human
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic
shroud=yes
fog=yes
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
#Outlaw side
[side]
side=2
no_leader=yes
income=-2
gold=0
controller=ai
shroud=yes
fog=yes
team_name=bandits
user_team_name=_"Bandits"
#ifdef EASY
recruit=Thug,Bandit,Poacher,Trapper,Footpad
#endif
#ifdef NORMAL
recruit=Bandit,Thug,Poacher,Footpad,Outlaw
#endif
#ifdef HARD
recruit=Bandit,Thug,Trapper,Poacher,Footpad,Outlaw
#endif
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.8}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.2}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern {ON_DIFFICULTY (scout,fighter,archer,fighter) (fighter,mixed fighter,archer,scout,fighter) (fighter,mixed fighter,archer,scout,fighter)}}
[goal]
value=3
[criteria]
side=1
[/criteria]
[/goal]
[goal]
name=protect_location
value=10
[criteria]
x,y=21,9
[/criteria]
[/goal]
[/ai]
# limit recruitment to one bandit and trapper
[ai]
[aspect]
id=recruitment_instructions
[facet]
[value]
[limit]
type=Bandit
max=1
[/limit]
[limit]
type=Trapper
max=1
[/limit]
[/value]
[/facet]
[/aspect]
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
#Random monster side: ogres, scorpions
# they target side 1 much more than side 2
[side]
no_leader=yes
side=3
controller=ai
shroud=no
fog=no
team_name=monsters
user_team_name=_"Monsters"
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
#ifdef EASY
# monsters are extra dumb
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes} # TODO: do research about simple_targeting and the new AI
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
#endif
#ifdef NORMAL
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
#endif
[goal]
value=40
[criteria]
side=1
[/criteria]
[/goal]
[goal]
value=2
[criteria]
side=2
[/criteria]
[/goal]
[/ai]
[/side]
#undead side, used to control wandering ghosts and walking dead
[side]
no_leader=yes
side=4
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=undead
user_team_name=_"Undead"
recruit=Skeleton,Skeleton Archer,Ghost,Walking Corpse,Ghoul
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,archer}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[goal]
value=3
[criteria]
side=1
[/criteria]
[/goal]
[goal]
value=1
[criteria]
side=2
[/criteria]
[/goal]
[goal]
value=1
[criteria]
side=3
[/criteria]
[/goal]
[goal]
name=protect_location
[criteria]
x,y=34,27
[/criteria]
[/goal]
[/ai]
{FLAG_VARIANT undead}
[/side]
# prestart events:
# Set starting scenario objectives
# Recall Nym, Zhul and Garak
# Prestart variable initiation
[event]
name=prestart
# Set starting scenario objectives
[objectives]
[objective]
description= _ "Kaleh must reach the northern edge of the desert"
condition=win
[/objective]
[objective]
description= _ "Defeat outlaw leader"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Thorn
id=Thorn
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Garak"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[note]
description= _ "Your units become dehydrated during the day, losing hitpoints and damage when they are not on a water hex"
[/note]
[note]
description= _ "Units are refreshed at the start of your turn when they are on a water or oasis hex"
[/note]
[note]
description= _ "Healers can prevent dehydration from getting worse, but cannot heal it"
[/note]
[note]
description= _ "Healers are unable to heal adjacent units during the day"
[/note]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
# Recall Nym, Zhul and Garak
[recall]
id=Nym
[/recall]
[recall]
id=Garak
[/recall]
[recall]
id=Zhul
[/recall]
[label]
x,y=22,9
text= _ "Pinnacle Rock"
[/label]
# shroud MUST be removed in prestart for the label
# info to get updated correctly before the player’s turn
[remove_shroud]
side=1
x=19-23,20-22,21
y= 9-10, 8,11
[/remove_shroud]
[remove_shroud]
side=1
x=0-8
y=66-74
[/remove_shroud]
[/event]
[event]
name=start
[message]
speaker=Garak
message= _ "I have crossed these sands long ago, when I was a youth, and we went on a great raid against a foul necromancer who was hiding out in one of the ruins, creating an army of undead. It was a nasty battle, especially after nightfall, but all his magics couldn’t save him when we cut off his head. Ah, those were the days..."
[/message]
[message]
speaker=Kaleh
message= _ "Do you remember anything about these sands?"
[/message]
[scroll_to]
x,y=22,9
[/scroll_to]
[message]
speaker=narrator
caption=_ "Garak"
image=portraits/garak.png
message= _ "Do you see that brown spot sticking up on the northern horizon? That’s Pinnacle Rock. It’s the highest land for miles around, and has a spring at its base, or did the last time I camped there. If we make it to Pinnacle Rock we will be just a few miles from the edge of the mountains."
[/message]
[message]
speaker=Garak
message= _ "But between here and there is a particularly barren stretch of the sands, with only a few oases and watering holes. Luckily I think there used to be an old caravan route leading north, which went from oasis to oasis. The oases aren’t easy to find but occasionally the sands blow away, revealing old stone roads that lead from oasis to oasis. Once the path must have formed a great thoroughfare for commerce."
[/message]
[place_shroud]
side=1
x=19-23,20-22,21
y= 9-10, 8,11
[/place_shroud]
[redraw]
side=1
[/redraw]
[message]
speaker=Zhul
message= _ "I believe that there was once a great empire in these lands, long ago, before the sands came."
[/message]
#!***Extended message -> Hints about new ambush logic and the need of scouting***
[message]
speaker=Garak
message= _ "I’ve seen the ancient remains of stone castles and markers in the sands. The paths of the ancients may serve us yet again. If we follow the paths from oasis to oasis, we may be able to survive the thirst and heat of the desert. But there are worse dangers in these sands than thirst, we must be wary and scout our way carefully."
[/message]
[message]
speaker=Nym
message= _ "Unfortunately, because of our hasty flight from our village, we are short on water-skins and rations. We’ll have enough if we move quickly and eat as little as possible, but we won’t last long in the wastes if we can’t find more sources of water. As it is, between the heat of the day and the cold of the night, this journey will be hard on our people."
[/message]
# Rewritten message -> explains new dehydration rules
[message]
speaker=narrator
message= _ "During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a unit’s attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength."
image=wesnoth-icon.png
[/message]
[message]
speaker=Nym
message= _ "Kaleh, be careful you don’t recruit too many guards to go with us. I doubt we’re going to find any other villages out in the sands, so the income that we have right now is all we’re going to get. Remember that as our people get more experienced they often require more support, so we don’t want to run out of supplies halfway across the desert."
[/message]
[message]
speaker=Kaleh
message= _ "Well, the sooner we reach Pinnacle Rock, the better. Onwards!"
[/message]
# setup ghost difficulty
{VARIABLE max_ghosts {ON_DIFFICULTY 6 7 8} }
{VARIABLE ghosts_to_kill "$(ceil($($max_ghosts / 3.0)))"}
[/event]
# Special Encounter events
# Encounter 1: Scorpions attack
#define SCORPION_PLACEMENT
{SCATTER_UNITS {ON_DIFFICULTY 6 7 8} "Giant Scorpion" 0 x,y,radius=29,62,2 (
side=3
name= _ "Scuttler"
variation=scuttler
ai_special=guardian
animate=yes
)}
#enddef
[event]
name=moveto
id=scorpions_spotted
[filter]
side=1
[filter_location]
x,y=29,62
radius=8
[/filter_location]
[filter_wml]
usage=scout
[/filter_wml]
[/filter]
[message]
speaker=unit
message=_"Wait. I think I spotted something ahead of us..."
[/message]
[message]
speaker=Kaleh
message=_"What? I don’t see a thing."
[/message]
[message]
speaker=unit
message=_"See those shining speckles ahead? Scorpions. Large. Whole nest of them."
[/message]
{SCORPION_PLACEMENT}
[message]
speaker=Garak
message=_"Do you want us to fight? We can still avoid them, but they are between us and the next oasis."
[/message]
[remove_event]
id=scorpion_ambush
[/remove_event]
[/event]
[event]
name=moveto
id=scorpion_ambush
[filter]
side=1
[filter_location]
x,y=29,62
radius=3
[/filter_location]
[not]
[filter_wml]
usage=scout
[/filter_wml]
[/not]
[/filter]
[message]
speaker=unit
message= _ "Scorpions! We must have stumbled across a nest of them."
[/message]
{SCORPION_PLACEMENT}
[remove_event]
id=scorpions_spotted
[/remove_event]
[/event]
[event]
name=die
[filter]
type=Giant Scorpion
[/filter]
[filter_condition]
[not]
[have_unit]
type=Giant Scorpion
[/have_unit]
[/not]
[/filter_condition]
[item]
x=$x1
y=$y1
image=items/ring-white.png
[/item]
[message]
speaker=Kaleh
message= _ "The scorpions were devouring some poor person’s body. There doesn’t seem to be much of him left, but wait— What’s this? It looks like a tiny gold ring. I think I see elvish runes on the inside, but I can barely make them out. This seems to be a ring of travel! Those who wear it will not suffer from thirst or hunger, nor cold, nor heat. I’ve heard tales of such magical items, and we can certainly use it now."
[/message]
[message]
speaker=narrator
message= _ "One unit wearing this ring is immune to any damage caused during the day by the heat of the desert."
image=wesnoth-icon.png
[/message]
[store_locations]
x,y=$x1,$y1
variable=ring_loc
[/store_locations]
[event]
name=moveto
id=take_traveler_ring
delayed_variable_substitution=yes
first_time_only=no
[filter]
side=1
[not]
type=Dust Devil
[/not]
[filter_location]
find_in=ring_loc
[/filter_location]
[/filter]
[message]
# wmllint: deathcheck off
speaker=unit
# wmllint: deathcheck on
message= _ "Should I take this ring?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
id=Travelring
name= _ "Traveler’s Ring"
image=items/ring-white.png
description= _ "The unit wearing this ring will not become dehydrated by the desert."
[filter]
x=$x1
y=$y1
side=1
[/filter]
[effect]
apply_to=overlay
add="misc/silver-ring-icon.png"
[/effect]
[/object]
{APPLY_HYDRATION_EFFECT (x,y=$x1,$y1)}
[remove_item]
x=$x1
y=$y1
[/remove_item]
[role]
role=immune
x=$x1
y=$y1
[/role]
[remove_event]
id=take_traveler_ring
[/remove_event]
{CLEAR_VARIABLE ring_loc}
[/command]
[/option]
[option]
label= _ "No, I think someone else should wear it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
[/event]
#undef SCORPION_PLACEMENT
#Encounter 1.5: Second Oasis, remind player of healing properties
[event]
name=moveto
[filter]
x=27-38
y=55-65
side=1
[/filter]
[message]
speaker=unit
message= _ "Look, an oasis! Its refreshing water will allow our people to regain strength and rest safely on the grass during the heat of the day."
[/message]
[/event]
#Encounter 2 Ogre Ambush
#define OGRE_PLACEMENT
{SCATTER_UNITS 5 "Ogre,Ogre,Young Ogre,Young Ogre,Young Ogre" 0 x,y,radius=17,49,3 (
side=3
name= _ "Hunting Ogre"
role=Hunting Ogre
random_traits=no
ai_special=guardian
animate=yes
)}
{VARIABLE ogres_killed 0}
#enddef
[event]
name=moveto
id=ogres_spotted
[filter]
side=1
[filter_location]
x,y=17,49
radius=8
[/filter_location]
[filter_wml]
usage=scout
[/filter_wml]
[/filter]
[remove_event]
id=ogre_ambush
[/remove_event]
{OGRE_PLACEMENT}
[message]
speaker=unit
message=_ "Shh... ogres ahead. Behind that dune there, we have to pass them if we want to reach the next oasis."
[/message]
[message]
speaker=Kaleh
message=_ "No chance to sneak around?"
[/message]
[message]
speaker=unit
message=_ "We would have to cover extra distance in difficult terrain. If you want to bypass them I suggest going straight north in the hopes of finding an oasis there."
[/message]
# move into the inner area to alert ogres
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter]
role=Hunting Ogre
[/filter]
[and]
x,y=17,49
radius=3
[/and]
[/filter_location]
[/filter]
[message]
type=Ogre
role=Hunting Ogre
message= _ "Fresh meat!"
[/message]
[/event]
[/event]
[event]
name=moveto
id=ogre_ambush
[filter]
side=1
[filter_location]
x,y=17,49
radius=3
[/filter_location]
[not]
[filter_wml]
usage=scout
[/filter_wml]
[/not]
[/filter]
[remove_event]
id=ogres_spotted
[/remove_event]
{OGRE_PLACEMENT}
[message]
speaker=Kaleh
message= _ "Ogre ambush!"
[/message]
[message]
type=Ogre
message= _ "Fresh meat!"
[/message]
[message]
speaker=unit
message= _ "Ugh, they smell as bad as they look. And they’re huge! Well, the bigger they are, the harder they fall."
[/message]
[/event]
[event]
name=die
[filter]
role="Hunting Ogre"
[/filter]
[filter_condition]
[have_unit]
role="Hunting Ogre"
count=0
[/have_unit]
[/filter_condition]
[kill]
role="Hunting Ogre"
[/kill]
[redraw]
[/redraw]
[item]
x=$x1
y=$y1
image=items/potion-grey.png
[/item]
[message]
speaker=Kaleh
message= _ "That’s the last of them. This looks like a hunting party, they must have a camp around here somewhere."
[/message]
[message]
speaker=Nym
message=_"Hey! Look there, they dropped something... A stone bottle, sealed. I wonder what’s inside..."
[/message]
# Move Nym to the bottle, but don't move her if she's already adjacent to it
# if she landed the killing blow, moving her now means that she doesn't get the XP.
[if]
[not]
[have_unit]
id=Nym
[filter_location]
x,y=$x1,$y1
radius=1
[/filter_location]
[/have_unit]
[/not]
[then]
{MOVE_UNIT id=Nym $x1 $y1}
[/then]
[/if]
[message]
speaker=Zhul
message=_"Nym! No! Don’t open—"
[/message]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[message]
speaker=Nym
message=_"Too late. And it’s just sand inside. Not worth... Whoa! What’s happening?!"
[/message]
[unit]
type=Dust Devil
id=Dust Devil
name=_"Dust Devil"
side=1
[modifications]
{TRAIT_LOYAL}
[/modifications]
x=$x1
y=$y1
[/unit]
[redraw]
[/redraw]
[message]
speaker=Garak
message=_"It’s a dust devil, but I have never seen one so small before."
[/message]
[store_locations]
[not]
[filter]
[/filter]
[/not]
[and]
x,y=$x1,$y1
radius=1
[/and]
variable=locs_around_nym
[/store_locations]
[hide_unit]
id=Dust Devil
[/hide_unit]
{VARIABLE dust_devil_path.x $stored_dust_devil.x}
{VARIABLE dust_devil_path.y $stored_dust_devil.y}
{VARIABLE dust_devil_retpath.x $stored_dust_devil.x}
{VARIABLE dust_devil_retpath.y $stored_dust_devil.y}
[foreach]
array=locs_around_nym
[do]
{VARIABLE dust_devil_path.x "$dust_devil_path.x|,$this_item.x"}
{VARIABLE dust_devil_path.y "$dust_devil_path.y|,$this_item.y"}
{VARIABLE dust_devil_retpath.x "$this_item.x|,$dust_devil_retpath.x|"}
{VARIABLE dust_devil_retpath.y "$this_item.y|,$dust_devil_retpath.y|"}
[/do]
[/foreach]
[move_unit_fake]
type=Dust Devil
side=1
x=$dust_devil_path.x|,$dust_devil_retpath.x
y=$dust_devil_path.y|,$dust_devil_retpath.y
[/move_unit_fake]
[unhide_unit]
id=Dust Devil
[/unhide_unit]
{CLEAR_VARIABLE locs_around_nym,dust_devil_path,dust_devil_retpath}
[message]
speaker=Kaleh
message=_"It seems to like you, looks like you just got yourself a pet."
[/message]
[message]
speaker=Zhul
message=_"Girl, I told you not to open it. Let’s go, I’d really like to get to an oasis soon."
[/message]
{CLEAR_VARIABLE ogres_killed}
[/event]
#undef OGRE_PLACEMENT
# These are related to the ogre ambush. A player unit being killed by an ogre,
# or an ogre being killed by a player unit, changes the behavior of the bandits
# whenever they are encountered.
[event]
name=mobilize_black_hand_bandits
[filter_condition]
[variable]
name=bandits_mobilized
boolean_equals=no
[/variable]
[have_unit]
role="Black Lieutenant"
[or]
role="Black Hand Bandit"
[/or]
[/have_unit]
[/filter_condition]
[store_unit]
variable=bandits
kill=yes
[filter]
role="Black Lieutenant"
[or]
role="Black Hand Bandit"
[/or]
[/filter]
[/store_unit]
[foreach]
array=bandits
[do]
{CLEAR_VARIABLE this_item.ai_special,this_item.status.guardian}
[unstore_unit]
variable=this_item
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE bandits}
{VARIABLE bandits_mobilized yes}
[/event]
[event]
name=die
[filter]
side=1
[/filter]
[filter_second]
side=3
race=ogre
[/filter_second]
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/event]
[event]
name=die
first_time_only=no
[filter]
side=3
race=ogre
[/filter]
[if]
[variable]
name=ogres_killed
equals=3
[/variable]
[then]
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/then]
[else]
{VARIABLE_OP ogres_killed add 1}
[/else]
[/if]
[/event]
#Encounter 3: Black Hand Ambush
[event]
name=moveto
[filter]
side=1
x=1-20
y=40-54
[/filter]
{RANDOM_PLACEMENT_AREA 6 43 3}
{VARIABLE trappers {ON_DIFFICULTY 1 1 2} }
{VARIABLE thugs {ON_DIFFICULTY 3 3 3} }
{VARIABLE poachers {ON_DIFFICULTY 3 3 3} }
{VARIABLE bandits {ON_DIFFICULTY 0 1 2} }
{PLACE_UNITS_RANDOMLY $trappers 2 "Trapper" "Black Lieutenant" ( _ "Black Lieutenant") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $thugs 2 "Thug" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $poachers 2 "Trapper" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $bandits 2 "Bandit" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{CLEAR_VARIABLE trappers}
{CLEAR_VARIABLE thugs}
{CLEAR_VARIABLE poachers}
{CLEAR_VARIABLE bandits}
{CLEAR_PLACEMENT_AREA}
[if]
[have_unit]
side=1
x=1-17
y=37-51
[/have_unit]
[then]
[scroll_to_unit]
type=Thug
[/scroll_to_unit]
{CLEAR_FOG 1 8 44 2}
[message]
type=Thug
message= _ "And I thought it was going to be another boring patrol. You there! Elf! This is our oasis, and we will water it with your blood!"
[/message]
[message]
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{UNCLEAR_FOG}
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/then]
[else]
[event]
name=sighted
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
[scroll_to_unit]
role=Black Lieutenant
[/scroll_to_unit]
{CLEAR_FOG 1 8 44 2}
[message]
role=Black Lieutenant
message= _ "We don’t know who you are, and we don’t much care. Tremble before the might of the Black Hand!"
[/message]
[message]
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{UNCLEAR_FOG}
[fire_event]
name=mobilize_black_hand_bandits
[/fire_event]
[/event]
[/else]
[/if]
[/event]
#Encounter 4 Undead Fire Mage combat
#y coor: 1 to (35-39)
#Encounter happens right after player moves to the location
[event]
name=moveto
[filter]
x=1-28,29-39
y=23-36,14-21
side=1
[/filter]
[unit]
type=Red Mage
id=Elyssa
name= _ "Elyssa"
unrenamable=yes
profile=portraits/elyssa.png
gender=female
experience=15
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
# boost Elyssa's movement on sand
# - she'll be dragging her feet, anyway
# drop her quick trait instead
[object]
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
sand=1
[/movement_costs]
[/effect]
[/object]
[/modifications]
x="$($x1 - 2)"
y="$($y1 - 4)"
side=1
[/unit]
{RANDOM_PLACEMENT_AREA "$($x1 + 7)" "$($y1 - 1)" 3}
{VARIABLE skeletons {ON_DIFFICULTY 2 2 2} }
{VARIABLE archers {ON_DIFFICULTY 2 2 1} }
{VARIABLE shooters {ON_DIFFICULTY 1 1 2} }
{VARIABLE revenants {ON_DIFFICULTY 0 1 2} }
{PLACE_UNITS_RANDOMLY 1 4 "Revenant" "ElyssaUndead" ( _ "Go’hag") ( id="Go'hag" )}
{PLACE_UNITS_RANDOMLY $skeletons 4 "Skeleton" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $archers 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $revenants 4 "Revenant" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $shooters 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()}
# wmllint: recognize Go'hag
{CLEAR_VARIABLE skeletons}
{CLEAR_VARIABLE archers}
{CLEAR_VARIABLE shooters}
{CLEAR_VARIABLE revenants}
{CLEAR_PLACEMENT_AREA}
[message]
speaker=Elyssa
message= _ "Back, you fiends! Or I’ll kill you a second time!"
[/message]
#ifdef HARD
[message]
speaker="Go'hag"
message= _ "You have defied our master for the last time. Now you shall die! And I shall personally make it slow and painful, to thank you for that scorching you gave me."
[/message]
#else
[message]
speaker="Go'hag"
message= _ "You have defied our master for the last time. Now you shall die!"
[/message]
#endif
[message]
speaker=Elyssa
message= _ "Stupid undead, they never listen. Then have a taste of my flame!"
[/message]
[message]
speaker=Kaleh
message= _ "She looks like she’s in trouble. We should help her."
[/message]
[event]
name=die
[filter]
role="ElyssaUndead"
[/filter]
[filter_condition]
[have_unit]
role="ElyssaUndead"
count=0
[/have_unit]
[/filter_condition]
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Nym
message= _ "Whew! Looks like that’s the last of them."
[/message]
[message]
speaker=Elyssa
message= _ "Thanks for the help! That was a little too close for comfort."
[/message]
[message]
speaker=Kaleh
message= _ "That was a lot of undead. Why were they coming after you?"
[/message]
[message]
speaker=Elyssa
message= _ "I accidentally managed to anger a powerful necromancer a while ago... It’s a long story. But who are you? You almost look like elves."
[/message]
[message]
speaker=Kaleh
message= _ "We are, we’re the Quenoth Elves and we are traveling north. You look like you’re a mage, but I thought your kind were all gone."
[/message]
[message]
speaker=Elyssa
message= _ "I am, I’m a fire mage. I’ve been traveling for quite a while now, exploring and learning. But these sands seem particularly inhospitable! I’ve been meaning to check out the northern mountains; mind if I join you for a while in your travels?"
[/message]
[message]
speaker=Zhul
message= _ "We’d be glad to have the help of someone with the mastery of fire."
[/message]
[/then]
[else]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "The undead are defeated, but we lost her in the fight as well. Darn, if only we could have saved her."
[/message]
{CLEAR_VARIABLE speaking_unit}
[/else]
[/if]
[/event]
[/event]
#Encounter 5 Castle/Ogre Camp
#Encounter happens right after player moves near castle
[event]
name=moveto
[filter]
side=1
x=25-40
y=22-33
[/filter]
[if]
[have_unit]
side=1
x=28-39
y=22-33
[filter_location]
[not]
time_of_day=lawful
[/not]
[/filter_location]
[/have_unit]
#!***Do wraith event***
[then]
[modify_side]
{INCOME 16 23 30}
{GOLD 55 70 80}
side=4
[/modify_side]
[unit]
type=Wraith
id=Vengeful Lord
name= _ "Vengeful Lord"
side=4
x=34
y=25
canrecruit=yes
[/unit]
{CLEAR_FOG 1 34 26 3}
{NAMED_UNIT 4 "Ghost" 33 25 () ( _ "Honor Guard") (animate=yes)}
{NAMED_UNIT 4 "Ghost" 35 25 () ( _ "Honor Guard") (animate=yes)}
#ifndef EASY
{NAMED_UNIT 4 "Ghost" 33 26 () ( _ "Honor Guard") (animate=yes)}
{NAMED_UNIT 4 "Ghost" 35 26 () ( _ "Honor Guard") (animate=yes)}
#endif
[message]
speaker=Vengeful Lord
message= _ "The most hated living in my castle! To me! To me stray souls of the deserts! Let’s cleanse this pollution!"
[/message]
[message]
speaker=Vengeful Lord
message=_"Elf of the sands, I remember you. You thought me defeated, but I am back even more powerful than before. Death reigns eternal, your scorched bones and lifeless body will join my host."
[/message]
[message]
speaker=Garak
message= _ "Still singing the same tune. We defeated you once before, we can do so again!"
[/message]
{UNCLEAR_FOG}
[event]
name=last breath
[filter]
id=Vengeful Lord
[/filter]
[message]
speaker=Vengeful Lord
message= _ "Noo... (<i>Fades</i>)"
[/message]
[sound]
name=gold.ogg
[/sound]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "Searching his castle, we found a chest filled with gold."
[/message]
{CLEAR_VARIABLE speaking_unit}
[gold]
amount={ON_DIFFICULTY 100 75 50}
side=1
[/gold]
[/event]
[/then]
#!***Do ogre event***
[else]
#ifdef EASY
{VARIABLE ogres "Ogre,Young Ogre,Young Ogre,Ogre"}
#endif
#ifdef NORMAL
{VARIABLE ogres "Ogre,Ogre,Young Ogre,Ogre"}
#endif
#ifdef HARD
{VARIABLE ogres "Ogre,Ogre,Ogre,Ogre"}
#endif
{SCATTER_UNITS 4 $ogres 1 x,y,radius=34,27,3 (
side=3
name= _ "Ogre Nomad"
role=Ogre Nomad
random_traits=no
animate=yes
)}
{CLEAR_VARIABLE ogres}
{CLEAR_FOG 1 34 27 3}
[message]
type=Ogre
message= _ "Elves! Kill them all!"
[/message]
[message]
speaker=Garak
message= _ "This ruined castle must be where the ogres make their home. Well, if it’s a fight they want, it’s a fight they’ll get."
[/message]
{UNCLEAR_FOG}
[event]
name=die
[filter]
role=Ogre Nomad
[/filter]
[filter_condition]
[have_unit]
role=Ogre Nomad
count=0
[/have_unit]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "That’s the last of those stinking beasts. They should trouble us no more."
[/message]
[message]
speaker=Garak
message= _ "This ruin looks oddly familiar."
[/message]
[message]
speaker=Nym
message= _ "Yuck, there’s still dried blood on the stones. It’s kind of spooky."
image=portraits/nym_moody.png
[/message]
[/event]
[/else]
[/if]
[/event]
#Encounter #6 Outlaw Sign
#y coor: 1 to (20-21)
#Sign appears as soon as player moves to the location
#Outlaw leader is given money and units
[event]
name=moveto
[filter]
y=1-20
side=1
[/filter]
[item]
x=$x1
y=$y1
image=items/orcish-flag2.png
[/item]
[message]
speaker=narrator
message= _ "This land belongs to the Black Hand. Trespass and you will die."
image=scenery/signpost.png
[/message]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Bandits. If they get in our way, they’re going to be sorry."
[/message]
[message]
speaker=Kaleh
message= _ "There’s no way we can get all our people safely across the desert with outlaws harassing us. We must defeat them before we can continue."
[/message]
[message]
speaker=$explorer.id
message= _ "Did you see that? I think I just saw someone disappear behind that dune over there. I think we’re being watched. I suspect there are more of these bandits lurking in these dunes than we originally thought."
[/message]
{CLEAR_VARIABLE explorer}
[unit]
side=2
id=Thorn
name= _ "Thorn"
type=Outlaw
gender=female
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
canrecruit=yes
x=22
y=6
[/unit]
[modify_side]
side=2
{INCOME 12 16 20}
{GOLD 150 200 250}
[/modify_side]
[show_objectives]
[/show_objectives]
[/event]
#Encounter 7 Mirage
#Oasis disappears as soon as player moves to the location
[event]
name=moveto
[filter]
side=1
x=9-13
y=13-19
[/filter]
[terrain]
terrain=Dd
x=10,10,11,11,11,12,12
y=14,15,15,16,17,15,16
[/terrain]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Dang. I was sure I saw an oasis here. Must have been a mirage. I’ve been out in the sand for too long."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
# Encounter 7.5 Pinnacle Rock
# first unit to see the rock comments on the outlaws there
[event]
name=moveto
[filter]
x=14-29
y=1-14
side=1
[/filter]
[allow_undo]
[/allow_undo]
{CLEAR_FOG 1 21 8 3}
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "So, the outlaws have made a base around Pinnacle Rock. It’s a good location, but we will drive them from it all the same."
[/message]
{CLEAR_VARIABLE explorer}
{UNCLEAR_FOG}
[/event]
#Encounter 8: Death of outlaw leader
[event]
name=last breath
[filter]
id=Thorn
[/filter]
[message]
speaker=unit
message= _ "I surrender! I mean we surrender. Just please don’t kill me."
[/message]
[message]
speaker=unit
message= _ "Please, have mercy on us. We’re just trying to survive in this horrible land."
[/message]
#ifdef HARD
[message]
speaker=Kaleh
message= _ "I will not kill you in cold blood. But leave these lands, and never darken our path again. Or I will show you no mercy."
[/message]
#else
[item]
x=$x1
y=$y1
image=items/holy-water.png
[/item]
[message]
speaker=unit
message= _ "Here, take this vial of holy water. You’ll need it with all the undead around."
[/message]
[message]
speaker=Kaleh
message= _ "I will take this vial, in exchange for your life. But leave these lands, and never darken our path again. Or I will show you no mercy."
[/message]
[message]
speaker=Zhul
message= _ "It’s Holy Water. When anointed on a weapon it makes it deadly to magical creatures. Vials such as these are rare and valuable. We should choose carefully who will use it."
[/message]
# Holy Water item event
# If unit moves to hex after outlaw leader dies, it gets the holy water
[event]
name=moveto
id=take_holy_water
delayed_variable_substitution=no
first_time_only=no
[filter]
x=$x1
y=$y1
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "Should I take the holy water?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
id=PureWater
name= _ "Holy Water"
image=items/holy-water.png
description= _ "This water will make your melee weapons <i>arcane</i>, and thus especially powerful against the undead."
[effect]
apply_to=attack
range=melee
set_type=arcane
[/effect]
[/object]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[remove_event]
id=take_holy_water
[/remove_event]
[/command]
[/option]
[option]
label= _ "No, I think someone else should take it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
#endif
#all surviving outlaws flee, so kill all units
[kill]
side=2
animate=no
fire_event=no
[/kill]
[show_objectives]
[/show_objectives]
[/event]
#if Kaleh moves to north edge of map but outlaw leader isn't defeated
#then this warns the player that he must go back and kill outlaw leader
#first to complete the scenario
[event]
name=moveto
first_time_only=no
[filter]
y=1
side=1
id=Kaleh
[/filter]
[if]
[have_unit]
id=Thorn
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "The Black Hand outlaws still threaten the others. While their leader still fights we won’t be able to get all our people across the sands safely. We must deal with the Black Hand before we can progress further."
[/message]
[allow_undo][/allow_undo]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "The outlaws are defeated and we’ve made it across these blasted sands. The hills are just a few miles to the north. We should be able to find water and rest there."
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=victory
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "Now that we have a moment of peace, I have to ask you, Elyssa, what were you really doing out in the middle of the desert? It’s a rather barren place to be traveling."
[/message]
[message]
speaker=Elyssa
message= _ "I’ve been searching for secrets from the past. Did you know that this entire land used to be a huge empire? Apparently all this used to be great plains and farmland, before the sands came."
[/message]
[message]
speaker=Nym
message= _ "It’s hard to imagine. There’s barely enough rain here now to support these tiny cacti, let alone crops."
[/message]
[message]
speaker=Garak
message= _ "And yet the great ruins that I have seen scattered across these sands are a testament that something was here before us. Perhaps in a time long ago when the land was more forgiving."
[/message]
[message]
speaker=Elyssa
message= _ "Before the Great Fall, there were huge cities, with great schools of magery, libraries of books, vast repositories of knowledge. Most of it was destroyed in the ensuing chaos and years of decay, but I’m searching for the little fragments that are left. For example, have you ever heard of the Sceptre of Fire?"
[/message]
[message]
speaker=Kaleh
message= _ "No, I haven’t. What is it?"
[/message]
[message]
speaker=Elyssa
message= _ "I’m not sure. I’ve read various references to it, but nothing specific. I’ve been searching for it for a long time. All I know is that it was a very powerful magical wand and that it was some sort of symbol of royalty in the old empire, but I have no idea where it might be. So I scour the land, learning all I can about the olden days. I’m sure it must be somewhere."
[/message]
[message]
speaker=Kaleh
message= _ "Perhaps. But it has been so long, and so much has been lost. Who can say?"
[/message]
[/then]
[/if]
# clearing variables
{CLEAR_VARIABLE bandits_mobilized}
{CLEAR_VARIABLE ghosts}
{CLEAR_VARIABLE ghosts_already_spawned}
{CLEAR_VARIABLE ghosts_killed}
{CLEAR_VARIABLE max_ghosts}
{CLEAR_VARIABLE ghosts_to_kill}
[/event]
#time over defeat event
[event]
name=time over
[message]
speaker=Kaleh
message= _ "We’ve run out of provisions and our people are exhausted. We’ve taken too long crossing the desert, I fear we shall never reach the other side."
[/message]
[/event]
# These events happen continually throughout the scenario
# LOST SOULS:
# changed spawning of lost soul to happen in the vicinity of player units
# spawn a number of ghosts each turn depending on how "exposed"
# the player units are. Only units in the middle of the desert attract
# ghosts.
# LOST SOUL DISAPPEARANCE at first daylight
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_location]
time_of_day_id=dawn1,dawn2
[/have_location]
[/filter_condition]
# reset the ghosts' counters
{VARIABLE ghosts_already_spawned 0}
{VARIABLE ghosts_killed 0}
[kill]
role=LostSoul
animate=no
fire_event=no
[/kill]
[/event]
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_location]
time_of_day_id=dusk1,dusk2
[or]
time_of_day=chaotic
[/or]
[/have_location]
[variable]
name=ghosts_already_spawned
less_than=$max_ghosts
[/variable]
[/filter_condition]
# store "exposed" units - those surrounded by a lot of desert
[store_locations]
variable=ghost_spawn_locs
[filter]
side=1
[/filter]
terrain=Hd^*, Dd^*, Ds^*, Rr^*
[filter_adjacent_location]
count="5,6"
adjacent="n,ne,se,s,sw,nw"
terrain=Hd^*, Dd^*, Ds^*, Rr^*
[/filter_adjacent_location]
[/store_locations]
[if]
[variable]
name=ghost_spawn_locs.length
greater_than=0
[/variable]
[then]
# 1 ghost per 4/3/2 exposed units (roughly) per turn
{VARIABLE ghosts_per_unit "$($ghost_spawn_locs.length / {ON_DIFFICULTY 4 3 2})"}
# spawn more rapidly as time goes by
{VARIABLE ghosts_per_turn "$(($turn_number / 21) + {ON_DIFFICULTY 1 2 3})"}
{VARIABLE ghost_limit "$($max_ghosts - $ghosts_already_spawned)"}
{VARIABLE ghosts "$(min([$ghosts_per_unit, $ghosts_per_turn, $ghost_limit]))"}
{CLEAR_VARIABLE ghosts_per_unit,ghosts_per_turn,ghost_limit}
# store all possible spawn locations in range
# pick one random ghost_spawn from which
# to store all locations in range
{RANDOM "0..$($ghost_spawn_locs.length - 1)"}
[store_locations]
variable=spawn
terrain=Hd^*, Dd^*, Ds^*, Rr^*
[filter_adjacent_location]
[filter]
side=1
[/filter]
[/filter_adjacent_location]
[and]
x=$ghost_spawn_locs[$random].x
y=$ghost_spawn_locs[$random].y
radius=8
[/and]
[/store_locations]
{CLEAR_VARIABLE ghost_spawn_locs}
[repeat]
times=$ghosts
[do]
{RANDOM "0..$($spawn.length - 1)"}
# wmlindent: start ignoring
{NAMED_UNIT 4 "Ghost" $spawn[$random].x $spawn[$random].y () ( _ "Lost Soul") (
animate=yes
role="LostSoul")}
# wmlindent: stop ignoring
{VARIABLE_OP ghosts_already_spawned add 1}
[/do]
[/repeat]
{CLEAR_VARIABLE spawn,random}
# some ghosts dialogue
[fire_event]
name=ghosts_talk
[/fire_event]
[/then]
[/if]
[/event]
[event]
name=ghosts_talk
[message]
speaker=Garak
message= _ "The sands are haunted with the spirits of tortured souls long since dead. At dusk they rise again, and during the Long Dark they can be particularly nasty. They disappear again at dawn, but personally I prefer the heat of the day to the horrors of the night."
[/message]
[message]
speaker=Zhul
message= _ "The combination of the heat of the day and the rising undead make dusk a particularly dangerous time of day."
[/message]
[/event]
# If player kills more than 33% of the maximum number of lost souls, the rest flee
[event]
name=die
first_time_only=no
[filter]
role=LostSoul
[/filter]
[if]
[variable]
name=ghosts_killed
numerical_not_equals=$ghosts_to_kill
[/variable]
[then]
{VARIABLE_OP ghosts_killed add 1}
[/then]
[else]
[kill]
role=LostSoul
animate=no
fire_event=no
[/kill]
# don't respawn ghosts this night
{VARIABLE ghosts_already_spawned $max_ghosts}
{VARIABLE ghosts_killed 0}
[fire_event]
name=ghosts_leave
[/fire_event]
[/else]
[/if]
[/event]
[event]
name=ghosts_leave
[message]
speaker=Kaleh
message= _ "What happened? The undead spirits all just disappeared."
[/message]
[message]
speaker=Garak
message= _ "These spirits are weak. They seek to prey on the helpless, but when they encounter strong resistance they flee."
[/message]
[event]
name=ghosts_talk
[message]
speaker=Kaleh
message= _ "You come and rise again, spirits? Have we not defeated you before?"
[/message]
[message]
speaker=Zhul
message= _ "These lost souls cannot hold onto anything but memories of lives long gone. They will rise to plague us again, night after night."
[/message]
[/event]
[event]
name=ghosts_leave
[message]
speaker=Kaleh
message= _ "Flee, you craven spirits, and leave us in peace!"
[/message]
[/event]
[/event]
#define UTBS_GARAK_MUST_LIVE
#enddef
{UTBS_INCLUDE utils/deaths.cfg}
#undef UTBS_GARAK_MUST_LIVE
[/scenario]
|
#textdomain wesnoth-utbs
# Scenario should work under following assumptions:
# -- Player finds himself on the battlefield between feuding undead.
# -- Undead deploy champions (one each).
# -- Number of tents saved from destruction affects unit cost later in campaign
# -- Character Garak is removed from campaign at this stage.
# -- There is an orc raid in second half.
# -- There is no timeflow, scenario takes place at night.
[scenario]
id=03_Stirring_in_the_Night
next_scenario=04_Descending_into_Darkness
name= _ "A Stirring in the Night"
{UTBS_MAP 03_A_Stirring_in_the_Night.map}
{LONGDARK4}
[+time]
# po: Use the same translation as for the string in the wesnoth-help textdomain.
name= _ "The Long Dark"
[/time]
# Set initial turns to 12 to give impression that that is how long player needs to
# survive.
turns=12
victory_when_enemies_defeated=no
{INTRO_AND_SCENARIO_MUSIC "transience.ogg" "frantic.ogg"}
{EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "the_king_is_dead.ogg"}
{EXTRA_SCENARIO_MUSIC "siege_of_laurelmor.ogg"}
{STORY_STIRRING_IN_THE_NIGHT}
# Side 1 elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
controller=human
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic
{GOLD 250 200 150}
{INCOME 4 1 -2}
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# Side 2 undead, starts with pet revenant, Zur
[side]
side=2
id=Azkotep
name= _ "Azkotep"
type=Lich
canrecruit=yes
controller=ai
{GOLD 120 180 240}
{INCOME 15 21 27}
recruit=Skeleton,Skeleton Archer,Skeleton Rider
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.9}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
{AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0}
{AI_NO_SCOUTS}
#!-- Do not target sides 1 and 4, thay are an annoyance not an enemy
#!-- Unless on HARD of course, death to the living
[goal]
value=10
[criteria]
side=3
[/criteria]
[/goal]
[goal]
value=20
[criteria]
id=Grak
[/criteria]
[/goal]
#ifdef HARD
[goal]
value=5
[criteria]
side=1
[/criteria]
[/goal]
[goal]
value=5
[criteria]
side=4
[/criteria]
[/goal]
#endif
[/ai]
{FLAG_VARIANT undead}
[/side]
# Side 3 undead, starts with pet wraith, Grak
[side]
side=3
id=Ystara
name= _ "Ystara"
type=Death Knight
canrecruit=yes
controller=ai
{GOLD 120 180 240}
{INCOME 15 21 27}
recruit=Vampire Bat,Ghoul,Ghost,Walking Corpse
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.9}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
{AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0}
{AI_NO_SCOUTS}
[goal]
value=10
[criteria]
side=2
[/criteria]
[/goal]
[goal]
value=20
[criteria]
id=Zur
[/criteria]
[/goal]
#ifdef HARD
[goal]
value=5
[criteria]
side=1
[/criteria]
[/goal]
[goal]
value=5
[criteria]
side=4
[/criteria]
[/goal]
#endif
[/ai]
{FLAG_VARIANT undead}
[/side]
# Side 4, Orcish Raiders
# Raider shouldn’t usually capture the elves' keep, but if they do, they can
# summon more units.
[side]
side=4
no_leader=yes
controller=ai
recruit=Orcish Grunt, Orcish Archer, Goblin Spearman, Orcish Assassin
shroud=no
fog=no
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
{STARTING_VILLAGES 1 30}
#! -- setting up objectives,variables and map objects
#! -- sets variables : $sneak_up, $defiant_death,
#! -- $casualties_count
[event]
name=prestart
# set starting scenario objectives
[objectives]
[objective]
description= _ "Survive until dawn"
condition=win
show_turn_counter=yes
[show_if]
{VARIABLE_CONDITIONAL turn_number less_than 12}
[/show_if]
[/objective]
[objective]
{ALTERNATIVE_OBJECTIVE_CAPTION}
description= _ "Defeat all undead leaders"
condition=win
[show_if]
{VARIABLE_CONDITIONAL turn_number less_than 12}
[/show_if]
[/objective]
[objective]
description= _ "Defeat all undead leaders"
condition=win
[show_if]
{VARIABLE_CONDITIONAL defiant_death boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "Defeat Possessed Garak"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Possessed Garak
id=Possessed Garak
[/have_unit]
[/show_if]
[/objective]
[objective]
{ALTERNATIVE_OBJECTIVE_CAPTION}
description= _ "Defeat Azkotep"
condition=win
[show_if]
[have_unit]
id=Possessed Garak
[/have_unit]
[have_unit]
id=Azkotep
[/have_unit]
[/show_if]
[/objective]
[objective]
{ALTERNATIVE_OBJECTIVE_CAPTION}
description= _ "Defeat Ystara"
condition=win
[show_if]
[have_unit]
id=Possessed Garak
[/have_unit]
[have_unit]
id=Ystara
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Garak"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL turn_number less_than 12}
[/show_if]
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
[objective]
description= _ "You lose control (even temporarily) of more than 6 villages"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Elyssa
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Garak
[/recall]
[recall]
id=Dust Devil
[/recall]
[item]
x=14
y=10
halo=halo/fire-aura.png
[/item]
[item]
x=16
y=15
halo=halo/fire-aura.png
[/item]
[item]
x=13
y=20
halo=halo/fire-aura.png
[/item]
{VARIABLE sneak_up no}
{VARIABLE defiant_death no}
{VARIABLE casualties_count 0}
# Time Areas correspond with halos around campfires
[time_area]
x=14,16,13
y=10,15,20
id=campfires
radius=2
{DAWN}
[+time]
# po: Use the same translation as for the string in the wesnoth-help textdomain.
name= _ "The Long Dark"
image=misc/time-schedules/after-the-fall/15longdark4.png~BLIT(misc/tod-bright.png)
[/time]
[/time_area]
[/event]
# Start of scenario event. It sets up
# initial undead units and plays intro dialogue
[event]
name=start
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Revenant) 20 22 (Zur) ( _ "Zur") }
{NAMED_NOTRAIT_UNIT 3 (Wraith) 22 7 (Grak) ( _ "Grak")}
# On medium and hard change champions type to more menacing
# and give them some help
#else
{NOTRAIT_UNIT 2 (Skeleton Rider) 20 23}
{NOTRAIT_UNIT 2 (Skeleton Rider) 21 23}
{NOTRAIT_UNIT 3 (Necrophage) 22 6}
{NOTRAIT_UNIT 3 (Necrophage) 23 7}
#endif
#ifdef NORMAL
{NAMED_NOTRAIT_UNIT 2 (Deathblade) 20 22 (Zur) (_"Zur") }
{NAMED_NOTRAIT_UNIT 3 (Wraith) 22 7 (Grak) (_"Grak")}
#endif
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Draug) 20 22 (Zur) (_"Zur") }
{NAMED_NOTRAIT_UNIT 3 (Spectre) 22 7 (Grak) (_"Grak")}
#endif
# give the champs an icon so they stand out, but make it gray since they are not loyal
[unit_overlay]
id=Grak,Zur
image=misc/loyal-icon.png~GS()
[/unit_overlay]
[message]
speaker=Nym
message= _ "Kaleh, wake up! Sentries report movement in the sands!"
[/message]
[message]
speaker=Kaleh
message= _ "Orcs?"
[/message]
[message]
speaker=Nym
message= _ "I don’t..."
[/message]
[message]
speaker=Azkotep
message= _ "We meet again, Ystara."
[/message]
[message]
speaker=Ystara
message= _ "You think you can take me, Azkotep?"
[/message]
[message]
speaker=Azkotep
message= _ "My champion, Zur shall slice you to shreds like the puny adept you once were."
[/message]
[message]
speaker=Ystara
message= _ "You always were an arrogant little bastard. Grak will swallow your soul, or what’s left of it."
[/message]
[message]
speaker=Azkotep
message= _ "You spurned me once and I will make you pay. To battle, my minions! Become my wrath!"
[/message]
[message]
speaker=Nym
message= _ "... think so. You really know how to pick a campsite, Kaleh."
[/message]
[message]
speaker=Kaleh
message= _ "Where did they come from? I swear those castles weren’t there at sunset."
[/message]
[message]
speaker=Zhul
message= _ "Many strange things can happen during the long dark. But despite their wraith-like forms, I have no doubt that their cold steel can still bite flesh."
[/message]
[message]
speaker=Elyssa
message= _ "Like I haven’t killed enough undead recently. Why can’t these creeps just stay dead?"
[/message]
[message]
speaker=Garak
message= _ "Our encampment is out of the direct line of attack, so we should be somewhat safe, at least."
[/message]
[message]
speaker=Zhul
message= _ "But if the battle spills around our people will be slaughtered by the undead hordes!"
[/message]
[message]
speaker=Kaleh
message= _ "There’s no way we can escape the battle in time. We must protect the camp from the undead."
[/message]
[message]
speaker=Zhul
message= _ "I fear that if we lose more than half of the tents we will not have the strength to go on. Garak, wake your men. We must hold off the undead until dawn."
[/message]
[message]
speaker=Kaleh
message= _ "To arms my people, to arms!"
[/message]
[/event]
# At the end of the initial dialogue Kaleh raises a war cry,
# some elves will wake up and respond
# Recall a random number of troops among the tents to make the
# glorious victory achieveable on harder levels.
# Internal variables: $tents, $rally_chance, $random
[event]
name=turn 1
[store_villages]
variable=tents
[/store_villages]
{VARIABLE rally_chance {ON_DIFFICULTY 60 45 30}}
[foreach]
array=tents
[do]
{RANDOM 0..100}
{VARIABLE_OP random sub $this_item.y}
[if]
[variable]
name=random
less_than=$rally_chance
[/variable]
[then]
[recall]
side=1
x=$this_item.x
y=$this_item.y
[/recall]
{VARIABLE_OP rally_chance sub 3}
[/then]
[/if]
[/do]
[/foreach]
{CLEAR_VARIABLE random}
{CLEAR_VARIABLE tents}
{CLEAR_VARIABLE rally_chance}
# depending on what units rally, and where, player can lose a village to the north champion purely to RNG, this scout can block that without being too wonderful otherwise
#ifndef HARD
[recall]
type=Quenoth Scout
x,y=16,14
facing=se
[/recall]
[if]
[have_unit]
x,y=16,14
[/have_unit]
[else]
[unit]
type=Quenoth Scout
side=1
x,y=16,14
facing=se
[/unit]
[/else]
[/if]
#endif
[/event]
# The first capture of an elven_camp has some speech
[event]
name=capture
first_time_only=yes
[filter]
side=2,3
[/filter]
[message]
speaker=Nym
message= _ "They’re raising the corpses of our fallen! What a horrible fate!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Elyssa
message= _ "Then we shall have to give them a proper cremation."
[/message]
[/event]
# Count destroyed tents, each lost makes future scenarios harder
# Includes defeat by loss of tents
# Affects variables : $elven_camps
# Each tent lost to undead spawns a WC
[event]
name=prestart
[store_villages]
variable=camps
[/store_villages]
# give player villages to protect
{VARIABLE elven_camps $camps.length}
#This generates and stores an event for every camp.
#That way we can avoid to store information about each village
#by using the first_time_only feature.
[foreach]
array=camps
[do]
[set_variables]
name=camp_event
mode=replace
[value]
name=capture
first_time_only=yes
[filter]
side=2,3,4
x=$this_item.x
y=$this_item.y
[/filter]
[if]
[variable]
name=unit.side
not_equals=4
[/variable]
[then]
#ifdef HARD
{NOTRAIT_UNIT $|unit.side (Soulless) $|x1 $|y1}
#endif
#ifdef NORMAL
{RANDOM (Walking Corpse,Soulless)}
{NOTRAIT_UNIT $|unit.side $|random $|x1 $|y1}
#endif
#ifdef EASY
{NOTRAIT_UNIT $|unit.side (Walking Corpse) $|x1 $|y1}
#endif
[/then]
[/if]
[gold]
amount={ON_DIFFICULTY 10 20 30}
side=$|unit.side
[/gold]
{VARIABLE_OP elven_camps sub 1}
[if]
[variable]
name=elven_camps
equals=5
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "Too many of our people have been killed. We will surely be overwhelmed by the undead now. All is lost!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/then]
[/if]
[/value]
[/set_variables]
[insert_tag]
name=event
variable=camp_event
[/insert_tag]
[/do]
[/foreach]
{CLEAR_VARIABLE camps}
{CLEAR_VARIABLE camp_event}
[/event]
# Instead with providing AI with higher lvl units on medium
# and hard give it highly experienced lvl1's
#ifndef EASY
# Change the difficulty increase model from having computer
# recruit some lvl2 and 3 units outright to advancing or
# half-advancing recruited lvl 1. At the same time, guarantees
# broader spectrum of opposing units, as AI advancement is random.
# Internal variables : $factor
[event]
name=recruit
first_time_only=no
[filter]
side=2,3,4
[/filter]
{VARIABLE min_experience "$(floor($unit.max_experience * {ON_DIFFICULTY 0 0.5 0.75}))"}
{RANDOM "$min_experience..$($unit.max_experience - 1)"}
{VARIABLE unit.experience $random}
[unstore_unit]
variable=unit
[/unstore_unit]
{CLEAR_VARIABLE min_experience,random}
[/event]
#endif
# If opposing champion wasn't attacked by the player yet Garak
# can issue a challenge. Affects variables : $garak_killed_grak,
# $garak_killed_zur
# Inform the player about the possibility of challenge and
# adjust Garak accordingly. Perform the challenge, set the
# death events where required.
# Internal variables : $challenged
[event]
name=turn 2
[message]
speaker=Garak
message=_"These champions... I will challenge them. Zhul, bless my weapons with light of Eloh."
[/message]
[message]
speaker=Zhul
message=_"Garak, but the suns..."
[/message]
[message]
speaker=Kaleh
message=_"You will not do any such thing, anyone trying to fight these creeps singlehanded will surely die. We need you, we will not make it without you."
[/message]
[message]
speaker=Garak
message=_"I had dreams of this night Kaleh, full of gloom and darkness, my journey will end here one way or another."
[/message]
[message]
speaker=Kaleh
message=_"No! That’s not true, our future is what we make of it, stay behind for this fight and..."
[/message]
[message]
speaker=Garak
message=_"And what? You’ll help me become a coward? I lived long, I’m not afraid of the end, just let me give it some meaning."
[/message]
[message]
speaker=Zhul
message=_"I bless you with the light that will come, I bless you with the memory and the promise. Lay down your shield, champion, and let your blade shine in the dark."
[/message]
[object]
id=Garak_vow
silent=yes
[filter]
id=Garak
[/filter]
# Garak doesn't have ranged attacks anymore
#ifdef __UNUSED__
[effect]
apply_to=remove_attacks
range=ranged
[/effect]
#endif
[effect]
apply_to=new_ability
[abilities]
{ABILITY_STEADFAST}
[/abilities]
[/effect]
[effect]
apply_to=attack
range=melee
[set_specials]
[berserk]
id=berserk
name= _ "righteous rage"
name_inactive=""
description= _ "If used offensively or defensively against champions Grak or Zur, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred."
value=30
[filter_opponent]
id=Grak,Zur
[/filter_opponent]
[/berserk]
#ifndef HARD
[chance_to_hit]
id=magical
name= _ "true strike"
name_inactive=""
description= _ "This attack always has a 70% chance to hit regardless of the defensive ability of the champion being attacked."
value=70
cumulative=no
[filter_opponent]
id=Grak,Zur
[/filter_opponent]
[/chance_to_hit]
#endif
mode=append
[/set_specials]
[/effect]
[effect]
apply_to=attack
range=melee
# the type=blade is needed in case Garak picked up the holy
# water in the second scenario - in that case he gets to keep it
type=blade
set_type=fire
[/effect]
[/object]
[/event]
[event]
name=attack
first_time_only=no
[filter]
id=Garak,Grak,Zur
[/filter]
[filter_second]
id=Garak,Grak,Zur
[/filter_second]
# Identify who was challenged
# could be none if Zur fights Grak
[if]
[variable]
name=unit.id
equals=Garak
[/variable]
[then]
{VARIABLE challenged $second_unit.id}
[/then]
[else]
[if]
[variable]
name=second_unit.id
equals=Garak
[/variable]
[then]
{VARIABLE challenged $unit.id}
[/then]
[/if]
[/else]
[/if]
# if Zur or Grak is challenged, display appropriate dialog
[if]
[variable]
name=challenged
equals=Grak
[/variable]
[then]
[message]
speaker=Garak
message=_"You there! Creep! Stand and face me, shade! I challenge you!"
[/message]
[if]
[variable]
name=garak_killed_zur
boolean_equals=no
[/variable]
[then]
[message]
speaker=Grak
message=_"Foolish mortal... For daring to challenge me, I’ll devour your soul and torment it for all eternity..."
[/message]
[/then]
[else]
[message]
speaker=Grak
message=_"So you destroyed Zur... Come mortal, let’s cross our blades... It’s time for you to take his place..."
[/message]
[/else]
[/if]
[event]
name=die
[filter]
id=Grak
[/filter]
{VARIABLE garak_killed_grak yes}
[/event]
[/then]
[else]
[if]
[variable]
name=challenged
equals=Zur
[/variable]
[then]
[message]
speaker=Garak
message=_"You there! Pile of bones! I challenge you, stand and face me!"
[/message]
[if]
[variable]
name=garak_killed_grak
boolean_equals=no
[/variable]
[then]
[message]
speaker=Zur
message=_"Puny elf... Time to die..."
[/message]
[/then]
[else]
[message]
speaker=Zur
message=_"Grak was weak... But still you deserve respect... Meet my axe and take his place..."
[/message]
[/else]
[/if]
[event]
name=die
[filter]
id=Zur
[/filter]
{VARIABLE garak_killed_zur yes}
[/event]
[/then]
[/if]
[/else]
[/if]
{CLEAR_VARIABLE challenged}
[/event]
[event]
name=die
[filter]
id=Garak
[/filter]
[filter_second]
id=Grak,Zur
[/filter_second]
[message]
speaker=$second_unit.id
message=_"And so it ends... Your champion is dead, elves... Come join him..."
[/message]
[/event]
[event]
name=die
[filter]
id=Garak
[/filter]
[filter_second]
[not]
id=Grak,Zur
[/not]
[/filter_second]
[message]
speaker=Kaleh
message=_"Where is Garak? Has anybody seen him?"
[/message]
[message]
speaker=Zhul
message=_"I saw him jumping into deep darkness pursuing a group of enemies. Let’s hope nothing happened to him."
[/message]
[/event]
# Most of the following events rely on "lich_lord" and "other_lord"
# variables, which will correspond to either Azkotep or Ystara,
# depending on the situation.
# We need to store both leaders when they are alive. Note that "x"
# and "y" correspond to their starting location.
[event]
name=start
[store_unit]
[filter]
id=Azkotep
[/filter]
variable=azkotep
[/store_unit]
[store_unit]
[filter]
id=Ystara
[/filter]
variable=ystara
[/store_unit]
[/event]
# Called on turn 12
# Internal variables: $ElvishGarak
# Sets variable: $defiant_death
# Depends on variables: $lich_lord, $other_lord
[event]
name=lich_lord_fails_possession
# Garak will die - store him for resurrection dialogs.
[store_unit]
[filter]
id=Garak
[/filter]
variable=ElvishGarak
kill=no
[/store_unit]
[if]
[variable]
name=lich_lord.id
equals="Azkotep"
[/variable]
[then]
[message]
speaker=$lich_lord.id
message= _ "No! This contest is not over yet, Ystara. I shall show you a taste of my true power."
[/message]
[/then]
[else]
[message]
speaker=$lich_lord.id
message= _ "No! This contest is not over yet, Azkotep. I shall show you a taste of my true power."
[/message]
[/else]
[/if]
[kill]
id=$lich_lord.id
animate=yes
fire_event=no
[/kill]
[kill]
id=Garak
animate=yes
fire_event=no
[/kill]
{NAMED_NOTRAIT_UNIT $lich_lord.side (Corrupted Quenoth Elf) $ElvishGarak.x $ElvishGarak.y (Possessed Garak) ( _ "Possessed Garak")}
[message]
speaker=Zhul
message= _ "Eloh protect us, what has he done?"
[/message]
[message]
speaker=Possessed Garak
message= _ "I live again! I can feel!"
[/message]
[kill]
id=Possessed Garak
animate=no
fire_event=no
[/kill]
[unstore_unit]
variable=ElvishGarak
find_vacant=yes
[/unstore_unit]
[message]
speaker=Garak
message=_"I will... not... yield... I defeated... your... champion... I... will... overcome... you..."
[/message]
[kill]
id=Garak
animate=no
fire_event=no
[/kill]
{NAMED_NOTRAIT_UNIT 2 (Corrupted Quenoth Elf) $ElvishGarak.x $ElvishGarak.y (Possessed Garak) ( _ "Possessed Garak")}
[message]
speaker=Possessed Garak
message=_"No, fool! Stop!"
[/message]
[kill]
id=Possessed Garak
animate=no
fire_event=no
[/kill]
[unstore_unit]
variable=ElvishGarak
find_vacant=yes
[/unstore_unit]
[message]
speaker=Garak
message=_"The dark lord... is no more..."
[/message]
[message]
speaker=narrator
message=_"Garak collapses to the ground with his own blade sticking from his chest."
image=wesnoth-icon.png
[/message]
[kill]
id=Garak
animate=yes
fire_event=no
[/kill]
[message]
speaker=$other_lord.id
message= _"No! How dare you? I shall have my vengeance upon you for spoiling this contest! Darkness shall reign until I have triumphed!"
[/message]
{VARIABLE defiant_death yes}
{CLEAR_VARIABLE ElvishGarak}
[/event]
# Count (or store) dying elves and orcs, they will make a host
# for possessed Garak. Possessed Garak's minions will depend on
# his side (i.e. which undead side killed them).
# Sets variables: $undead_casualties[]
# Depends on variable: $casualties_count
[event]
name=die
first_time_only=no
[filter]
side=1,4
[/filter]
[filter_second]
side=2,3
[/filter_second]
[filter_condition]
[variable]
name=turn_number
less_than=12
[/variable]
[/filter_condition]
#ifdef HARD
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
mode=append
variable=undead_casualties
kill=no
[/store_unit]
{VARIABLE undead_casualties[$casualties_count].side $second_unit.side}
{VARIABLE undead_casualties[$casualties_count].hitpoints $unit.max_hitpoints}
{VARIABLE undead_casualties[$casualties_count].status.poisoned "no"}
#endif
#ifdef NORMAL
{RANDOM (Walking Corpse,Soulless)}
[unit]
type=$random
side=$second_unit.side
x=$unit.x
y=$unit.y
to_variable=undead_casualties[$casualties_count]
[/unit]
{CLEAR_VARIABLE random}
#endif
#ifdef EASY
[unit]
type=Walking Corpse
side=$second_unit.side
x=$unit.x
y=$unit.y
to_variable=undead_casualties[$casualties_count]
[/unit]
#endif
{VARIABLE_OP casualties_count add 1}
[/event]
# Called by "place_corrupted_garak"
# Internal variables: $coords
# Depends on variable: $lich_lord
[event]
name=create_garak_minions
[store_locations]
[filter]
id=Possessed Garak
[/filter]
variable=coords
[/store_locations]
[foreach]
array=undead_casualties
[do]
[if]
[variable]
name=this_item.side
equals=$lich_lord.side
[/variable]
[then]
[unstore_unit]
variable=this_item
x=$coords.x
y=$coords.y
find_vacant=yes
[/unstore_unit]
[/then]
[/if]
[/do]
[/foreach]
{CLEAR_VARIABLE coords}
[/event]
# Called by "place_corrupted_garak"
[event]
name=garak_gloats
[message]
speaker=Possessed Garak
message=_"Hahaha...!"
[/message]
[message]
speaker=Zhul
message= _ "Eloh protect us, what is happening?"
[/message]
[redraw]
side=1
[/redraw]
[message]
speaker=Possessed Garak
message= _ "I live again! I can feel!"
[/message]
[message]
speaker=Kaleh
message= _ "Garak?"
[/message]
[message]
speaker=Possessed Garak
message= _ "Hahaha! Your puny friend is no more. With his body I shall crush you all. Arise again my minions and feast in the slaughter!"
[/message]
[/event]
# Called by "lich_lord_possesses_garak" and
# "lich_lord_resuscitates_inside_garak".
# Depends on variables: $lich_lord, $other_lord
[event]
name=place_corrupted_garak
[kill]
id=Garak
animate=yes
fire_event=no
[/kill]
[modify_side]
side=1
shroud=yes
reset_maps=yes
[/modify_side]
{NAMED_NOTRAIT_UNIT $lich_lord.side (Corrupted Quenoth Elf) $lich_lord.x $lich_lord.y (Possessed Garak) ( _ "Possessed Garak")}
[fire_event]
name=create_garak_minions
[/fire_event]
[fire_event]
name=garak_gloats
[/fire_event]
[/event]
# Called on turn 12
# Depends on variables: $lich_lord, $other_lord
[event]
name=lich_lord_possesses_garak
[message]
speaker=$lich_lord.id
message= _ "No, I shall have my revenge. I shall show you that darkness is strongest just before dawn. Death and decay, grant me my vengeance!"
[/message]
[message]
speaker=$other_lord.id
message= _ "In this I shall support you, the darkness will not lift until one of us is victorious."
[/message]
[kill]
id=$lich_lord.id
animate=yes
fire_event=no
[/kill]
[fire_event]
name=place_corrupted_garak
[/fire_event]
[/event]
# Called on turn 12
# Depends on variables: $lich_lord, $other_lord
[event]
name=lich_lord_resuscitates_inside_garak
[fire_event]
name=place_corrupted_garak
[/fire_event]
[message]
speaker=Possessed Garak
message= _ "I told you, I will be back, you fools! Now I shall have my vengeance upon you all. Darkness shall reign until I have triumphed!"
[/message]
[message]
speaker=$other_lord.id
message= _ "In this I shall support you, the darkness shall not lift until one of us is victorious."
[/message]
[/event]
#define BOOL_CHECK VARIABLE VALUE
{VARIABLE_CONDITIONAL {VARIABLE} boolean_equals {VALUE}}
#enddef
# Turn 12
# -- The sun should rise, it won't need dialogue
# -- If any undead leader is alive and his champion is too
# Garak gets possessed
# -- If an undead leader is dead but his champion is alive
# Garak gets possessed by the dead leader (*not* by the
# one alive)
# -- If Garak killed both champions
# Garak's possession fails
# -- If an undead leader is dead and Garak killed his champion
# Garak's possession fails
# The undead lord who tries to take possession of Garak will
# die in any case.
# Internal variables : $event_to_fire
# Sets variables: $lich_lord, $other_lord
# Depends on variables: $azkotep_is_dead, $ystara_is_dead
# $garak_killed_grak, $garak_killed_zur
# Clears variables: $undead_casualties[], $casualties_count,
# $lich_lord, $other_lord
[event]
name=turn 12
[message]
speaker=Nym
message= _"Look, dawn is nigh, our salvation is almost at hand. Even the long dark can’t last forever, and with the light of the sun the undead power wanes and their dark magics unravel."
[/message]
{VARIABLE event_to_fire ""}
[if]
{BOOL_CHECK azkotep_is_dead no}
{BOOL_CHECK ystara_is_dead no}
{BOOL_CHECK garak_killed_grak yes}
{BOOL_CHECK garak_killed_zur yes}
[then]
[set_variables]
name=lich_lord
to_variable=ystara
[/set_variables]
[set_variables]
name=other_lord
to_variable=azkotep
[/set_variables]
{VARIABLE event_to_fire "lich_lord_fails_possession"}
[/then]
[/if]
[if]
{BOOL_CHECK azkotep_is_dead no}
{BOOL_CHECK ystara_is_dead no}
{BOOL_CHECK garak_killed_grak yes}
{BOOL_CHECK garak_killed_zur no}
[then]
[set_variables]
name=lich_lord
to_variable=azkotep
[/set_variables]
[set_variables]
name=other_lord
to_variable=ystara
[/set_variables]
{VARIABLE event_to_fire "lich_lord_possesses_garak"}
[/then]
[/if]
[if]
{BOOL_CHECK azkotep_is_dead no}
{BOOL_CHECK ystara_is_dead no}
{BOOL_CHECK garak_killed_grak no}
[then]
[set_variables]
name=lich_lord
to_variable=ystara
[/set_variables]
[set_variables]
name=other_lord
to_variable=azkotep
[/set_variables]
{VARIABLE event_to_fire "lich_lord_possesses_garak"}
[/then]
[/if]
[if]
{BOOL_CHECK azkotep_is_dead no}
{BOOL_CHECK ystara_is_dead yes}
{BOOL_CHECK garak_killed_grak yes}
[then]
[set_variables]
name=lich_lord
to_variable=ystara
[/set_variables]
[set_variables]
name=other_lord
to_variable=azkotep
[/set_variables]
{VARIABLE event_to_fire "lich_lord_fails_possession"}
[/then]
[/if]
[if]
{BOOL_CHECK azkotep_is_dead no}
{BOOL_CHECK ystara_is_dead yes}
{BOOL_CHECK garak_killed_grak no}
[then]
[set_variables]
name=lich_lord
to_variable=ystara
[/set_variables]
[set_variables]
name=other_lord
to_variable=azkotep
[/set_variables]
{VARIABLE event_to_fire "lich_lord_resuscitates_inside_garak"}
[/then]
[/if]
[if]
{BOOL_CHECK azkotep_is_dead yes}
{BOOL_CHECK ystara_is_dead no}
{BOOL_CHECK garak_killed_zur yes}
[then]
[set_variables]
name=lich_lord
to_variable=azkotep
[/set_variables]
[set_variables]
name=other_lord
to_variable=ystara
[/set_variables]
{VARIABLE event_to_fire "lich_lord_fails_possession"}
[/then]
[/if]
[if]
{BOOL_CHECK azkotep_is_dead yes}
{BOOL_CHECK ystara_is_dead no}
{BOOL_CHECK garak_killed_zur no}
[then]
[set_variables]
name=lich_lord
to_variable=azkotep
[/set_variables]
[set_variables]
name=other_lord
to_variable=ystara
[/set_variables]
{VARIABLE event_to_fire "lich_lord_resuscitates_inside_garak"}
[/then]
[/if]
[fire_event]
name=$event_to_fire
[/fire_event]
[message]
speaker=Nym
message= _ "Maybe I spoke too soon. Curse Uria, he has even blotted out the stars, all is darkness. Kaleh, our course is clear, we must destroy that abomination."
image=portraits/nym_moody.png
[/message]
[if]
[have_unit]
id=Possessed Garak
[/have_unit]
[then]
[message]
speaker=Zhul
message= _ "But to kill Garak? How can we?"
[/message]
[message]
speaker=Kaleh
message= _ "That thing is not Garak. This night has lasted long enough, and too many of our people have died. How many more would you sacrifice for Garak’s sake? Just protecting our encampments isn’t enough, darkness and chaos will overwhelm us if we can’t end this battle soon. We must destroy one of those two evils, whatever the cost. I do not intend to let that... thing keep control of the body of our friend."
[/message]
[message]
speaker=$other_lord.id
message= _ "The stench of death is in the air."
[/message]
[message]
speaker=Possessed Garak
message= _ "Yes, let us end this once and for all."
[/message]
[/then]
[/if]
[modify_turns]
value=-1
[/modify_turns]
[show_objectives]
[/show_objectives]
{CLEAR_VARIABLE event_to_fire,undead_casualties,casualties_count,lich_lord,other_lord}
[/event]
#undef BOOL_CHECK
# Somewhere around turn 8 an orc raiding party makes an entrance.
# Internal variables: $ambush_turn
# Creates orcs on random turn around turn 8
# Creates warning about incoming orcs two turns before they show up
[event]
name=prestart
#ifdef EASY
{VARIABLE_OP ambush_turn rand 7..9}
#endif
#ifdef NORMAL
{VARIABLE_OP ambush_turn rand 6..8}
#endif
#ifdef HARD
{VARIABLE_OP ambush_turn rand 6..8}
#endif
[event]
name=turn_$ambush_turn
delayed_variable_substitution=no
[unit]
#ifdef EASY
type=Orcish Leader
#else
type=Orcish Ruler
#endif
id=Ganthos
name= _ "Ganthos"
canrecruit=yes
side=4
x=3
y=4
[/unit]
#ifdef HARD
{GENERIC_UNIT 4 (Goblin Pillager) 2 4}
{GENERIC_UNIT 4 (Goblin Pillager) 3 3}
#else
{GENERIC_UNIT 4 (Wolf Rider) 2 4}
{GENERIC_UNIT 4 (Wolf Rider) 3 3}
#endif
#ifdef HARD
{GENERIC_UNIT 4 (Orcish Crossbowman) 1 5}
{GENERIC_UNIT 4 (Orcish Crossbowman) 3 2}
#else
{GENERIC_UNIT 4 (Orcish Archer) 1 5}
{GENERIC_UNIT 4 (Orcish Archer) 3 2}
#endif
#ifdef NORMAL
{GENERIC_UNIT 4 (Orcish Assassin) 2 5}
{GENERIC_UNIT 4 (Orcish Assassin) 4 2}
#endif
#ifdef HARD
{GENERIC_UNIT 4 (Orcish Slayer) 2 5}
{GENERIC_UNIT 4 (Orcish Slayer) 4 2}
#endif
#ifdef EASY
{GENERIC_UNIT 4 (Orcish Grunt) 3 6}
{GENERIC_UNIT 4 (Orcish Grunt) 5 3}
#else
{GENERIC_UNIT 4 (Orcish Warrior) 3 6}
{GENERIC_UNIT 4 (Orcish Warrior) 5 3}
#endif
#give orcs an income, if they ever capture a keep to use it
[modify_side]
side=4
{INCOME 20 25 30}
{GOLD 75 100 125}
[/modify_side]
[message]
speaker=Ganthos
# wmllint: local spelling Stinkin'
message= _ "What’s this on our borders? Stinkin’ elves and more undead? We’ll teach them a lesson they won’t soon forget. Attack!"
[/message]
[message]
speaker=Kaleh
message= _ "If those raiders capture any of our encampments, I fear our people’s fate will be just as bad as if it was captured by the undead."
[/message]
[/event]
{VARIABLE_OP ambush_turn sub 2}
[event]
name=turn_$ambush_turn
delayed_variable_substitution=no
{NAMED_UNIT 1 (Quenoth Scout) 1 1 (Elven Scout) ( _ "Wounded Elven Scout") (upkeep=free)}
[message]
speaker=Elven Scout
message=_"Orcs... Not far behind me... From the hills..."
[/message]
[kill]
id=Elven Scout
animate=yes
fire_event=no
[/kill]
[/event]
{CLEAR_VARIABLE ambush_turn}
[/event]
# Die event for orcish boss and reward for killing him
# Affects variables: $sneak_up
[event]
name=last breath
[filter]
id=Ganthos
[/filter]
[if]
[variable]
name=second_unit.side
equals=1
[/variable]
[then]
[message]
speaker=Ganthos
message=_"You got me, elf... But you won’t be so lucky with the tribes of the hills... (<i>Cough</i>)"
[/message]
[message]
speaker=Ganthos
message=_"I deeply regret... I won’t be able to see that..."
[/message]
[/then]
[else]
[message]
speaker=Ganthos
message=_"Killed by a dead creep... (<i>Cough</i>)"
[/message]
[/else]
[/if]
[item]
x,y=$x1,$y1
image="items/parchment.png"
[/item]
[message]
speaker=Nym
message=_"Look, he dropped something! I wonder what it is..."
[/message]
[event]
name=moveto
delayed_variable_substitution=no
[filter]
x=$x1
y=$y1
[/filter]
[if]
[variable]
name=unit.side
equals=1
[/variable]
[then]
[message]
speaker=unit
message=_"It’s some sort of a map. I think I recognize some of those hills ahead on it."
[/message]
[message]
speaker=Nym
message=_"And these look like camps and patrol routes. A lot of camps and patrol routes. Kaleh, do you think we could sneak up between them?"
[/message]
[message]
speaker=Kaleh
message=_"Difficult, but worth a try I guess. But first we must try to survive this mess."
[/message]
[message]
speaker=Nym
message=_"Right, sorry. Damn creeps."
[/message]
{VARIABLE sneak_up yes}
[/then]
[else]
[message]
speaker=Nym
message=_"And now we’ll never know what was on that parchment. Shame."
[/message]
[/else]
[/if]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[/event]
#ifdef EASY
[if]
[have_unit]
race=orc
[/have_unit]
[then]
[message]
race=orc
message=_"Chief has fallen! Flee!"
[/message]
[/then]
[else]
# The wolf rider line are wolves, so must include both
# goblins (for recruited spearmen) and wolves
[message]
race=goblin,wolf
message=_"Boss dead! Run!"
[/message]
[/else]
[/if]
[kill]
side=4
animate=no
fire_event=no
[/kill]
#endif
[/event]
# Handles evil guys deaths and victory events, lots of dialogue.
# Includes both normal and glorious victory.
# Depends on variables : $defiant_death
# Internal variables : $other_creep
[event]
name=last breath
first_time_only=no
[filter]
id=Azkotep,Ystara
[/filter]
[if]
[variable]
name=unit.id
equals=Azkotep
[/variable]
[then]
{VARIABLE other_creep "Ystara"}
{VARIABLE azkotep_is_dead yes}
[/then]
[else]
{VARIABLE other_creep "Azkotep"}
{VARIABLE ystara_is_dead yes}
[/else]
[/if]
[if]
[have_unit]
id=$other_creep
[/have_unit]
[then]
[message]
speaker=$unit.id
message= _ "You think you have defeated me, don’t you? Foolish boy, I shall assume a new form more powerful and horrible than you could ever imagine!"
[/message]
[message]
speaker=$other_creep
message= _ "How dare you interfere in our contest! I did not need your help. I shall teach you not to cross a lord of darkness."
[/message]
[/then]
[/if]
[if]
[variable]
name=turn_number
greater_than=11
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "Finally. It is over."
[/message]
[if]
[have_unit]
id=Possessed Garak
[/have_unit]
[then]
[message]
speaker=Possessed Garak
message= _ "See, I told you I was more powerful. This game is over, now I can leave this shell of a body."
[/message]
[store_unit]
[filter]
id=Possessed Garak
[/filter]
variable=PossGarak
kill=no
[/store_unit]
[unit]
side=$unit.side
type=Defeated Corrupted Quenoth Elf
name= _ "Garak"
hitpoints=1
id=Garak_defeated
x,y=$PossGarak.x,$PossGarak.y
overwrite=yes
[/unit]
{CLEAR_VARIABLE PossGarak}
[message]
speaker=Zhul
message= _ "He’s... he’s still breathing!"
[/message]
[message]
speaker=Garak_defeated
message= _ "Protect the boy for me Zhul, (<i>cough</i>) I go to a better place."
[/message]
[kill]
id=Garak_defeated
animate=yes
fire_event=no
[/kill]
[/then]
[else]
[message]
speaker=Nym
message=_"What about Garak?"
[/message]
[if]
[variable]
name=defiant_death
boolean_equals=no
[/variable]
[then]
[message]
speaker=Kaleh
message=_"I’ve asked and looked around, there is no sign of him or his body"
[/message]
[message]
speaker=Zhul
message=_"He’s probably dead, then, but he died as a warrior. Let’s respect his wishes and remember him for that."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message=_"He died as a hero. Remember that and tell the tale, for it’s worth it."
[/message]
[/else]
[/if]
[/else]
[/if]
[fire_event]
name=garak_eulogy
[/fire_event]
[fire_event]
name=count_final_camps
[/fire_event]
{CLEAR_VARIABLE other_creep}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[/if]
[if]
[not]
[have_unit]
id=$other_creep
[/have_unit]
[/not]
[variable]
name=turn_number
less_than=12
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "The undead lords are defeated at last."
[/message]
[message]
speaker=Ganthos
message= _ "There’s too many of them and the night is almost gone. Pull back you wretches, pull back!"
[/message]
[message]
speaker=Nym
message= _ "I can see the first rays of Naia shining over the horizon. She never looked so beautiful. The undead forces have crumbled into dust and the remaining orcs are retreating with the dawn."
[/message]
[message]
speaker=Zhul
message= _ "That was a very brave thing you did, Kaleh, defeating both of those Undead Lords. It took great courage and strength. Because of your daring attack, we did not have to wait for the dawn to save us. You were our savior. And many fewer of our people died than would have if we had had to wait out the long night."
[/message]
[message]
speaker=Nym
message= _ "Though we saved almost all our people this time, we won’t always be so lucky. While elves who have fought with you in the past will gladly return, if the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality."
[/message]
[message]
speaker=Ystara
message= _ "You have triumphed for the moment, but think not that the dark lords can be so easily vanquished. We shall return, and shall rule long after your bones have crumbled to dust. This is our land, and none shall leave it unscathed."
[/message]
[message]
speaker=Azkotep
message= _ "You fought so hard to protect your precious people, young elf. No great deed should go unpunished."
[/message]
[if]
[have_unit]
id=Garak
[/have_unit]
[then]
[message]
id=Ystara,Azkotep
message= _ "A token to remember us by..."
[/message]
[message]
speaker=Garak
message= _ "Aauugghh!"
[/message]
[message]
speaker=Zhul
message= _ "He just collapsed!"
[/message]
[message]
speaker=Garak
message= _ "Protect the boy for me Zhul, (<i>cough</i>) I go to a better place."
[/message]
[kill]
id=Garak
animate=yes
fire_event=no
[/kill]
[/then]
[else]
[message]
id=Ystara,Azkotep
message=_"You will never see your champion again. And we will torment his soul for the rest of the eternity."
[/message]
[message]
speaker=Zhul
message=_"Don’t listen to them, they are powerless in their defeat. Even if Garak fell in battle his soul went to a better place and they can’t reach him there."
[/message]
[/else]
[/if]
[fire_event]
name=garak_eulogy
[/fire_event]
{CLEAR_VARIABLE other_creep}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[/if]
[/event]
[event]
name=die
[filter]
id=Possessed Garak
[/filter]
[if]
[have_unit]
id=Azkotep
[/have_unit]
[then]
[message]
speaker=Azkotep
message= _ "Hah, now you have learned the flesh is always weaker than the powers of the undead."
[/message]
[/then]
[else]
[message]
speaker=Ystara
message= _ "My undead zombies shall always defeat the living."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "Finally. It is over."
[/message]
[unit]
side=$unit.side
type=Defeated Corrupted Quenoth Elf
name= _ "Garak"
hitpoints=1
id=Garak_defeated
x,y=$unit.x,$unit.y
overwrite=yes
[/unit]
[message]
speaker=Zhul
message= _ "He’s... he’s still breathing!"
[/message]
[message]
speaker=Garak_defeated
message= _ "Protect the boy for me Zhul, (<i>cough</i>) I go to a better place."
[/message]
[kill]
id=Garak_defeated
animate=yes
fire_event=no
[/kill]
[fire_event]
name=garak_eulogy
[/fire_event]
[fire_event]
name=count_final_camps
[/fire_event]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
[event]
name=garak_eulogy
[message]
speaker=Kaleh
message= _ "From the sands he came, to the sands he will return. We remember and honor his sacrifice, and I vow that his death will not be in vain."
[/message]
[message]
speaker=Zhul
message= _ "Goodbye, old friend. May Eloh shine her light eternal upon you."
[/message]
[message]
speaker=Elyssa
message= _ "He was as brave and valiant a fighter as I have ever seen in my travels."
[/message]
[message]
speaker=Nym
message= _ "He was a bastard at times... But... but why did he have to die? It... it just doesn’t make sense."
image=portraits/nym_moody.png
[/message]
[/event]
# Final dialog concerning survival of camps
# Depends on variables : $elven_camps
[event]
name=count_final_camps
[if]
[variable]
name=elven_camps
equals=12
[/variable]
[then]
[message]
speaker=Zhul
message= _ "Miraculously, all of our encampments survived the night."
[/message]
[message]
speaker=Nym
message= _ "Though we saved almost all our people this time, we won’t always be so lucky. While elves who have fought with you in the past will gladly return, if the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message= _ "Well, only $elven_camps encampments remain, but we will survive."
[/message]
[message]
speaker=Kaleh
message= _ "Yes, but at what cost?"
[/message]
[if]
[variable]
name=elven_camps
greater_than=8
[/variable]
[then]
[message]
speaker=Nym
message= _ "Though we saved almost all our people this time, we won’t always be so lucky. While elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality."
[/message]
[/then]
[else]
[if]
[variable]
name=elven_camps
greater_than=6
[/variable]
[then]
[message]
speaker=Nym
message= _ "We have suffered losses, but we are not broken yet. We have saved most of our people tonight. But while elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality."
[/message]
{INCREASE_RECRUIT_COSTS 1}
[/then]
[else]
[message]
speaker=Nym
message= _ "We have suffered grievous losses, but we are not broken yet. Long will this slaughter be remembered by our people. Where was Eloh during the darkness? And I’m afraid that while elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality."
[/message]
{INCREASE_RECRUIT_COSTS 2}
[/else]
[/if]
[/else]
[/if]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "All this death and destruction. What were those shades arguing over? Was this all just some sort of demented game?"
[/message]
[message]
speaker=Zhul
message= _ "The lords of the dead are powerful and twisted indeed. Only Eloh knows the truth of what happened tonight."
[/message]
[message]
speaker=Nym
message= _ "I don’t want to be here tomorrow night to find out. The hills to the north are close. Let’s be far away before another nightfall."
[/message]
[/event]
# victory
# clear all variables potentially not cleared
[event]
name=scenario_end
{CLEAR_VARIABLE defiant_death}
{CLEAR_VARIABLE garak_killed_zur}
{CLEAR_VARIABLE garak_killed_grak}
{CLEAR_VARIABLE ystara_is_dead}
{CLEAR_VARIABLE azkotep_is_dead}
{CLEAR_VARIABLE azkotep}
{CLEAR_VARIABLE ystara}
{CLEAR_VARIABLE undead_casualties}
{CLEAR_VARIABLE elven_camps}
[/event]
#define UTBS_GARAK_MUST_LIVE
#enddef
{UTBS_INCLUDE utils/deaths.cfg}
#undef UTBS_GARAK_MUST_LIVE
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=04_Descending_into_Darkness
name= _ "Descending into Darkness"
next_scenario=05_A_Subterranean_Struggle
{UTBS_MAP 04_Descending_into_Darkness.map}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
{TURNS 50 47 44}
{INTRO_AND_SCENARIO_MUSIC "northerners.ogg" "suspense.ogg"}
{EXTRA_SCENARIO_MUSIC "vengeful.ogg"}
{EXTRA_SCENARIO_MUSIC "frantic.ogg"}
{STORY_DESCENDING_INTO_DARKNESS}
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 250 200 150}
{INCOME 5 4 3}
controller=human
shroud=yes
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# Orcish leaders
# The front line leader is a goblin who recruits goblins and orcs,
# more scouts/weaker units than the other orcs.
# He is also more aggressive.
[side]
side=2
id=Panok
name= _ "Panok"
#ifdef HARD
type=Direwolf Rider
#else
type=Goblin Knight
#endif
canrecruit=yes
{INCOME 8 12 16}
{GOLD 80 120 160}
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
#ifdef EASY
recruit=Orcish Grunt,Wolf Rider,Goblin Spearman,Orcish Archer
#endif
#ifdef NORMAL
recruit=Orcish Grunt,Wolf Rider,Goblin Impaler,Orcish Archer,Goblin Knight
#endif
#ifdef HARD
recruit=Orcish Warrior,Wolf Rider,Goblin Impaler,Orcish Crossbowman,Goblin Knight
#endif
[ai]
#orc leader guarding front lines is more aggressive
aggression=0.8
caution=0.1
#ifdef EASY
recruitment_pattern=scout,scout,fighter,fighter,archer
#endif
#ifdef NORMAL
recruitment_pattern=scout,scout,fighter,fighter,fighter,archer
#endif
#ifdef HARD
recruitment_pattern=scout,scout,fighter,fighter,archer,fighter
#endif
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
# this orc tribe specialized in ranged combat
[side]
side=3
id=Turg
name= _ "Turg"
#ifdef EASY
type=Orcish Warrior
#else
type=Orcish Warlord
#endif
canrecruit=yes
{INCOME 10 15 20}
{GOLD 100 150 200}
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
#ifdef EASY
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Crossbowman
#endif
#ifdef NORMAL
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Crossbowman,Orcish Slayer,Orcish Warrior
#endif
#ifdef HARD
recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer
#endif
[ai]
aggression=0.5
recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter
#ifdef EASY
recruitment_pattern=scout,fighter,archer,fighter,fighter,mixed fighter
#endif
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
# this orc tribe specialized in melee combat
[side]
side=4
id="Ug'lok"
name= _ "Ug’lok"
#ifdef EASY
type=Orcish Warrior
#else
type=Orcish Warlord
#endif
canrecruit=yes
{INCOME 10 15 20}
{GOLD 100 150 200}
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
#ifdef EASY
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior
#endif
#ifdef NORMAL
recruit=Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman
#endif
#ifdef HARD
recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer
#endif
[ai]
aggression=0.5
recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
# assassin's side
[side]
side=5
no_leader=yes
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
[ai]
aggression=1.0
caution=0.0
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=1000
[/goal]
[/ai]
[/side]
# Prestart functions:
# set scenario objectives
# increase cost of recruiting units
# recall main heroes
# initialize starting variables
# added extra NW bridge in EASY
# randomly close one of the two exit tunnels at north of map
# if EASY open up NW cave entrance bottleneck
# give side 3 (green) control of cave villages
# place features on map
# increase speed of goblin knight Panok
[event]
name=prestart
[objectives]
summary= _ "Objectives:"
[objective]
description= _ "Kaleh must reach the exit tunnel at the north edge of the map"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Elyssa
[/recall]
#initialize variables
{VARIABLE naga_ambush no}
#close one of the two northern tunnels
{RANDOM 1..10}
[if]
[variable]
name=random
less_than_equal_to=5
[/variable]
[then]
#Western tunnel
#to cavewall: 10,4
[terrain]
x=10
y=4
terrain=Xu
[/terrain]
[/then]
[else]
#Eastern tunnel
#to cavewall: 25,4 25,6 26,6 also 26,5 24,4 and 25,3 24,2
#to shallow water 25,5
[terrain]
x=24,25,25,26,26,25,24
y=4,4,6,5,6,3,2
terrain=Xu
[/terrain]
[terrain]
x=25
y=5
terrain=Wwg
[/terrain]
[/else]
[/if]
#on EASY difficulty, weaken orcs by deleting 2 towns
#ifdef EASY
[terrain]
x= 4,23
y=19,11
terrain=Uu
[/terrain]
#endif
# green (side 4) should control southern 4 cave villages at start
# 2,15 4,19 6,17 9,16
[capture_village]
side=3
x= 2, 4, 6, 9
y=15,19,17,16
[/capture_village]
#side 1 (player) controls two villages at start
[capture_village]
side=1
x=33,39
y=39,38
[/capture_village]
{PLACE_IMAGE items/orcish-flag.png 36 33}
{PLACE_IMAGE items/orcish-flag2.png 30 33}
{PLACE_IMAGE items/orcish-flag.png 30 37}
{PLACE_IMAGE items/orcish-flag3.png 31 16}
{PLACE_IMAGE items/orcish-flag2.png 33 16}
{PLACE_IMAGE items/orcish-flag.png 10 25}
{PLACE_IMAGE items/orcish-flag.png 11 24}
{PLACE_IMAGE scenery/signpost.png 7 1}
#increase max moves by 1 (game engine will increase current moves to match)
[object]
id=FastGoblinKnight
silent=yes
[effect]
apply_to=movement
increase=1
[/effect]
[filter]
id=Panok
[/filter]
[/object]
# show the area outside the cave if the player found the map last scenario
[if]
[variable]
name=sneak_up
boolean_equals=yes
[/variable]
[then]
[remove_shroud]
[not]
time_of_day_id=underground
[/not]
radius=1
side=1
[/remove_shroud]
[/then]
[/if]
{CLEAR_VARIABLE random,sneak_up}
[/event]
# starting dialogue
[event]
name=start
[message]
speaker=Nym
message= _ "Those mountains are huge! I never thought they would be so big. And what’s that white stuff on the tops of the peaks?"
[/message]
[message]
speaker=Zhul
message= _ "I wish Garak were here, he’d know more about these lands than I do. I’ve never been up here, but I heard stories from the few who have made the journey and returned. That white stuff is called snow, Nym, and the mountains are very cold. These smaller hills aren’t as hard to cross, but they are filled with orcs and goblins. It may look peaceful now, but they hide in the many caves and tunnels beneath the surface."
[/message]
[message]
speaker=Kaleh
message= _ "I had another vision last night, Eloh told me that we had to continue north, but instead of trying to go over the mountains, she said that we had to go underneath them."
[/message]
[message]
speaker=Nym
message= _ "Underneath them? But how?"
[/message]
[message]
speaker=Zhul
message= _ "Orcs and goblins have been living here for hundreds of years and their network of tunnels and caves is more extensive than you might think. Who knows how far they go underground? We are ill-prepared for trekking over those frozen peaks. As much as I dislike those pitch-black caves, if we want to cross these mountains we may have no choice."
[/message]
[message]
speaker=Elyssa
message= _ "Other creatures besides orcs dig tunnels in the earth. Long ago dwarves mined mountains such as these, and huge trolls like to hide in the deep dark places under the earth. If your god is as omniscient as you seem to think, Kaleh, I wouldn’t be surprised if there were a way to cross under these mountains. I fear no darkness, and you won’t be lacking a source of fire or light."
[/message]
[message]
speaker=Nym
message= _ "Well if we are going to go under these mountains, we’re certainly going to have our hands full fighting all those orcs and goblins."
[/message]
[message]
speaker=Zhul
message= _ "Indeed. I want to warn you again, Kaleh, this isn’t the desert. The orcs love fighting in hills and caves, and we won’t have the advantages of fighting on the open sands. And with our recent losses we don’t have the numerical advantage we are used to. So we’d best be extra careful. Still if we can clear a path in the hills ahead of us, we should be able to escort our people into the tunnels. And hopefully underground it will be easier to protect them than out in the open."
[/message]
[message]
speaker=Kaleh
message= _ "Strike hard and fast and also be careful—right, this is going to be fun."
[/message]
[/event]
# underground area should always have "underground" time,
[time_area]
x= 0-2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12-13,14-15,16-17,18-21,22-25,26-31, 32, 33,34-38,39-41
y=0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22, 0-21, 0-20, 0-19, 0-18, 0-17, 0-15,0-14,0-15, 0-14, 0-15
{UNDERGROUND}
[/time_area]
# Event 1: goblins appear in nearby foothills
# ambushes player at start of player’s turn after player invades hills
[event]
name=moveto
[filter]
x=30-40,23-31
y=28-35,30-40
side=1
[/filter]
[event]
name=side 1 turn
#If Easy: 5 goblins
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 28 37 (Goblin Coward) ( _ "Goblin Coward")}
[+unit]
profile="portraits/goblins/spearman-2.png"
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 33 (Goblin Scout) ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 38 31 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 37 34 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 25 39 () ( _ "Goblin Scout")}
[+unit]
facing=ne
[/unit]
#ifndef EASY
#If Medium: +3 goblins (8)
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 26 35 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 32 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 27 32 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
#If Hard: +3 goblins (11)
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 36 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 34 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 31 31 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
#endif
#endif
[message]
speaker=Goblin Scout
message= _ "Attack!"
[/message]
[message]
speaker=Goblin Coward
message= _ "Run away!"
[/message]
[message]
speaker=Zhul
message= _ "Goblins are so predictable."
[/message]
[/event]
[/event]
# Event 2: naga appear around western guardpost
# when player approches western guardpost have a few goblins jump out of
# the eastern hills, and a naga or three appear in the lake
# Easy:
# 1 orcish assassin 23,33
# 3 naga fighters: 20,34 19,33 20,35
# 2 goblins spearmen: 23,32 24,32 24,33
# Medium: 1 orcish slayer, 2 goblin impalers, 1 naga warrior, 2 naga fighters
# Hard: 1 orcish slayer, 2 goblin impalers, 3 naga warriors
[event]
name=naga_attack
#1 orcish assassin/slayer summons/leads any goblins
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Orcish Assassin) 20 31 (Orac) ( _ "Orac")}
#else
{NAMED_GENERIC_UNIT 2 (Orcish Slayer) 20 31 (Orac) ( _ "Orac")}
#endif
#2 nagas appear at edge of lake
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Naga Fighter) 17 34 (Scylla) ( _ "Scylla")}
#else
{NAMED_GENERIC_UNIT 2 (Naga Warrior) 17 34 (Scylla) ( _ "Scylla")}
#endif
#hack to make Scylla female
[+unit]
gender=female
[/unit]
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 34 () ( _ "Lake Naga")}
{NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 35 () ( _ "Lake Naga")}
#else
{NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 34 () ( _ "Lake Naga")}
{NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 35 () ( _ "Lake Naga")}
#endif
{VARIABLE naga_ambush yes}
[/event]
[event]
name=moveto
[filter]
x=17-24
y=29-36
side=1
[/filter]
[filter_condition]
[variable]
name=naga_ambush
boolean_equals=no
[/variable]
[/filter_condition]
[fire_event]
name=naga_attack
[/fire_event]
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 21 30 () ( _ "Goblin Scout")}
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 17 31 () ( _ "Goblin Scout")}
#else
{NAMED_GENERIC_UNIT 2 (Goblin Impaler) 21 30 () ( _ "Goblin Scout")}
{NAMED_GENERIC_UNIT 2 (Goblin Impaler) 17 31 () ( _ "Goblin Scout")}
#endif
[message]
speaker=Orac
message= _ "Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands."
[/message]
[message]
speaker=Scylla
message= _ "Yesss, we remember the oath... Sssslay them all!" # wmllint: no spellcheck
# leaving this here because it might have been a reference to the alien? It really isn't clear.
# message= _ "Sssslay them all! In the name of the Ssscaled One!" # wmllint: no spellcheck
[/message]
[/event]
#Event 3: The Goblin and The Ring (and maybe the Naga)
# When the elves see Panok moving they notice how fast he is
[event]
name=moveto
[filter]
id=Panok
[filter_vision]
side=1
[/filter_vision]
[/filter]
[message]
speaker=Panok
message= _ "These elves are stronger than we thought. Send for more reinforcements!"
[/message]
[message]
speaker=Kaleh
message= _ "How can he move that fast? He is faster than any goblin rider I have ever seen. It’s almost unnatural."
[/message]
[/event]
# When Panok dies player gets ring and naga ambush is triggered if it
# hasn't been already
[event]
name=last breath
[filter]
id=Panok
[/filter]
[message]
speaker=Panok
message= _ "Gaaghh!!" # wmllint: no spellcheck
[/message]
[kill]
id=Panok
animate=yes
[/kill]
{PLACE_IMAGE items/ring-silver.png $x1 $y1}
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "Wait a minute. He was wearing a silver ring on one of his fingers. I think the ring might be magical. Maybe that’s why he was moving so fast."
[/message]
{CLEAR_VARIABLE speaking_unit}
# Commented out, since Kaleh has 6 MP now
#ifdef __UNUSED__
[message]
speaker=Nym
message= _ "I think, Kaleh, that you should take the ring."
[/message]
[message]
speaker=Kaleh
message= _ "Why me?"
[/message]
[message]
speaker=Nym
message= _ "Because you tend to move slowly and if we’re going into the caves you’ll need all the speed you can get. And besides, we can’t afford to lose you; you never know when being able to run a bit faster might be the difference between life and death."
[/message]
#endif
# Get Ring event
[event]
name=moveto
id=take_ring
delayed_variable_substitution=no
first_time_only=no
[filter]
x=$x1
y=$y1
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "Should I take this ring?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
id=SpeedyRing
name= _ "Ring of Speed"
image=items/ring-gold.png
description= _ "This ring will increase your maximum speed by 1."
[filter]
x=$x1
y=$y1
side=1
[/filter]
[effect]
apply_to=movement
increase=1
[/effect]
[/object]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[remove_event]
id=take_ring
[/remove_event]
[/command]
[/option]
[option]
label= _ "No, I think someone else should wear it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
#when Panok dies, if player hasn't triggered naga ambush, then units attack
#ifndef EASY
[if]
[variable]
name=naga_ambush
boolean_equals=no
[/variable]
[then]
[fire_event]
name=naga_attack
[/fire_event]
[message]
speaker=Orac
message= _ "The elves have killed Panok the goblin! The other goblins may flee to the caves, but we will not give up these hills without a fight. Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands."
[/message]
[message]
speaker=Scylla
message= _ "Yesss, we remember the oath... Sssslay them all!" # wmllint: no spellcheck
[/message]
[/then]
[/if]
#endif
[/event]
# Event 4: elvish unit afraid when entering underground tunnels
[event]
name=moveto
[filter]
[filter_location]
time_of_day_id=underground
[/filter_location]
side=1
race=quenoth,elf
[not]
# Exclude Kaleh lest he potentially talks to himself if he is the first to enter the cave
id=Kaleh
[/not]
[/filter]
[allow_undo]
[/allow_undo]
[message]
speaker=$unit.id
message= _ "Ugh! These tunnels are pitch black! It’s as bad as fighting in a moonless night, and it stinks of orc filth. I can hardly think of a place I would less like to go into."
[/message]
[message]
speaker=Kaleh
message= _ "We have no choice. We cannot cross over these mountains, so we must go beneath them. If the orcs skulk in their tunnels and block our way, we must enter their dark places and fight them, no matter what the conditions."
[/message]
[message]
speaker=Zhul
# TODO: Could give more tips here
message= _ "Remember, Kaleh, it’s nasty fighting underground. We will be at a disadvantage against orcs and other things that prefer the darkness."
[/message]
[message]
speaker=Elyssa
message= _ "Also, any time you find a particularly tough orc blocking a passage, my fireballs can blast him quick enough."
[/message]
[/event]
# Event 5: Goblin guards a chest in NE corner of map
[event]
name=moveto
[filter]
x=31-37
y=6-9
side=1
[/filter]
{NAMED_NOTRAIT_UNIT 4 (Goblin Impaler) 35 7 (Greebo) ( _ "Greebo")}
{PLACE_IMAGE items/chest-plain-closed.png 35 6}
[message]
speaker=Greebo
# wmllint: local spelling shinies orcses
message= _ "Greebo keeps shinies safe from nasty orcses. And ’specially stinking elves."
[/message]
[/event]
# Chest contains gold for player
[event]
name=moveto
[filter]
x=35
y=6
side=1
[/filter]
{PLACE_IMAGE items/chest-plain-open.png 35 6}
[sound]
name=gold.ogg
[/sound]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Looks like he’s been squirreling away his stolen loot in this cave. Not that he had much. Must be hard times."
[/message]
{CLEAR_VARIABLE explorer}
[gold]
amount={ON_DIFFICULTY 80 60 40}
side=1
[/gold]
[/event]
#Event 6: Cold dagger
[event]
name=moveto
id=find_dagger
first_time_only=no
[filter]
x=12
y=17
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "How odd. Someone has carved a crude fountain out of the stone at the end of the passage. The freezing water pours out into a large pool. At the bottom of the pool I can see a skeleton still gripping a sword. The blade seems to glow faintly blue. The pool isn’t very deep, I could easily wade in and pick it up. But someone else has carved a crude message in the wall. <i>“If you dare to take this blade here, your greatest fear will surely appear.”</i> It looks like a nice sword, but do I dare chance it?"
[option]
label= _ "I fear no creature, I will take the blade!"
[command]
[message]
speaker=unit
message= _ "The blade is chill to the touch and gives off a cold glow. I wonder how it came to be here."
[/message]
[object]
[filter]
x=12
y=17
side=1
[/filter]
id=ColdBlade
name= _ "Cold Blade"
description= _ "The unit who wields this blade will deal cold damage with its melee attack."
[effect]
apply_to=attack
range=melee
set_type=cold
[/effect]
[/object]
{NAMED_NOTRAIT_UNIT 3 (Dawarf) 18 14 (Purple Abomination) ( _ "Purple Abomination")}
[message]
speaker=Purple Abomination
message= _ "I am an abomination, please kill me."
[/message]
[message]
speaker=unit
message= _ "I’ve seen some ugly creatures in my day, but that thing is just wrong."
[/message]
[message]
speaker=Purple Abomination
message= _ "The voices say I have no choice, I must attack!"
[/message]
[remove_event]
id=find_dagger
[/remove_event]
[/command]
[/option]
[option]
label= _ "I don’t like the sound of this. I’m out of here."
[/option]
[/message]
[/event]
#Event 7: End of the River
[event]
name=moveto
# Dust devil is supposed to be mute. This isn't like the other cases,
# where Nym could plausibly speak the line, so we just don't trigger the event.
[filter]
x=3
y=10
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[allow_undo]
[/allow_undo]
[message]
speaker=$unit.id
message= _ "This is the end of the line. The water is too deep for me to continue any further. I’m freezing cold, wet, and I can’t see a thing. I’m not exactly sure what I’m doing up here. Some strange influence made me want to come up here, but I don’t know what made me think it could be of any good."
[/message]
[/event]
# Event 8: Enter the Assassin/Cloaked Figure (same guy, two names)
# When Kaleh enters one of the caves, the cloaked figure pops up next turn
# and attacks in a dramatic manner
[event]
name=moveto
[filter]
id=Kaleh
[filter_location]
time_of_day_id=underground
[/filter_location]
[/filter]
[event]
# Find the location of Kaleh and then find an adjacent
# hex the cloaked figure can pop up in. (any hex that is not impassable)
name=new turn
[store_locations]
[filter]
id=Kaleh
[/filter]
variable=dark_assassin_location
[/store_locations]
[unit]
type=Dark Assassin Cloaked
id=Cloaked Figure
name= _ "Cloaked Figure"
side=5
x,y=$dark_assassin_location.x,$dark_assassin_location.y
placement=map
passable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
{STORE_UNIT_VAR (id="Cloaked Figure") max_hitpoints temp}
{VARIABLE_OP temp sub 16}
{MODIFY_UNIT (id="Cloaked Figure") max_hitpoints $temp}
{MODIFY_UNIT (id="Cloaked Figure") hitpoints $temp}
{CLEAR_VARIABLE temp}
[modify_unit]
[filter]
id=Cloaked Figure
[/filter]
[effect]
apply_to=attack
increase_damage=-1
[/effect]
[/modify_unit]
{CLEAR_VARIABLE dark_assassin_location}
[delay]
time=200
[/delay]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "Kaleh, I am death incarnate."
[/message]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "And I shall avenge all those you have killed!"
[/message]
[/event]
[/event]
# Death event for dark assassin
[event]
name=last breath
[filter]
id=Cloaked Figure
[/filter]
[message]
speaker=Cloaked Figure
message= _ "I promise we shall meet again."
[/message]
[kill]
id=Cloaked Figure
animate=no
fire_event=no
[/kill]
[message]
speaker=Kaleh
message= _ "He just disappeared. That’s odd."
[/message]
[/event]
#Event 10: victory if Kaleh moves to north edge of map
[event]
name=moveto
[filter]
y=1
side=1
id=Kaleh
[/filter]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
#victory event
[event]
name=victory
[message]
speaker=Kaleh
message= _ "This passage seems different from the other tunnels and caves. It is wide and smooth and leads sharply downwards. I bet this was the way that Eloh was talking about."
[/message]
[message]
speaker=Elyssa
message= _ "This is no natural passage, and the walls are too well carved and smooth to be made by orcs. I wouldn’t be surprised if this was once carved out by dwarves. I wonder if there are any still left in these mountains..."
[/message]
[if]
[not]
[have_unit]
side=2,3,4
canrecruit=yes
[/have_unit]
[/not]
[then]
[message]
speaker=Zhul
message= _ "Having killed all the orc and goblin leaders in the immediate vicinity, we can take our time and should have no trouble bringing the rest of our people down this way. It’s odd, I guess we’re trading the dangers we know for the dangers we don’t. We really are putting our lives in Eloh’s palm; may she guide us as well as she has before."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message= _ "Now that you’ve found the way we should be able to get the rest of our people past the orcs. It’s odd, I guess we’re trading the dangers we know for the dangers we don’t. We really are putting our lives in Eloh’s palm, may she guide as well as she has before."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "I’ll just be happy when I can breathe fresh air again and see the suns and stars. Still, who knows what we’ll encounter deep under the earth?"
[/message]
[message]
speaker=Kaleh
message= _ "Well, there’s only one way to find out."
[/message]
{CLEAR_VARIABLE naga_ambush}
[/event]
# if player runs out of time, display time over message
[event]
name=time over
[message]
speaker=Kaleh
message= _ "We’ve taken too long to get our people into the tunnels! Even more orcs are coming across the foothills from the east and west and flanking us. There’s no way we can kill all these orcs and goblins. We’ll never make it to safety now."
[/message]
[/event]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
# wmllint: directory spelling Griknagh
[scenario]
id=05_A_Subterranean_Struggle
name= _ "A Subterranean Struggle"
next_scenario=06a_In_the_Tunnels_of_the_Trolls
{UTBS_MAP 05_A_Subterranean_Struggle.map}
victory_when_enemies_defeated=no
{UNDERGROUND}
{TURNS 48 44 40}
#TODO add extra music
{SCENARIO_MUSIC "underground.ogg"}
{EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"}
{EXTRA_SCENARIO_MUSIC "the_dangerous_symphony.ogg"}
{STORY_A_SUBTERRANEAN_STRUGGLE}
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 240 180 120}
{INCOME 8 6 4}
controller=human
shroud=yes
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
#Side=2 troll 1 (blue)
[side]
no_leader=yes
side=2
gold=0
income=0
controller=ai
shroud=no
fog=no
hidden=yes
team_name=trolls
user_team_name= _ "team_name^Trolls"
recruit=Troll Whelp, Troll, Troll Rocklobber
[ai]
recruitment_pattern=fighter,fighter,mixed fighter
aggression=0.8
caution=0.05
grouping=offensive
# as an ally, the AI can block the first keep
[avoid]
x,y=28-30,26-27
[/avoid]
[goal]
name=target
[criteria]
side=1
[/criteria]
value=10
[/goal]
[goal]
name=target
[criteria]
side=4
[/criteria]
value=9
[/goal]
[goal]
name=target
[criteria]
side=5
[/criteria]
value=9
[/goal]
[/ai]
[/side]
#Side=3 troll 2 (green)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
hidden=yes
team_name=trolls
user_team_name= _ "team_name^Trolls"
recruit=Troll Whelp, Troll, Troll Rocklobber
[ai]
recruitment_pattern=fighter,fighter,mixed fighter
aggression=0.8
caution=0.05
grouping=offensive
# as an ally, the AI can block the first keep
[avoid]
x,y=28-30,26-27
[/avoid]
[goal]
name=target
[criteria]
side=1
[/criteria]
value=10
[/goal]
[goal]
name=target
[criteria]
side=4
[/criteria]
value=9
[/goal]
[goal]
name=target
[criteria]
side=5
[/criteria]
value=9
[/goal]
[/ai]
[/side]
#Side=4 dwarf 1 (yellow)
[side]
side=4
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
hidden=yes
team_name=dwarves
user_team_name= _ "team_name^Dwarves"
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Guardsman
[ai]
aggression=0.8
caution=0.05
grouping=offensive
# as an ally, the AI can block the first keep
[avoid]
x,y=28-30,26-27
[/avoid]
[goal]
name=target
[criteria]
side=1
[/criteria]
value=10
[/goal]
[goal]
name=target
[criteria]
side=2
[/criteria]
value=9
[/goal]
[goal]
name=target
[criteria]
side=3
[/criteria]
value=9
[/goal]
[/ai]
{FLAG_VARIANT knalgan}
[/side]
#Side=5 dwarf 2 (purple)
[side]
side=5
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
hidden=yes
team_name=dwarves
user_team_name= _ "team_name^Dwarves"
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Guardsman
[ai]
aggression=0.8
caution=0.05
grouping=offensive
# as an ally, the AI can block the first keep
[avoid]
x,y=28-30,26-27
[/avoid]
[goal]
name=target
[criteria]
side=1
[/criteria]
value=10
[/goal]
[goal]
name=target
[criteria]
side=2
[/criteria]
value=9
[/goal]
[goal]
name=target
[criteria]
side=3
[/criteria]
value=9
[/goal]
[/ai]
{FLAG_VARIANT knalgan}
[/side]
#Side=6 Ants
[side]
side=6
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
hidden=yes
color=white
[ai]
aggression=0.8
caution=0.1
village_value=0
recruitment_pattern=fighter,fighter,fighter,fighter
#causes ants to target cave spider
[goal]
name=target
[criteria]
type=Cave Spider
[/criteria]
value=150
[/goal]
[goal]
name=target
[criteria]
side=1
[/criteria]
value=100
[/goal]
passive_leader=yes
[/ai]
[/side]
#Side=7 Assassin & Cave Spider
[side]
side=7
no_leader=yes
gold=0
income=0
controller=ai
shroud=yes
fog=no
hidden=yes
color=teal
[ai]
aggression=0.90
caution=0.10
[/ai]
[/side]
# Prestart functions:
# set starting scenario objectives
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variable
# create elf units
# create AI=guardian starting units
# initiate assassin trigger variable
#fires lighting central cavern
{ANIMATED_CAMPFIRE 31 32}
{ANIMATED_CAMPFIRE 33 21}
[event]
name=prestart
#set starting scenario objectives
[objectives]
[objective]
description= _ "Explore underground"
condition=win
[show_if]
[have_unit]
race=troll,dwarf
count=0
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Defeat troll leaders"
condition=win
[show_if]
{VARIABLE_CONDITIONAL ally_race equals "dwarf"}
[have_unit]
canrecruit=yes
race=troll
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Defeat dwarf leaders"
condition=win
[show_if]
{VARIABLE_CONDITIONAL ally_race equals "troll"}
[have_unit]
canrecruit=yes
race=dwarf
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Defeat the Cloaked Figure"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Cloaked Figure
id=Cloaked Figure
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
[objective]
description= _ "Death of Fundin"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_race equals "dwarf"}
[/show_if]
[/objective]
[objective]
description= _ "Death of Nori"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_race equals "dwarf"}
[/show_if]
[/objective]
[objective]
description= _ "Death of Thungar"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_race equals "troll"}
[/show_if]
[/objective]
[objective]
description= _ "Death of Gnarl"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_race equals "troll"}
[/show_if]
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
{INCREASE_RECRUIT_COSTS 1}
#central cavern furnishings
{PLACE_IMAGE items/rock-cairn3.png 42 21} # this image is in a different folder because it is not in core, just campaign
{PLACE_IMAGE scenery/rock-cairn.png 38 20}
{PLACE_IMAGE scenery/rock-cairn2.png 30 20}
{PLACE_IMAGE items/burial.png 27 33}
{PLACE_IMAGE items/burial2.png 35 34}
{PLACE_IMAGE items/burial.png 43 33}
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Elyssa
[/recall]
# If Elyssa the Mage isn't there, boost starting group a bit
[if]
[not]
[have_unit]
id=Elyssa
[/have_unit]
[/not]
[then]
[unit]
type=Quenoth Flanker
name= _ "Rygar"
x=6
y=24
side=1
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Quenoth Fighter
name= _ "Nantheos"
x=5
y=25
side=1
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[/then]
[/if]
{VARIABLE assassin_triggered no}
[/event]
# starting events
[event]
name=start
# starting dialogue
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "You mentioned that dwarves and trolls often lived underground, Elyssa. I’ve only heard myths, have you ever met a dwarf or a troll?"
[/message]
[message]
speaker=Elyssa
message= _ "No I haven’t, I don’t often explore underground unless I have to. There are lots of nasty things that lurk far away from the light of the suns. But I’ve read a bit about them, and have even met a few people who had dealings with dwarves."
[/message]
[message]
speaker=Nym
message= _ "What are dwarves like?"
[/message]
[message]
speaker=Elyssa
message= _ "They’re a proud people, and some would say greedy. They love their gold and fine metals, and forge many beautiful things. I should warn you, they have little liking for elves. There was some betrayal many years ago, though I don’t know what happened."
[/message]
[message]
speaker=Kaleh
message= _ "And what about trolls? I’m not sure I’d want to meet one face to face."
[/message]
[message]
speaker=Elyssa
message= _ "Trolls and dwarves are natural enemies, living so close together. And many would say trolls are little more than brutes and savages. Trolls are huge and very strong, with skin as hard as stone, and can be fearsome foes. But I knew one man long ago who traded with a group of trolls and said they were quite honorable, as long as you didn’t try to cheat them."
[/message]
[message]
speaker=Zhul
message= _ "Well, with Eloh’s guidance, I hope we find these tunnels deserted. I’ll be happy if our biggest problem is not getting lost. I have little wish to meet either dwarves or trolls. But Eloh will watch over us."
[/message]
[message]
speaker=Kaleh
message= _ "Will she? I got the impression she was powerless underground."
[/message]
[message]
speaker=Zhul
message= _ "Where did you get that idea? Certainly Eloh is strongest during the day, when the suns are shining down on us. But it is said that even in the darkest of nights she will protect her faithful. And back during the Golden Age holy elven warriors led great crusades against orcs and other foul things that hid underground, killing them with Eloh’s aid. Faith is our shield, Kaleh. I think you should keep your doubts to yourself; it would not do to unduly worry our people. Eloh will always protect us, if we follow her path."
[/message]
[message]
speaker=Kaleh
message= _ "Then let us hope the rest of our journey may be as uneventful as it has been this far."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "I’ve heard of dwarves, but do you have any idea, Zhul, what kinds of creatures we might encounter underground?"
[/message]
[message]
speaker=Zhul
message= _ "These tunnels are foreign to me; I know little more than you do. All I know about dwarves is from the few tales from the Golden Age."
[/message]
[message]
speaker=Nym
message= _ "What are they like?"
[/message]
[message]
speaker=Zhul
message= _ "They lived deep under the earth, mining gold and fine metals and forging many beautiful things. We were once allies during the Golden Age, but in the strife and chaos of the fall we lost all contact. I don’t know if any survived. But in the golden age they were very helpful in our wars against the orcs and trolls."
[/message]
[message]
speaker=Kaleh
message= _ "What are trolls?"
[/message]
[message]
speaker=Zhul
message= _ "Trolls were huge gray creatures as big as giants and very strong. They were reclusive creatures, hiding underground. We never had much contact with them, though some fought with the orcs in the great wars. They were mighty warriors. I’m sure they have all died off; I certainly would never want to meet one face to face."
[/message]
[message]
speaker=Zhul
message= _ "But with Eloh’s guidance, I hope we find these tunnels deserted. I’d be happy if our biggest problem is not getting lost. Still, even underground Eloh will watch over us."
[/message]
[message]
speaker=Kaleh
message= _ "Will she? I got the impression she was powerless underground."
[/message]
[message]
speaker=Zhul
message= _ "Where did you get that idea? Certainly Eloh is strongest during the day, when the suns are shining down on us. But it is said that even in the darkest of nights she will protect her faithful. And back during the Golden Age holy elven warriors led great crusades against orcs and other foul things that hid underground, killing them with Eloh’s aid. Faith is our shield, Kaleh. I think you should keep your doubts to yourself; it would not do to unduly worry our people. Eloh will always protect us, if we follow her path."
[/message]
[message]
speaker=Kaleh
message= _ "Then let us hope the rest of our journey may be as uneventful as it has been this far."
[/message]
[/else]
[/if]
[/event]
# Event 1: Spider and Ants
[event]
name=moveto
[filter]
x=12-18
y=20-29
side=1
[/filter]
[message]
speaker=Nym
message= _ "All I’m saying is that these tunnels aren’t as bad as I expected."
[/message]
[message]
speaker=Kaleh
# wmllint: local spelling Shhh
message= _ "Shhh! Did you hear something?"
[/message]
[remove_shroud]
side=1
x=11-19
y=24-27
[/remove_shroud]
#make ants easy: 3 medium: 4 hard: 5
{NOTRAIT_UNIT 6 (Giant Ant) 17 26}
{NOTRAIT_UNIT 6 (Giant Ant) 17 27}
{NOTRAIT_UNIT 6 (Giant Ant) 18 26}
#ifndef EASY
{NOTRAIT_UNIT 6 (Giant Ant) 18 27}
#endif
#ifdef HARD
{NOTRAIT_UNIT 6 (Giant Ant) 19 27}
#endif
#make spider
{NOTRAIT_UNIT 7 (Cave Spider) 4 25}
[redraw]
[/redraw]
[scroll_to_unit]
type=Giant Ant
[/scroll_to_unit]
[delay]
time=400
[/delay]
[message]
speaker=Zhul
message= _ "Ants. Very big ants. Maybe they won’t be hostile."
[/message]
[scroll_to_unit]
type=Cave Spider
[/scroll_to_unit]
[delay]
time=400
[/delay]
[message]
speaker=Kaleh
message= _ "On the other hand, that spider probably is."
[/message]
[message]
speaker=Nym
message= _ "Caught between a spider and its prey. Not a good place to be."
[/message]
[/event]
# If player escapes cave spider, then reward player by killing it
[event]
name=moveto
[filter]
x=18-24
y=26-29
side=1
[/filter]
[if]
[have_unit]
type=Cave Spider
[/have_unit]
[then]
[kill]
type=Cave Spider
animate=yes
[/kill]
[message]
speaker=Nym
message= _ "Whoa! Did you see that? That huge stalactite just fell and crushed the spider. Aren’t we lucky!"
[/message]
[message]
speaker=Zhul
message= _ "Eloh must indeed be watching over us."
[/message]
[/then]
[/if]
[/event]
# When player approaches large cavern, a dying dwarf runs out and yells a warning.
[event]
name=moveto
[filter]
x=18-24
y=26-28
side=1
[/filter]
[message]
speaker=Nym
message= _ "You know, if all we discover down here are insects, I’ll be very disappointed."
[/message]
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Elyssa
message= _ "Spiders aren’t insects."
[/message]
[message]
speaker=Nym
message= _ "Thanks for the clarification."
[/message]
[/then]
[/if]
[unit]
type=Dwarvish Fighter
side=4
hitpoints=12
id=Wounded Dwarf
x=25
y=28
[/unit]
[move_unit]
id=Wounded Dwarf
to_x=25,24,23,22,21
to_y=28,28,29,28,29
[/move_unit]
[message]
speaker=Wounded Dwarf
message= _ "Help! They’re everywhere!"
[/message]
[kill]
id=Wounded Dwarf
animate=yes
[/kill]
[message]
speaker=Kaleh
message= _ "Nym, your timing is impeccable."
[/message]
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Elyssa
message= _ "That’s a dwarf, but it looks like he’s been beaten to a pulp."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message= _ "Short and hairy, he must be a dwarf. But he’s been beaten to a pulp."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "I don’t know what ‘they’ are, but we can’t go back. Prepare yourselves for anything, everyone."
[/message]
[/event]
# Event 2: Entering the large cavern
#player chooses one side (trolls or dwarves) then:
#assign allies
#create troll and dwarf leaders
#create dwarf and troll defenders, make one side attackers
#change ally and enemy gold/income
#capture all villages, destroy ally's tunnel villages
#seal off exits from allies caves
[event]
name=moveto
[filter]
x=24-74
y=20-34
side=1
[/filter]
#create 14 dwarves and 12 trolls
#dwarves:
# 2 dwarvish steelclads, 3 dwarvish fighters, 1 dwarvish thunderguard, 2 dwarvish thunderers, 2 dwarvish guardsmen, 1 dwarvish ulfserker, 1 dwarvish steelclad (captain), and 1 dwarvish pathfinder and 1 dwarvish scout
#trolls:
# 6 troll whelps, 2 trolls, 2 troll rocklobbers, 1 shaman, 1 shaman leader
# on EASY and NORMAL, reduce number of trolls and dwarves
# if EASY:
# Dwarves: remove 1 fighter (39,21), and 1 thunderer (35,20)
# Trolls: remove 2 troll whelps (37,32) (34,34)
# turn troll rocklobber into a whelp (33,32)
# if NORMAL:
# Dwarves: remove 1 fighter (39,21)
# Trolls: remove 2 troll whelps (37,32) (34,34)
#Western side
#battling over the castle
#1 dwarvish fighter, 1 dwarvish thunderer, 1 dwarvish guardsman
#define DEFENDER SIDE TYPE X Y ROLE_STRING NAME_STRING
[unit]
side={SIDE}
type={TYPE}
name={NAME_STRING}
x={X}
y={Y}
random_traits=yes
role={ROLE_STRING}
[/unit]
#enddef
{NAMED_UNIT 4 (Dwarvish Fighter) 30 27 first_dwarf ( _ "Dwarf Defender") (role=Dwarf Defender)}
{NAMED_UNIT 4 (Dwarvish Thunderer) 30 25 second_dwarf ( _ "Dwarf Defender") (role=Dwarf Defender)}
{DEFENDER 4 (Dwarvish Guardsman) 29 30 (Dwarf Defender) ( _ "Dwarf Defender")}
#2 troll whelps
{DEFENDER 3 (Troll Whelp) 31 30 (Troll Defender) ( _ "Troll Defender")}
{DEFENDER 2 (Troll Whelp) 29 28 (Troll Defender) ( _ "Troll Defender")}
#western reinforcements
#1 dwarvish berserker, 1 dwarvish steelclad (captain), 1 dwarvish fighter, (added: 1 dwarvish scout)
{DEFENDER 4 (Dwarvish Ulfserker) 30 21 (Dwarf Defender) ( _ "Dwarf Defender")}
{NAMED_GENERIC_UNIT 4 (Dwarvish Steelclad) 32 20 (Dwarf Leader) ( _ "Dwarf Leader")}
{DEFENDER 5 (Dwarvish Fighter) 34 22 (Dwarf Defender) ( _ "Dwarf Defender")}
{DEFENDER 4 (Dwarvish Scout) 34 26 (Dwarf Defender) ( _ "Dwarf Defender")}
#2 troll whelps, 1 troll rocklobber, 1 shaman (captain)
{DEFENDER 2 (Troll Whelp) 29 31 (Troll Defender) ( _ "Troll Defender")}
#unit was originally a troll
#ifdef HARD
{DEFENDER 2 (Troll Whelp) 34 31 (Troll Defender) ( _ "Troll Defender")}
#endif
#ifdef EASY
{DEFENDER 2 (Troll Whelp) 33 32 (Troll Defender) ( _ "Troll Defender")}
#else
{DEFENDER 2 (Troll Rocklobber) 33 32 (Troll Defender) ( _ "Troll Defender")}
#endif
{NAMED_GENERIC_UNIT 2 (Troll Shaman) 28 33 (Troll Leader) ( _ "Troll Leader")}
#Center
#1 dwarvish thunderer (N village)
#ifndef EASY
{DEFENDER 5 (Dwarvish Thunderer) 35 20 (Dwarf Defender) ( _ "Dwarf Defender")}
#endif
#Eastern side
#battling over the center
#1 dwarvish steelclad, 1 dwarvish guardsman, 1 dwarvish thunderer
#1 dwarvish pathfinder
{DEFENDER 5 (Dwarvish Steelclad) 40 26 (Dwarf Defender) ( _ "Dwarf Defender")}
{DEFENDER 5 (Dwarvish Guardsman) 39 24 (Dwarf Defender) ( _ "Dwarf Defender")}
{DEFENDER 5 (Dwarvish Thunderer) 42 23 (Dwarf Defender) ( _ "Dwarf Defender")}
{DEFENDER 5 (Dwarvish Pathfinder) 44 26 (Dwarf Defender) ( _ "Dwarf Defender")}
#1 troll whelp, 1 troll, 1 troll rocklobber
{DEFENDER 2 (Troll Whelp) 41 27 (Troll Defender) ( _ "Troll Defender")}
{DEFENDER 3 (Troll) 42 29 (Troll Defender) ( _ "Troll Defender")}
{DEFENDER 3 (Troll Rocklobber) 39 29 (Troll Defender) ( _ "Troll Defender")}
#eastern reinforcements
#1 dwarvish steelclad, 1 dwarvish fighter
{DEFENDER 5 (Dwarvish Steelclad) 42 21 (Dwarf Defender) ( _ "Dwarf Defender")}
#ifdef HARD
{DEFENDER 5 (Dwarvish Fighter) 39 21 (Dwarf Defender) ( _ "Dwarf Defender")}
#endif
#2 troll whelps, 1 shaman
#ifdef HARD
{DEFENDER 3 (Troll Whelp) 37 32 (Troll Defender) ( _ "Troll Defender")}
#endif
{DEFENDER 3 (Troll Whelp) 42 32 (Troll Defender) ( _ "Troll Defender")}
{DEFENDER 3 (Troll Shaman) 44 31 (Troll Defender) ( _ "Troll Defender")}
#undef DEFENDER
# wmllint: recognize Dwarf Defender
# wmllint: recognize Troll Defender
[redraw]
[/redraw]
#reveal large cave x: 25-47 y: 19-35
[remove_shroud]
side=1
x=25-47
y=19-35
[/remove_shroud]
#dwarf/troll/elf dialogue
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Whoa."
[/message]
# Unhide the dwarves' and trolls' sides
[modify_side]
side=2,3,4,5
hidden=no
[/modify_side]
[scroll_to_unit]
x,y=34,22
[/scroll_to_unit]
[delay]
time=400
[/delay]
[scroll_to_unit]
x,y=42,23
[/scroll_to_unit]
[delay]
time=400
[/delay]
[scroll_to_unit]
x,y=42,29
[/scroll_to_unit]
[delay]
time=400
[/delay]
[scroll_to_unit]
x,y=33,32
[/scroll_to_unit]
[delay]
time=400
[/delay]
[scroll_to_unit]
x,y=29,27
[/scroll_to_unit]
[delay]
time=400
[/delay]
[message]
speaker=Nym
message= _ "I think I preferred the spider and the ants..."
[/message]
[message]
speaker=Dwarf Leader
message= _ "Stand firm, boys, here they come!"
[/message]
[message]
speaker=Troll Leader
message= _ "You invade our tunnels, you slaughter our people, by Griknagh we will make you pay!"
[/message]
[message]
speaker=Dwarf Leader
message= _ "Tenacious savages, aren’t they? But these tunnels are rich in ore, and we won’t let a couple of trolls keep them from us."
[/message]
[message]
speaker=Troll Leader
message= _ "Wait... What... Who are you?"
[/message]
[message]
speaker=Kaleh
message= _ "Uh..."
[/message]
[message]
speaker=Dwarf Leader
message= _ "What by the names of my forefathers are they?"
[/message]
[message]
speaker=first_dwarf
message= _ "Wait a minute... Vacuous eyes, pointy ears — they must be elves."
[/message]
[message]
speaker=second_dwarf
message= _ "Elves?! What in the nine hells are elves doing down here?"
[/message]
[message]
speaker=Dwarf Leader
message= _ "Never mind that, who are you?"
[/message]
[message]
speaker=Kaleh
message= _ "I am Kaleh, and we are the Quenoth Elves. What in Eloh’s name is going on here?"
[/message]
[message]
speaker=Troll Leader
message= _ "They invade our land and kill our young. Dwarves always want more, always greedy for glittery rocks."
[/message]
[message]
speaker=Dwarf Leader
message= _ "Those monsters killed me boys. Kaleh, if you be of stout heart, help us drive these lummoxes from our tunnels."
[/message]
[message]
speaker=Troll Leader
message= _ "No, this is our home. Help us, little ones, and we will help you."
[/message]
[message]
speaker=Zhul
message= _ "There’s too many of them for us to try to take them both on, and besides with all these branching tunnels we’ll have no idea which way to go. I think we should take them up on their offer; ally ourselves with one of the factions so we can get their help in finding a way back to the surface."
[/message]
[message]
speaker=Nym
message= _ "But even if we do, what about all of our people? How can we safely escort them through this war zone?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "We won’t. If we keep the majority of our people hidden back up the passage we should be able to protect them, at least for a little while. In the meantime, we’ll go ahead and try to sort out this mess. I think you’re right Zhul, if we’re lucky we may just be able to negotiate a safe passage out of here."
[/message]
#choose side to ally with
#set ally variable (1=dwarf 2=troll) and change elvish allegiance
[message]
speaker=$explorer.id
message= _ "But they both look evenly matched. Who should we ally with?"
[option]
label= _ "Let’s aid the dwarves."
[command]
[set_variable]
name=ally_race
value="dwarf"
[/set_variable]
[modify_side]
side=1
team_name=dwarves
user_team_name= _ "team_name^Dwarves"
[/modify_side]
[message]
speaker=Troll Leader
message= _ "Bah! Your kind all the same. Everyone turns on trolls. But you’ll see, Griknagh will smash you all."
[/message]
[/command]
[/option]
[option]
label= _ "Let’s aid the trolls."
[command]
[set_variable]
name=ally_race
value="troll"
[/set_variable]
[modify_side]
side=1
team_name=trolls
user_team_name= _ "team_name^Trolls"
[/modify_side]
[message]
speaker=Dwarf Leader
message= _ "I knew elves couldn’t be trusted. Foolish boy, you will regret your betrayal. Taste dwarven steel!"
[/message]
[/command]
[/option]
[/message]
# change music playing
[music]
name=battle.ogg
immediate=yes
[/music]
[message]
speaker=$explorer.id
message= _ "There seems to be an abandoned dwarvish fortress right in front of us. If we can fight our way to the keep, we should be able to start rallying our warriors to help in the battle."
[/message]
{CLEAR_VARIABLE explorer}
#add enemy units in tunnels who will arrive in main cavern at turn 2
[if]
[variable]
name=ally_race
equals="dwarf"
[/variable]
[then]
# EASY: add 3 troll whelps, MED: add 3 trolls HARD: add 4 trolls
# (on easier difficulties, remove trolls closest to elves)
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Troll Whelp) 25 36 () ( _ "Troll Skirmisher")}
#endif
{NAMED_GENERIC_UNIT 3 (Troll Whelp) 33 38 () ( _ "Troll Skirmisher")}
{NAMED_GENERIC_UNIT 3 (Troll Whelp) 42 35 () ( _ "Troll Skirmisher")}
{NAMED_GENERIC_UNIT 3 (Troll Whelp) 46 35 () ( _ "Troll Skirmisher")}
[/then]
[else]
# add 3-4 dwarf enemies
# if EASY difficulty, then remove Dwarvish Thunderer
# (was a dwarvish steelclad)
{NAMED_GENERIC_UNIT 4 (Dwarvish Fighter) 26 18 () ( _ "Dwarf Skirmisher")}
{NAMED_GENERIC_UNIT 4 (Dwarvish Pathfinder) 28 18 () ( _ "Dwarf Skirmisher")}
{NAMED_GENERIC_UNIT 5 (Dwarvish Berserker) 38 18 () ( _ "Dwarf Skirmisher")}
#ifndef EASY
{NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 44 19 (Dwarf Thunderer) ( _ "Dwarf Thunderer")}
#endif
{NAMED_GENERIC_UNIT 5 (Dwarvish Scout) 43 18 () ( _ "Dwarf Skirmisher")}
[/else]
[/if]
#increase recruitment options for enemies
#set gold/income for allies and enemies
# I think the trolls are slightly more powerful than the dwarves
# So I'm giving trolls 2 less income than dwarves
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
#ally with dwarves
[allow_recruit]
type=Troll Shaman
side=2,3
[/allow_recruit]
#allies
[modify_side]
[filter_side]
side=4,5
[/filter_side]
{INCOME -2 -3 -4}
{GOLD 50 40 30}
[/modify_side]
#enemies
[modify_side]
[filter_side]
side=2,3
[/filter_side]
{INCOME 8 12 16}
{GOLD 100 150 200}
[/modify_side]
[modify_unit]
[filter]
role=Troll Defender
[/filter]
name= _ "Troll Skirmisher"
[/modify_unit]
# destroy dwarvish villages in tunnels and add troll villages
[terrain]
x=28,35
y=19,14
terrain=Uu
[/terrain]
[terrain]
x=36,43
y=17,18
terrain=Xu
[/terrain]
[terrain]
x=25,34,47,37
y=36,37,36,47
terrain=Uu^Vu
[/terrain]
[/then]
[else]
#ally with trolls
#ulfserkers are too deadly, especially for elves with no defense
[allow_recruit]
type=Dwarvish Pathfinder
side=4,5
[/allow_recruit]
#allies
[modify_side]
[filter_side]
side=2,3
[/filter_side]
{INCOME -2 -3 -4}
{GOLD 50 40 30}
[/modify_side]
#enemies
[modify_side]
[filter_side]
side=4,5
[/filter_side]
{INCOME 9 13 17}
{GOLD 100 150 200}
[/modify_side]
[modify_unit]
[filter]
role=Dwarf Defender
[/filter]
name= _ "Dwarf Skirmisher"
[/modify_unit]
[/else]
[/if]
#create 2 dwarf leaders (26,12) (45,13)
[unit]
type=Dwarvish Explorer
id=Fundin
name= _ "Fundin"
canrecruit=yes
x=26
y=12
side=4
[modifications]
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Explorer
id=Nori
name= _ "Nori"
canrecruit=yes
x=45
y=13
side=5
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
[/unit]
#create 2 troll leaders (26,40) (46,42)
[unit]
type=Troll Warrior
id=Thungar
name= _ "Thungar"
canrecruit=yes
x=26
y=40
side=2
[modifications]
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll Warrior
id=Gnarl
name= _ "Gnarl"
canrecruit=yes
x=46
y=42
side=3
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
[/unit]
# capture villages for each troll/dwarf leader
# troll 1 (side2)
# in troll cave and western tunnels
[capture_village]
x,y=22-35,36-43
side=2
[/capture_village]
# in main cavern
[capture_village]
x,y=36,32
side=2
[/capture_village]
# troll 2 (side3)
# in troll cave and eastern tunnels
[capture_village]
x,y=37-50,36-47
side=3
[/capture_village]
# in main cavern
[capture_village]
x,y=31,30
side=3
[/capture_village]
[capture_village]
x,y=26,28
side=3
# This village is closest to the cavern entrance and could be captured by the player as the event is triggered
[not]
owner_side=1
[/not]
[/capture_village]
# dwarf 1 (side4)
# in dwarf cave and western tunnels
[capture_village]
x,y=24-35,8-19
side=4
[/capture_village]
# in main cavern
[capture_village]
x,y=28,24
side=4
[/capture_village]
[capture_village]
x,y=35,27
side=4
[/capture_village]
[capture_village]
x,y=35,27
side=4
[/capture_village]
# dwarf 2 (side5)
# in dwarf cave and eastern tunnels
[capture_village]
x,y=36-51,10-18
side=5
[/capture_village]
# in main cavern
[capture_village]
x,y=40,26
side=5
[/capture_village]
[show_objectives]
[/show_objectives]
[fire_event]
name=queue_battle_events
[/fire_event]
[/event]
# Event 3: Enemy counter-attack (Battle Turn 3)
# if fighting dwarves: (3,4,5)
# run 2 dwarvish thunderguards down to western threatre,
# and 1 down to eastern bottleneck
# if fighting trolls: (3,4,5)
# run 2 troll shamans up to western threatre, and 1 up to eastern
# bottleneck (reduced to 1 on each side)
[event]
name=enemy_attack
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
#if allied with dwarves
#west side
[move_unit_fake]
type=Troll Shaman
side=2
x=27,27,28
y=39,33,32
[/move_unit_fake]
{NAMED_GENERIC_UNIT 2 (Troll Shaman) 28 32 (Troll Flamecaster) ( _ "Troll Flamecaster")}
#ifdef HARD
[move_unit_fake]
type=Troll Shaman
side=2
x=33,33,32
y=39,33,32
[/move_unit_fake]
{NAMED_GENERIC_UNIT 2 (Troll Shaman) 32 32 () ( _ "Troll Flamecaster")}
#endif
#east side
[move_unit_fake]
type=Troll Shaman
side=3
x=38,42,42,41
y=37,35,29,29
[/move_unit_fake]
{NAMED_GENERIC_UNIT 3 (Troll Shaman) 41 29 () ( _ "Troll Flamecaster")}
#ifndef EASY
[move_unit_fake]
type=Troll Shaman
side=3
x=45,45
y=40,30
[/move_unit_fake]
{NAMED_GENERIC_UNIT 3 (Troll Shaman) 45 30 () ( _ "Troll Flamecaster")}
#endif
[message]
speaker=Troll Flamecaster
message= _ "Burn, burn and die!"
[/message]
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=fire.wav
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[message]
speaker=Dwarf Leader
message= _ "Dive for cover!"
[/message]
[message]
speaker=Kaleh
message= _ "Those new troll shamans are decimating the dwarves with blasts of fire! This doesn’t look good."
[/message]
[store_unit]
[filter]
role="Dwarf Defender"
x=24-46
y=19-35
[/filter]
variable=victims
kill=no
[/store_unit]
#if easy kill 50%
#if medium kill 60%
#if hard kill 80%
{VARIABLE deaths $victims.length}
{VARIABLE_OP deaths multiply {ON_DIFFICULTY 0.6 0.7 0.8}}
{VARIABLE_OP deaths round 0}
#{DEBUG_MSG "Killing $deaths defenders out of $victims.length"}
{VARIABLE i 1}
{REPEAT $deaths (
{RANDOM "1..$victims.length"}
{VARIABLE_OP random sub 1}
{VARIABLE casualty $victims[$random].id}
#have some dwarves scream as they die
[switch]
variable=i
[case]
value=1
[message]
id=$casualty
message= _ "Aauughh!"
[/message]
[/case]
[case]
value=2
[message]
id=$casualty
message= _ "No...!"
[/message]
[/case]
[case]
value=3
[message]
id=$casualty
message= _ "Help me!!"
[/message]
[/case]
[/switch]
[kill]
id=$casualty
animate=yes
fire_event=no
[/kill]
{VARIABLE_OP i add 1}
# Update the victims array
[store_unit]
[filter]
find_in=victims
[not]
id=$casualty
[/not]
[/filter]
variable=victims
kill=no
[/store_unit]
)}
[message]
speaker=Dwarf Leader
message= _ "More accursed troll magic. Fall back!"
[/message]
[message]
speaker=Dwarf Leader
# wmllint: local spelling hurtin'
message= _ "I need to go back and rally more reinforcements. We’re hurtin’, Kaleh, I’ll need your men to cover for us. Do your best, boy, and may your ancestors watch over you."
[/message]
[kill]
id=Dwarf Leader
animate=no
[/kill]
[/then]
[else]
#if allied with trolls
#west side
[move_unit_fake]
type=Dwarvish Thunderguard
side=4
x=26,27,28,29,30,30,30,30
y=18,19,19,19,19,20,21,22
[/move_unit_fake]
{NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 30 22 (Dwarf Grenadier) ( _ "Dwarf Grenadier")}
[move_unit_fake]
type=Dwarvish Thunderguard
side=4
x=26,27,28,29,30,30,31,32,32
y=18,19,19,19,19,20,21,21,22
[/move_unit_fake]
{NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 32 22 () ( _ "Dwarf Grenadier")}
#ifdef HARD
[move_unit_fake]
type=Dwarvish Thunderguard
side=4
x=26,27,28,29,30,30,31,32,33,34
y=18,19,19,19,19,20,21,21,22,22
[/move_unit_fake]
{NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 34 22 () ( _ "Dwarf Grenadier")}
#endif
#east side
[move_unit_fake]
type=Dwarvish Thunderguard
side=5
x=45,44,44,43,42,41,41,40
y=18,18,19,20,20,21,22,22
[/move_unit_fake]
{NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 40 22 () ( _ "Dwarf Grenadier")}
#ifndef EASY
[move_unit_fake]
type=Dwarvish Thunderguard
side=5
x=45,44,44,43,43,42,42
y=18,18,19,20,21,21,22
[/move_unit_fake]
{NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 42 22 () ( _ "Dwarf Grenadier")}
#endif
[message]
speaker=Dwarf Grenadier
message= _ "Let’s blast those monsters back to the pits they spawned from! Fire in the hole!"
[/message]
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=thunderstick.ogg
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[message]
speaker=Troll Leader
message= _ "More dwarven trickery! Fall back!"
[/message]
[message]
speaker=Kaleh
message= _ "Those new dwarves are lobbing explosives at the trolls with devastating effect! I don’t think the trolls can take this much longer."
[/message]
[store_unit]
[filter]
role="Troll Defender"
x=24-46
y=19-35
[/filter]
variable=victims
kill=no
[/store_unit]
#if easy kill 50%
#if medium kill 60%
#if hard kill 75%
{VARIABLE deaths $victims.length}
{VARIABLE_OP deaths multiply {ON_DIFFICULTY 0.5 0.6 0.75}}
{VARIABLE_OP deaths round 0}
#{DEBUG_MSG "Killing $deaths defenders out of $victims.length"}
{VARIABLE i 1}
{REPEAT $deaths (
{RANDOM "1..$victims.length"}
{VARIABLE_OP random sub 1}
{VARIABLE casualty $victims[$random].id}
#have some trolls scream as they die
[switch]
variable=i
[case]
value=1
[message]
id=$casualty
message= _ "Aaughh!"
[/message]
[/case]
[case]
value=2
[message]
id=$casualty
message= _ "No...!"
[/message]
[/case]
[case]
value=3
[message]
id=$casualty
message= _ "Gaaghh!" # wmllint: no spellcheck
[/message]
[/case]
[/switch]
[kill]
id=$casualty
animate=yes
fire_event=no
[/kill]
{VARIABLE_OP i add 1}
# Update the victims array
[store_unit]
[filter]
find_in=victims
[not]
id=$casualty
[/not]
[/filter]
variable=victims
kill=no
[/store_unit]
)}
[message]
speaker=Troll Leader
message= _ "I must go back and find more trolls to fight. You must hold them back, Kaleh. Be strong like rock. Griknagh will be with you."
[/message]
[kill]
id=Troll Leader
animate=no
[/kill]
[/else]
[/if]
{CLEAR_VARIABLE casualty,deaths,victims,i}
[/event]
# Event 4: Ally reinforcements
# message: ally leader sent us to help you
#define ALLY_REINFORCEMENTS
[if]
[variable]
name=ally_race
equals="troll"
[/variable]
[then]
# Troll
# Easy: 3 whelps 1 troll shaman, 1 rock lobber
# Medium: 3 whelps 1 troll shaman, 1 rock lobber
# Hard: 2 whelps 1 troll shaman, 1 rock lobber
[unit]
type=Troll Shaman
id="Thu'lok"
name= _ "Thu’lok"
x=34
y=32
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
role=ally
[/unit]
[unit]
type=Troll Whelp
id=Harpo
name= _ "Harpo"
x=33
y=33
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
role=ally
[/unit]
[unit]
type=Troll Whelp
id=Groucho
name= _ "Groucho"
x=34
y=33
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
role=ally
[/unit]
#ifndef HARD
[unit]
type=Troll Whelp
name= _ "Chico"
id=Chico
x=35
y=33
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
role=ally
[/unit]
#endif
[unit]
type=Troll Rocklobber
name= _ "Groo"
id=Groo
x=33
y=34
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
role=ally
[/unit]
[message]
speaker="Thu'lok"
message= _ "Our leader sent us to help you. We fight for you until all the dwarves are dead. We will avenge the deaths of our people!"
[/message]
#dwarf cairns
[event]
name=moveto
[filter]
x=30,38,42
y=20,20,21
side=1
[/filter]
[message]
role=ally
message= _ "The dwarves use stone cairns to mark their territory. What a waste of good throwing stones."
[/message]
[allow_undo]
[/allow_undo]
[/event]
[/then]
[else]
# Dwarves
# Easy: 2 dwarvish fighters, 1 thunderer, 1 berserker,
# 1 dwarvish scout
# Medium: 2 dwarvish fighters, 1 thunderer, 1 berserker,
# 1 dwarvish scout
# Hard: 1 dwarvish fighter, 1 thunderer, 1 berserker,
# 1 dwarvish scout
[unit]
type=Dwarvish Fighter
id=Dwalim
name= _ "Dwalim"
x=36
y=21
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
role=ally
placement=map
passable=yes
[/unit]
[unit]
type=Dwarvish Pathfinder
id=Moin
name= _ "Moin"
x=35
y=21
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
role=ally
placement=map
passable=yes
[/unit]
[unit]
type=Dwarvish Thunderer
id=Nordi
name= _ "Nordi"
x=37
y=21
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
role=ally
placement=map
passable=yes
[/unit]
[unit]
type=Dwarvish Berserker
id=Byorn
name= _ "Byorn"
x=38
y=20
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
role=ally
placement=map
passable=yes
[/unit]
#ifndef HARD
[unit]
type=Dwarvish Fighter
id=Runin
name= _ "Runin"
x=35
y=20
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
role=ally
placement=map
passable=yes
[/unit]
#endif
[message]
speaker=Dwalim
message= _ "Looks like we came just in time. Our chief told us we’re to fight with you until all the trolls are dead. Tell us where to go — I want to kill me some troll!"
[/message]
#troll totems
[event]
name=moveto
[filter]
x=27,35,43
y=33,34,33
side=1
[/filter]
[message]
role=ally
message= _ "The trolls display the skulls of their enemies as a way of marking their territory. How barbaric."
[/message]
[allow_undo]
[/allow_undo]
[/event]
[/else]
[/if]
#enddef
# Event 29: Return of the Assassin/Cloaked Figure (same guy, two names)
# Find the location of Kaleh and then find an adjacent
# hex the cloaked figure can pop up in. (any hex that is not impassable)
[event]
name=call_assassin
first_time_only=yes
[store_locations]
[filter]
id=Kaleh
[/filter]
variable=dark_assassin_location
[/store_locations]
{VARIABLE assassin_triggered yes}
[unit]
type=Dark Assassin Cloaked
id=Cloaked Figure
name= _ "Cloaked Figure"
side=7
x,y=$dark_assassin_location.x,$dark_assassin_location.y
placement=map
passable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
{STORE_UNIT_VAR (id="Cloaked Figure") max_hitpoints temp}
{VARIABLE_OP temp sub 8}
{MODIFY_UNIT (id="Cloaked Figure") max_hitpoints $temp}
{MODIFY_UNIT (id="Cloaked Figure") hitpoints $temp}
{CLEAR_VARIABLE temp}
[micro_ai]
side=7
ai_type=assassin
action=add
[filter]
id=Cloaked Figure
[/filter]
[filter_second]
id=Kaleh
[/filter_second]
[/micro_ai]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "Did you think you had escaped me, Kaleh? I am your shadow, I will always be there until you pay for what you have done."
[/message]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "You want to flee, don’t you? But you cannot. They couldn’t escape her either. Even death could not save them. She will devour us all. But first I shall have my revenge. Do the dance of death for me, Kaleh! Dance! Dance!"
[/message]
{CLEAR_VARIABLE dark_assassin_location}
[/event]
[event]
name=queue_battle_events
[event]
name="turn $($turn_number+3)"
delayed_variable_substitution=no
[fire_event]
name=enemy_attack
[/fire_event]
[/event]
[event]
name="turn $($turn_number+6)"
delayed_variable_substitution=no
{ALLY_REINFORCEMENTS}
[/event]
[set_variable]
name=assassin_turn
rand=13..18
[/set_variable]
[event]
name="turn $($turn_number|+$assassin_turn|)"
delayed_variable_substitution=no
[fire_event]
name=call_assassin
[/fire_event]
[/event]
{CLEAR_VARIABLE assassin_turn}
[/event]
# Event 5: Sighted dwarf/troll leader events
[event]
name=sighted
first_time_only=no
[filter]
side=2,3,4,5
canrecruit=yes
[/filter]
[filter_second]
side=1
[/filter_second]
[filter_condition]
[not]
[have_unit]
id=$unit.id
find_in=leaders_who_spoke
[/have_unit]
[/not]
[/filter_condition]
[switch]
variable=ally_race
[case]
value=dwarf
[switch]
variable=unit.id
[case]
value=Thungar
[message]
speaker=unit
message= _ "Nasty dwarves and stinkin’ elves, we will smash you all!"
[/message]
[/case]
[case]
value=Gnarl
[message]
speaker=unit
message= _ "Kill the elves! We must stop them here. This is our land, crush the intruders!"
[/message]
[/case]
[else]
[message]
speaker=unit
message= _ "What are you doing back here? The trolls hide in the southern tunnels, not this way."
[/message]
[/else]
[/switch]
[/case]
[case]
value=troll
[switch]
variable=unit.id
[case]
value=Fundin
[message]
speaker=unit
message= _ "Treacherous elves, how can you fight with such horrid creatures as trolls? I will cleave all in two with my axe!"
[/message]
[/case]
[case]
value=Nori
[message]
speaker=unit
message= _ "If you think you can take these caves from us, then you are fools. We are masters of fighting underground and we will die to defend our home. Fight on, my brothers!"
[/message]
[/case]
[else]
[message]
speaker=unit
message= _ "What you doing back here? Nasty dwarves are to the north, no dwarves this way. Go back and fight bravely."
[/message]
[/else]
[/switch]
[/case]
[/switch]
[set_variables]
name=leaders_who_spoke
mode=append
[value]
id=$unit.id
[/value]
[/set_variables]
[/event]
# Event 6: death events for each leader
#for each death check to see if other leader is dead, if so
#also send in dwarf/troll messenger with victory congratulations
[event]
name=last breath
[filter]
id=Fundin
[/filter]
[message]
speaker=Fundin
message= _ "The rest is silence..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Nori
[/filter]
[message]
speaker=Nori
message= _ "I go to my ancestors..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Thungar
[/filter]
[message]
speaker=Thungar
message= _ "Arrghh!!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Gnarl
[/filter]
[message]
speaker=Gnarl
message= _ "I will be avenged..."
[/message]
[/event]
[event]
name=die
[filter]
canrecruit=yes
[filter_side]
[allied_with]
side=1
[/allied_with]
[/filter_side]
[not]
side=1
[/not]
[/filter]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=die
first_time_only=no
[filter]
canrecruit=yes
[/filter]
[filter_condition]
[have_unit]
canrecruit=yes
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
[not]
id=$unit.id
[/not]
count=0
[/have_unit]
[/filter_condition]
[kill]
id=$unit.id
fire_event=no
animate=no
[/kill]
[if]
[variable]
name=assassin_triggered
equals=yes
[/variable]
[else]
[fire_event]
name=call_assassin
[/fire_event]
[/else]
[/if]
{CLEAR_VARIABLE assassin_triggered}
[switch]
variable=ally_race
[case]
value="troll"
[fire_event]
name=troll_victory_test
[/fire_event]
[/case]
[case]
value="dwarf"
[fire_event]
name=dwarf_victory_test
[/fire_event]
[/case]
[/switch]
[/event]
[event]
name=troll_victory_test
[terrain]
x=22,21,20,19,19,18,17
y=14,14,14,15,16,16,17
terrain=Uu
[/terrain]
{NAMED_NOTRAIT_UNIT 2 (Troll Shaman) 20 14 (Zurg) ( _ "Zurg")}
[remove_shroud]
x=19-23
y=12-16
side=1
[/remove_shroud]
[redraw]
side=1
[/redraw]
[delay]
time=200
[/delay]
[message]
speaker=Zurg
message= _ "Congratulations! Some of trolls didn’t think you strong enough to beat dwarves."
[/message]
[message]
speaker=Kaleh
message= _ "Where did you come from?"
[/message]
[message]
speaker=Zurg
message= _ "There many secret tunnels that you sun dwellers not know of. Only troll know. We smarter than you think. Zurg would have killed dwarves himself, but he was just sent back from where real fighting is."
[/message]
[message]
speaker=Zhul
message= _ "The real fighting? I thought that was what we were waist-deep in?"
[/message]
[message]
speaker=Zurg
# wmllint: local spelling tricksy
message= _ "While you fighting, another clan of dwarves sneak around and flank us. They tricksy like that. We must leave you and run back to defend women and little trolls. Dwarves never give up, many trolls die today, very hard fighting. But dwarves make mistake, you stronger than dwarf or troll thought. You trolls’ secret weapon."
[/message]
[message]
speaker=Nym
message= _ "How do you mean?"
[/message]
[message]
speaker=Zurg
message= _ "Right before battle, we find secret passage just to the north leading straight to big dwarf stronghold. Hiding in stronghold is big important dwarf, directing the battle. Dwarves always think they best fighters around so they leave only a few dwarves guarding their stronghold. If you elves can break through dwarf defenses and kill dwarf chieftain, then it will do much damage to dwarves, make them afraid and confused, easy prey for trolls. You do this and we can drive them back. Then troll leader can help show you how to return to surface. You come with Zurg, he show you way to secret passage."
[/message]
[message]
speaker=Elyssa
message= _ "Their knowledge of these tunnels is uncanny. I could have sworn a minute ago that that wall was solid rock."
[/message]
[if]
[have_unit]
id=Cloaked Figure
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "Wait a moment, Zurg, we must deal with this mysterious cloaked figure before we can follow you."
[/message]
[show_objectives]
[/show_objectives]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "It sounds like our work is not yet done. Very well, gather yourselves together, we must follow Zurg."
[/message]
[endlevel]
result=victory
next_scenario=06b_In_the_Domain_of_the_Dwarves
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=dwarf_victory_test
[terrain]
x=24,23,22,21,20,19,18
y=44,45,45,46,46,46,45
terrain=Uu
[/terrain]
[delay]
time=200
[/delay]
{NAMED_NOTRAIT_UNIT 5 (Dwarvish Pathfinder) 21 46 (Grimnir) ( _ "Grimnir")}
[remove_shroud]
x=20-26
y=43-46
side=1
[/remove_shroud]
[redraw]
side=1
[/redraw]
[message]
speaker=Grimnir
message= _ "Congratulations, some of me boys didn’t think you could beat the trolls."
[/message]
[message]
speaker=Kaleh
message= _ "Where did you come from?"
[/message]
[message]
speaker=Grimnir
message= _ "Don’t think you know all the tunnels and passages that twist through these caves, elf. I would have killed him myself, but I was just sent back from the main front of the battle."
[/message]
[message]
speaker=Zhul
message= _ "The front? I thought this was the front."
[/message]
[message]
speaker=Grimnir
message= _ "While you were fighting, a separate clan of trolls sneaked around our sentries and flanked us, attacking our supply depots. There are more of those stinking buggers than we had originally thought. To tell you the truth, we are hard pressed. We’re going to have to pull back all our forces in these caves to reinforce the back lines. But your victory here has produced a unexpected opportunity."
[/message]
[message]
speaker=Nym
message= _ "It has?"
[/message]
[message]
speaker=Grimnir
message= _ "Right before the trolls overran this area of the mines, our scouts had found an old tunnel south of here that leads almost straight to the main lair of this tribe of trolls. We believe that protected in the lair is one of their main leaders who is directing the battle. We were going to try to sneak in and lead a surprise attack, but frankly we didn’t have enough dwarves to spare. If by using this passage you can sneak past their front lines and kill him, then it will throw the trolls into disarray and relieve the pressure on our front lines. If you do this our king has promised to help you return your people to the sunlit lands. When you’re ready I’ll show you the way. It’s not far."
[/message]
[message]
speaker=Elyssa
message= _ "Their knowledge of these tunnels is uncanny. I could have sworn a minute ago that that wall was solid rock."
[/message]
[if]
[have_unit]
id=Cloaked Figure
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "Wait a moment, Grimnir, we must deal with this mysterious cloaked figure before we can follow you."
[/message]
[show_objectives]
[/show_objectives]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "It sounds like our work is not yet done. Very well, gather yourselves together, we must follow Grimnir."
[/message]
[endlevel]
result=victory
next_scenario=06a_In_the_Tunnels_of_the_Trolls
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/else]
[/if]
[/event]
# When cloaked figure dies and if player has already killed both enemy
# leaders, then go to victory
[event]
name=die
[filter]
id=Cloaked Figure
[/filter]
[kill]
id=Cloaked Figure
animate=no
fire_event=no
[/kill]
[micro_ai]
side=7
ai_type=assassin
action=delete
[/micro_ai]
[message]
speaker=Kaleh
message= _ "Where did he go? How does he disappear like that? And what in Uria’s name was he ranting about? Whoever that is is starting to make me get edgy."
[/message]
# if cloaked figure was delaying victory event from firing
[if]
[have_unit]
race=dwarf
canrecruit=yes
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "The cloaked figure is gone. Still, our work is not yet done. Gather yourselves together; we must follow Zurg."
[/message]
[endlevel]
result=victory
next_scenario=06b_In_the_Domain_of_the_Dwarves
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[/if]
[if]
[have_unit]
race=troll
canrecruit=yes
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "The cloaked figure is gone. Still, our work is not yet done. Gather yourselves together; we must follow Grimnir."
[/message]
[endlevel]
result=victory
next_scenario=06a_In_the_Tunnels_of_the_Trolls
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[/if]
[/event]
#at victory, clear variables:
[event]
name=victory
{CLEAR_VARIABLE leaders_who_spoke}
[/event]
# if player runs out of time, display time over message
[event]
name=time over
[message]
speaker=Kaleh
message= _ "Oh no, we took too long and enemy reinforcements have arrived. We’ll surely be overwhelmed now!"
[/message]
[/event]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
#define UNDEAD_TROLL_DESCRIPTION
_ "These undead trolls fight again in death as they did in life, except this time they smell much worse."
#enddef
[scenario]
id=06a_In_the_Tunnels_of_the_Trolls
name= _ "In the Tunnels of the Trolls"
{UTBS_MAP 06a_In_the_Tunnels_of_the_Trolls.map}
{STORY_IN_THE_TUNNELS_OF_THE_TROLLS}
{SCENARIO_MUSIC "the_deep_path.ogg"}
next_scenario=07a_Dealing_with_Dwarves
{TURNS 60 58 56}
victory_when_enemies_defeated=no
{UNDERGROUND}
#Elf player
[side]
side=1
#this is the default
color=red
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 235 190 135}
{INCOME 6 3 0}
controller=human
shroud=yes
fog=no
team_name=dwarf_ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side=2 dwarf 1 (dwarf allies)
[side]
side=2
color=orange
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=dwarf_ally
user_team_name=_"Dwarf Ally"
{FLAG_VARIANT knalgan}
[/side]
#Side=3 troll 1 (advance guard trolls at outpost)
[side]
side=3
color=green
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=monster
user_team_name=_"Monsters"
#ifdef EASY
recruit=Troll Whelp, Troll
#endif
#ifdef NORMAL
recruit=Troll Whelp, Troll, Troll Rocklobber
#endif
#ifdef HARD
recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman
#endif
[ai]
#ifdef EASY
recruitment_pattern=fighter,fighter
#endif
#ifdef NORMAL
recruitment_pattern=fighter,fighter,mixed fighter
#endif
#ifdef HARD
recruitment_pattern=fighter,fighter,mixed fighter
#endif
aggression=0.6
[/ai]
[/side]
#Side=4 troll 2 (elite trolls in main lair)
[side]
side=4
color=brown
no_leader=yes
gold=0
{NO_INCOME}
controller=ai
shroud=no
fog=no
team_name=monster
user_team_name=_"Monsters"
#ifdef EASY
recruit=Troll Whelp, Troll, Troll Rocklobber
#endif
#ifdef NORMAL
recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman
#endif
#ifdef HARD
recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman
#endif
[ai]
recruitment_pattern=fighter,fighter,mixed fighter
aggression=0.6
[/ai]
[/side]
#Side=5 fire guardians
[side]
side=5
color=white
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=monster
user_team_name=_"Monsters"
#ifdef EASY
recruit=Vampire Bat, Blood Bat
#endif
#ifdef NORMAL
recruit=Vampire Bat, Blood Bat, Dread Bat
#endif
#ifdef HARD
recruit=Vampire Bat, Blood Bat, Dread Bat
#endif
[ai]
aggression=0.9
caution=0.1
village_value=0
#fire guardians can't leave lava cavern
[avoid]
x=39-46, 30-34
y=77-81,92-100
[/avoid]
[/ai]
[/side]
# Prestart functions:
# set starting scenario objectives
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove keep
# create elf units
# create AI=guardian starting units
[event]
name=prestart
#set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Kill troll leader"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
{INCREASE_RECRUIT_COSTS 1}
# show where to go at start
{PLACE_IMAGE items/gohere.png 15 7}
#secret troll tomb furnishings
{PLACE_IMAGE items/coffin-closed.png 3 28}
{PLACE_IMAGE items/bones.png 6 24}
#troll burial grounds furnishings
{PLACE_IMAGE items/burial.png 36 27}
{PLACE_IMAGE items/burial.png 33 26}
{PLACE_IMAGE items/burial.png 40 23}
{PLACE_IMAGE items/bonestack.png 37 23}
{PLACE_IMAGE items/bonestack.png 39 27}
{PLACE_IMAGE scenery/monolith1.png 34 25}
{PLACE_IMAGE scenery/monolith4.png 34 28}
#other furnishings
{PLACE_IMAGE items/bones.png 14 12}
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Elyssa
[/recall]
#initialize starting variables
# heat damage by just standing in the lava cavern
[set_variable]
name=heat_damage
value={ON_DIFFICULTY 2 4 6}
[/set_variable]
# create AI=guardian units. They can't move unless an enemy
# moves nearby. I create them at the beginning because when the
# player sees them, events will fire.
[unit]
type=Dwarvish Pathfinder
id=Grimnir
name= _ "Grimnir"
x=7
y=6
side=2
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# Event 2.1
#Troll interrogators guardian
[unit]
type=Troll
id=Troll Interrogator
name= _ "Troll Interrogator"
x=34
y=5
side=3
ai_special=guardian
facing=sw
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[unit]
type=Troll Whelp
id=Troll Assistant
name= _ "Troll Assistant"
x=32
y=5
side=3
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll Whelp
id=Ulg
name= _ "Ulg"
x=33
y=7
side=3
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
#ifdef HARD
[unit]
type=Troll Whelp
name= _ "Troll Assistant"
x=31
y=4
side=3
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
#endif
# Event 3: Troll High Shamans guarding lava maze
[unit]
type=Troll Shaman
role=Troll High Shaman
name= _ "Troll High Shaman"
x=16
y=22
side=4
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[object]
id=t3
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
type=Troll Shaman
role=Troll High Shaman
name= _ "Troll High Shaman"
x=18
y=23
side=4
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[object]
id=t4
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/modifications]
[/unit]
# reveal a bit of the escape passage to the player
[remove_shroud]
x,y=5-8,4-6
side=1
[/remove_shroud]
[/event]
# starting events
[event]
name=start
# starting dialogue
[message]
speaker=Grimnir
message= _ "This passage leads very close to the trolls’ main lair; you can hear them tromping back and forth just past the eastern wall. All that separates us from the trolls is a thin wall of stone. I’ve had me boys mine the end of the tunnel with explosives; when you move a unit adjacent to the final wall, I’ll blow the charges and open the way. The troll leader should only be lightly defended; he’s sent most of his best warriors to the front. You’ll know the head troll when you see him — he’s big, gray and extra ugly."
[/message]
[message]
speaker=Nym
message= _ "I thought that’s what all the trolls looked like. I suppose we’ll just try to find the one that shouts the loudest."
[/message]
[message]
speaker=Zhul
message= _ "So you dug these tunnels all by yourselves?"
[/message]
[message]
speaker=Grimnir
message= _ "Long ago, before the damned trolls invaded, we spent our days digging tunnels all through these mountains. Oh the ore and precious stones we mined! The mines were filled with the joyful sound of dwarven hammer and dwarven song and our jeweled halls glowed as brightly as the sun. Human and elf princes would pay us royally for the craftsmanship of our forges. But now the tunnels are silent and we spend our days hunting those accursed trolls. But there’s no point dwelling on the past. There’s more work to be done! Still, we have our honor and I promise you, do this for us and you will be rewarded handsomely."
[/message]
[message]
speaker=Kaleh
message= _ "It shall be done."
[/message]
[/event]
# Event 1: Blow up wall, encounter advance troll guards
# when player moves next wall trigger variable
[event]
name=moveto
[filter]
x,y=15,7
side=1
[/filter]
[message]
speaker=Grimnir
message= _ "Once you are done moving your people into position, I will blow the charges."
[/message]
{REMOVE_IMAGE 15 7}
# at start of player’s next turn, blow charges and destroy wall
[event]
name=new turn
# Modify troll's income
[modify_side]
side=3
{INCOME 9 13 17}
{GOLD 75 100 125}
[/modify_side]
# Place troll guards
# EASY: 1 Troll Leader, 2 troll whelps, 1 rocklobber
# NORMAL: 1 Troll Leader, 3 troll whelps, 1 rocklobber
# HARD: 1 Troll Leader, 3 troll whelps, 1 rocklobber, 1 troll
# 1 Troll Leader
[unit]
id=Troll Brute
name= _ "Troll Brute"
type=Troll
x=23
y=9
side=3
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# 1 Troll Rocklobber
{NAMED_NOTRAIT_UNIT 3 (Troll Rocklobber) 23 8 () ( _ "Troll Guard")}
# 0-1 extra Trolls
{NAMED_NOTRAIT_UNIT 3 (Troll) 21 9 (Troll Guard) ( _ "Troll Guard")}
# 2-3 troll whelps occupy base and villages
# 2 troll whelps in villages
{NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 21 5 () ( _ "Troll Guard")}
{NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 23 6 () ( _ "Troll Guard")}
#ifndef EASY
{NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 21 19 () ( _ "Troll Guard")}
#endif
# Have Grimnir blow the explosives to destroy the wall
[message]
speaker=Grimnir
message= _ "Fire in the hole!"
[/message]
[sound]
name=fuse.ogg
[/sound]
# Have screen flash red
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=explosion.ogg
[/sound]
# Have wall shake, then be replaced by dirt, then add rubble
{UTBS_SHAKE_SCREEN}
[terrain]
x,y=16,7
terrain=Re
[/terrain]
[redraw]
[/redraw]
{PLACE_IMAGE scenery/rubble.png 16 7}
# Reveal dwarven cavern
[remove_shroud]
x=16-25
y=3-10
side=1
[/remove_shroud]
# Have Grimnir say goodbye
[message]
speaker=Grimnir
message= _ "My work here is done. I must report back to my king. I have many more things to do before the day is done, but I will return once you finish your mission. Fight well!"
[/message]
# Have him leave
[kill]
id=Grimnir
animate=no
fire_event=no
[/kill]
[move_unit_fake]
type=Dwarvish Pathfinder
side=2
x=7,6,5,4,3,2,1
y=6,5,5,4,5,4,4
[/move_unit_fake]
[terrain]
x=0-2,1
y=4,5
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 3 5}
[redraw][/redraw]
# Have troll guards talk
[message]
speaker=Troll Guard
message= _ "Intruders! Kill them!"
[/message]
[/event]
[/event]
# Event 2.1: Troll Interrogators
# When player appears 3 trolls are interrogating a wounded dwarf
# When they see the player they kill the dwarf. The other says
# "The prisoners must not be allowed to escape. Kill the other prisoner
# while we hold them off!"
# Troll and Troll whelp try to hold off player
# I create trolls well in advance of player entering cave
# this makes sure that player can't move into trolls hexes
# I am forced to make trolls into guardians to keep them
# from moving prematurely
# Moveto version (sighted version is disabled)
[event]
name=interrogation
[remove_shroud]
x=28-35
y=3-9
side=1
[/remove_shroud]
[unit]
type=Dwarvish Fighter
id=Wounded Dwarf
name= _ "Wounded Dwarf"
x=33
y=6
side=2
hitpoints=5
[/unit]
[message]
speaker=Troll Interrogator
message= _ "Tell us where your leader is hiding!"
[/message]
[message]
speaker=Wounded Dwarf
message= _ "Never!"
[/message]
[message]
speaker=Troll Assistant
message= _ "Master, look!"
[/message]
[message]
speaker=Troll Interrogator
message= _ "Hah! You think you can save your friends. You are wrong. Ulg, go kill the other prisoner. We will deal with these fools."
[/message]
[message]
speaker=Ulg
message= _ "Yes master, I’ll make him suffer."
[/message]
{MOVE_UNIT id=Ulg 40 4}
[animate_unit]
[filter]
id=Troll Interrogator
[/filter]
flag=attack
hits=yes
[primary_attack]
name=club
[/primary_attack]
[facing]
[filter]
id=Wounded Dwarf
[/filter]
[/facing]
[animate]
[filter]
id=Wounded Dwarf
[/filter]
flag=defend
hits=yes
[secondary_attack]
name=axe
[/secondary_attack]
[facing]
[filter]
id=Troll Interrogator
[/filter]
[/facing]
[/animate]
[/animate_unit]
[message]
speaker=Wounded Dwarf
message= _ "Aaahh!" # wmllint: no spellcheck
[/message]
[kill]
id=Wounded Dwarf
animate=yes
[/kill]
[message]
speaker=$explorer.id
message= _ "If we move fast we might be able to save the other prisoner before he gets killed too."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
[event]
name=rogrimir
[unit]
type=Dwarvish Stalwart
id=Rogrimir
name= _ "Rogrimir"
profile=portraits/dwarves/fighter-2.png
x=41
y=4
side=2
hitpoints=20
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[remove_shroud]
x=34-37,38,39-41
y=4-8,3-7,3-6
side=1
[/remove_shroud]
[message]
speaker=Ulg
message= _ "I’m gonna make you squeal, dwarf!"
[/message]
[/event]
[event]
name=moveto
[filter_condition]
[have_unit]
id=Troll Interrogator,Ulg
[filter_vision]
visible=yes
side=1
[/filter_vision]
[/have_unit]
[/filter_condition]
{CHECK_EXPLORER}
[fire_event]
name=interrogation
[/fire_event]
# Event 2.2: Wounded Dwarf
# Troll whelp tries to kill wounded Dwarvish Stalwart
[event]
name=moveto
[filter_condition]
[have_unit]
id=Ulg
side=3
[filter_vision]
visible=yes
side=1
[/filter_vision]
[/have_unit]
[/filter_condition]
[fire_event]
name=rogrimir
[/fire_event]
[/event]
[/event]
# when Ulg dies, Rogrimir thanks player
[event]
name=die
[filter]
id=Ulg
[/filter]
{VARIABLE saved_rogrimir yes}
[message]
speaker=Rogrimir
message= _ "I owe you my life. I can’t believe I was captured when those all around me died fighting gloriously. I’m so ashamed. I could not protect them... but I will guard you with my life, even if I have to follow you to the ends of the earth. Now lead me to the trolls and let me avenge my friends’ deaths!"
[/message]
[modify_unit]
[filter]
id=Rogrimir
[/filter]
side=1
moves=5
[/modify_unit]
[/event]
# Event 3: Troll Lava Maze
# At the start of each turn, all units except winged ones standing
# on a lava hex take 25 damage. This damage can kill units.
[event]
name=new turn
first_time_only=no
# damage done by standing in lava used to be
# 30 hp at Challenging and Hard difficulty
[harm_unit]
[filter]
side=1,3,4
[not]
type=Quenoth Sun Sylph,Quenoth Shyde,Dust Devil
[/not]
[filter_location]
terrain=*^Yl
[/filter_location]
[/filter]
amount=25
damage_type=fire
animate=yes
[/harm_unit]
[/event]
# At the start of each turn, all units in main cavern standing on a cave
# floor hex, or lava hex, or a dirt hex or a road hex take 2,3,4 damage
# from the heat. This damage is non-lethal.
[event]
name=new turn
first_time_only=no
[harm_unit]
[filter]
side=1,3,4
[not]
type=Dust Devil
[/not]
[filter_location]
x=1-33
y=11-27
terrain=!,*^Yl,Wwg
[/filter_location]
[/filter]
amount=$heat_damage
damage_type=fire
kill=no
[/harm_unit]
[/event]
#Initial moveto event to enter lava cavern
[event]
name=moveto
[filter]
x,y=22-30,10-20
side=1
[/filter]
[remove_shroud]
x=11-33
y=11-24
side=1
[/remove_shroud]
[remove_shroud]
x=20-29
y=23-27
side=1
[/remove_shroud]
[remove_shroud]
x=29-31
y=13-15
side=1
[/remove_shroud]
[place_shroud]
x=13-14
y=11-13
side=1
[/place_shroud]
[place_shroud]
x=11-12
y=26-27
side=1
[/place_shroud]
[redraw]
[/redraw]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Whoa. This place is hot."
[/message]
[message]
speaker=$explorer.id
message= _ "This cavern is so hot it’s stifling; I can already feel my armor heating up. If we tarry here too long we’ll roast alive. I don’t even want to think about what would happen if I tried to walk across the lava. On the other hand, the lava does light up the cavern nicely. I’m just thankful the trolls constructed a bridge across the lava."
[/message]
[message]
role=Troll High Shaman
message= _ "They have broken through the outer guard-line. Destroy the bridge, they must not pass!"
[/message]
[sound]
name=rumble.ogg
[/sound]
# Have screen flash red
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=200
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=flame-big.ogg
[/sound]
# Have screen shake, then destroy most of bridge
{UTBS_SHAKE_SCREEN}
[terrain]
x=16,17,18,18,19,19,20,20,21,22,22,23,23,23,24,24,24
y=20,22,20,19,20,19,19,17,17,17,16,17,16,15,16,15,14
terrain=Qlf^Yl
[/terrain]
[redraw][/redraw]
[message]
speaker=$explorer.id
message= _ "Uh, I take that back. Still, the trolls don’t seem to be advancing. I guess they think the lava can hold us back. Well, we’ll show them. It will take more than a little heat to stop us!"
[/message]
{CLEAR_VARIABLE explorer}
[message]
speaker=narrator
message= _ "Any unit that ends its turn on a lava hex, except those who can fly over the lava, will take 25 damage at the beginning of the next turn. This lava damage can kill units. Flying units will just take $heat_damage damage per turn when flying over lava, though they too can die if they spend too much time over it. Also because of the heat in the cavern, all units on cave floor hexes will take $heat_damage damage at the start of each turn. This heat damage can reduce a unit to 1 hit point, but it can’t kill it."
image=wesnoth-icon.png
[/message]
[event]
name=new turn
[message]
role=Troll High Shaman
message= _ "Arise! Arise and engulf the intruders in your holy fire!"
[/message]
[fire_event]
name=evoke_flame_guardian
[/fire_event]
[message]
side=1
x,y=16-29,11-23
message= _ "What the heck is that? It sure doesn’t look good. The last thing we need in here is even more fire."
[/message]
{VARIABLE summon_flame_guardian yes}
{VARIABLE flame_guardian_turn_counter 0}
[/event]
[/event]
# pool of water lets player heal halfway
[event]
name=moveto
[filter]
x,y=22,26
side=1
[/filter]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "There is a small pool of water here. It must come from some spring deep underground. The water is cool and refreshing. Let me bathe in it a while and recover from the heat of that blasted cavern."
[/message]
{CLEAR_VARIABLE explorer}
[message]
speaker=narrator
message= _ "At the start of each turn, any unit currently in this pool will heal 10 hitpoints and will not be affected by the heat in the cavern. Of course, if the unit leaves this pool, it will suffer the standard $heat_damage damage each turn from the heat."
image=wesnoth-icon.png
[/message]
[/event]
# unit heals 10 hp a turn
[event]
name=new turn
first_time_only=no
[heal_unit]
[filter]
x,y=22,26
[/filter]
amount=10
animate=yes
[/heal_unit]
{CLEAR_VARIABLE heal_amount}
[/event]
[event]
name=evoke_flame_guardian
first_time_only=no
{FLASH_RED (
[unit]
side=5
type={ON_DIFFICULTY (Fire Guardian) (Fire Guardian2) (Fire Guardian3)}
x,y=26,21
name= _ "Guardian Phoenix"
role="Guardian Phoenix"
random_traits=no
[/unit]
[sound]
name=flame-big.ogg
[/sound]
)}
[scroll_to_unit]
x,y=26,21
[/scroll_to_unit]
[delay]
time=250
[/delay]
[/event]
[event]
name=new turn
first_time_only=no
[filter_condition]
[variable]
name=summon_flame_guardian
boolean_equals=yes
[/variable]
[/filter_condition]
{VARIABLE_OP flame_guardian_turn_counter sub 1}
[if]
[variable]
name=flame_guardian_turn_counter
numerical_equals=0
[/variable]
[then]
[fire_event]
name=evoke_flame_guardian
[/fire_event]
[message]
side=1
x,y=16-29,11-23
message= _ "That thing just won’t stay dead!"
[/message]
[/then]
[/if]
[/event]
[event]
name=die
first_time_only=no
[filter]
role=Guardian Phoenix
[/filter]
[filter_condition]
[variable]
name=summon_flame_guardian
boolean_equals=yes
[/variable]
[/filter_condition]
{VARIABLE flame_guardian_turn_counter {ON_DIFFICULTY 5 5 4}}
[/event]
# Troll shamans raise more Fire Guardians out of the lava
# Lava monster 1: y=18
# Lava monster 2: y=25
# Lava monster 3: x=20-21 y=18-19
[event]
name=moveto
[filter]
x=11-32
y=18-25
side=1
[/filter]
[filter_condition]
[variable]
name=summon_flame_guardian
boolean_equals=yes
[/variable]
[/filter_condition]
[message]
role=Troll High Shaman
message= _ "Arise, hallowed guardians, and destroy them!"
[/message]
[scroll_to]
x,y=26,17
[/scroll_to]
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian2) 26 17 () ( _ "Fire Guardian")}
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian2) 26 18 () ( _ "Fire Guardian")}
#ifdef HARD
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 25 18 () ( _ "Fire Guardian")}
#endif
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Look, more fire guardians!"
[/message]
{CLEAR_VARIABLE explorer}
[/event]
[event]
name=moveto
[filter]
x=23-29
y=25-26
side=1
[/filter]
[filter_condition]
[variable]
name=summon_flame_guardian
boolean_equals=yes
[/variable]
[/filter_condition]
[message]
role=Troll High Shaman
message= _ "Arise and attack them now, while they are vulnerable!"
[/message]
[scroll_to]
x,y=42,91
[/scroll_to]
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 26 22 () ( _ "Fire Guardian")}
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 27 22 () ( _ "Fire Guardian")}
#ifdef HARD
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 26 21 () ( _ "Fire Guardian")}
#endif
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Oh great, even more fire guardians. When I get through this inferno I’m going to kill those trolls."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
[event]
name=moveto
[filter]
x=12-21
y=17-24
side=1
[/filter]
[filter_condition]
[variable]
name=summon_flame_guardian
boolean_equals=yes
[/variable]
[/filter_condition]
[message]
role=Troll High Shaman
message= _ "They must not be allowed to cross to the other side! Kill them!"
[/message]
[scroll_to]
x,y=22,16
[/scroll_to]
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 23 17 () ( _ "Fire Guardian")}
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 22 16 () ( _ "Fire Guardian")}
#ifdef HARD
{NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 22 17 () ( _ "Fire Guardian")}
#endif
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "How surprising, more fire guardians. I’m going to be really glad to get out of this cavern."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
#at end of lava cavern, trolls come alive
[event]
name=moveto
[filter]
x=17-18,13-21
y=18-19,20-28
side=1
[/filter]
{VARIABLE summon_flame_guardian no}
[message]
x,y=18,23
message= _ "Despite the fire guardians, the elves have almost crossed the lava!"
[/message]
[message]
x,y=16,22
message= _ "They obviously weren’t enough. You go alert the others and summon reinforcements. I will hold them off for as long as I can."
[/message]
[message]
x,y=18,23
message= _ "May Griknagh protect you. I’ll be back soon!"
[/message]
#replace with a new troll shaman that can move
[kill]
x,y=16,22
animate=no
[/kill]
[unit]
type=Troll Shaman
role=Troll High Shaman
name= _ "Troll High Shaman"
x=16
y=22
side=4
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[kill]
x,y=18,23
animate=no
[/kill]
[move_unit_fake]
type=Troll Shaman
side=3
x=18,17,16,16,17,18,19,20,21
y=23,24,24,25,26,27,28,28,29
[/move_unit_fake]
# Create reinforcements for shaman to return with
# Create 2 troll whelps and on Challening and Hard add a troll shaman
{NAMED_GENERIC_UNIT 3 (Troll Whelp) 27 29 () ( _ "Troll Reinforcements")}
{NAMED_GENERIC_UNIT 3 (Troll Whelp) 28 28 () ( _ "Troll Reinforcements")}
#on challenging/hard add a troll shaman
#ifndef EASY
[unit]
type=Troll Shaman
role=Troll High Shaman
name= _ "Troll High Shaman"
x=26
y=29
side=4
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
#endif
[/event]
# Event 23: Trigger Troll Lord's side
[event]
name=moveto
[filter]
x=27-44
y=27-30
side=1
[/filter]
#create troll leader
[unit]
type=Great Troll
id=Troll Chieftain
name= _ "Troll Chieftain"
canrecruit=yes
x=48
y=22
side=4
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[modify_side]
side=4
{INCOME 10 15 20}
{GOLD 100 140 180}
[/modify_side]
#capture troll chieftan's villages
[capture_village]
x,y=39-49,20-29
side=4
[/capture_village]
[/event]
#reveal cavern when player enters
[event]
name=moveto
[filter]
x=33-39
y=24-28
side=1
[/filter]
#create troll defenders
{NAMED_GENERIC_UNIT 4 (Troll Whelp) 36 25 () ( _ "Troll Guard")}
{NAMED_GENERIC_UNIT 4 (Troll Whelp) 37 29 () ( _ "Troll Guard")}
{NAMED_GENERIC_UNIT 4 (Troll Rocklobber) 39 27 () ( _ "Troll Guard")}
#ifdef EASY
{NAMED_GENERIC_UNIT 4 (Troll Whelp) 42 25 () ( _ "Troll Guard")}
#else
{NAMED_GENERIC_UNIT 4 (Troll) 42 25 () ( _ "Troll Guard")}
#endif
[remove_shroud]
x=33-50
y=19-29
side=1
[/remove_shroud]
[unit]
type=Troll Shaman
id=High Advisor
name= _ "High Advisor"
x=48
y=23
side=4
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=High Advisor
message= _ "Invade our most holy cavern at your peril. Long have we protected our sacred burial grounds from your foul kind, and we shall scatter your bones next to those of our ancestors."
[/message]
[message]
speaker=Troll Chieftain
message= _ "Destroy the invaders! Make them pay for the murders they have done!"
[/message]
[/event]
# Event 24: Troll Undead Uprising
# count number of elves that have entered the trolls cave. Once 3 elves
# are in the cave, then activate the troll undead uprising
[event]
name=new turn
[filter_condition]
[have_unit]
x=35-50
y=23-29
side=1
count=3-infinity
[/have_unit]
[/filter_condition]
[message]
speaker=High Advisor
message= _ "Arise, our brothers of ages past! Arise and destroy the intruders!"
[/message]
{UNIT 4 (Walking Corpse) 39 22 (variation=troll)}
{UNIT 4 (Walking Corpse) 40 28 (variation=troll)}
{UNIT 4 (Walking Corpse) 36 23 (variation=troll)}
{UNIT 4 (Walking Corpse) 37 29 (variation=troll)}
#ifdef NORMAL
{UNIT 4 (Walking Corpse) 34 25 (variation=troll)}
{UNIT 4 (Walking Corpse) 34 28 (variation=troll)}
#endif
#ifdef HARD
{UNIT 4 (Soulless) 42 21 (variation=troll)}
{UNIT 4 (Soulless) 43 26 (variation=troll)}
#endif
[modify_unit]
[filter]
type=Walking Corpse
variation=troll
[/filter]
description={UNDEAD_TROLL_DESCRIPTION}
[/modify_unit]
[gold]
amount={ON_DIFFICULTY 80 120 160}
side=4
[/gold]
[/event]
[event]
name=last breath
[filter]
id=Troll Chieftain
[/filter]
[message]
speaker=Troll Chieftain
message= _ "Argh! Curse you! May you never live to see daylight again!"
[/message]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "And so, at last, it ends."
[/message]
{CLEAR_VARIABLE speaking_unit}
[message]
side=4
# wmllint: local spelling Da
message= _ "Da big troll is dead. Run for your lives!"
[/message]
[kill]
side=4
animate=no
[/kill]
[terrain]
x=41,41,42,43,44,45,45
y=15,16,16,17,17,18,19
terrain=Uu
[/terrain]
[move_unit_fake]
type=Dwarvish Scout
side=2
x=41,41,42,43,44,45,45
y=15,16,16,17,17,18,19
[/move_unit_fake]
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 45 19 (Grimnir) ( _ "Grimnir")}
[remove_shroud]
x=43-46
y=17-20
side=1
[/remove_shroud]
[redraw][/redraw]
[delay]
time=200
[/delay]
[message]
speaker=Grimnir
message= _ "News travels fast. The chaos you have sown has caused the foul trolls to start retreating. And now the architect of our suffering is dead. This war is far from over, but with your help we won this battle. You have our gratitude. Our king has instructed us to bring you to him; he wants to talk with you and reward you. He waits in our most hallowed hall, a place that no elf has seen for generations upon generations. It is a great honor, but you have done great deeds this day. Elves killing a troll chieftain! We will tell this story for years."
[/message]
[message]
speaker=Nym
message= _ "With their knowledge of all these secret tunnels, you’d think they could have led us straight here instead of making us go through those ‘light defenses’. It would have saved us a lot of unnecessary fighting in actually getting to the troll chieftain."
[/message]
[message]
speaker=Zhul
message= _ "Perhaps they wanted to further test our prowess in battle. And besides, every troll we kill is one they don’t have to. Still, I think we caused a bigger distraction than they were expecting."
[/message]
[message]
speaker=Kaleh
message= _ "Shhhh, you two. Yes, of course, we would be honored to come and meet your king. But first, we left many of our people back up near the entrance to the great cave where you first met us and I fear that even now those caves aren’t safe. Can you help us escort my people to safety?"
[/message]
[message]
speaker=Grimnir
message= _ "Hmmmm, yes, after what you have done, I think I could arrange something. We have a few larger halls that should hold your people, a bit cramped, but safe. Since you first arrived, we’ve had a few lads watch over them; you hid your folk in a good defensive location, but you can never be too sure. I’ll get them to help escort your people to safety. We certainly wouldn’t want any surprises."
[/message]
[message]
speaker=Kaleh
message= _ "You are full of surprises. But I feel better knowing a few of your kind were watching out for the rest of my people. All right everyone, no celebrating yet, we still have work left to do!"
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
# TROLL EASTER EGG EVENTS
# Event 25: Dwarf Ghost
[event]
name=moveto
[filter]
x=7-11
y=17-21
side=1
[/filter]
[remove_shroud]
x=7-12
y=17-21
side=1
[/remove_shroud]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "It’s cooler here, there seems to be a draft to the west."
[/message]
[terrain]
x,y=8,22
terrain=Uu
[/terrain]
{NAMED_NOTRAIT_UNIT 2 (Haunt) 8 20 (Dwarf Ghost) ( _ "Dwarf Ghost")}
[redraw][/redraw]
[delay]
time=300
[/delay]
[message]
speaker=Dwarf Ghost
message= _ "Hail, friend. Ages ago, I too fought the trolls and came to this place. But by ill luck I was burned to death by the lava and died nearby unblessed and unhonored. Find my body and grant me the peace I so dearly wish for. Do this and I will let you pass."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
# Event 26: Dwarf Corpse
[event]
name=moveto
[filter]
x=14
y=12-13
side=1
[/filter]
[filter_condition]
[have_unit]
id=Dwarf Ghost
[/have_unit]
[/filter_condition]
[message]
speaker=unit
message= _ "Look, a crumbling skeleton. I think this might be the body of the dwarven ghost. It shouldn’t take long to dig a shallow grave."
[/message]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
speaker=unit
message= _ "May Eloh, or whatever god you worship, grant you peace and safe passage to the afterlife. We will avenge your death."
[/message]
# kills dwarf ghost blocking passage
[kill]
id=Dwarf Ghost
animate=no
[/kill]
[terrain]
x=7-9
y=23
terrain=Re
[/terrain]
# create new unit so that ghost can deliver final dialogue before leaving
{NAMED_NOTRAIT_UNIT 2 (Haunt) 14 13 (Dwarf Ghost) ( _ "Dwarf Ghost")}
[redraw]
[/redraw]
[message]
speaker=Dwarf Ghost
message= _ "Thank you. You have done for me what all my dwarven kin never could. I will no longer block your way. I leave now for the halls of my ancestors..."
[/message]
[kill]
id=Dwarf Ghost
animate=yes
[/kill]
[/event]
# Event 27: Troll Crypt Guardian
[event]
name=moveto
[filter]
x=7-9
y=20-25
side=1
[/filter]
{NAMED_UNIT 4 (Soulless) 7 25 cryptguard ( _ "Crypt Guardian") (variation=troll)}
[modify_unit]
[filter]
id=cryptguard
[/filter]
description={UNDEAD_TROLL_DESCRIPTION}
[/modify_unit]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "This looks like a troll crypt. Whoever it was must have been very important, because they have their own undead guardian."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
# Event 28: Troll Coffin
[event]
name=moveto
[filter]
x=5-6
y=26
side=1
[/filter]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "There is a chasm here cutting off the end of the crypt. It must be rather recent; the edges are still raw and crumbling. It cuts off the path leading to a rather ornate stone coffin."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
# Ransack Troll Coffin
[event]
name=moveto
id=take_wand
first_time_only=no
[filter]
x=3
y=28
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "For a troll this is quite an ornate tomb. The coffin itself is quite impressive. Inside, the skeleton has crumbled to dust and there are a few colored stones and trinkets, but what really sticks out is this emerald wand. I don’t have much experience with magical items, but the asp with emerald eyes and large fangs carved around its shaft leave little doubt as to its power. We may find this useful before our journey is over."
[option]
label= _ "It might be useful, I’ll take it."
[command]
[remove_event]
id=take_wand
[/remove_event]
[message]
speaker=unit
message= _ "The wand fits comfortably in my hand. It doesn’t seem to have much of a range, but in close combat it could be quite useful."
[/message]
[object]
[filter]
x,y=$x1,$y1
[/filter]
id=Troll Wand
name= _ "Emerald Wand of Poison"
description= _ "This wand makes this unit’s melee attacks deal poison damage."
[effect]
apply_to=attack
range=melee
[set_specials]
mode=append
{WEAPON_SPECIAL_POISON}
[/set_specials]
[/effect]
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
[/object]
[/command]
[/option]
[option]
label= _ "On second thought, it’s better to leave the dead in peace."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
#at victory, clear variables:
[event]
name=victory
{CLEAR_VARIABLE heat_damage}
{CLEAR_VARIABLE summon_flame_guardian}
{CLEAR_VARIABLE flame_guardian_turn_counter}
[/event]
[event]
name=time over
[message]
speaker=Kaleh
message= _ "Oh no, we took too long and enemy reinforcements have arrived. We’ll surely be overwhelmed now!"
[/message]
[/event]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=06b_In_the_Domain_of_the_Dwarves
name= _ "In the Domain of the Dwarves"
{UTBS_MAP 06b_In_the_Domain_of_the_Dwarves.map}
{STORY_IN_THE_DOMAIN_OF_THE_DWARVES}
{SCENARIO_MUSIC "knolls.ogg"}
next_scenario=07b_Talking_with_Trolls
{TURNS 60 58 56}
victory_when_enemies_defeated=no
{UNDERGROUND}
#Side=1 elf player
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 235 190 135}
{INCOME 8 6 4}
controller=human
shroud=yes
fog=no
team_name=Allies
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side=2 dwarf 1 (guarding advance base)
[side]
side=2
color=orange
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
#so that the lake bats won't go after dwarves
team_name=enemies
user_team_name=_"Enemies"
[ai]
aggression=0.9
caution=0.1
#defend advance outpost, don't retreat
[avoid]
x=19-26,16-18
y=30-32,33-35
[/avoid]
[/ai]
{FLAG_VARIANT knalgan}
[/side]
#Side=3 troll 3 (troll allies)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=Allies
user_team_name=_"Allies"
[/side]
#Side=4 vampire bats
[side]
side=4
no_leader=yes
gold=0
{NO_INCOME}
color=white
controller=ai
shroud=no
fog=no
team_name=enemies
user_team_name=_"Enemies"
#ifdef EASY
recruit=Vampire Bat, Blood Bat
#endif
#ifdef NORMAL
recruit=Vampire Bat, Blood Bat, Dread Bat
#endif
#ifdef HARD
recruit=Vampire Bat, Blood Bat, Dread Bat
#endif
[ai]
aggression=0.8
caution=0.1
village_value=0
recruitment_pattern=scout
#bats can't go down SW tunnel or go west and attack dwarves
[avoid]
x=24-42,33-35
y=23-50,13-15
[/avoid]
passive_leader=yes
[/ai]
[/side]
#Side=5 Secrets & Tentacles
[side]
side=5
no_leader=yes
gold=0
income=0
controller=ai
shroud=yes
fog=no
team_name=enemies
user_team_name=_"Enemies"
color=brown
[ai]
aggression=0.90
caution=0.10
[/ai]
[/side]
#Side=6 dwarf 2 (main base guards)
[side]
side=6
type=Dwarvish Lord
id=Dwarf Chieftain
name= _ "Dwarf Chieftain"
canrecruit=yes
color=purple
x=6
y=16
side=6
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
gold=0
# set income extra low to compensate for prestart villages
income=-20
controller=ai
shroud=no
fog=no
#so that lake bats won't go after dwarves
team_name=enemies
user_team_name=_"Enemies"
#ifdef EASY
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder
#endif
#ifdef NORMAL
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder, Dwarvish Explorer
#endif
#ifdef HARD
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Dragonguard, Dwarvish Sentinel, Dwarvish Pathfinder, Dwarvish Explorer
#endif
[ai]
#ifdef EASY
recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter
#endif
#ifdef NORMAL
recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter
#endif
#ifdef HARD
recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter,archer
#endif
aggression=0.6
# makes the guards avoid weird retreats, has to be modified after guards are defeated
[avoid]
x=12-15,22-27
y=19-22,18-25
[/avoid]
# makes the dwarves group defensively
grouping=defensive
[/ai]
{FLAG_VARIANT knalgan}
[/side]
#ifdef EASY
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Vampire Bat" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Blood Bat" 2}
#else
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Dread Bat" 2}
#endif
# Prestart functions:
# set starting scenario objectives
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# create tentacle location variable
# remove keep
# create elf units
# create AI=guardian starting units
# create Grog
[event]
name=prestart
#set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Kill dwarf chieftain"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
{INCREASE_RECRUIT_COSTS 1}
# Try simulating tentacles preferring Kaleh as a target.
# No more than 2 tentacles should focus him, the others
# will choose other victims.
[micro_ai]
side=5
ai_type=simple_attack
action=add
[filter_second]
id=Kaleh
[not]
[filter_adjacent]
side=5
count=3-6
[/filter_adjacent]
[/not]
[/filter_second]
[/micro_ai]
#secret tomb furnishings
{PLACE_IMAGE items/rune-violet2.png 45 21}
{PLACE_IMAGE items/coffin-closed.png 49 24}
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Elyssa
[/recall]
#initialize starting variables
[set_variable]
name=tentacle_count
value=0
[/set_variable]
{VARIABLE Grog_found no}
{VARIABLE hermit_trigger no}
#possible locations for tentacle spawning (27-30 & 13-17 -> 4*5=20)
[for]
end=20
[do]
[store_locations]
x=27-30
y=13-17
terrain=Ww*, Wo*
variable=locs
[/store_locations]
[/do]
[/for]
# Pre-set units
# Event 2.1
# Dwarvish sergeant guardian
[unit]
type=Dwarvish Steelclad
id=Dwarf Sergeant
name= _ "Dwarf Sergeant"
x=11
y=36
side=2
ai_special=guardian
facing=nw
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
# Event 2.2
# Vengeful Dwarf
[unit]
type=Dwarvish Fighter
id=Vengeful Dwarf
name= _ "Vengeful Dwarf"
x=7
y=29
side=2
ai_special=guardian
[modifications]
{TRAIT_RESILIENT}
{TRAIT_QUICK}
[/modifications]
[/unit]
#Troll ally shaman, doesn't move
{NAMED_NOTRAIT_UNIT 3 (Troll Shaman) 33 30 (Zurg) ( _ "Zurg")} {GUARDIAN}
# Event 3: Tunnel cave-ins
[unit]
type=Dwarvish Stalwart
id=East Scout
name= _ "Dwarf Scout"
x=22
y=30
side=6
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[object]
id=o1
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
type=Dwarvish Stalwart
id=West Scout
name= _ "Dwarf Scout"
x=17
y=31
side=6
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[object]
id=o2
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/modifications]
[/unit]
#capture dwarf chieftan's villages
[capture_village]
x= 6, 8, 9,14,11
y=11,14,19,16,10
side=6
[/capture_village]
# show where to go at start
{PLACE_IMAGE items/gohere.png 28 32}
# create Grog
[unit]
type=Troll
id=Grog
name= _ "Grog"
profile=portraits/trolls/troll-hero-alt.png
x=7
y=28
side=3
unrenamable=yes
hitpoints=25
facing=s
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[/event]
# starting events
[event]
name=start
# starting dialogue
[message]
speaker=Zurg
message= _ "This amazing tunnel, it leads very close to dwarves’ main lair. You can hear their tiny footsteps just on other side of wall. All that separates us from the dwarves is a thin wall of stone. When you move a unit adjacent to the final wall, on your order Zurg will destroy it with fire magic. Dwarf chieftain is only lightly guarded, he send best warriors to hunt trolls. Heh, we give you easy task. You know dwarf chieftain when you see him, he shorter and uglier than most."
[/message]
[message]
speaker=Zhul
message= _ "Did you dig these tunnels all by yourselves?"
[/message]
[message]
speaker=Zurg
message= _ "No, most are tiny dwarf tunnels. We like natural tunnels, big and tall enough for mighty trolls. When the world was young, Griknagh cut many tunnels and caverns into the rock far below us. We traveled deep deep down, following the trickle of ancient streams, far deeper than the puny dwarves. But now we come back up, great leader say there bad things now deep below. Bad for trolls. We come back up to reclaim ancient lands. But we find them filled with many many little stinky dwarves. All the beautiful stones are gone, greedy dwarves take them all. So we fight to reclaim our lands. But Zurg talk too much. We have job to do. Find dwarven leader and kill him and we will reward you well."
[/message]
[message]
speaker=Kaleh
message= _ "It shall be done."
[/message]
[/event]
# Event 1: Blow up wall, encounter advance dwarf guards
# when player moves next wall trigger variable
[event]
name=moveto
[filter]
x,y=28,32
side=1
[/filter]
[message]
speaker=Zurg
message= _ "Once you done moving into position, Zurg will destroy wall."
[/message]
{REMOVE_IMAGE 28 32}
# at start of player’s next turn, blow charges and destroy wall
[event]
name=new turn
# Place dwarf guards
# EASY: 1 dwarf steelclad, 2 thunderer, 3 scouts
# NORMAL: 1 dwarf steelclad, 2 thunderguard, 3 scouts
# HARD: 1 dwarf steelclad, 2 thunderguard, 3 pathfinders
# 1 Dwarf Sergeant
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Steelclad) 22 33 (Advance Sergeant) ( _ "Dwarf Sergeant")}
# 2 Dwarf shooters
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 21 34 (Dwarf Guard) ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 23 34 () ( _ "Dwarf Guard")}
#else
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 21 34 (Dwarf Guard) ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 23 34 () ( _ "Dwarf Guard")}
#endif
# 3 dwarf scouts occupy base and villages
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 22 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 20 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 24 34 () ( _ "Dwarf Guard")}
#else
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 22 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 20 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 24 34 () ( _ "Dwarf Guard")}
#endif
# Have Zurg cast spell to destroy wall
[message]
speaker=Zurg
message= _ "Fist and fire, crumble stone!"
[/message]
# Have screen flash red
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=explosion.ogg
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
# Have wall shake, then be replaced by dirt, then add rubble
{UTBS_SHAKE_SCREEN}
[sound]
name=rumble.ogg
[/sound]
[terrain]
x=27-28
y=33
terrain=Re
[/terrain]
{PLACE_IMAGE scenery/rubble.png 27 33}
{PLACE_IMAGE scenery/rubble.png 28 33}
# Reveal dwarven cavern
[remove_shroud]
x=19-30
y=32-39
side=1
[/remove_shroud]
[redraw][/redraw]
# Have Zurg say goodbye
[message]
speaker=Zurg
message= _ "My work here is done. Zurg must report back to Great Leader. Many things to do and dwarves to kill before rest. Zurg return later to see how little elves are doing. Fight well!"
[/message]
# Have Zurg leave
[move_unit]
id=Zurg
to_x=39
to_y=31
[/move_unit]
[kill]
id=Zurg
animate=no
fire_event=no
[/kill]
[terrain]
x,y=48,38
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 44 35}
# Have dwarf guards talk
[message]
speaker=Dwarf Guard
message= _ "Intruders! Sound the alarm!"
[/message]
# If player tries to go back up escape passage
[event]
name=moveto
[filter]
x,y=47-48,37
side=1
[/filter]
[message]
speaker=unit
message= _ "Zurg must have collapsed the tunnel. Perhaps he didn’t want to give the dwarves an easy access route if they defeated us. So much for an escape route, I guess we’ll just have to be sure not to fail."
[/message]
[/event]
[/event]
[/event]
# Event 2.1 2.2: Dwarf Sergeant and his Conscripts
# moveto version, when dwarf sees enemy (sighted version disabled)
[event]
name=moveto
[filter]
x,y=9-16,35-38
side=1
[/filter]
# make sure the sergeant is not facing the player's unit
[modify_unit]
[filter]
id=Dwarf Sergeant
[/filter]
facing=nw
[/modify_unit]
[remove_shroud]
side=1
x=8-14
y=33-38
[/remove_shroud]
# if Hard, add a third Dwarf Conscript
{NAMED_GENERIC_UNIT 2 (Dwarvish Thunderer) 9 36 (Dwarf Conscript) ( _ "Dwarf Conscript")}
{NAMED_GENERIC_UNIT 2 (Dwarvish Scout) 10 34 () ( _ "Dwarf Conscript")}
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Dwarvish Fighter) 9 35 () ( _ "Dwarf Conscript")}
#endif
[message]
speaker=Dwarf Sergeant
message= _ "Do you know what the first task of any dwarven warrior is, runt?"
[/message]
[message]
x,y=10,34
message= _ "Sir?"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Constant vigilance, boys; the enemy could be anywhere!"
[/message]
[message]
x,y=9,36
message= _ "But sir—"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Did I give you permissions to speak? Did I?"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "I was killing trolls when you were in swaddling clothes. I wrote the book on killing trolls. And you’re not going anywhere until I’m done with you."
[/message]
[message]
x,y=10,34
message= _ "But sir, behind you...!"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Oh let me guess, a big nasty troll, right? And when I turn around you flee like the cowards you are. Do you think I’m stupid enough to fall for that one?"
[/message]
[switch]
variable=unit.race
[case]
value=quenoth, elf
[message]
x,y=9,36
message= _ "No, it’s an elf!"
[/message]
[modify_unit]
[filter]
id=Dwarf Sergeant
[/filter]
facing=se
[/modify_unit]
[message]
id=Dwarf Sergeant
message= _ "What...?! Right... First task, boys, kill the intruder!"
[/message]
[/case]
[case]
value=troll
[message]
x,y=9,36
message= _ "I’m too young to die, save me!"
[/message]
[modify_unit]
[filter]
id=Dwarf Sergeant
[/filter]
facing=se
[/modify_unit]
[message]
speaker=Dwarf Sergeant
message= _ "Oh, grow a backbone... Huh? Hey, for once the runt was telling the truth. Come on, boys, kill the intruder!"
[/message]
[/case]
[case]
value=human
[message]
x,y=10,34
message= _ "No, it’s a... human?"
[/message]
[modify_unit]
[filter]
id=Dwarf Sergeant
[/filter]
facing=se
[/modify_unit]
[message]
speaker=Dwarf Sergeant
message= _ "What is a human doing here? Come on, boys, kill the intruder!"
[/message]
[/case]
[case]
value=monster
[message]
x,y=10,34
#po: "it" is referring to the dust devil
message= _ "No, it’s a... what is that?"
[/message]
[modify_unit]
[filter]
id=Dwarf Sergeant
[/filter]
facing=se
[/modify_unit]
[message]
speaker=Dwarf Sergeant
#po: 'earth’s guts' references the underground. What is being talked about is the dust devil.
message= _ "What in the earth’s guts is that? Kill it!"
[/message]
[/case]
[else]
[message]
x,y=9,36
message= _ "No, look behind you!"
[/message]
[modify_unit]
[filter]
id=Dwarf Sergeant
[/filter]
facing=se
[/modify_unit]
[message]
id=Dwarf Sergeant
message= _ "What...?! Right... First task, boys, kill the intruder!"
[/message]
[/else]
[/switch]
[/event]
# funny death message from one of the conscripts
[event]
name=last breath
[filter]
id=Dwarf Conscript
[/filter]
[filter_condition]
[have_unit]
id=Dwarf Sergeant
[/have_unit]
[/filter_condition]
[message]
speaker=unit
message= _ "I love you, Sarge..."
[/message]
[/event]
# Event 2.2: Wounded Troll
# When player sees Vengeful Dwarf and troll prisoner (sighted version disabled)
# Grog and the Dwarf cannot kill eachother unless dwarf advances (many turns)
[event]
name=attack
first_time_only=no
[filter]
id=Grog, Vengeful Dwarf
[/filter]
[store_unit]
[filter]
id=Grog
[/filter]
variable=Grog_var
[/store_unit]
[store_unit]
[filter]
id=Vengeful Dwarf
[/filter]
variable=VDwarf_var
[/store_unit]
[/event]
{FORCE_CHANCE_TO_HIT id="Vengeful Dwarf" id=Grog 0 (
[variable]
name=Grog_var.hitpoints
less_than_equal_to=24
[/variable]
[variable]
name=VDwarf_var.level
equals=1
[/variable]
)}
{FORCE_CHANCE_TO_HIT id=Grog id="Vengeful Dwarf" 0 (
[variable]
name=VDwarf_var.hitpoints
less_than_equal_to=31
[/variable]
[variable]
name=VDwarf_var.level
equals=1
[/variable]
)}
# Everytime Grog is attacked, he loses 1 xp and the dwarf loses 2 xp until the fight is found
[event]
name=attack end
first_time_only=no
[filter]
id=Vengeful Dwarf, Grog
[/filter]
[filter_second]
id=Grog, Vengeful Dwarf
[/filter_second]
[filter_condition]
[and]
[variable]
name=Grog_found
equals=no
[/variable]
[/and]
[/filter_condition]
[modify_unit]
[filter]
id=Grog
[/filter]
[effect]
apply_to=experience
set=0
[/effect]
[/modify_unit]
[modify_unit]
[filter]
id=Vengeful Dwarf
[/filter]
[effect]
apply_to=experience
set=0
[/effect]
[/modify_unit]
[/event]
# When Grog is found, the following event triggers.
[event]
name=moveto
[filter]
x,y=6-8,28-34
side=1
[/filter]
[remove_shroud]
side=1
x=5-9
y=27-34
[/remove_shroud]
{CLEAR_VARIABLE Grog_found}
[message]
speaker=Vengeful Dwarf
message= _ "Ha, you’re trapped. I’ve got you right where I want you, and this time no one is gonna save you."
[/message]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "How did a troll get stuck all the way back here?"
[/message]
{CLEAR_VARIABLE speaking_unit}
[/event]
# When Vengeful Dwarf dies
[event]
name=die
[filter]
id=Vengeful Dwarf
[/filter]
[filter_condition]
[have_unit]
id=Grog
[/have_unit]
[/filter_condition]
{VARIABLE saved_grog yes}
[message]
speaker=Grog
message= _ "Thank you. Grog got lost and there were so many smelly dwarves. If you hadn’t come Grog would have been killed. Grog owes you his life."
[/message]
[modify_unit]
[filter]
id=Grog
[/filter]
side=1
moves=5
[/modify_unit]
[/event]
# Event 3: Tunnel cave-ins
# Eastern tunnel
[event]
name=moveto
[filter]
x,y=22-24,30-32
side=1
[/filter]
[if]
[have_location]
x,y=16,31
terrain=Xu
count=0
[/have_location]
[then]
[delay]
time=200
[/delay]
[message]
speaker="East Scout"
message= _ "Here they come! Blow the charges!"
[/message]
[kill]
id="East Scout"
animate=no
[/kill]
[move_unit_fake]
type=Dwarvish Stalwart
side=6
x=22,21,20,20,20,19,18,18
y=30,30,29,28,27,27,26,25
[/move_unit_fake]
[sound]
name=explosion.ogg
[/sound]
{UTBS_SHAKE_SCREEN}
[sound]
name=rumble.ogg
[/sound]
[terrain]
x,y=22,30
terrain=Xu
[/terrain]
{SCROLL_TO 22 30}
{PLACE_IMAGE scenery/rubble.png 21 30}
{PLACE_IMAGE scenery/rubble.png 23 30}
[/then]
[else]
[message]
speaker="East Scout"
message= _ "They’re coming this way too! Blow the charges!"
[/message]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
speaker="East Scout"
message= _ "What?! Nothing happened! Who rigged the darn charges anyway? I’m going to have to hold them off by myself."
[/message]
[/else]
[/if]
[/event]
# Western tunnel
[event]
name=moveto
[filter]
x,y=15-16,31-34
side=1
[/filter]
[if]
[have_location]
x,y=22,30
terrain=Xu
count=0
[/have_location]
[then]
[delay]
time=200
[/delay]
[message]
speaker=West Scout
message= _ "Here they come! Blow the charges!"
[/message]
[kill]
id=West Scout
animate=no
[/kill]
[move_unit_fake]
type=Dwarvish Stalwart
side=6
x=17,18,18,18,18,18,18,18,17,17
y=31,30,29,28,27,26,25,24,24,23
[/move_unit_fake]
[sound]
name=explosion.ogg
[/sound]
{UTBS_SHAKE_SCREEN}
[sound]
name=rumble.ogg
[/sound]
[terrain]
x,y=16,31
terrain=Xu
[/terrain]
{SCROLL_TO 16 31}
[if]
[have_unit]
x,y=16,31
[/have_unit]
[then]
[teleport]
[filter]
x,y=16,31
[/filter]
x=15
y=32
[/teleport]
[/then]
[/if]
{PLACE_IMAGE scenery/rubble.png 15 32}
{PLACE_IMAGE scenery/rubble.png 17 31}
[/then]
[else]
[message]
speaker="West Scout"
message= _ "They’re coming this way too! Blow the charges!"
[/message]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
speaker="West Scout"
message= _ "What?! Nothing happened! Who rigged the darn charges anyway? I’m going to have to hold them off by myself."
[/message]
[/else]
[/if]
[/event]
# Event 4: Bridge/Chasm Fight
# Dwarf guards challenge elves to stand and fight, Jorgi doesn't want
# to have to resort to trickery
[event]
name=moveto
[filter]
x=17-21
y=24-31
side=1
[/filter]
[remove_shroud]
x=16-23
y=23-32
side=1
[/remove_shroud]
{NAMED_GENERIC_UNIT 6 (Dwarvish Sentinel) 19 25 (Jorgi) ( _ "Jorgi")}
#ifdef HARD
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 18 26 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 20 26 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 18 26 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 20 26 () ( _ "Dwarf Guard")}
#endif
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 18 25 () ( _ "Dwarf Guard")}
#ifdef HARD
{NAMED_GENERIC_UNIT 6 (Dwarvish Explorer) 20 25 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 20 25 () ( _ "Dwarf Guard")}
#endif
#ifdef EASY
{NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 19 26 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Dragonguard) 19 26 () ( _ "Dwarf Guard")}
#endif
[message]
speaker=Jorgi
message= _ "It was a mistake to depend on trickery. We will defeat you fighting face to face. A true dwarf always looks his opponent in the eye when he kills him!"
[/message]
[message]
speaker=Jorgi
message= _ "So I challenge you, man to man. If you are not cowards, step out onto these bridges and meet your fate!"
[/message]
[/event]
# defines macro to explode backup charges to destroy tunnel leading
# directly to main dwarf base
#define BACKUP_CHARGES
[sound]
name=explosion.ogg
[/sound]
{UTBS_SHAKE_SCREEN}
[sound]
name=rumble.ogg
[/sound]
[terrain]
x=12,12
y=19,20
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 11 19}
{PLACE_IMAGE scenery/rubble.png 13 21}
#enddef
# When Jorgi dies, blow charges to destroy tunnel leading to dwarf base
[event]
name=last breath
id=death_blows_charges
[filter]
id=Jorgi
[/filter]
[message]
speaker=Jorgi
message= _ "I couldn’t do it. Blow the backup charges! If we can’t stop them then maybe the black lake will."
[/message]
{BACKUP_CHARGES}
[remove_event]
id=move_blows_charges
[/remove_event]
[/event]
# if player crosses bridge before killing Jorgi, then blow charges
# to destroy tunnel leading to dwarf base
[event]
name=moveto
id=move_blows_charges
[filter]
x=12-21
y=19-26
side=1
[/filter]
[message]
speaker=Jorgi
message= _ "They’ve crossed the chasm! Blow the backup charges! If we can’t stop them then maybe the black lake will."
[/message]
{BACKUP_CHARGES}
[remove_event]
id=death_blows_charges
[/remove_event]
[/event]
# Event 5: Vampire Bats
[event]
name=moveto
[filter]
x=25-34
y=10-22
side=1
[/filter]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "It’s a huge underground lake. The water looks dark and deep and is cold to the touch. There also seems to be some glowing moss on the walls which illuminates the cavern, making it easier to see."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
#activate bats and create dwarvish hermit unit
[event]
name=moveto
[filter]
x=26-28
y=15-20
side=1
[/filter]
[unit]
id=Extra Hairy Bat
name= _ "Extra Hairy Bat"
type=Dread Bat
x=42
y=9
side=4
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
#on easy, don't allow side to recruit dread bats, but create one at start
#ifdef EASY
[unit]
type=Dread Bat
side=4
x=41
y=10
moves=0
[/unit]
#endif
[modify_side]
side=4
{INCOME 8 12 16}
{GOLD 75 110 145}
[/modify_side]
[unit]
type=Dwarvish Stalwart
id=Dwarf Hermit
name= _ "Dwarf Hermit"
x=21
y=6
side=6
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
[/unit]
[capture_village]
x,y=22,5
side=6
[/capture_village]
[/event]
# when player sees bats
[event]
name=sighted
[filter]
type=Vampire Bat,Blood Bat,Dread Bat
[/filter]
[filter_second]
side=1
[/filter_second]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "Incoming! Ugh, it’s big, hairy, and nasty. I hate bats, I really hate bats."
[/message]
{CLEAR_VARIABLE speaking_unit}
[/event]
[event]
name=last breath
# wmllint: recognize Big Hairy Bat
[filter]
id=Big Hairy Bat
[/filter]
[message]
speaker=unit
message= _ "Graaawk!" # wmllint: no spellcheck
[/message]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "Good riddance."
[/message]
{CLEAR_VARIABLE speaking_unit}
[/event]
# Event 6: Tentacles attack
# (2-3 level 1 tentacles appear every turn that player
# is in 27-30,13-16) Give warning when player reaches edge of ledge
# tentacles appear at start of player’s turn
[event]
name=enter_hex
[filter]
x=27-29,28-29
y=17,18
side=1
[/filter]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "The ledge just drops off here. The water might be shallow enough to wade across, but I think I vaguely see something moving underneath the surface. Maybe it’s just fish, but I don’t like the look of it."
[/message]
{CLEAR_VARIABLE explorer}
[/event]
#define CREATE_TENTACLE
{RANDOM 1..$locs.length}
{VARIABLE_OP random sub 1}
[unit]
type=Tentacle of the Deep
side=5
x=$locs[$random].x
y=$locs[$random].y
placement=map
passable=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
role=large_tentacles
[/unit]
#enddef
# create a bunch of tentacles every time a side 1 unit is in area
# do this 3 times, then stop
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_unit]
x=27-30
y=13-17
side=1
[/have_unit]
[variable]
name=tentacle_count
less_than=3
[/variable]
[/filter_condition]
{CREATE_TENTACLE}
{CREATE_TENTACLE}
#ifndef EASY
{CREATE_TENTACLE}
#endif
#ifdef HARD
{CREATE_TENTACLE}
#endif
#choose what message to say
[if]
[variable]
name=tentacle_count
numerical_equals=0
[/variable]
[then]
[message]
x,y=24-30,12-20
side=1
message= _ "What are those?!"
[/message]
[/then]
[else]
[message]
x,y=24-30,12-20
side=1
message= _ "Here come more of them!"
[/message]
[/else]
[/if]
[set_variable]
name=tentacle_count
add=1
[/set_variable]
[if]
[variable]
name=tentacle_count
equals=3
[/variable]
[then]
[event]
name=die
[filter]
type=Tentacle of the Deep
[/filter]
[filter_condition]
[have_unit]
role=large_tentacles
count=0
[/have_unit]
[/filter_condition]
[message]
x,y=21-30,12-19
side=1
message= _ "The movement under the water has stopped. I think we killed the last of them. Whatever ‘them’ was."
[/message]
#once all the tentacles have been killed, locs is no longer needed
{CLEAR_VARIABLE locs}
[modify_side]
side=4
income=2
[/modify_side]
[/event]
[/then]
[/if]
[/event]
# Event 7: Trigger Dwarf Lord's side
[event]
name=moveto
[filter]
x=13-22
y=11-17
side=1
[/filter]
[modify_side]
side=6
{INCOME 10 15 20}
{GOLD 100 150 200}
[/modify_side]
# Delete the avoidance factor
[modify_ai]
side=6
action=delete
path=aspect[avoid].facet[*]
[/modify_ai]
#create dwarven defenders:
#on EASY difficulty, don't create Dwarvish Pathfinder
#ifdef HARD
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 11 10 () ( _ "Dwarf High Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 11 10 () ( _ "Dwarf High Guard")}
#endif
#ifndef EASY
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 5 13 () ( _ "Dwarf High Guard")}
#endif
{NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 7 15 () ( _ "Dwarf High Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Stalwart) 7 19 () ( _ "Dwarf High Guard")}
[/event]
# Event 8: Dwarf Lord sighted event and death event
[event]
name=sighted
[filter]
id=Dwarf Chieftain
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Dwarf Chieftain
message= _ "So you’ve come at last. Let it end, here and now!"
[/message]
[gold]
amount={ON_DIFFICULTY 80 120 160}
side=6
[/gold]
[/event]
[event]
name=last breath
[filter]
id=Dwarf Chieftain
[/filter]
[message]
speaker=Dwarf Chieftain
message= _ "Faugh! Even in death I curse you! You will never escape these tunnels alive!"
[/message]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "And so, at last, it ends."
[/message]
{CLEAR_VARIABLE speaking_unit}
[message]
side=6
[not]
canrecruit=yes
[/not]
message= _ "The chieftain has fallen! Flee for your lives!"
[/message]
[kill]
side=6
animate=no
[/kill]
[terrain]
x=0,1,2,3,4,5,5,6
y=20,21,21,22,21,21,20,19
terrain=Uu
[/terrain]
[remove_shroud]
x=2-7
y=18-22
side=1
[/remove_shroud]
[redraw][/redraw]
[move_unit_fake]
type=Troll Shaman
side=2
x=1,6
y=21,19
[/move_unit_fake]
{NAMED_NOTRAIT_UNIT 3 (Troll Shaman) 6 19 (Zurg) ( _ "Zurg")}
[delay]
time=200
[/delay]
[message]
speaker=Zurg
message= _ "Little elves fight good. Zurg impressed. With dwarf chieftain dead, cowardly dwarves flee before us. Our struggle not over, still much more fighting, but elf and troll have won this battle. We thank you. Great Leader has allowed you to come speak with him. Great honor, never has one of your kind been allowed in his presence. But he wishes to talk with you and reward you. Please come with me."
[/message]
[message]
speaker=Nym
message= _ "With their knowledge of all these secret tunnels, you’d think they could have led us straight here instead of making us go through those ‘light defenses’. It would have saved us a lot of unnecessary fighting in actually getting to the dwarf chieftain."
[/message]
[message]
speaker=Zhul
message= _ "Perhaps they wanted to further test our prowess in battle. And besides, every dwarf we kill is one they don’t have to. Still, I think we caused a bigger distraction than they were expecting."
[/message]
[message]
speaker=Kaleh
message= _ "Shh, you two. Yes, of course, we would be honored to come and meet the Great Leader. But first, we left many of our people back up near the entrance to the great cave where you first met us and I fear that even now those caves aren’t safe. Can you help us escort my people to safety?"
[/message]
[message]
speaker=Zurg
message= _ "Hmm, yes, yes we can help. We have a few big caves you little people can stay in, and I get some big trolls to help escort you there. The Great Leader wouldn’t want any unpleasant surprises. Show me where your people are hiding and we will help you move them to our caves."
[/message]
[message]
speaker=Kaleh
message= _ "I thank you. Come on people, no celebrating yet, we still have work left to do!"
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
# DWARF EASTER EGG EVENTS
# Event 19: Hermit Intro and Death events (sighted intro version disabled)
# Hermit lives alone on island in the lake, guarding his amulet
# The two following events are mutually exclusive
[event]
name=moveto
[filter]
x,y=18-24,3-8
side=1
[/filter]
[if]
[variable]
name=hermit_trigger
equals=no
[/variable]
[then]
[message]
speaker=Dwarf Hermit
message= _ "They’ve come for my precious. It’s mine, yes it is. They shan’t have it, no they shan’t. We shall kill them all, yes, yes we will."
[/message]
{CLEAR_VARIABLE hermit_trigger}
[/then]
[/if]
[/event]
[event]
name=attack
[filter]
id=Dwarf Hermit
[/filter]
[if]
[variable]
name=hermit_trigger
equals=no
[/variable]
[then]
[message]
speaker=Dwarf Hermit
message= _ "They’ve come for my precious. It’s mine, yes it is. They shan’t have it, no they shan’t. We shall kill them all, yes, yes we will."
[/message]
{CLEAR_VARIABLE hermit_trigger}
[/then]
[/if]
[/event]
[event]
name=last breath
[filter]
id=Dwarf Hermit
[/filter]
[message]
speaker=Dwarf Hermit
message= _ "Curse them! We hates them!"
[/message]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "What’s this? His clothes were in rags, and yet he had this ancient jeweled amulet hanging around his neck. It contains a huge amethyst that seems to glow faintly with a strange purple light. I wonder where he got such a trinket?"
[/message]
{CLEAR_VARIABLE speaking_unit}
[event]
name=open_door
[message]
speaker=unit
message= _ "Hey, wait a minute, that amulet glows the same color as this rune. Maybe if I put the amulet on and step into the rune..."
[/message]
[color_adjust]
red,green,blue=246,0,243
[/color_adjust]
{UTBS_SHAKE_SCREEN}
[terrain]
x,y=46,21
terrain=Uu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 46 21}
[redraw][/redraw]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[remove_item]
x,y=45,21
[/remove_item]
[message]
speaker=unit
message= _ "Whoa. That was pretty impressive. The amulet stopped glowing and the rune is gone, but what have they revealed?"
[/message]
[remove_event]
id=door_message
[/remove_event]
[/event]
[/event]
# Event 19.5 baby tentacles attack any unit that tries to walk around
# the edge of cave (except for flying shyde/star)
# 2 if easy difficulty, 3 if challenging or hard difficulty
[event]
name=moveto
[filter]
[not]
type=Quenoth Sun Sylph,Quenoth Shyde
[/not]
x=17-21
y=8-11
side=1
[/filter]
#ifdef HARD
[unit]
type=Tentacle of the Deep
side=5
x,y=18,10
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_QUICK}
[/modifications]
[/unit]
#endif
[unit]
type=Tentacle of the Deep
id=Smaller Tentacle
side=5
x,y=19,9
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
type=Tentacle of the Deep
side=5
x,y=20,10
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_QUICK}
[/modifications]
[/unit]
[message]
speaker=Smaller Tentacle
message= _ "<i>Splash! Splash!</i>"
[/message]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "More tentacles?! What, did that thing have a baby?"
[/message]
{CLEAR_VARIABLE explorer}
[/event]
# Event 20: Moveto rune statue, open door events
[event]
name=moveto
[filter]
x,y=45,21
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "What in Eloh’s name is this? Someone has carved a glowing purple rune in the floor at the end of this passage. It must be magical. And this passage ends suddenly in a smooth stone wall. This can’t be a coincidence. But the wall seems quite solid. I wonder who carved that rune and why?"
[/message]
[fire_event]
name=open_door
[primary_unit]
id=$unit.id
[/primary_unit]
[/fire_event]
[event]
name=moveto
first_time_only=no
id=door_message
[filter]
x,y=45,21
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "The rune is still there, glowing mysteriously. I still have no idea why it was put here, but it’s obviously powerful and magical, a combination of things which I am hesitant to mess with."
[/message]
[fire_event]
name=open_door
[primary_unit]
id=$unit.id
[/primary_unit]
[/fire_event]
[/event]
[/event]
# Event 21: Ransack Dwarven Tomb
[event]
name=moveto
id=take_belt
first_time_only=no
[filter]
x=49
y=24
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "Based on the runes covering the walls this must be the tomb of some ancient dwarf. The tomb seems empty except for this ornate stone coffin. The skeleton inside the coffin has long since vanished into dust. All that’s left are a few ceremonial trinkets and this shining golden belt. Inscribed on this inside are the words: <i>“May you have the toughness to stay standing long after your enemies fall.”</i> Grave robbing is never a good thing to do, but this belt looks magical and its former owner certainly won’t miss it."
[option]
label= _ "I fear no ghosts, I’ll take it."
[command]
[remove_event]
id=take_belt
[/remove_event]
[message]
speaker=unit
message= _ "The belt fits perfectly! Somehow I feel stronger and tougher. This is too easy, there seem to have been no traps set upon the coffin. Today’s my lucky day."
[/message]
[object]
[filter]
x=49
y=24
side=1
[/filter]
id=DwarvenBelt
name= _ "Dwarven Belt"
description= _ "The maximum hit points of the unit who wears this belt will increase by 12."
[effect]
apply_to=hitpoints
increase_total=12
[/effect]
[/object]
{NAMED_NOTRAIT_UNIT 5 (Ghost) 47 22 (Angry Ghost) ( _ "Angry Ghost")}
[message]
speaker=Angry Ghost
message= _ "You who disturb my rest, come and join me in death!"
[/message]
[message]
speaker=unit
message= _ "Then again, maybe I spoke too soon."
[/message]
[/command]
[/option]
[option]
label= _ "On second thought, it’s better to leave the dead in peace."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
#at victory, clear variables:
[event]
name=victory
[micro_ai]
side=5
ai_type=simple_attack
action=delete
[/micro_ai]
{CLEAR_VARIABLE tentacle_count,Grog_var,VDwarf_var}
[/event]
[event]
name=time over
[message]
speaker=Kaleh
message= _ "Oh no, we took too long and enemy reinforcements have arrived. We’ll surely be overwhelmed now!"
[/message]
[/event]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=07a_Dealing_with_Dwarves
name= _ "Dealing with Dwarves"
{UTBS_MAP 07a_Dealing_with_Dwarves.map}
{STORY_DEALING_WITH_DWARVES}
{SCENARIO_MUSIC "knalgan_theme.ogg"}
next_scenario=08_Out_of_the_Frying_Pan
turns=unlimited
victory_when_enemies_defeated=no
{UNDERGROUND}
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=0
{NO_INCOME}
controller=human
shroud=no
fog=no
team_name=ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#side=2 Dwarf king
[side]
id=King Thurongar
name= _ "King Thurongar"
type=Dwarvish Lord
side=2
canrecruit=no
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
ai_special=guardian
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=ally
user_team_name=_"Allies"
{FLAG_VARIANT knalgan}
[/side]
# Prestart functions:
# set starting scenario objectives
# keep cost of recruiting units the same
# recall main heroes
# initialize starting variables
# create starting guards
[event]
name=prestart
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Choose a unit to take the Fire Blade"
condition=win
[/objective]
[/objectives]
#add furnishings
[item]
image=items/dragonstatue.png
x,y=8,7
[/item]
[item]
image=items/dragonstatue.png~FL()
x,y=12,7
[/item]
#recall heroes
[recall]
id=Nym
x,y=9,10
[/recall]
[recall]
id=Zhul
x,y=11,10
[/recall]
[recall]
id=Elyssa
x,y=10,11
[/recall]
#recall other dwarves
[recall]
id=Rogrimir
x,y=8,12
[/recall]
[recall]
id=Dwalim
x,y=12,12
[/recall]
[recall]
id=Moin
x,y=11,13
[/recall]
[recall]
id=Nordi
x,y=13,12
[/recall]
[recall]
id=Byorn
x,y=12,13
[/recall]
[recall]
id=Runin
x,y=13,13
[/recall]
[modify_unit]
[filter]
id=Dwalim,Moin,Nordi,Byorn,Runin
[/filter]
side=2
[/modify_unit]
#initialize starting variables
[if]
[have_unit]
id=Rogrimir
[/have_unit]
[then]
[set_variable]
name=ally_name
value=Rogrimir
[/set_variable]
[/then]
[else]
[set_variable]
name=ally_name
value=Jarl
[/set_variable]
# Jarl's traits are intentionally inferior to Rogrimir's
[unit]
type=Dwarvish Stalwart
id=Jarl
name= _ "Jarl"
profile=portraits/dwarves/fighter-2.png
x=8
y=12
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[/else]
[/if]
#create starting dwarf guards
#all have special AI guardian, so that they won't move
[unit]
type=Dwarvish Sentinel
name= _ "Dwarf Guard"
x=9
y=14
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Sentinel
name= _ "Dwarf Guard"
x=11
y=14
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
type=Dwarvish Steelclad
name= _ "Dwarf Guard"
x=9
y=6
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Dwarvish Steelclad
name= _ "Dwarf Guard"
x=11
y=6
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Berserker
name= _ "Dwarf Guard"
x=7
y=8
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
type=Dwarvish Berserker
name= _ "Dwarf Guard"
x=13
y=8
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Dragonguard
name= _ "Dwarf Guard"
x=6
y=9
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Dragonguard
name= _ "Dwarf Guard"
x=6
y=11
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Dragonguard
name= _ "Dwarf Guard"
x=14
y=9
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Dwarvish Dragonguard
name= _ "Dwarf Guard"
x=14
y=11
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[/event]
# starting dialogue
[event]
name=start
[message]
speaker=narrator
message= _ "This chamber is beautifully decorated. Ornate frescoes and dwarven runes cover the walls, and the room is dominated by a large intricately-carved stone throne. Flanking the throne are two detailed statues of some sort of beast you aren’t familiar with. The floor is covered in dark slate, and a path of smooth tiles directs visitors up to a small stone seat which faces the throne."
image=wesnoth-icon.png
[/message]
# wmllint: local spelling Thurongar
[message]
speaker=King Thurongar
message= _ "Hail Kaleh, I am Thurongar, King of the Dwarves."
[/message]
[message]
speaker=Kaleh
message= _ "I am Kaleh, leader of the Quenoth Elves."
[/message]
[message]
speaker=King Thurongar
message= _ "I’ve heard of your recent exploits against the troll menace. They’ve been quite a thorn in our side for a while now. They used to be just an occasional pest, but now wherever we go we find another infestation. They’ve been getting smarter with their tactics; we’ve lost several of our outlying settlements to their attacks. Still, we’re not done fighting and with your recent victory perhaps this battle is turning in our favor. But tell me, what are so many elves doing so deep under the earth?"
[/message]
[message]
speaker=Kaleh
message= _ "It’s a long story, but we come from the south, where we lived in the desert. Our village was destroyed, and I am leading my people on a journey to find a new home. Our god Eloh appeared to me in a vision, and told me to go north, but when we came to the mountains she said I should go under them instead of trying to cross the snowy peaks. So that’s how several thousand of us ended up down here."
[/message]
[message]
speaker=King Thurongar
message= _ "Interesting. We’d offer to let you live with us, but I’m afraid we don’t have much free space; this city is almost filled to capacity. And looking at you, I don’t think that the under-realm is quite the place for your kind. I think your god may have somewhere else intended for you."
[/message]
[message]
speaker=Kaleh
message= _ "Indeed, although I admire this great city you have carved from the rock, I think many of my people find these tunnels scary and alien. All we really want to do is to find a way back to the surface on the northern side of the mountains."
[/message]
[message]
speaker=King Thurongar
message= _ "That I may be able to help you with. We haven’t sent anyone to the surface in years, but we do know of a passage that leads to the ancient northern gate. Several generations ago we used to trade heavily with humans that lived north of the mountains, but then some new human came to power and decreed that all contact with us should be cut off. We sent messengers to find out why, but they never returned."
[/message]
[if]
[variable]
name=ally_name
equals=Rogrimir
[/variable]
[then]
[message]
speaker=King Thurongar
message= _ "But dwarves are excellent delvers, and we keep meticulous maps of all the tunnels we have explored. We should still have maps of the tunnels leading back to the surface. Of course I doubt you would be able to understand them, so, Rogrimir here has volunteered to lead you to the surface."
[/message]
[/then]
[else]
[message]
speaker=King Thurongar
message= _ "But dwarves are excellent delvers, and we keep meticulous maps of all the tunnels we have explored. We should still have maps of the tunnels leading back to the surface. Of course I doubt you would be able to understand them, so, Jarl here has volunteered to lead you to the surface."
[/message]
[/else]
[/if]
[if]
[variable]
name=saved_rogrimir
boolean_equals=yes
[/variable]
[then]
[message]
speaker=Rogrimir
message= _ "You saved my life and my debt to you is still unpaid. Showing you the way to the surface and protecting you is the least I can do."
[/message]
[message]
speaker=Jarl
message= _ "You rescued my brother, and though he died fighting, he died a warrior’s death instead of a coward’s. For that I thank you. I will take his place and help you get to the surface."
[/message]
[/then]
[else]
[message]
speaker=$ally_name
message= _ "You did a great service for my brothers. In exchange, as much as I hate the light, I am the one who knows the upper tunnels the best, so I’ll be your guide."
[/message]
[/else]
[/if]
{CLEAR_VARIABLE saved_rogrimir}
[if]
[variable]
name=ally_name
equals=Rogrimir
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Rogrimir."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Jarl."
[/message]
[/else]
[/if]
[if]
[have_unit]
x,y=12-14,12-14
[/have_unit]
[then]
[message]
speaker=King Thurongar
message= _ "The dwarves who fought by your side have come to pay their respects as well."
[/message]
[message]
x,y=12-14,12-14
message= _ "You helped us strike a huge blow against those savages and it was an honor to fight by your side. You are the bravest elves we have ever known. We’d like to come with you, but, well, we don’t like going that close to the surface, and besides there’s still lots of fighting to be done down here. Don’t you worry, we won’t rest until we have killed every one of trolls."
[/message]
[message]
speaker=Kaleh
message= _ "I understand. Thank you, you were a huge help to us. It was an honor to fight by your side."
[/message]
[/then]
[/if]
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Elyssa
message= _ "I’m afraid, Kaleh, that the time has come for our paths to separate."
[/message]
[message]
speaker=Kaleh
message= _ "What?!"
[/message]
[message]
speaker=Elyssa
#the sceptre of fire always has the 're' writing, this is intentional!
message= _ "I have learned a lot about the dwarves in my time here, and yet there’s so much more to learn. Have you seen their forges? They really know how to work fire and use it in amazing ways. They have some interesting ideas about how they might improve their smithing with my magical fire. And have you seen their records? They have kept records of their dealings that go back generations upon generations. They even know of the dwarven clan who helped craft the Sceptre of Fire. Imagine if I could find the dwarves who helped build such an artifact!"
[/message]
[message]
speaker=Nym
message= _ "But we need you! What would we do without you?"
[/message]
[message]
speaker=Elyssa
message= _ "With the help of the dwarves, I think you will do just fine. I don’t know what home your god has planned for you, Kaleh, but I believe in you, and I know that you will find a place for your people. My place is here, with the dwarves. And you don’t really need me, you have each other."
[/message]
[message]
speaker=Kaleh
message= _ "If your mind is set, then I won’t try to convince you. But we will miss you."
[/message]
[message]
speaker=Zhul
message= _ "I thank Eloh for the brief time that she has let you spend with us."
[/message]
[message]
speaker=Nym
message= _ "You take care of yourself, and someday maybe we’ll meet again."
[/message]
[message]
speaker=Elyssa
message= _ "Thank you. And I owe you so much for helping me meet the dwarves. I never would have come down here myself. With some help from the dwarves I have enchanted this fire blade for you. May its flames always light your path, and strike down your enemies. I give this to all of you as a token of my gratitude."
[/message]
{PLACE_IMAGE items/flame-sword.png 10 10}
[message]
speaker=Kaleh
message= _ "A flaming sword. That’s amazing. I just don’t know who should use it."
[/message]
[message]
speaker=Elyssa
message= _ "I will let you decide; use it in the best way that you see fit."
[/message]
[message]
speaker=narrator
message= _ "You can choose which unit you want to take the flaming sword. If you want another unit to wield the sword, Kaleh can recruit or recall other units."
image=wesnoth-icon.png
[/message]
# here we store the player’s actual gold and set it to 100 instead,
# since otherwise they might be unable to recruit or recall due to
# lack of gold
[store_side]
side=1
variable=stored_side_1
[/store_side]
[modify_side]
side=1
gold=100
[/modify_side]
[/then]
[else]
[message]
speaker=King Thurongar
message= _ "And now I think you should be off as soon as possible. The trolls have retreated into their holes for the present, but who knows when they will strike again."
[/message]
[message]
speaker=Nym
message= _ "This is a marvelous city, but I for one can’t wait to feel the sun upon my face again and the wind in my hair."
[/message]
[endlevel]
result=victory
carryover_report=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x=10
y=10
[not]
id=Elyssa
[/not]
[not]
type=Dust Devil
[/not]
side=1
[/filter]
[message]
speaker=unit
message= _ "Should I take this sword?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
[filter]
# TODO: decide which units should be able to take it,
# or change the item into something else
x=10
y=10
side=1
[/filter]
id=FlamingSword
image=attacks/sword-flaming.png
name= _ "Flaming Sword"
description= _ "This sword will make all your melee attacks do fire damage."
[effect]
apply_to=attack
range=melee
set_type=fire
[set_specials]
mode=append
{WEAPON_SPECIAL_MAGICAL}
[/set_specials]
[/effect]
[/object]
[message]
speaker=unit
message= _ "I will wield this blade proudly, and whenever I look upon it I shall remember you, Elyssa."
[/message]
[message]
speaker=King Thurongar
message= _ "And now I think you should be off as soon as possible. The trolls have retreated back into their holes for the present, but who knows when they will strike again."
[/message]
[message]
speaker=Nym
message= _ "This is a marvelous city, but I for one can’t wait to feel the sun upon my face again and the wind in my hair."
[/message]
# let's give the player their actual starting gold back
[modify_side]
side=1
gold=$stored_side_1.gold
[/modify_side]
{CLEAR_VARIABLE stored_side_1}
[endlevel]
result=victory
carryover_report=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/command]
[/option]
[option]
label= _ "No, I think someone else should wield it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=07b_Talking_with_Trolls
name= _ "Talking with Trolls"
{UTBS_MAP 07b_Talking_with_Trolls.map}
{STORY_TALKING_WITH_TROLLS}
{SCENARIO_MUSIC "northerners.ogg"}
next_scenario=08_Out_of_the_Frying_Pan
turns=unlimited
victory_when_enemies_defeated=no
{UNDERGROUND}
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=0
{NO_INCOME}
controller=human
shroud=no
fog=no
team_name=ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#side=2 Troll Leader
[side]
id=Great Leader Darmog
name= _ "Great Leader Darmog"
# wmllint: local spelling Darmog
type=Great Troll
side=2
canrecruit=no
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
ai_special=guardian
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=ally
user_team_name=_"Allies"
[/side]
# Prestart functions:
# set starting scenario objectives
# keep cost of recruiting units the same
# recall main heroes
# initialize starting variables
# create starting guards
[event]
name=prestart
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Choose a unit to take the Fire Blade"
condition=win
[/objective]
[/objectives]
#add rubble and other items
{PLACE_IMAGE scenery/rubble.png 9 9}
{PLACE_IMAGE scenery/rubble.png 12 9}
{PLACE_IMAGE scenery/rubble.png 11 7}
{PLACE_IMAGE scenery/rubble.png 13 10}
{PLACE_IMAGE scenery/rubble.png 7 12}
{PLACE_IMAGE scenery/rubble.png 8 7}
{PLACE_IMAGE scenery/rubble.png 12 7}
#recall heroes
[recall]
id=Nym
x,y=9,10
[/recall]
[recall]
id=Zhul
x,y=11,10
[/recall]
[recall]
id=Elyssa
x,y=10,11
[/recall]
#recall other trolls
[recall]
id=Grog
x,y=8,12
[/recall]
[recall]
id="Thu'lok"
x,y=12,12
[/recall]
[recall]
id=Harpo
x,y=11,13
[/recall]
[recall]
id=Groucho
x,y=13,12
[/recall]
[recall]
id=Chico
x,y=12,13
[/recall]
[recall]
id=Groo
x,y=13,13
[/recall]
[modify_unit]
[filter]
id="Thu'lok,Groucho,Harpo,Chico,Groo"
[/filter]
side=2
[/modify_unit]
#initialize starting variables
[if]
[have_unit]
id=Grog
[/have_unit]
[then]
[set_variable]
name=ally_name
value=Grog
[/set_variable]
[/then]
[else]
[set_variable]
name=ally_name
value=Nog
[/set_variable]
# Nog's traits are intentionally inferior to Grog's
[unit]
type=Troll
id=Nog
name= _ "Nog"
profile=portraits/trolls/troll-hero-alt.png
x=8
y=12
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[/else]
[/if]
#create starting dwarf guards
#all have special AI guardian, so that they won't move
[unit]
type=Troll
name= _ "Troll Guard"
x=9
y=14
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll
name= _ "Troll Guard"
x=11
y=14
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
type=Troll Shaman
id=Spiritual Advisor
name= _ "Spiritual Advisor"
x=9
y=6
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Troll Shaman
name= _ "Spiritual Advisor"
x=11
y=6
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[unit]
type=Troll Rocklobber
name= _ "Troll Guard"
x=7
y=8
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
type=Troll Rocklobber
name= _ "Troll Guard"
x=13
y=8
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll Whelp
name= _ "Troll Guard"
x=6
y=9
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll Whelp
name= _ "Troll Guard"
x=6
y=11
side=2
ai_special=guardian
facing=se
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll Whelp
name= _ "Troll Guard"
x=14
y=9
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
type=Troll Whelp
name= _ "Troll Guard"
x=14
y=11
side=2
ai_special=guardian
facing=sw
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[/event]
# starting dialogue
[event]
name=start
[message]
speaker=narrator
message= _ "It is clear that this chamber used to be quite ornately decorated, but almost all of it has been destroyed, revealing a stone and dirt floor. What remains is a large stone throne, which has been covered with skulls and animal skins and bright paint. The walls were once covered with frescoes and dwarven runes, but several trolls are busy chipping them off. The floor was once tiled in dark slate, but only two small patches of tiles remain around the two chairs in this chamber. You’re surprised to see that small tile path running up the center of the chamber has been left untouched. It leads to a small stone chair facing the large throne."
image=wesnoth-icon.png
[/message]
[message]
speaker=Great Leader Darmog
message= _ "I, Great Leader Darmog, greet you, Kaleh."
[/message]
[message]
speaker=Kaleh
message= _ "I Kaleh, leader of the Quenoth Elves, thank you for meeting with me."
[/message]
[message]
speaker=Great Leader Darmog
message= _ "On behalf of all trolls, Darmog thank you for great victory over the dwarves. You have helped drive back the nasty dwarves and given us time to strengthen our defenses. Us trolls not always enemies of dwarves. Until recently we not have much contact with small people. But dwarves invade our tunnels, defile our holy places and kill our women and young. Dwarf not care about anything except gold and pretty gems. The shamans say that the spirits of our kin cry out for vengeance and Darmog will not rest until every dwarf is dead!"
[/message]
[message]
speaker=Spiritual Advisor
message= _ "But I am curious, we do not know of your kind. We thank you for your help, but who are you and why do you come down here with so many of your people?"
[/message]
[message]
speaker=Kaleh
message= _ "It’s a long story, but we come from the south, where we lived above ground in the desert. Our village was destroyed, and I am leading my people on a journey to find a new home. Our god Eloh appeared to me in a vision, and told me to go north, but when we came to the mountains she said I should go under them instead of trying to cross the snowy peaks. We do not want to live down here, we are just trying to find a way to the other side of the mountains."
[/message]
[message]
speaker=Great Leader Darmog
message= _ "Darmog has never been above ground, but Darmog understand your story. A leader must protect and care for his people. Every people deserve to find their own home. If we can help you we will."
[/message]
[if]
[variable]
name=ally_name
equals=Grog
[/variable]
[then]
[message]
speaker=Spiritual Advisor
message= _ "We may be able to help you find a way back to the sunlit lands. In our temples we do keep records of the past. We have not walked above the earth for many many generations, not since the darkness drove us underground. But we are masters of the underground lands, and we have explored many tunnels. Recently one of our scouts found a path that leads north back to the sunlit lands, I think it may be the way you are trying to go. In reward for your achievements, we will help you. Grog has volunteered to protect you and lead you back to the sunlight lands."
[/message]
[/then]
[else]
[message]
speaker=Spiritual Advisor
message= _ "We may be able to help you find a way back to the sunlit lands. In our temples we do keep records of the past. We have not walked above the earth for many many generations, not since the darkness drove us underground. But we are masters of the underground lands, and we have explored many tunnels. Recently one of our scouts found a path that leads north back to the sunlit lands, I think it may be the way you are trying to go. In reward for your achievements, we will help you. Nog has volunteered to protect you and lead you back to the sunlight lands."
[/message]
[/else]
[/if]
[if]
[variable]
name=saved_grog
boolean_equals=yes
[/variable]
[then]
[message]
speaker=Grog
message= _ "You saved Grog’s life. Grog still owe you a debt of thanks. In return Grog will protect little elves and show them the way back to lighted lands."
[/message]
[message]
speaker=Nog
message= _ "You rescued Nog’s brother, and he died like a warrior in battle, not like a coward in chains. Nog is very grateful. You proved yourselves to be brave strong warriors, and Nog will help you find way back to lighted lands."
[/message]
[/then]
[else]
[message]
speaker=Nog
message= _ "You did trolls big service. Nog like to wander in tunnels, and Chief say that he knows the upper tunnels the best. Nog want to help elves so even though he not want to leave battle, he agrees to show elves way back to lighted lands."
[/message]
[/else]
[/if]
{CLEAR_VARIABLE saved_grog}
[if]
[variable]
name=ally_name
equals=Grog
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Grog."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Nog."
[/message]
[/else]
[/if]
[if]
[have_unit]
x,y=12-14,12-14
[/have_unit]
[then]
[message]
speaker=Great Leader Darmog
message= _ "The trolls who fought with you also want to thank you. They tell great tales of your valor."
[/message]
[message]
x,y=12-14,12-14
message= _ "We thank you for all you have done for trolls. You are bravest small people we know. We will tell stories of your battles to all our families so that none will forget. We wish we could come with you and fight more, but Great Leader need us to protect this city. Many dwarves still left, much fighting still to do. Griknagh will protect us, may he watch over you too."
[/message]
[message]
speaker=Kaleh
message= _ "I understand. Thank you, you were a huge help to us. It was an honor to fight by your side."
[/message]
[/then]
[/if]
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Elyssa
message= _ "I’m afraid, Kaleh, that the time has come for our paths to separate."
[/message]
[message]
speaker=Kaleh
message= _ "What?!"
[/message]
[message]
speaker=Elyssa
message= _ "I have learned a lot about the trolls in my time here, and yet there’s so much more to learn. Their magic is amazing. Have you seen their shamans? They make fire with their bare hands. They are very interested in my magic and they have offered to teach me how they create fire. I thought I was one of the last people still practicing magic, who knew I would find trolls still teaching it deep under the earth? There is just so much that I can learn from them, I can’t leave now."
[/message]
[message]
speaker=Nym
message= _ "But we need you! What would we do without you?"
[/message]
[message]
speaker=Elyssa
message= _ "With the help of the trolls, I think you will do just fine. I don’t know what home your god has planned for you, Kaleh, but I believe in you, and I know that you will find a place for your people. My place is here, with the trolls. And you don’t really need me, you have each other."
[/message]
[message]
speaker=Kaleh
message= _ "If your mind is set, then I won’t try to convince you. But we will miss you."
[/message]
[message]
speaker=Zhul
message= _ "I thank Eloh for the brief time that she has let you spend with us."
[/message]
[message]
speaker=Nym
message= _ "You take care of yourself, and someday maybe we’ll meet again."
[/message]
[message]
speaker=Elyssa
message= _ "Thank you. And I owe you so much for helping me discover the trolls. I never would have come down here myself. I found this sword when we were fighting the dwarves and with some help from the trolls I have enchanted this fire blade for you. May its flames always light your path, and strike down your enemies. I give this to all of you as a token of my gratitude."
[/message]
{PLACE_IMAGE items/flame-sword.png 10 10}
[message]
speaker=Kaleh
message= _ "A flaming sword. That’s amazing. I just don’t know who should use it."
[/message]
[message]
speaker=Elyssa
message= _ "I will let you decide; use it in the best way that you see fit."
[/message]
[message]
speaker=narrator
message= _ "You can choose which unit you want to take the flaming sword. If you want another unit to wield the sword, Kaleh can recruit or recall other units."
image=wesnoth-icon.png
[/message]
# here we store the player’s actual gold and set it to 100 instead,
# since otherwise they might be unable to recruit or recall due to
# lack of gold
[store_side]
side=1
variable=stored_side_1
[/store_side]
[modify_side]
side=1
gold=100
[/modify_side]
[/then]
[else]
[message]
speaker=Great Leader Darmog
message= _ "And now Darmog think you should be off as soon as possible. The dwarves are sneaky, they retreat today but may attack again tomorrow. The sooner you leave the safer you will be."
[/message]
[message]
speaker=Nym
message= _ "I heartily agree, I for one can’t wait to feel the sun upon my face again and the wind in my hair."
[/message]
[endlevel]
result=victory
carryover_report=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/else]
[/if]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x=10
y=10
[not]
id=Elyssa
[/not]
[not]
type=Dust Devil
[/not]
side=1
[/filter]
[message]
speaker=unit
message= _ "Should I take this sword?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
[filter]
# TODO: decide which units should be able to take it,
# or change the item into something else
x=10
y=10
side=1
[/filter]
id=FlamingSword
image=attacks/sword-flaming.png
name= _ "Flaming Sword"
description= _ "This sword will make all your melee attacks do fire damage."
[effect]
apply_to=attack
range=melee
set_type=fire
[/effect]
[/object]
[message]
speaker=unit
message= _ "I will wield this blade proudly, and whenever I look upon it I shall remember you, Elyssa."
[/message]
[message]
speaker=Great Leader Darmog
message= _ "And now Darmog think you should be off as soon as possible. The dwarves are sneaky, they retreat today but may attack again tomorrow. The sooner you leave the safer you will be."
[/message]
[message]
speaker=Nym
message= _ "This is a marvelous city, but I for one can’t wait to feel the sun upon my face again and the wind in my hair."
[/message]
# let's give the player their actual starting gold back
[modify_side]
side=1
gold=$stored_side_1.gold
[/modify_side]
[endlevel]
result=victory
carryover_report=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/command]
[/option]
[option]
label= _ "No, I think someone else should wield it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=08_Out_of_the_Frying_Pan
name= _ "Out of the Frying Pan"
next_scenario=09_Blood_is_Thicker_Than_Water
{UTBS_MAP 08_Out_of_the_Frying_Pan.map}
{STORY_OUT_OF_THE_FRYING_PAN}
{SCENARIO_MUSIC "underground.ogg"}
{EXTRA_SCENARIO_MUSIC "loyalists.ogg"}
{EXTRA_SCENARIO_MUSIC "suspense.ogg"}
#TODO redo the playlist
{TURNS 76 72 68}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
#Side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 160 120 80}
# this basically forces you to lose all your gold this scenario unless you recall a small number of loyals only
{INCOME 2 1 0}
controller=human
shroud=yes
fog=no
team_name=elf_ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side 2: Human forces (blue)
[side]
side=2
no_leader=yes
gold=0
income=0
controller=ai
team_name=human_ally
user_team_name=_"Humans"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman
#else
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Dragoon
#endif
[ai]
recruitment_pattern=scout,fighter,archer
aggression=0.6
caution=0.1
passive_leader=yes
[goal]
name=target
[criteria]
side=1
[/criteria]
value=10
[/goal]
[/ai]
[/side]
#Side=3 undead cultists (green)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
team_name=cultists
user_team_name=_"Cultists"
{FLAG_VARIANT undead}
[ai]
aggression=0.8
caution=0.1
[/ai]
{FLAG_VARIANT undead}
[/side]
#Side=4 confused ants (yellow)
[side]
side=4
no_leader=yes
gold=0
income=0
controller=ai
hidden=yes
[ai]
aggression=-0.99
caution=0.99
#keep ants from running too far down the tunnel
[avoid]
x=31-36
y=45-49
[/avoid]
[/ai]
[/side]
#Side=5 Vengeful Undead
[side]
side=5
no_leader=yes
gold=0
income=0
controller=ai
team_name=human_ally
user_team_name=_"Human Ally"
{FLAG_VARIANT undead}
recruit=EGhost, EWraith, EShadow
hidden=yes
[ai]
aggression=0.75
caution=0.1
recruitment_pattern=scout
# keep undead away from player’s base
# option 1 is to avoid x=1-19 (let them enter cave but not
# sneak around behind base)
# option 2 is to avoid x=1-25 (lets them get near cave
# but not enter it)
[avoid]
x,y=1-25,1-60
[/avoid]
[/ai]
{FLAG_VARIANT undead}
[/side]
#Side=6 dwarf/troll pursuers
[side]
side=6
no_leader=yes
gold=0
income=0
controller=ai
hidden=yes
[ai]
aggression=0.8
caution=0.1
[/ai]
[/side]
#Side=7 Assassin/Cloaked Figure's side
[side]
side=7
no_leader=yes
gold=0
income=0
controller=ai
team_name=monster
hidden=yes
[ai]
aggression=0.90
caution=0.10
[avoid]
x=10-20
y=10-18
[/avoid]
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=20
[/goal]
[/ai]
[/side]
#Side=8 Human messengers
[side]
side=8
no_leader=yes
gold=0
income=0
controller=ai
team_name=human_ally
user_team_name=_"Humans"
{FLAG_VARIANT undead}
[/side]
{LOYALIST_COLOR_SHIFT}
# Prestart functions:
# insert items onto map
# kill Elyssa to keep her from being recruited
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# add more dirt at easier difficulties
# set starting scenario objectives
[event]
name=prestart
# add items to map
# main gate guardian runes
{PLACE_IMAGE items/rune2-burning.png 23 48}
{PLACE_IMAGE items/rune2-burning.png 20 45}
# wizard chamber guardian rune
{PLACE_IMAGE items/rune4-burning.png 18 34}
# wizard's monster trapping runes
{PLACE_IMAGE items/rune3-burning.png 17 32}
{PLACE_IMAGE items/rune3-burning.png 19 32}
# wizard's magic circle
{PLACE_IMAGE items/magiccircle-nw.png 17 29}
{PLACE_IMAGE items/magiccircle-n.png 18 28}
{PLACE_IMAGE items/magiccircle-ne.png 19 29}
{PLACE_IMAGE items/magiccircle-sw.png 17 30}
{PLACE_IMAGE items/magiccircle-s.png 18 30}
{PLACE_IMAGE items/magiccircle-se.png 19 30}
# golem trapped in magic circle
{PLACE_IMAGE "units/monsters/flesh-golem.png~RC(magenta>red)" 18 29}
# Miscellaneous potions
{PLACE_IMAGE items/potion-poison.png 18 27}
{PLACE_IMAGE items/potion-red.png 17 28}
{PLACE_IMAGE items/potion-grey.png 19 28}
{PLACE_IMAGE items/potion-yellow.png 16 29}
{PLACE_IMAGE items/potion-green.png 20 29}
# wizard's dragon statues
[item]
image=items/dragonstatue.png
x,y=16,28
[/item]
[item]
image=items/dragonstatue.png~FL()
x,y=20,28
[/item]
# center chamber healing runes
{PLACE_IMAGE items/rune-lightblue-small.png 17 44}
{PLACE_IMAGE items/rune-lightblue-small.png 19 43}
# kitchen trash + rocks
{PLACE_IMAGE scenery/trash.png 12 46}
{PLACE_IMAGE scenery/trash.png 10 49}
{PLACE_IMAGE scenery/trash.png 9 47}
{PLACE_IMAGE scenery/rubble.png 10 48}
# barracks trash + rocks
{PLACE_IMAGE scenery/trash.png 15 40}
{PLACE_IMAGE scenery/trash.png 14 36}
{PLACE_IMAGE scenery/trash.png 13 39}
{PLACE_IMAGE scenery/rubble.png 15 38}
{PLACE_IMAGE scenery/rubble.png 18 39}
{PLACE_IMAGE items/bones.png 15 36}
{PLACE_IMAGE items/bones.png 16 39}
# training hall skeletons (remains of students + trainer)
{PLACE_IMAGE items/bones.png 9 40}
{PLACE_IMAGE items/bones.png 9 43}
{PLACE_IMAGE items/bones.png 11 41}
{PLACE_IMAGE items/bones.png 12 42}
# crypt coffins + rocks
{PLACE_IMAGE items/coffin-closed.png 10 26}
{PLACE_IMAGE items/coffin-closed.png 10 28}
{PLACE_IMAGE items/coffin-closed.png 12 25}
{PLACE_IMAGE items/coffin-closed.png 12 27}
{PLACE_IMAGE scenery/rubble.png 12 28}
# cloaked figure chamber
{PLACE_IMAGE scenery/rubble.png 8 21}
# temple altar
{PLACE_IMAGE items/altar-evil.png 6 33}
{PLACE_IMAGE items/bones.png 7 36}
# rocks in human outpost/elves base cave
{PLACE_IMAGE scenery/rubble.png 16 17}
# chest of gold in human outpost at cave mouth
{PLACE_IMAGE items/chest-plain-closed.png 17 21}
# kill Elyssa to keep her from being recruited
[kill]
id=Elyssa
animate=no
fire_event=no
[/kill]
{INCREASE_RECRUIT_COSTS 1}
# Place units in the encampment
[recall]
id=Nym
x,y=52,42
[/recall]
[recall]
id=Zhul
x,y=52,41
[/recall]
# recall dwarf/troll ally
[recall]
id=$ally_name
x,y=51,43
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
# put hero icon on troll/dwarf ally
[unit_overlay]
id=$ally_name
image=misc/hero-icon.png
[/unit_overlay]
# initialize starting variables
[set_variable]
name=ally_must_live
value=yes
[/set_variable]
[set_variable]
name=healing_rune1
value=1
[/set_variable]
#ifdef EASY
[set_variable]
name=healing_rune2
value=2
[/set_variable]
#else
[set_variable]
name=healing_rune2
value=1
[/set_variable]
#endif
# timer to store when to send off a human messenger
[set_variable]
name=messenger_timer
value=0
[/set_variable]
#remove shroud surrounding starting position
[remove_shroud]
x=48-64,48-57
y=41-49,38-42
side=1
[/remove_shroud]
# add more dirt to secret passage at easier difficulties
#ifndef HARD
[terrain]
x,y=20,51
terrain=Re
[/terrain]
#endif
#ifdef EASY
[terrain]
x,y=17,51
terrain=Re
[/terrain]
#endif
# set starting scenario objectives
[objectives]
[objective]
description= _ "Escape the caves"
condition=win
[show_if]
{VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "Explore outside"
condition=win
[show_if]
[not]
[have_unit]
# wmllint: recognize Sergeant Durstrag
# wmllint: recognize Esanoo
id=Sergeant Durstrag,Esanoo
[/have_unit]
[/not]
{VARIABLE_CONDITIONAL ally_must_live boolean_equals no}
[/show_if]
[/objective]
[objective]
description= _ "Defeat Sergeant Durstrag"
condition=win
[show_if]
[have_unit]
id=Sergeant Durstrag
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
[objective]
description= _ "Death of Grog"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_name equals "Grog"}
{VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "Death of Nog"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_name equals "Nog"}
{VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "Death of Rogrimir"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_name equals "Rogrimir"}
{VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "Death of Jarl"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL ally_name equals "Jarl"}
{VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "A human messenger escapes the valley"
condition=lose
[show_if]
{VARIABLE_CONDITIONAL messengers_incoming boolean_equals yes}
[/show_if]
[/objective]
{TURNS_RUN_OUT}
[note]
description= _ "The messenger is the leader of the special white colored units"
[show_if]
{VARIABLE_CONDITIONAL messengers_incoming boolean_equals yes}
[/show_if]
[/note]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]
# Event 1: Starting dialogue & dwarves/troll appear
[event]
name=start
[message]
speaker=$ally_name
message= _ "We’ve come far and we’re almost to the surface. But first we should stop and rest here for a while."
[/message]
[message]
speaker=Kaleh
message= _ "That’s a big river; the water is really moving fast."
[/message]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=$ally_name
message= _ "Yes, this time of year the snow melts from the mountains, and rivers like this often go deep underground. Sometimes the rivers break through and flood caverns, a deadly accident that has occasionally befallen my kind."
[/message]
[/then]
[else]
[message]
speaker=$ally_name
message= _ "Deep and dark are the waters that flow in our caves. Sometimes raging waters flood tunnels without warning. A stream can sustain a village, a sudden flood can destroy it."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "Well, the faster we get out of here, the happier I’ll be."
[/message]
[sound]
name=cave-in.ogg
[/sound]
{UTBS_SHAKE_SCREEN}
[message]
speaker=Zhul
message= _ "Wait, did you feel that?"
[/message]
[message]
speaker=Nym
message= _ "What?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "It felt like a distant rumbling. And what’s that roaring sound?"
[/message]
# create trolls/dwarves
#in easier difficulties, I wound troll/dwarf units
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[move_unit_fake]
type=Troll Rocklobber
side=6
x=52,52,53,53,53,53,52,51
y=50,49,49,48,47,46,45,45
[/move_unit_fake]
[unit]
type=Troll Rocklobber
name= _ "Troll Avenger"
side=6
x=51
y=45
#ifdef EASY
hitpoints=36
#endif
#ifdef NORMAL
hitpoints=42
#endif
[/unit]
[move_unit_fake]
type=Troll Whelp
side=6
x=52,52,53,53,53,53,52,52
y=50,49,49,48,47,46,45,44
[/move_unit_fake]
[unit]
type=Troll Whelp
name= _ "Troll Avenger"
side=6
x=52
y=44
#ifdef EASY
hitpoints=28
#endif
#ifdef NORMAL
hitpoints=32
#endif
[/unit]
[move_unit_fake]
type=Troll Shaman
side=6
x=52,52,53,53,53,53,52
y=50,49,49,48,47,46,45
[/move_unit_fake]
[unit]
type=Troll Shaman
name= _ "Troll Avenger"
role=avenger
side=6
x=52
y=45
#ifdef EASY
hitpoints=34
#endif
#ifdef NORMAL
hitpoints=38
#endif
[/unit]
[message]
role=avenger
message= _ "Foul elves, you not escaped us yet. Great Leader will be avenged! We plugged river and you all drown with us!"
[/message]
[/then]
[else]
[move_unit_fake]
type=Dwarvish Fighter
side=6
x=52,52,53,53,53,53,52,51
y=50,49,49,48,47,46,45,45
[/move_unit_fake]
[unit]
type=Dwarvish Fighter
name= _ "Dwarf Avenger"
side=6
x=51
y=45
#ifdef EASY
hitpoints=26
#endif
#ifdef NORMAL
hitpoints=30
#endif
[/unit]
[move_unit_fake]
type=Dwarvish Thunderguard
side=6
x=52,52,53,53,53,53,52,52
y=50,49,49,48,47,46,45,44
[/move_unit_fake]
[unit]
type=Dwarvish Thunderguard
name= _ "Dwarf Avenger"
side=6
x=52
y=44
#ifdef EASY
hitpoints=31
#endif
#ifdef NORMAL
hitpoints=37
#endif
[/unit]
[move_unit_fake]
type=Dwarvish Pathfinder
side=6
x=52,52,53,53,53,53,52
y=50,49,49,48,47,46,45
[/move_unit_fake]
[unit]
type=Dwarvish Pathfinder
name= _ "Dwarf Avenger"
role=avenger
side=6
x=52
y=45
#ifdef EASY
hitpoints=25
#endif
#ifdef NORMAL
hitpoints=32
#endif
[/unit]
[message]
role=avenger
message= _ "Foul elves, you have not escaped yet. Our chieftain shall be avenged! We have dammed the river and soon all shall drown in its dark waters. Come join us in death!"
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "That sound must be the rushing water. We have to get our people out of here, and fast!"
[/message]
[message]
speaker=$ally_name
message= _ "Quick, the southern passage!"
[/message]
[message]
speaker=Zhul
message= _ "We haven’t a moment to lose!"
[/message]
[/event]
# Event 2: confused ants
#EASY: 3 fleeing ants, 1 normal ant
#NORMAL: 3 fleeing ants, 2 normal ants
#HARD: 3 fleeing ants, 3 normal ants
[event]
name=moveto
[filter]
x=36-42
y=45-53
side=1
[not]
type=Dust Devil
[/not]
[/filter]
#create confused ants
[unit]
type=Giant Ant
x=42
y=49
side=4
goto_x=39
goto_y=49
[/unit]
[unit]
type=Giant Ant
x=40
y=52
side=4
goto_x=38
goto_y=50
[/unit]
[unit]
type=Giant Ant
x=43
y=51
side=4
goto_x=38
goto_y=49
[/unit]
[unit]
type=Giant Ant
x=39
y=50
side=4
[/unit]
#ifndef EASY
[unit]
type=Giant Ant
x=38
y=52
side=4
[/unit]
#endif
#ifdef HARD
[unit]
type=Giant Ant
x=41
y=52
side=4
[/unit]
#endif
[remove_shroud]
side=1
x=37-46
y=46-53
[/remove_shroud]
[if]
# The ally has not seen the first set of ants, so has a different reaction.
[variable]
name=unit.id
equals=$ally_name
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, ants!"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, more ants!"
[/message]
[/else]
[/if]
[if]
# check to see if Nym is the unit that triggered this event
# to keep her from talking to herself during the dialogue
[variable]
name=unit.id
not_equals=Nym
[/variable]
[then]
[message]
speaker=Nym
message= _ "Are you sure there aren’t any spiders?"
[/message]
[message]
speaker=unit
message= _ "No, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "I don’t see any spiders, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought."
[/message]
[/else]
[/if]
[message]
speaker=Zhul
message= _ "The ants must be fleeing from the flood too."
[/message]
[message]
speaker=unit
message= _ "They seem confused, leaderless. I guess it’s every ant for itself. Uh, oh. Some of them seem to have noticed us."
[/message]
[message]
speaker=Kaleh
message= _ "Well, we have to get out of here too. Looks like we don’t have any choice but to fight our way through the chaos."
[/message]
[/event]
# Event 3: human explorers / cave delvers / spelunkers
[event]
name=moveto
[filter]
x=30-34
y=43-48
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[remove_shroud]
side=1
x=29-35,28-30
y=41-49,44-46
[/remove_shroud]
[move_unit_fake]
type=Javelineer
side=2
x=36,35,34,33
y=42,43,43,44
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 (Javelineer) 33 44 (Bellerin) ( _ "Bellerin") (upkeep,role,facing=free,human_scout,sw)}
[move_unit_fake]
type=Halberdier
side=2
x=36,35,34,34
y=42,43,43,44
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 (Halberdier) 34 44 (Durth) ( _ "Durth") (upkeep,role,facing=free,human_scout,sw)}
[move_unit_fake]
type={ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)}
side=2
x=36,35,34
y=42,43,43
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 {ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)} 34 43 (Othgar) ( _ "Othgar") (upkeep,role,facing=free,human_scout,sw)}
[message]
speaker=Durth
# wmllint: local spelling durn
message= _ "<i>Huff, huff.</i> First the boss tells us to patrol these caves, and then these durn caves start flooding. What next?"
[/message]
[message]
speaker=Bellerin
message= _ "Shut up and keep running, or we’ll be fish-bait for sure!"
[/message]
[switch]
variable=unit.race
[case]
value=troll
[message]
speaker=Othgar
message= _ "Hey look! It’s a troll!"
[/message]
[message]
speaker=Durth
message= _ "Huh? A troll?"
[/message]
[message]
speaker=Bellerin
message= _ "Yeah, just like my old grandmam used to tell us: dark gray skin, beady red eyes, hulking brutes with brains as small as a barnacle. They lurk deep in the earth and hate everything that lives above ground. This must be an invasion! The trolls must have started the flood!"
[/message]
[set_variable]
name=sealife_response
value= _ "Fish bait? Barnacles? Who are these humans and what were they talking about?"
[/set_variable]
[/case]
[case]
value=dwarf
[message]
speaker=Othgar
message= _ "Hey look! It’s a dwarf!"
[/message]
[message]
speaker=Durth
message= _ "Huh? A dwarf?"
[/message]
[message]
speaker=Bellerin
message= _ "Yeah, just like my old grandmam used to tell us: short and stocky, long beards, filthy bastards who are as sneaky as a cuttlefish. They lurk underground and only come up to steal whatever valuables they can get their hands on. This must part of their plot. The dwarves must have started the flood!"
[/message]
[set_variable]
name=sealife_response
value= _ "Fish bait? Cuttlefish? Who are these humans and what were they talking about?"
[/set_variable]
[/case]
[else]
[message]
speaker=Othgar
message= _ "Hey look! Those must be elves!"
[/message]
[message]
speaker=Durth
message= _ "Huh? Elves?"
[/message]
[message]
speaker=Bellerin
message= _ "Yeah, just like my old grandmam used to tell us: pointy ears, those shifty eyes, hearts as hard as a hermit crab’s shell. It must be an invasion! They must have started the flood!"
[/message]
[set_variable]
name=sealife_response
value= _ "Fish bait? Hermit Crabs? Who are these humans and what were they talking about?"
[/set_variable]
[/else]
[/switch]
[message]
speaker=Othgar
message= _ "Then let’s kill them!"
[/message]
[message]
speaker=Durth
message= _ "Yeah!"
[/message]
[message]
speaker=unit
message= _ "They’re definitely of the ‘attack first, ask questions later’ variety."
[/message]
[/event]
# when all humans are dead, play victory conversation
[event]
name=die
[filter]
side=2
role=human_scout
[/filter]
[filter_condition]
[have_unit]
role=human_scout
count=0
[/have_unit]
[/filter_condition]
# Vary dialogue depending on what kind of sea life the humans originally
# mentioned. Also if last human died from drowning instead of being killed
# have Kaleh ask the question, instead of the victorious unit.
# Set speaker before checking for dialog
[if]
# Checks if the unit was killed by the player or whether it drowned
[have_unit]
side=1
x,y=$x2,$y2
[/have_unit]
[then]
{CHECK_SPEAKER}
[/then]
[else]
[set_variable]
name=speaking_unit.id
value=Kaleh
[/set_variable]
[/else]
[/if]
# Ensure all humans are removed from display
[kill]
role=human_scout
[/kill]
[message]
speaker=$speaking_unit.id
message=$sealife_response
[/message]
{CLEAR_VARIABLE speaking_unit,sealife_response}
[message]
speaker=Zhul
message= _ "No time for questions now, the water shows no signs of stopping. We’ve got to get out of here while we still can!"
[/message]
[message]
speaker=$ally_name
message= _ "Curses, the water is rising too fast. That tunnel those humans were fleeing down was the fastest way out of here, but it’s already flooding."
[/message]
[message]
speaker=Kaleh
message= _ "There must be another way out. There must!"
[/message]
[message]
speaker=$ally_name
message= _ "There might be, but I don’t—"
[/message]
[message]
speaker=Nym
message= _ "Then show us the way already! We’re running out of time."
[/message]
[message]
speaker=$ally_name
message= _ "Fine. Just keep going west, but be careful."
[/message]
[/event]
# Event 4: Discovers Cultists Fort
[event]
name=moveto
[filter]
x=20-27
y=45-50
side=1
[/filter]
[remove_shroud]
x=20-27
y=45-50
side=1
[/remove_shroud]
[if]
[variable]
name=unit.id
not_equals=$ally_name
[/variable]
[then]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Whoa, what is this place? It sure seems well protected."
[/message]
{CLEAR_VARIABLE explorer}
[message]
speaker=$ally_name
message= _ "This is an ancient fortress. Who lived here I do not know, but it has been long since abandoned."
[/message]
[/then]
[else]
[message]
speaker=$ally_name
message= _ "Behold, we come now to an ancient fortress. Who lived here I do not know, but it has been long since abandoned."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "You’ve been this way before?"
[/message]
[message]
speaker=$ally_name
message= _ "Yes, but I didn’t explore very far. This foul place is still protected by wards and guards. It reeks of dark magic."
[/message]
[message]
speaker=Kaleh
message= _ "I wish there was another path, but it seems we have no choice."
[/message]
[message]
speaker=$ally_name
message= _ "Wait. The chamber in front of us is probably trapped and well guarded. There is another way. When I explored here before, I found a secret passage that bypassed the main gate. Search along the southern wall of this cave and you should find it. The only problem is that the passage is long and windy, and it will cost us precious minutes. With the water rising that may be time we don’t have to spend. I leave the final decision up to you, Kaleh."
[/message]
[/event]
# Event 4a: discover entrance to secret tunnel
[event]
name=moveto
[filter]
x=24
y=49
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[if]
[have_unit]
x,y=$x1,$y1
id=$ally_name
[/have_unit]
[then]
[message]
speaker=unit
message= _ "Hmmm, the entrance to the secret tunnel should be right around here somewhere."
[/message]
[message]
speaker=unit
message= _ "Got it!"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "I think I see a door-shaped crack in this wall."
[/message]
[message]
speaker=$ally_name
message= _ "Good, that should be the entrance to the secret tunnel. Now just push hard inwards."
[/message]
[message]
speaker=unit
message= _ "Got it!"
[/message]
[/else]
[/if]
[terrain]
x,y=24,50
terrain=Uu
[/terrain]
[redraw]
clear_shroud=yes
[/redraw]
[/event]
# Event 4b: discover exit from secret tunnel
[event]
name=moveto
[filter]
x=13
y=50
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[if]
[have_unit]
x,y=$x1,$y1
id=$ally_name
[/have_unit]
[then]
[message]
speaker=unit
message= _ "Well, this is the end of the tunnel. Which means the other secret door should be right here."
[/message]
[message]
speaker=unit
message= _ "Hold on, I think I’ve found it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "The passage just halts at a dead end."
[/message]
[message]
speaker=$ally_name
message= _ "You didn’t expect the other end to be left wide open did you? There should be another secret door hidden right in front of you."
[/message]
[message]
speaker=unit
message= _ "Oh, right. Hold on, I think I’ve found it."
[/message]
[/else]
[/if]
[terrain]
x,y=13,49
terrain=Uu
[/terrain]
[redraw]
clear_shroud=yes
[/redraw]
[/event]
# Event 5: Enter warded cave
# remove runes at 20,45 and 23,48
# do 25% 30% 35% damage to unit
# awaken guardian undead:
# EASY: 2 ghouls, 2 revenants, 1 skeleton
# NORMAL: 1 ghoul, 1 necrophage, 3 revenants
# HARD: 2 necrophages, 2 skeletons
[event]
name=moveto
[filter]
x,y=23,48
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=magic-dark-big-miss.ogg
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[remove_item]
x,y=20,45
[/remove_item]
[remove_item]
x,y=23,48
[/remove_item]
[terrain]
x=22,23
y=47,47
layer=overlay
terrain="^"
[/terrain]
[object]
[filter]
x=$x1
y=$y1
[/filter]
id=RuneDamage
silent=yes
[effect]
apply_to=hitpoints
increase={ON_DIFFICULTY (-25%) (-30%) (-35%)}
[/effect]
[/object]
# EASY: 1 ghoul, 1 soulless, 2 skeletons
# NORMAL: 1 ghoul, 1 necrophage, 2 skeletons
# HARD: 2 necrophages, 2 skeletons
#ifdef EASY
{NAMED_UNIT 3 (Ghoul) 21 48 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Ghoul) 24 46 () ( _ "Gate Guard") (upkeep=free)}
#endif
#ifdef NORMAL
{NAMED_UNIT 3 (Ghoul) 21 48 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Necrophage) 24 46 () ( _ "Gate Guard") (upkeep=free)}
#endif
#ifdef HARD
{NAMED_UNIT 3 (Necrophage) 21 48 () ( _ "Gate Guard") (upkeep=free)}
{NAMED_UNIT 3 (Necrophage) 24 46 () ( _ "Gate Guard") (upkeep=free)}
#endif
#ifdef HARD
{NAMED_UNIT 3 (Draug) 20 45 () ( _ "Gate Guard") (upkeep=free)}
#else
{NAMED_UNIT 3 (Revenant) 20 45 () ( _ "Gate Guard") (upkeep=free)}
#endif
{NAMED_UNIT 3 (Revenant) 19 47 () ( _ "Gate Guard") (upkeep=free)}
#ifdef EASY
{NAMED_UNIT 3 (Skeleton) 22 45 () ( _ "Gate Guard") (upkeep=free)}
#else
{NAMED_UNIT 3 (Revenant) 22 45 () ( _ "Gate Guard") (upkeep=free)}
#endif
[store_unit]
[filter]
side=3
x=18-24
y=45-48
[/filter]
variable=guards
[/store_unit]
[foreach]
array=guards
[do]
[object]
[filter]
id=$this_item.id
[/filter]
silent=yes
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/do]
[/foreach]
{CLEAR_VARIABLE guards}
[/event]
# Event 6: Enter central cave
[event]
name=moveto
[filter]
x=16-21
y=41-45
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[remove_shroud]
x=15-22,15-20
y=41-44,45
side=1
[/remove_shroud]
[if]
[variable]
name=unit.id
not_equals=$ally_name
[/variable]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=unit
message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Grog, which way should we go?"
[/message]
)
(
[message]
speaker=unit
message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Nog, which way should we go?"
[/message]
)
(
[message]
speaker=unit
message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Rogrimir, which way should we go?"
[/message]
)
(
[message]
speaker=unit
message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Jarl, which way should we go?"
[/message]
)}
[message]
speaker=$ally_name
message= _ "I don’t know. When I last came this way I got scared by all the runes and things moving in the shadows, and I explored no further."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "The many tracks left by countless feet clearly show that this fort must have once been heavily occupied, but now this area is empty, except for those two glowing runes in the center. When I last came this way I got scared by the runes and other things moving in the shadows and explored no further. I’m afraid I cannot advise you which way to go from here."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "Well, we can’t spend all day thinking about it. Pick a direction, Kaleh."
[/message]
[message]
speaker=Zhul
message= _ "Wait, those runes are giving off a cool blue light and for some reason they don’t seem as threatening as the burning red ones we saw before. Perhaps some of the magic left behind here could help us, if someone was brave enough to step into them."
[/message]
[/event]
# Event 6a: Step on healing runes (17,44) (19,43)
# EASY: rune1 heals 1 time, rune2 heals 2 times
# NORMAL: rune1 heals 1 times, rune2 heals 1 time
# HARD: rune1 heals 1 time, rune2 heals 1 time
# when a unit steps on the runes, it is healed
#define UTBS_HEALING_RUNE X Y RUNE_VAR
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[filter_condition]
[variable]
name={RUNE_VAR}
greater_than=0
[/variable]
[/filter_condition]
[color_adjust]
red,green,blue=31,122,255
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=heal.wav
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[heal_unit]
[/heal_unit]
{CLEAR_VARIABLE heal_amount}
[message]
speaker=unit
message= _ "I feel refreshed and rejuvenated!"
[/message]
[set_variable]
name={RUNE_VAR}
sub=1
[/set_variable]
[if]
[variable]
name={RUNE_VAR}
numerical_equals=0
[/variable]
[then]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[message]
speaker=unit
message= _ "The rune is gone. I guess the magic only had limited uses."
[/message]
[/then]
[/if]
[/event]
#enddef
{UTBS_HEALING_RUNE 17 44 healing_rune1}
{UTBS_HEALING_RUNE 19 43 healing_rune2}
#undef UTBS_HEALING_RUNE
# Event 7: Enter dining cavern
# water pours in from the west
# 1/2/3 water snakes come out of the water and attack
[event]
name=moveto
[filter]
x=7-14
y=46-49
side=1
[/filter]
[remove_shroud]
x=5-11,12-15
y=46-51,46-49
side=1
[/remove_shroud]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "There isn’t much left of the furnishings of this room. I think it was some sort of storeroom, but it looks like scavengers have taken anything useful."
[/message]
[message]
speaker=$explorer.id
message= _ "Curse Uria! The water is rising over here as well. Already the western end of this chamber is flooded. And I think I see shapes rising out of the water. Whatever they are, it can’t be good."
[/message]
{NOTRAIT_UNIT 3 (Water Serpent) 7 48}
{NOTRAIT_UNIT 3 (Water Serpent) 6 49}
#ifndef EASY
{NOTRAIT_UNIT 3 (Water Serpent) 8 49}
#endif
#ifdef HARD
{NOTRAIT_UNIT 3 (Water Serpent) 7 49}
#endif
[/event]
# Event 8: Training Hall
# one turn after you enter the hall, ghostly warriors arise and attack
# should be harder because it's the fast path
[event]
name=moveto
[filter]
x=8-13
y=40-44
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[remove_shroud]
x=7-12,13-14
y=39-45,40-45
side=1
[/remove_shroud]
[message]
speaker=unit
message= _ "This looks like a training hall. There are still a few old swords and spears lying in the corners. But otherwise it seems quite abandoned."
[/message]
[event]
#at next turn create haunt trainer and ghost novices
name=new turn
[fire_event]
name=start training
[/fire_event]
[/event]
[/event]
[event]
name=start training
# create wraith and ghosts
{NAMED_UNIT 3 (Haunt) 9 40 (Blessed Kali) ( _ "Blessed Kali") (upkeep=free)}
[fire_event]
name=respawn_trainees
[/fire_event]
# wmllint: local spelling Kali Pior Iona Dani
# wmllint: recognize Novice Pior
# wmllint: recognize Novice Dani
# wmllint: recognize Novice Iona
[message]
speaker=Blessed Kali
message= _ "All right you runts, let’s try this again. Pior, remember to swing your sword with your whole body, not just your arms."
[/message]
[message]
speaker=Novice Pior
message= _ "Yes, sir."
[/message]
[message]
speaker=Blessed Kali
message= _ "Dani, keep your feet moving. If you stand still you’re a dead man."
[/message]
[message]
speaker=Novice Dani
message= _ "Right, sir."
[/message]
[message]
speaker=Blessed Kali
message= _ "Iona, try to vary your attacks more. You’re becoming too predictable."
[/message]
[message]
speaker=Novice Iona
message= _ "I’ll try, sir."
[/message]
[message]
speaker=Blessed Kali
message= _ "And remember, everyone, we’re going to keep practicing until I’m satisfied. So, ready... attack!"
[/message]
[message]
x,y=8-14,40-45
side=1
[not]
type=Dust Devil
[/not]
message= _ "Wait a minute, I don’t see any targets or practice dummies. Who are they supposed to be attacking?"
[/message]
[message]
speaker=Kaleh
message= _ "I believe that would be us. But perhaps we can give them a few lessons in proper fighting style."
[/message]
[/event]
# while trainer is alive, replace any defeated ghosts
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_unit]
id=Blessed Kali
[/have_unit]
[not]
[have_unit]
id=Novice Iona,Novice Dani,Novice Pior
count=3
[/have_unit]
[/not]
[/filter_condition]
[message]
speaker=Blessed Kali
message= _ "Come on! I ain’t going anywhere for the rest of the day, and unless you can fight better than that, neither are you. Now get your sorry behinds up off the ground and do it all over again. You numbskulls aren’t getting the easy treatment on my watch, no sir!"
[/message]
[fire_event]
name=respawn_trainees
[/fire_event]
[/event]
#when blessed kali dies, the rest of his ghost students leave too
[event]
name=die
[filter]
id=Blessed Kali
[/filter]
[kill]
id=Blessed Kali
animate=no
fire_event=no
[/kill]
[fire_event]
name=respawn_trainees
[/fire_event]
[message]
speaker=Novice Pior
message= _ "Finally, we get to take a break. I am so sick of fighting practice."
[/message]
[message]
speaker=Novice Dani
message= _ "Kali’s just a hardass because he’s bitter that he never became a high priest."
[/message]
[message]
speaker=Novice Iona
# wmllint: local spelling c'mon
message= _ "Hey, c’mon, maybe we can grab some food from the kitchen before we have to go to prayers."
[/message]
[message]
speaker=Novice Pior
message= _ "Good idea! I hope they let us go outside tomorrow; I so miss the sun."
[/message]
[kill]
id=Novice Iona,Novice Dani,Novice Pior
animate=no
fire_event=no
[/kill]
[message]
speaker=Nym
message= _ "Still lambasting those novices after all these years, that guy definitely had too much of a work ethic."
[/message]
[message]
speaker=Zhul
message= _ "Sniff, who were those children? Why did they die, in the dark, so many years ago? May Eloh shine her eternal light upon their souls."
[/message]
[message]
speaker=Kaleh
message= _ "The past is the past, and there’s nothing we can do about it. Right now we have our own people to worry about."
[/message]
[/event]
[event]
name=respawn_trainees
first_time_only=no
[if]
[not]
[have_unit]
id=Novice Dani
[/have_unit]
[/not]
[then]
{NAMED_UNIT 3 (Ghost) 12 42 (Novice Dani) ( _ "Novice Dani") (upkeep=free)}
[+unit]
animate=yes
[/unit]
[/then]
[/if]
[if]
[not]
[have_unit]
id=Novice Iona
[/have_unit]
[/not]
[then]
{NAMED_UNIT 3 (Ghost) 11 41 (Novice Iona) ( _ "Novice Iona") (upkeep=free)}
[+unit]
animate=yes
[/unit]
[/then]
[/if]
[if]
[not]
[have_unit]
id=Novice Pior
[/have_unit]
[/not]
[then]
{NAMED_UNIT 3 (Ghost) 9 43 (Novice Pior) ( _ "Novice Pior") (upkeep=free)}
[+unit]
animate=yes
[/unit]
[/then]
[/if]
[/event]
# Event 9: Enter sleeping area
# several skeletons arise and attack
# EASY: 1 revenant, 1 skeletons, 1 bone shooter
# NORMAL: 1 revenant, 1 skeleton, 1 bone shooter, 1 skeleton archer
# HARD: 1 deathblade, 1 skeleton, 2 bone shooters
[event]
name=moveto
[filter]
x=13-19
y=36-40
side=1
[/filter]
[remove_shroud]
x=11-20
y=35-39
side=1
[/remove_shroud]
[remove_shroud]
x=14-17
y=38-41
side=1
[/remove_shroud]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "This must have been the barracks. Remains of cots and beds litter the floor. Whatever happened here, it must have been sudden. Several skeletons still lie in their beds, sleeping for eternity."
[/message]
{CLEAR_VARIABLE explorer}
{NAMED_UNIT 3 (Skeleton) 15 40 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
{NAMED_UNIT 3 (Bone Shooter) 14 36 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#ifdef HARD
{NAMED_UNIT 3 (Deathblade) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#else
{NAMED_UNIT 3 (Revenant) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#endif
#ifdef HARD
{NAMED_UNIT 3 (Bone Shooter) 17 37 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#endif
#ifdef NORMAL
{NAMED_UNIT 3 (Skeleton Archer) 17 37 () ( _ "Restless Dead") (upkeep,animate=free,yes)}
#endif
[message]
side=3
type=Skeleton
x,y=14-16,39-41
message= _ "Revenge!"
[/message]
[message]
speaker=Nym
message= _ "Well, so much for sleeping for eternity."
[/message]
[/event]
# event for secret door to wizard's lair
[event]
name=moveto
[filter]
x=17
y=36
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "Hey, what’s this? There seems to be an outline of a door in this wall. Maybe if I give it a push..."
[/message]
[terrain]
x,y=18,35
terrain=Uu
[/terrain]
[redraw]
clear_shroud=yes
[/redraw]
[message]
speaker=unit
message= _ "What do you know? A secret door!"
[/message]
[message]
speaker=Kaleh
message= _ "Well, what’s behind the door?"
[/message]
[message]
speaker=unit
message= _ "Uh oh. The path is blocked by another of those red glowing runes. I’m not sure crossing it would be a good idea."
[/message]
[/event]
# Event 10: Enter Wizard's Lair
# strange monsters are trapped on the runes
# Kromph offers to help you (10-3 impact berserk chaotic)
[event]
name=moveto
[filter]
x=16-20
y=27-34
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[remove_shroud]
x=15-21
y=27-34
side=1
[/remove_shroud]
# upon entering chamber, remove entry rune and damage and
# poison invading unit
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=magic-dark-big-miss.ogg
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[remove_item]
x,y=18,34
[/remove_item]
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
variable=unitstats
[/store_unit]
[harm_unit]
[filter]
x,y=$x1,$y1
[/filter]
amount=$($unitstats.max_hitpoints/{ON_DIFFICULTY 5 4 3})
kill=no
poisoned=yes
[/harm_unit]
{CLEAR_VARIABLE unitstats}
{NAMED_UNIT 3 (Crab Man) 17 32 (Failed Experiment 1) ( _ "Failed Experiment") (upkeep=free)}
{NAMED_UNIT 3 (Young Ogre) 19 32 (Failed Experiment 2) ( _ "Failed Experiment") (upkeep=free)}
[message]
speaker=unit
message= _ "This chamber seems to have been some sort of laboratory. The floor is littered with broken bottles and other strange equipment. What is more striking are the glowing runes and the creatures that just appeared on them. Some sort of clawed creature and a tortured young ogre. And behind them is some huge beast floating in the middle of a magic circle. The beast seems asleep, but the front two are very much awake. And boy do they seem angry."
[/message]
[message]
speaker=Failed Experiment 1
message= _ "Graaww!" # wmllint: no spellcheck
[/message]
[message]
speaker=Failed Experiment 2
message= _ "Make pain end!"
[/message]
[/event]
#disrupt magical circle
[event]
name=moveto
id=break_circle
first_time_only=no
[filter]
x=17-19
y=28-30
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "In the center of this circle is a huge creature, with surging muscles and bloodshot eyes. I would think it was just a very big man, except for the fine stitches that cover its entire body. In fact it seems to be composed of many body parts all sewn together. It seems to be floating asleep in the center of the glowing magical circle. I could scratch out part of the circle and break it, but I have no idea what the consequences would be. I’m not sure I want something with that kind of strength attacking me."
[option]
label= _ "Break the circle."
[command]
[remove_event]
id=break_circle
[/remove_event]
[remove_item]
x,y=$x1,$y1
[/remove_item]
# Kill old unit which couldn’t move and
# Just replace with new version of unit
# since new golem is on player’s side, it is
# no longer allied with undead
[remove_item]
x,y=18,29
[/remove_item]
{NAMED_UNIT 1 (Flesh Golem) 18 29 (Kromph) ( _ "Kromph") (upkeep=loyal)}
[message]
speaker=Kromph
message= _ "Master, what is your command?"
[/message]
[message]
speaker=unit
message= _ "What?!"
[/message]
[message]
speaker=Kromph
message= _ "Kromph need command. Command me!"
[/message]
[message]
speaker=Nym
message= _ "Follow us. Attack our enemies."
[/message]
[message]
speaker=Kromph
message= _ "Yes, mistress. Kromph follow you. Kill enemies."
[/message]
[message]
speaker=Zhul
message= _ "Quick thinking, Nym. It seems to be some sort of magical creation. Lucky that it thought we were its master."
[/message]
[message]
speaker=Kaleh
message= _ "Looks like you have your own rather large pet, Nym."
[/message]
[message]
speaker=Nym
message= _ "It wouldn’t have been my first choice. But it could prove useful. I wonder what it likes to eat?"
[/message]
[/command]
[/option]
[option]
label= _ "Leave that thing alone."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
# Event 11: Enter Unholy Sanctuary
[event]
name=moveto
[filter]
x=5-10
y=32-37
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
[/filter]
[remove_shroud]
x=3-11
y=31-37
side=1
[/remove_shroud]
[message]
speaker=unit
message= _ "All the paths lead to this chamber. Is this just a dead end? It seems to be some sort of temple, but it has obviously been abandoned for a long time. All that is left is that stone altar. What god they were worshiping I have no idea, but the dried blood and cracked bones on the altar do not bode well."
[/message]
[message]
speaker=$ally_name
message= _ "I don’t like the smell of this place."
[/message]
[message]
speaker=Zhul
message= _ "I feel some sort of presence... Ugh... it makes my skin crawl."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Nym
message= _ "Grog, I thought you said that you’d been here before? Where are we supposed to go from here?"
[/message]
)
(
[message]
speaker=Nym
message= _ "Nog, I thought you said that you’d been here before? Where are we supposed to go from here?"
[/message]
)
(
[message]
speaker=Nym
message= _ "Rogrimir, I thought you said that you’d been here before? Where are we supposed to go from here?"
[/message]
)
(
[message]
speaker=Nym
message= _ "Jarl, I thought you said that you’d been here before? Where are we supposed to go from here?"
[/message]
)}
[message]
speaker=$ally_name
message= _ "I never explored this deep into the complex. But every lair has to have a back door somewhere."
[/message]
[message]
speaker=Kaleh
message= _ "Well I refuse to give up. There must be some way out. Search everywhere, people."
[/message]
[event]
name=new turn
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[sound]
name=magic-dark-big-miss.ogg
[/sound]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
{NAMED_UNIT 3 (Ixthala Demon) 5 35 (Ancient Guardian 1) ( _ "Ancient Guardian") (upkeep=free)}
{NAMED_UNIT 3 (Ixthala Demon) 8 33 (Ancient Guardian 2) ( _ "Ancient Guardian") (upkeep=free)}
#ifdef HARD
{NAMED_UNIT 3 (Ixthala Demon) 5 33 (Ancient Guardian 3) ( _ "Ancient Guardian") (upkeep=free)}
#endif
[message]
speaker=Ancient Guardian 1
message= _ "Zantoff tharqan yur glit zarf!" # wmllint: no spellcheck
[/message]
[message]
speaker=Ancient Guardian 2
message= _ "Uqtor dunil olgluck vara nir!" # wmllint: no spellcheck
[/message]
[message]
speaker=Zhul
message= _ "It seems that the temple had some power left in it after all."
[/message]
[message]
speaker=Nym
message= _ "I have no idea what they just said, but their meaning is quite clear."
[/message]
[message]
speaker=Kaleh
message= _ "Actions speak louder than words, and I intend to send them back to whatever stygian pits they came from!"
[/message]
[/event]
[/event]
# Altar contains hidden lever which open secret exit
[event]
name=moveto
id=pull_lever
first_time_only=no
[filter]
[filter_location]
x,y=6,33
radius=1
[/filter_location]
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
[/filter]
[message]
speaker=unit
message= _ "What’s this? Hidden underneath the edge of the altar is an iron lever. It looks slightly rusted, but with some effort I could pull it. I have no idea what it will do, but we’re running out of options."
[option]
label= _ "Pull the lever."
[command]
[remove_event]
id=pull_lever
[/remove_event]
{UTBS_SHAKE_SCREEN}
[sound]
name=rumble.ogg
[/sound]
[terrain]
x=9,9,3
y=31,32,33
terrain=Uu
[/terrain]
[redraw]
[/redraw]
[message]
speaker=unit
message= _ "What?! Two secret passages? What do you think this once was, a trap? Or possibly a back door?"
[/message]
[message]
speaker=Zhul
message= _ "I can’t even begin to fathom what these cultists were up to. But more importantly, which way do we go?"
[/message]
[if]
[variable]
name=turn_number
less_than=31
[/variable]
[then]
[message]
speaker=unit
message= _ "I think I hear the sound of rushing water down the western passage; it might already be flooding! It must connect back somehow to the other tunnels."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Look, the western passage is already flooding! It must connect back somehow to the other tunnels."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "There’s no time to ponder the history of this place. We’ve got to get out of here!"
[/message]
[message]
speaker=Kaleh
message= _ "Right, the eastern passage it is. I have no idea where it goes, but with the water rising, soon anywhere will be better than here."
[/message]
[/command]
[/option]
[option]
label= _ "Leave it alone."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
# Event 12: Enter Secret Crypt
[event]
name=moveto
[filter]
x=8-14
y=24-30
side=1
[/filter]
[remove_shroud]
x=8-14
y=24-31
side=1
[/remove_shroud]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "This looks like some kind of burial chamber."
[/message]
{CLEAR_VARIABLE explorer}
[message]
speaker=Zhul
message= _ "Crypts like these are often heavily guarded, we would do well not to disturb the sarcophagi."
[/message]
#create crypt guardian unit
{REMOVE_IMAGE 12 25}
{PLACE_IMAGE items/coffin-open.png 12 25}
{NAMED_UNIT 3 (Spider Lich) 12 25 (Crypt Guardian) ( _ "Crypt Guardian") (upkeep=free)}
[message]
speaker=Crypt Guardian
message= _ "I have long waited for fools such as yourselves to dare to disturb our rest, elf. Pay the price of all such defilers!"
[/message]
[message]
speaker=Nym
message= _ "Got any other timely advice, Zhul?"
[/message]
[message]
speaker=$ally_name
message= _ "We’re in luck, a fissure has opened up a crack in the northern wall. We may be able to escape that way."
[/message]
[/event]
# Event 13: Encounter Cloaked Figure for a third time
[event]
name=moveto
[filter]
x=8-12
y=19-23
side=1
[/filter]
[remove_shroud]
x=7-13
y=19-24
side=1
[/remove_shroud]
[unit]
type=Dark Assassin Cloaked
id=Cloaked Figure
name= _ "Cloaked Figure"
side=7
x=10
y=19
placement=map
passable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "You run, but you shall not escape death!"
[/message]
[message]
speaker=Kaleh
message= _ "In Eloh’s name, not you again. Must I fight you a third time?"
[/message]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "You abandoned them, Kaleh, to eternal suffering and torment. And now you shall pay the price! You too shall watch the black waters consume those you love. Embrace the darkness, Kaleh, it is coming for you too."
[/message]
[message]
speaker=Kaleh
message= _ "Even you shall not stop me. You shall taste the might of the Quenoth Elves!"
[/message]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "Ha! Foolish boy, you know nothing."
[/message]
[/event]
# Event 14: Defeat of Cloaked Figure (kaleh carries him himself)
[event]
name=last breath
[filter]
id=Cloaked Figure
[/filter]
[message]
speaker=Kaleh
message= _ "Quick, grab him! Don’t let him escape again."
[/message]
[message]
speaker=Cloaked Figure
image=portraits/cloaked.png
message= _ "No, no, no more escaping. Please kill me, just make the pain end."
[/message]
[message]
speaker=Kaleh
message= _ "No, you have hounded me with your riddles for too long. I want some answers. Who are you? What’s behind that black mask?"
[/message]
[transform_unit]
id=Cloaked Figure
transform_to=Dark Assassin Uncloaked
[/transform_unit]
[message]
speaker=Cloaked Figure
message= _ "Behold, Kaleh, your own worst enemy. Do you now see the irony?"
[/message]
[message]
speaker=Nym
message= _ "Oh Eloh save us, it’s... it’s an elf."
[/message]
[message]
speaker=Kaleh
message= _ "Keratur, son of Tanuil. What in Eloh’s name are you doing here? How could you do this? We thought you were dead."
[/message]
[message]
speaker=Zhul
message= _ "Kaleh, we don’t have time for questions. The water is still rising and we must get our people to safety."
[/message]
[message]
speaker=Kaleh
message= _ "No matter what you have done, you are one of us, Keratur, and I will not leave you here to die in the darkness. I will carry you myself if I have to."
[/message]
[message]
speaker=Cloaked Figure
image=portraits/uncloaked.png
message= _ "So be it. I care not."
[/message]
# storing and modifying so whatever XP, traits, etc. he got are carried over to his final dialog
[store_unit]
[filter]
id=Cloaked Figure
[/filter]
kill=yes
variable=cloaked_figure
[/store_unit]
[set_variable]
name=cloaked_figure.name
value="Keratur"
[/set_variable]
[set_variable]
name=cloaked_figure.hitpoints
value=5
[/set_variable]
[set_variable]
name=cloaked_figure.side
value=1
[/set_variable]
# When a unit moves into human outpost cavern, they see the human base
# and the dead guards. If unit is not Kaleh, Kaleh comes up to see.
# Then Cloaked Figure asks Kaleh to put him down and a conversation ensues.
[event]
name=moveto
[filter]
x=17-24
y=15-23
side=1
[/filter]
# reveal interior of entrance cave
[remove_shroud]
x=16-21,21-24
y=15-22,17-21
side=1
[/remove_shroud]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Look, daylight! I think we finally made it out of the caves!"
[/message]
[find_path]
[traveler]
id=Nym
[/traveler]
[destination]
x=$explorer.x
y=$explorer.y
[/destination]
allow_multiple_turns=yes
variable=nym_path
[/find_path]
[if]
[variable]
name=explorer.id
not_equals=Nym
[/variable]
[and]
[variable]
name=nym_path.hexes
numerical_equals=0
[/variable]
[/and]
[then]
# Nym is blocked by deep water
[message]
speaker=Nym
message= _ "Kaleh? Zhul? I’m still stuck back here..."
image=portraits/nym_moody.png
[/message]
[endlevel]
result=defeat
[/endlevel]
[return]
[/return]
[/then]
[/if]
[message]
speaker=$explorer.id
message= _ "What’s this? Someone has built an outpost at the end of the cave. Where are its occupants?"
[/message]
[if]
[variable]
name=unit.id
not_equals=Kaleh
[/variable]
[then]
[message]
speaker=$explorer.id
message= _ "Kaleh, I think you should come up and see this."
[/message]
[find_path]
[traveler]
id=Kaleh
[/traveler]
[destination]
x=$explorer.x
y=$explorer.y
[/destination]
allow_multiple_turns=yes
variable=kaleh_path
[/find_path]
[if]
[variable]
name=kaleh_path.hexes
numerical_equals=0
[/variable]
[then]
# Kaleh is blocked by deep water
[message]
speaker=Kaleh
message= _ "Ack, I’m surrounded by water!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[return]
[/return]
[/then]
[/if]
{MOVE_UNIT (id=Kaleh) $x1 $y1}
[/then]
[/if]
{CLEAR_VARIABLE explorer,kaleh_path,nym_path}
[message]
speaker=Kaleh
message= _ "Oh, Eloh. They’re all dead. Butchered. Quick, we have to clean this up, we don’t want the rest of our people to have to see such horror."
[/message]
[message]
speaker=Kaleh
message= _ "Now, Keratur, I will have my answers. Did you have a hand in this?"
[/message]
#unstore keratur in a blank space near kaleh
[unstore_unit]
variable=cloaked_figure
x,y=$x1,$y1
find_vacant=yes
advance=no
[/unstore_unit]
{CLEAR_VARIABLE cloaked_figure}
[message]
speaker=Cloaked Figure
message= _ "They heard me and... and they got in the way. But they aren’t even elves, what do they matter?"
[/message]
[message]
speaker=Nym
message= _ "You idiot—"
[/message]
[message]
speaker=Kaleh
message= _ "Quiet, Nym. But I still don’t understand how you got here. We were sure you were dead. We searched and searched, but never found your body."
[/message]
[message]
speaker=Cloaked Figure
message= _ "Heh, heh, no you didn’t find me. I awoke trapped under the rubble, and when I finally escaped the village was deserted. Just the stink of death and destruction. And then I saw them, hordes of undead pouring down from across the dunes. A cabal of necromancers... they found me and made me watch, they made me watch it all!"
[/message]
[message]
speaker=Kaleh
message= _ "Watch what?"
[/message]
[message]
speaker=Cloaked Figure
message= _ "They brought some humans, bound up tight. So beautiful... she had flaming red hair... they cut her... I can still hear her screaming. But that was only the beginning. They chanted words of power, and spilled the hot blood onto the sand and then I heard their screams of agony and pain..."
[/message]
[message]
speaker=Kaleh
message= _ "From the humans?"
[/message]
[message]
speaker=Cloaked Figure
message= _ "Faugh. No, I heard the screams of the dead, torn from their rest, their souls rose into the air howling in agony."
[/message]
[message]
speaker=Zhul
message= _ "But, but we burned the bodies so they couldn’t be raised."
[/message]
[message]
speaker=Cloaked Figure
message= _ "Fool. That did not stop their dark power. Nothing could stop them. I felt the rush of flying spirits, and the unbearable cold, so cold. For a moment I felt their torment. But no, they wouldn’t kill me. They let me go as a witness and laughed as I scrambled over the dunes."
[/message]
[message]
speaker=Cloaked Figure
message= _ "I was able to follow your trail, and I slipped among your people. No one noticed me, no I was too sneaky. And you wondered how I managed to follow you through the tunnels? Hah, you escorted me."
[/message]
[message]
speaker=Kaleh
message= _ "But why, why did you want to kill us?"
[/message]
[message]
speaker=Cloaked Figure
message= _ "You abandoned them! The pain, the agony, I still see their ghostly faces and hear their wails. And the necromancers kept chanting one name over and over: Yechnagoth, Yechnagoth, it reverberated in my ears. And every time I sleep I hear that name, and laughter, hideous laughter. She kept telling me it was your fault. And I believed her. Kaleh, forgive me, I just wanted to make the pain stop."
[/message]
[message]
speaker=Kaleh
message= _ "I... I forgive you."
[/message]
[message]
speaker=Cloaked Figure
message= _ "I do not fear death any more."
[/message]
#kill keratur
[kill]
id=Cloaked Figure
animate=yes
fire_event=no
[/kill]
[message]
speaker=Kaleh
message= _ "He’s dead. Rest in peace. Oh, what have I done? All our dead kin, desecrated and tormented for eternity."
[/message]
[message]
speaker=Zhul
message= _ "As you said yourself, the past is the past, there is nothing you can do now."
[/message]
[message]
speaker=Nym
message= _ "Don’t blame yourself. You didn’t know. If we had stayed behind we too would have been killed by the undead; we could not have defended our village against so many. We had no choice."
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "That is small consolation. My deeds have turned to ashes in my mouth. Eloh forgive me. I did not know."
[/message]
[delay]
time=1000
[/delay]
# Nym asks to be allowed to scout outside
[message]
speaker=Nym
message= _ "With your permission, Kaleh, I think I should go scout around a bit outside. We have no idea what lies out there. And I can sneak around unseen many places you can’t."
[/message]
[message]
speaker=Kaleh
message= _ "You can go Nym, just be careful."
[/message]
[message]
speaker=Nym
message= _ "I’m always careful. I’ll be back soon."
[/message]
[store_unit]
[filter]
id=Nym
[/filter]
kill=yes
variable=Nymstats
[/store_unit]
[delay]
time=500
[/delay]
[message]
speaker=Kaleh
message= _ "Well, at least we can use this outpost to rally our surviving troops. How many of our people made it out of the caves, Zhul?"
[/message]
[message]
speaker=Zhul
message= _ "We’re still trying to get a head count, but between the underground horrors and the water, we lost quite a few. Recruiting new warriors is going to be even more difficult. Still we should thank Eloh, and you, Kaleh, that so many of us did survive."
[/message]
{INCREASE_RECRUIT_COSTS 2}
[message]
speaker=Kaleh
message= _ "Well, Nym’s right, we don’t know what’s out there. So we should set up a perimeter guard around the cave mouth and start discovering what this side of the mountains looks like."
[/message]
{VARIABLE ally_must_live no}
[show_objectives]
[/show_objectives]
[event]
name=new turn
[fire_event]
name=ally_conversation
[/fire_event]
[/event]
# change the music playing
[music]
name=elf-land.ogg
immediate=yes
[/music]
# remove hero icon from troll/dwarf ally
[remove_unit_overlay]
id=$ally_name
image=misc/hero-icon.png
[/remove_unit_overlay]
[/event]
[/event]
[event]
name=moveto
[filter]
x=12-20
y=1-18
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
[/filter]
[message]
speaker=unit
message= _ "Look, the tunnel slopes sharply downwards to the left. And it’s big enough that it should divert most of the rising water."
[/message]
[message]
speaker=unit
message= _ "And I think I see a faint light off to the right."
[/message]
[message]
speaker=Zhul
message= _ "Could it be? Could we actually be almost out of this seemingly never-ending darkness?"
[/message]
[/event]
# The conversation between Kaleh and the dwarf/troll ally
# occurs the turn after the player finds the exit and Keratur dies.
# Use custom event to clarify structure
[event]
name=ally_conversation
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
message= _ "Grog, thank you so much for leading us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?"
[/message]
[message]
speaker=Grog
message= _ "Grog proud of little elves too. He would not have made it this far without all your help. Grog is surprised by your bravery and strength."
[/message]
[message]
speaker=Grog
message= _ "Truth is that Grog not know much of sunlight lands. Sun and stars are scary, everything is open, exposed, no safe places to hide. But Grog cannot go back through all that water. And Grog doesn’t know where to find other tunnels back to his home. He is as lost as elves are."
[/message]
[message]
speaker=Grog
message= _ "But Grog not afraid. Great leader told Grog to guide and protect elves, and Grog will keep his oath. Grog will follow elves wherever they may go and protect them from danger as best he can. Maybe later, Grog will find another way back down to the caves of his people. But for now, Grog will continue to serve and protect you."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Nog, thank you so much for leading us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?"
[/message]
[message]
speaker=Nog
message= _ "Nog proud of little elves too. He would not have made it this far without all your help. Nog is surprised by your bravery and strength."
[/message]
[message]
speaker=Nog
message= _ "Truth is that Nog not know much of sunlight lands. Sun and stars are scary, everything is open, exposed, no safe places to hide. But Nog cannot go back through all that water. And Nog doesn’t know where to find other tunnels back to his home. He is as lost as elves are."
[/message]
[message]
speaker=Nog
message= _ "But Nog not afraid. Great leader told Nog to guide and protect elves, and Nog will keep his oath. Nog will follow elves wherever they may go and protect them from danger as best he can. Maybe later, Nog will find another way back down to the caves of his people. But for now, Nog will continue to serve and protect you."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Rogrimir, I want to thank you so much for guiding us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?"
[/message]
[message]
speaker=Rogrimir
message= _ "Och, it is I who should be congratulating you, laddie. I showed you the way, but it was you and your people who defeated the many perils and obstacles to your escape. In all my years such bravery and courage I have rarely seen."
[/message]
[message]
speaker=Rogrimir
message= _ "But truly I cannot return the way I came and even if there are other tunnels which lead back down to my homeland, I do not know where to search for them. I know as little about the land above ground as you do."
[/message]
[message]
speaker=Rogrimir
message= _ "But my king told me to protect you from all dangers, and I plan to keep that oath. I do not like the above ground, it is too open and exposed; I feel that I could be attacked from any direction. But an oath is an oath and so I will follow you and your people wherever you may go and protect you as best I can. The tunnels cannot stay flooded forever; later perhaps if am able to return this way, I may be able to find my way back to my homeland. But for now I am yours to command."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Jarl, I want to thank you so much for guiding us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?"
[/message]
[message]
speaker=Jarl
message= _ "Och, it is I who should be congratulating you, laddie. I showed you the way, but it was you and your people who defeated the many perils and obstacles to your escape. In all my years such bravery and courage I have rarely seen."
[/message]
[message]
speaker=Jarl
message= _ "But truly I cannot return the way I came and even if there are other tunnels which lead back down to my homeland, I do not know where to search for them. I know as little about the land above ground as you do."
[/message]
[message]
speaker=Jarl
message= _ "But my king told me to protect you from all dangers, and I plan to keep that oath. I do not like the above ground, it is too open and exposed; I feel that I could be attacked from any direction. But an oath is an oath and so I will follow you and your people wherever you may go and protect you as best I can. The tunnels cannot stay flooded forever; later perhaps if am able to return this way, I may be able to find my way back to my homeland. But for now I am yours to command."
[/message]
)}
[message]
speaker=Kaleh
message= _ "Your loyalty is a credit to your people. I am glad indeed to have you fighting by my side."
[/message]
[/event]
# This rather long macro ensures that if Kaleh is asked to come up next to
# the unit that fires the event he doesn't appear in a cave wall. Instead
# the macro finds an empty hex next to the unit. Since this event fires
# the first time any unit moves into target area, I am sure there will
# be an empty spot adjacent to the unit.
# Event 14.5 Player discovers human’s chest of gold at cave mouth
[event]
name=moveto
[filter]
x,y=17,21
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
[/filter]
{PLACE_IMAGE items/chest-plain-open.png 17 21}
[sound]
name=gold.ogg
[/sound]
[message]
speaker=unit
message= _ "Looks like the guards at this outpost had been saving away a bit of loot. I don’t suppose they’re going to mind anymore if we made use of it."
[/message]
# Modify gold as though the scenario had ended (multiply by 0.4 then add new award)
# However, ensure that players receive at least 50 gold if they are doing well
# This reduces the tomato surprise aspect of adding a fight at the end and
# reduces the reward that careful players will receive, making it slightly harder for them
[store_gold]
side=1
variable=gold_amount
[/store_gold]
{VARIABLE min_gold {ON_DIFFICULTY 150 120 90}}
[if]
[variable]
name=gold_amount
greater_than=0
[/variable]
[then]
{VARIABLE profit "$(max([50, $min_gold - $($gold_amount * 6/10)]))"}
[gold]
side=1
amount=$profit
[/gold]
{CLEAR_VARIABLE profit}
[/then]
[else]
[modify_side]
side=1
gold=$min_gold
[/modify_side]
[/else]
[/if]
{CLEAR_VARIABLE gold_amount,min_gold}
[/event]
# Event 15: Elves step out into the daylight, Eloh appears
# asks for Kaleh, he goes outside, conversation ensues
# human leader rides up, talks, leaves
[event]
name=moveto
#event should only fire when unit steps several hexes out into the dunes
[filter]
x=25-50
y=19-31
side=1
[/filter]
# in case Kromph or the dust devil trigger the event the unit variable is set to track a different unit
[if]
[have_unit]
x,y=$x1,$y1
type=Dust Devil,Flesh Golem
[/have_unit]
[then]
# if the player only has Zhul and Kaleh, a new unit has to be recalled or respawned, else reassign. Nym should never be
# on the map when this is triggered but is being counted anyway to prevent future problems.
[role]
race=quenoth,elf
[not]
id=Zhul,Nym,Kaleh
[/not]
search_recall_list=no
role=talker
[else]
[if]
[have_unit]
search_recall_list=yes
x,y=recall,recall
level=1
race=elf,quenoth
[/have_unit]
[then]
[recall]
race=elf,quenoth
x,y=19,20
level=1
[/recall]
[role]
race=elf,quenoth
level=1
[not]
id=Zhul,Nym,Kaleh
[/not]
role=talker
[/role]
[/then]
[else]
{UNIT 1 (Quenoth Fighter) 19 20 (role=talker)}
[+unit]
passable=yes
[/unit]
[/else]
[/if]
[/else]
[/role]
# There will always be a talker role unit here, whether it has been recalled or "recruited"
[store_unit]
[filter]
role=talker
[/filter]
variable=talking_unit
[/store_unit]
{VARIABLE reassigned yes}
[/then]
[else]
# If the unit that triggers the event is not the Dust devil nor Flesh golem (e.g. any elf)
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
variable=talking_unit
[/store_unit]
{VARIABLE reassigned no}
[/else]
[/if]
[if]
[have_unit]
x,y=$x1,$y1
race=quenoth,elf
[/have_unit]
[then]
[message]
speaker=unit
message= _ "Praise Eloh, it is so good to be outside again. To see the sky stretching out above me, to feel the wind in my face..."
[/message]
[/then]
[/if]
[if]
[have_unit]
x,y=$x1,$y1
id=$ally_name
[/have_unit]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=unit
message= _ "We made it. Outside look strange to Grog, Grog not used to big open spaces."
[/message]
)
(
[message]
speaker=unit
message= _ "We made it. Outside look strange to Nog, Nog not used to big open spaces."
[/message]
)
(
[message]
speaker=unit
message= _ "I think we finally made it outside. I’d forgotten how big the sky is and how windy it can be."
[/message]
)
(
[message]
speaker=unit
message= _ "I think we finally made it outside. I’d forgotten how big the sky is and how windy it can be."
[/message]
)}
[/then]
[/if]
#from an elf still in the cave
[message]
x,y=12-23,15-20
side=1
race=quenoth,elf
[not]
id=$talking_unit.id
[/not]
message= _ "Can you see very far? Do you have any idea where we are?"
[/message]
[if]
[variable]
name=reassigned
equals=yes
[/variable]
[then]
[move_unit]
role=talker
to_x=24
to_y=22
[/move_unit]
[/then]
[/if]
[message]
speaker=$talking_unit.id
message= _ "We’ve come out on the side of a mountain, overlooking a large valley. The land seems to be much the same as the foothills south of the mountains. The valley is filled with sand dunes, though the center is flat. There seems to be some sort of settlement in the center of the valley. And far to the north I can see something sparkling on the horizon, but I don’t know what it is."
[/message]
#reveal most of the valley to player
#central corridor
[remove_shroud]
x=26-49
y=0-30
side=1
[/remove_shroud]
#NW cave wall right above unit
[remove_shroud]
x=25-31
y=19-20
side=1
[/remove_shroud]
#SW edge of valley, southern cave wall near player
[remove_shroud]
x=21-31,23-31,25-31
y=27 ,28 ,29
side=1
[/remove_shroud]
#South and SE edge of valley
[remove_shroud]
x=48-56,48-54,48-53,48-51,27-49,29-31,35-47
y=17-26,27 ,28 ,29-30,31 ,32 ,32
side=1
[/remove_shroud]
#eloh appears
{NAMED_UNIT 2 (Divine Avatar) 30 22 (Eloh) ( _ "Eloh") (
upkeep=free
facing=sw
random_traits=no
profile=portraits/eloh.png
)}
[if]
[variable]
name=unit.id
not_equals=Kaleh
[/variable]
[then]
#if Kaleh isn't the unit moving outside then Eloh calls for him
[message]
speaker=Eloh
message= _ "Kaleh, Kaleh, come to me."
[/message]
[message]
speaker=Kaleh
message= _ "What is the voice? It sounds so familiar."
[/message]
[message]
speaker=Eloh
message= _ "Come out so that I might see you. Your god calls to you."
[/message]
[message]
speaker=Kaleh
message= _ "Am I dreaming? Is this real? I’m coming, I’m coming."
[/message]
{MOVE_UNIT (id=Kaleh) 25 23}
[/then]
[else]
[message]
speaker=Eloh
message= _ "Hail Kaleh, it is I, Eloh."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "But I am not asleep? And yet I can see you? How is this possible?"
[/message]
[message]
speaker=Eloh
message= _ "Do you doubt my powers? You have come out of the darkness, and I appear unto you to congratulate you."
[/message]
# if kaleh didn't go outside first, the unit who did asks kaleh who is
# is talking to. Otherwise Zhul asks him.
[if]
[variable]
name=unit.id
not_equals=Kaleh
[/variable]
[then]
[message]
speaker=$talking_unit.id
message= _ "Kaleh, who are you talking to?"
[/message]
[message]
speaker=Eloh
message= _ "For now, I appear only to you, for you, Kaleh, are special, you are the Chosen One."
[/message]
[message]
speaker=Kaleh
message= _ "$talking_unit.name, be quiet, I’ll explain it all later."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message= _ "Kaleh, who are you talking to?"
[/message]
[message]
speaker=Eloh
message= _ "For now, I appear only to you, for you, Kaleh, are special, you are the Chosen One."
[/message]
[message]
speaker=Kaleh
message= _ "Be quiet Zhul, I’ll explain it all later."
[/message]
[/else]
[/if]
[message]
speaker=Eloh
message= _ "Yes, I have chosen you as the one to lead my people out of danger and death and into a life of eternal salvation. Crossing under the mountains was a very important step, and your destruction of the unbelievers proves your—"
[/message]
#troll/dwarf ally teleports to just outside of cave
{MOVE_UNIT (id=$ally_name) 21 23}
[message]
speaker=$ally_name
message= _ "Kaleh, a quick question—"
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
message= _ "Not now Grog, I’m busy."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Not now Nog, I’m busy."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Not now Rogrimir, I’m busy."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Not now Jarl, I’m busy."
[/message]
)}
[message]
speaker=Eloh
message= _ "What’s this? You did not kill the unbelievers?!"
[/message]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "I am sorry I could not have fulfilled your command, but we found ourselves in the middle of a war. We were vastly outnumbered and we needed help. In fact the dwarves have been very helpful. They helped protect us from the trolls and without their guidance we would not have made it out of the caves alive."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "I am sorry I could not have fulfilled your command, but we found ourselves in the middle of a war. We were vastly outnumbered and we needed help. In fact the trolls have been very helpful. They helped protect us from the dwarves and without them we would not have made it out of the caves alive."
[/message]
[/else]
[/if]
[message]
speaker=Eloh
message= _ "You were weak and foolish, but I forgive you. You must remember, Kaleh, that without my guidance, your people would have died out years ago. Believe in me, I alone can save you."
[/message]
[message]
speaker=Eloh
message= _ "Now, in the valley live a group of humans who have also seen the light. They may seem strange, but they are my obedient followers. You must trust them, they will show you the way north. Follow them and they will lead you to me."
[/message]
[message]
speaker=Kaleh
message= _ "What do you mean ‘lead you to me’? You are a god, don’t you exist everywhere? I thought you were going to show us our new home."
[/message]
[message]
speaker=Eloh
message= _ "Of course I am! Oh, how little you understand. Do not worry yourself with such distractions, come to me and all will be made clear."
[/message]
[delay]
time=100
[/delay]
# wmllint: directory spelling Durstrag
{NAMED_UNIT 2 (Human Commander) 30 25 (Sergeant Durstrag) ( _ "Sergeant Durstrag") (facing=nw)}
{NAMED_UNIT 2 (Dragoon) 31 25 () ( _ "Human Guard") (facing=nw)}
{NAMED_UNIT 2 (Dragoon) 31 26 () ( _ "Human Guard") (facing=nw)}
{NAMED_UNIT 2 (Swordsman) 30 24 () ( _ "Human Guard") (facing=nw)}
{NAMED_UNIT 2 (Longbowman) 30 26 () ( _ "Human Guard") (facing=nw)}
[message]
speaker=Sergeant Durstrag
message= _ "I saw the distress signal from the outpost on the bluff. Who in the Dark Lady’s name are you and what have you done with my men?"
[/message]
[message]
speaker=Kaleh
message= _ "My name is Kaleh, and these are my people. We come from the south and unfortunately we found your men dead—"
[/message]
[message]
speaker=Sergeant Durstrag
message= _ "Dead?! You ‘found’ them you say? You’ll pardon me if I don’t take you at your word. We haven’t seen elves for generations, but we remember your ancient betrayal. What are elves doing sneaking up through the caves out onto our back doorstep?"
[/message]
[message]
speaker=$ally_name
message= _ "Well, actually they were fleeing from—"
[/message]
[if]
[variable]
name=ally_race
equals=troll
[/variable]
[then]
[message]
speaker=Sergeant Durstrag
message= _ "A troll! This just gets better and better. We haven’t seen one of your kind up here for many years, but I have a long memory. I still remember the troll raids when I was a youth."
[/message]
[/then]
[else]
[message]
speaker=Sergeant Durstrag
message= _ "A dwarf! This just gets better and better. We haven’t seen one of your kind up here for many years, but we have long memories. I remember how your ‘traders’ used to come up and cheat us out of our valuables. You’ll find we’re not so easy to fool this time."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "Look, if you’ll just let me explain—"
[/message]
[if]
[variable]
name=ally_race
equals=troll
[/variable]
[then]
[message]
speaker=Sergeant Durstrag
message= _ "Oh there is no need to explain, it’s pretty obvious what you’re up to. Here we have a whole legion of elves, consorting with trolls, sneaking up behind our defenses. This looks an awful lot like an invasion to me."
[/message]
[/then]
[else]
[message]
speaker=Sergeant Durstrag
message= _ "Oh there’s no need to explain, it’s pretty obvious what you’re up to. Here we have a whole legion of elves, consorting with dwarves, sneaking up behind our defenses. This looks an awful lot like an invasion to me."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "No, no. You don’t understand! We were told you could help us."
[/message]
[message]
side=2
type=Swordsman
message= _ "Sir, remember the edict passed down by councilman Noblis? About any foreigners spotted on the borders?"
[/message]
[message]
speaker=Sergeant Durstrag
message= _ "I have no idea what you’re babbling about, elf, but you’re just lucky you caught me on a good day. You get to explain everything to the Iron Council. Now you and your people just lay down your weapons and we will take you into custody to be judged. They’ll deal with you as they see fit."
[/message]
[message]
speaker=Eloh
message= _ "Everything will be fine. Do as he says."
[/message]
[message]
speaker=Kaleh
message= _ "I am my own master. I will not be ordered around, not even by you, Eloh."
[/message]
[message]
speaker=Sergeant Durstrag
message= _ "What’s that, boy? Are you talking back to me? This isn’t a negotiation. You are on my land, and under my jurisdiction. Lay down your weapons and submit peacefully or I’ll make you sorry you didn’t."
[/message]
[message]
speaker=Eloh
# wmllint: local spelling Ishtar
message= _ "Kaleh, I am Eloh, bearer of the staff of Ishtar and slayer of the demon-god Zhangor. Submit to him or I shall abandon your people to suffering and death. Your bones will litter the sand dunes, and vultures shall pick at your flesh. I am a just god, Kaleh, but no more forgiving than the harsh desert sun."
image=portraits/eloh_rage.png
[/message]
[message]
speaker=Kaleh
message= _ "Then kill me if you must, but I will not give myself over to those who threaten me and my people. I have not come through peril and darkness just to surrender to one such as you."
[/message]
[message]
speaker=Sergeant Durstrag
message= _ "You dare defy me?! All who refuse to submit to the authority of the Iron Council shall be killed. By the Dark Lady, I shall not put up with this bickering any longer. To battle, men! Drive those heathens back into the caves!"
[/message]
# Move Durstag and his guards back to human base
[kill]
side=2
[not]
id=Eloh
[/not]
animate=no
fire_event=no
[/kill]
[unit]
type=Human Commander
id=Sergeant Durstrag
name= _ "Sergeant Durstrag"
canrecruit=yes
x=44
y=27
side=2
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
{NAMED_NOTRAIT_UNIT 2 (Dragoon) 43 28 () ( _ "Human Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dragoon) 44 26 () ( _ "Human Guard")}
{NAMED_NOTRAIT_UNIT 2 (Swordsman) 43 27 () ( _ "Human Guard")}
{NAMED_NOTRAIT_UNIT 2 (Longbowman) 44 27 () ( _ "Human Guard")}
[message]
speaker=Eloh
message= _ "You disappoint me, Kaleh. You are weak, and not worthy of my guidance... Do as you like, but know that while you may be the appointed leader of your people, I am your god, and you defy me at your peril!"
[/message]
[kill]
id=Eloh
animate=no
fire_event=no
[/kill]
[message]
speaker=Kaleh
message= _ "You are not the god I grew up with. You may be all-powerful, but I will not be your puppet. I am still their leader and as long as I draw breath I will do what I think is best for my people."
[/message]
[message]
speaker=Zhul
message= _ "Kaleh, would you mind telling me what in Uria’s name is going on."
[/message]
[message]
speaker=Kaleh
message= _ "There’s no time. Right now we have to prepare ourselves for another battle. I’d better head back to the outpost and rally our troops. I fear a whole lot of hurt is going to be coming up through those hills very soon."
[/message]
[message]
speaker=Zhul
message= _ "Well, now we’re really in for it. I hope you know what you’re doing, Kaleh."
[/message]
{MOVE_UNIT (id=Kaleh) 18 19}
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Grog no like humans either. They mean. But they sound great when they go squish."
[/message]
)
(
[message]
speaker=Nog
message= _ "Nog no like humans either. They mean. But they sound great when they go squish."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "I never liked humans much anyway. I’ll be glad to be fighting something besides undead."
[/message]
)
(
[message]
speaker=Jarl
message= _ "I never liked humans much anyway. I’ll be glad to be fighting something besides undead."
[/message]
)}
[modify_side]
side=2
{INCOME 15 24 33}
{GOLD 150 210 270}
[/modify_side]
#capture some of the nearby villages
[capture_village]
x,y=34-37,25-26
side=2
[/capture_village]
[capture_village]
x,y=41-43,19-23
side=2
[/capture_village]
[show_objectives]
[/show_objectives]
[event]
name=new turn
[fire_event]
name=nym_return
[/fire_event]
[/event]
# change the music playing
[music]
name=loyalists.ogg
immediate=yes
[/music]
# Clear unnecesary variables
{CLEAR_VARIABLE talking_unit,reassigned,2}
[/event]
# Event 16: Nym returns
# Next turn after big Eloh/Durstrag conversation, Nym returns and
# tells Kaleh that Durstrag plans to send for reinforcements
[event]
name=nym_return
[store_unit]
[filter]
id=Kaleh
[/filter]
variable=kaleh_location
kill=no
[/store_unit]
[unstore_unit]
variable=Nymstats
find_vacant=yes
check_passability=yes
x=$kaleh_location.x
y=$kaleh_location.y
[/unstore_unit]
{CLEAR_VARIABLE Nymstats,kaleh_location}
[message]
speaker=Nym
message= _ "I’m back, Kaleh."
[/message]
[message]
speaker=Kaleh
message= _ "Ah! You scared me, Nym. I didn’t hear you coming."
[/message]
[message]
speaker=Nym
message= _ "Of course you didn’t. That’s why it’s called sneaking."
[/message]
[message]
speaker=Nym
message= _ "Anyway you’ve really gotten us into a mess. The good news is that the outpost isn’t guarded as heavily as you might think. The garrison seems only half-manned. They obviously didn’t expect any serious attack to come from this direction."
[/message]
[message]
speaker=Kaleh
message= _ "And what’s the bad news?"
[/message]
[message]
speaker=Nym
message= _ "The bad news is that I overheard the commander ordering a special group of his men to get ready to ride north and summon reinforcements. It seems that the humans have a bigger village to the north. This outpost is lightly guarded enough that we might be able to defeat them, but in our weakened state if they bring the full strength of their army against us I fear we may be crushed."
[/message]
[message]
speaker=Kaleh
message= _ "Then we’ll just have to make sure that no messenger escapes this valley to summon reinforcements."
[/message]
#set messenger timer at 2, so first messenger goes in 6,5,4 turns
[set_variable]
name=messenger_timer
value=2
[/set_variable]
{VARIABLE messengers_incoming yes}
[show_objectives]
[/show_objectives]
# schedule events that occur after the humans start fighting
[event]
name=new turn
[filter_condition]
# The first night after meeting the humans
[have_location]
x,y=44,27 # location of Sgt Durstrag's keep - should be in normal time
time_of_day_id=dusk1,dusk2,short_dark,long_dark1,long_dark2,long_dark3,long_dark4
[/have_location]
[/filter_condition]
[fire_event]
name=undead_emissary
[/fire_event]
[/event]
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=messenger_timer
numerical_equals=1
[/variable]
[then]
[fire_event]
name=human_conversation
[/fire_event]
[/then]
[/if]
[fire_event]
name=messengers
[/fire_event]
[/event]
[/event]
# Event 17: Undead Emissary
[event]
name=undead_emissary
[move_unit_fake]
type=ENightgaunt
side=5
x=34,35,36,36,35
y=32,32,31,30,30
[/move_unit_fake]
{NAMED_UNIT 5 (ENightgaunt) 35 30 (Undead Emissary) ( _ "Undead Emissary") ()}
[message]
speaker=Undead Emissary
message= _ "Cursed elves, you tracked your filth through our halls and you defiled our sanctuary. You have besmirched our honor, and we will have our revenge. We are the Order of the Crimson Talon, and even death shall not stop us. You shall rue the day that you ever trespassed into our lair!"
[/message]
[kill]
id=Undead Emissary
animate=no
[/kill]
[move_unit_fake]
type=ENightgaunt
side=5
x=35,35,35,35
y=30,31,32,33
[/move_unit_fake]
[message]
speaker=Nym
message= _ "Can’t the dead ever just stay dead? And aren’t they trapped by the flooded tunnels and caves?"
[/message]
[message]
speaker=Zhul
message= _ "Undead don’t have to breathe and I don’t think a little water is going to stop them. Besides, you saw how the ghost just flew through the rock; if they can move through walls then what do they care about flooded tunnels?"
[/message]
[message]
speaker=Nym
message= _ "Great. So now we’re fighting in a haunted valley."
[/message]
[modify_side]
side=5
{INCOME 15 24 33}
{GOLD 100 150 200}
[/modify_side]
[unit]
type=Spectre
id=Undead Leader
name= _ "Undead Leader"
canrecruit=yes
side=5
x=28
y=37
[/unit]
[/event]
#Event 17.5 A conversation about the humans
[event]
name=human_conversation
[message]
speaker=Kaleh
message= _ "I don’t understand. What are these humans doing here? I’ve never seen so many in one place before."
[/message]
[message]
speaker=Zhul
message= _ "Humans aren’t just the bandits and outlaws you’re familiar with from the deserts, Kaleh. Remember that long ago the great human empire of Wesnoth spread all across the known lands. Some of our people say that it was the humans who brought the Great Fall upon us. But to blame others is folly. Eloh says that it was not the darkness without, but the darkness within us that was the cause of our corruption and downfall."
[/message]
[message]
speaker=Zhul
message= _ "But now is not a time for preaching. Humans once spread to many lands, and despite all the ravages of time, I have no doubt that at least a few of them have survived. They are a hardy people and quickly adapt to new conditions. I only wish that the same could be said of our brethren."
[/message]
[message]
speaker=Nym
message= _ "There might be other elves somewhere. We can’t be sure."
[/message]
[message]
speaker=Kaleh
message= _ "No, we can’t. But for now we must deal with the problem at hand. Thank you for the information, Zhul; these humans are good fighters but they are no match for our speed and skill. I grew up fighting in dunes such as these, and I will not be bested by a bunch of ruffians."
[/message]
[/event]
# Event 18: Sending for Reinforcements
# EASY: 1 dragoon, 2 cavalryman, 1 spearman, 1 bowman
# NORMAL: 2 dragoons, 1 cavalryman, 1 javelineer, 1 bowman
# HARD: 3 dragoons, 1 swordsman, 1 longbowman
# EASY: once every 7 turns
# NORMAL: once every 6 turns
# HARD: once every 5 turns
[event]
name=messengers
first_time_only=no
# timer to store when to send off a human messenger
[set_variable]
name=messenger_timer
add=1
[/set_variable]
[if]
[variable]
name=messenger_timer
numerical_equals={ON_DIFFICULTY 7 6 5}
[/variable]
[then]
[set_variable]
name=messenger_timer
value=0
[/set_variable]
[message]
speaker=Sergeant Durstrag
message= _ "Send forth the messenger and his escort. Go north and bring help as soon as possible!"
[/message]
[set_variable]
name=loc_x
rand=44..51
[/set_variable]
[set_variable]
name=loc_y
rand=23..25
[/set_variable]
[unit]
type=Dragoon
id=messenger
name= _ "Human Messenger"
canrecruit=yes
x=$loc_x
y=$loc_y
side=8
[/unit]
[unit]
type={ON_DIFFICULTY (Cavalryman) (Cavalryman) (Dragoon)}
name= _ "Human Escort"
upkeep=free
x=$loc_x
y=$loc_y
side=8
[/unit]
[unit]
type={ON_DIFFICULTY (Cavalryman) (Dragoon) (Dragoon)}
name= _ "Human Escort"
upkeep=free
x=$loc_x
y=$loc_y
side=8
[/unit]
[unit]
type={ON_DIFFICULTY (Spearman) (Javelineer) (Swordsman)}
name= _ "Human Escort"
upkeep=free
x=$loc_x
y=$loc_y
side=8
[/unit]
[unit]
type={ON_DIFFICULTY (Bowman) (Bowman) (Longbowman)}
name= _ "Human Escort"
upkeep=free
x=$loc_x
y=$loc_y
side=8
[/unit]
[message]
speaker=Kaleh
message= _ "If that messenger escapes the valley, we’ll be in trouble. We have to stop him!"
[/message]
{CLEAR_VARIABLE loc_x}
{CLEAR_VARIABLE loc_y}
# Set up the Messenger Escort Micro AI
[micro_ai]
side=8
ai_type=messenger_escort
action=add
[filter]
id=messenger
[/filter]
waypoint_x,waypoint_y=42,1
[/micro_ai]
[/then]
[/if]
[/event]
# Event 18.5: Messenger Dies
[event]
name=last breath
[filter]
id=messenger
[/filter]
[message]
speaker=messenger
message= _ "No! I must get help!"
[/message]
[/event]
[event]
name=die
[filter]
id=messenger
[/filter]
[message]
speaker=Kaleh
message= _ "Good. We’re safe for now. We just have to defeat Durstrag before he sends another messenger for reinforcements."
[/message]
# Remaining units of the messenger side must remain active
[modify_ai]
side=8
action=add
path=goal[]
[goal]
[criteria]
side=1
[/criteria]
value=10
[/goal]
[/modify_ai]
[/event]
# Event 19: Messenger Escapes!
[event]
name=moveto
[filter]
side=8
id=messenger
y=1
[/filter]
[kill]
id=messenger
animate=no
fire_event=no
[/kill]
[message]
speaker=Kaleh
message= _ "The messenger has escaped! He will surely return with reinforcements. We are doomed!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
# Event 20: Defeat of Sergeant Durstrag
[event]
name=last breath
[filter]
id=Sergeant Durstrag
[/filter]
[message]
speaker=Kaleh
message= _ "Don’t worry. We’re not the monsters you seem to think we are. I will not kill you in cold blood."
[/message]
[message]
speaker=Sergeant Durstrag
message= _ "Faugh, boy, you know nothing! There are fates worse than death."
[/message]
[kill]
id=Sergeant Durstrag
animate=yes
fire_event=no
[/kill]
[message]
speaker=Nym
message= _ "He killed himself rather than surrender to us!"
[/message]
[message]
side=2
message= _ "They killed Sergeant Durstrag! Run for your lives!"
[/message]
[kill]
side=2
animate=no
fire_event=no
[/kill]
[kill]
side=5
animate=no
fire_event=no
[/kill]
[message]
speaker=Zhul
message= _ "The rest of the humans are fleeing."
[/message]
[message]
speaker=Kaleh
message= _ "Let them go. We have won this battle and I am weary of all this bloodshed."
[/message]
[message]
speaker=Zhul
message= _ "What was it that the human Durstrag was so afraid of?"
[/message]
[message]
speaker=Kaleh
message= _ "I don’t know, but I fear we may find out."
[/message]
[message]
speaker=Zhul
message= _ "You’re being very cryptic, Kaleh. Now that the battle is over would you care to explain to us who you were talking to back when we first met the humans?"
[/message]
[message]
speaker=Kaleh
message= _ "No, not yet."
[/message]
[message]
speaker=Nym
message= _ "What’s wrong, Kaleh? Don’t you trust us?"
[/message]
[message]
speaker=Kaleh
message= _ "Yes, yes of course I do. But it’s just a theory. I don’t want to say more until I have proof. Give me until tomorrow night, then I’ll tell you everything."
[/message]
[message]
speaker=Zhul
message= _ "Very well. I’ve trusted your decisions and your leadership so far; I’ll wait a little longer."
[/message]
[message]
speaker=Nym
message= _ "So what do we do now? The land seems to be about the same on the northern side of the mountains as it was on the south. And we can’t hang around here forever. The humans will be back with reinforcements eventually, and the valley is still haunted with undead."
[/message]
[message]
speaker=Kaleh
message= _ "Yes, I think the sooner we leave this valley the better. But we don’t know anything about the surrounding terrain. Without anyone to guide us, we have no idea what perils may be nearby. I don’t like sending our people across foreign lands when I don’t know what’s in front of us. We’ve lost too many people already. I don’t want to lead us into a trap."
[/message]
[message]
speaker=Nym
message= _ "When I was scouting around I think I saw a small oasis near the entrance to this valley. If we move out there we should be out of range of the undead. I think it would be safe, at least for the short term."
[/message]
[message]
speaker=Zhul
message= _ "Indeed. Undead ghosts such as these are often bound to the places they died: the farther away they travel, the weaker they are. So if we move out of the immediate vicinity we should be pretty safe."
[/message]
[message]
speaker=Kaleh
message= _ "Good, we’ll move our people out and camp by the oasis. Now, Nym, you know who our best scouts are; I want you to lead a few elves to do some reconnaissance. We’ll send out small groups of scouts to the north, northeast and northwest. Don’t go too far, try not to be seen, and please don’t do anything dangerous. But I want to know what’s out there."
[/message]
[message]
speaker=Zhul
message= _ "But hasn’t Eloh told you where to go and what dangers you face?"
[/message]
[message]
speaker=Kaleh
message= _ "She was... rather vague. I know we’re supposed to generally go north, but I want more information before I commit us to a direction."
[/message]
[message]
speaker=Nym
message= _ "Don’t you worry about us, Kaleh. We’ll be careful. I’ll organize five bands to scout out the nearby lands. We should be back in about half a day."
[/message]
[message]
speaker=Kaleh
message= _ "Good, until then we’ll settle around that oasis and set up as good a defense as we can. Until I know what’s out there, I’m not taking any chances."
[/message]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
# Flooding algorithm
# At the end of each turn:
# Turn shallow water hexes to deep water and
# Turn all cave tiles within one hex of water to shallow water
# Step by Step Process:
# 1. change all shallow water hexes to deep water
# 2. change all hexes adjacent to water to shallow water
# 3. destroy any items in the new deep water
# 4. kill any units in deep water
[event]
name=new turn
id=do_flooding
first_time_only=no
[filter_condition]
# don't flood before first turn
[variable]
name=turn_number
greater_than=1
[/variable]
[/filter_condition]
[store_locations]
terrain=Ww*
# some pools outside of the cave mustn't be turned to deep water.
[not]
x = 35, 35, 36, 42, 42, 43, 43, 60, 60, 61, 61, 62
y = 25, 26, 25, 20, 21, 21, 22, 4, 5, 4, 5, 5
[/not]
variable=shallow_to_deep_locs
[/store_locations]
[terrain]
terrain=Wwgz
[filter_adjacent_location]
find_in=shallow_to_deep_locs
[/filter_adjacent_location]
[and]
terrain=!,Xu,M*^Xm,Md,W*,Xo*
[/and]
[/terrain]
[terrain]
terrain=Wo
find_in=shallow_to_deep_locs
[/terrain]
[remove_item]
find_in=shallow_to_deep_locs
[/remove_item]
[fire_event]
name=kill_submerged_units
[/fire_event]
[fire_event]
name=check_flood_end
[/fire_event]
{CLEAR_VARIABLE shallow_to_deep_locs}
[/event]
# Killing of units who ended up in deep water
[event]
name=kill_submerged_units
first_time_only=no
[store_unit]
[filter]
[filter_location]
terrain=Wo*
[/filter_location]
# Only units which cannot move in deep water can drown
movement_cost=99
[/filter]
kill=no
variable=drowning_units
[/store_unit]
[redraw]
[/redraw]
# If at least one side 1 unit died then display a death message
[message]
find_in=drowning_units
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
message= _ "Help, I’m drowning!"
[/message]
[kill]
find_in=drowning_units
animate=yes
fire_event=yes
[/kill]
{CLEAR_VARIABLE drowning_units}
[/event]
# when water reaches escape passage, stop flooding and make it pour out
# into the valley
[event]
name=check_flood_end
[filter_condition]
[have_location]
x=12
y=18
terrain=Ww*, Wo*
[/have_location]
[/filter_condition]
[remove_event]
id=do_flooding
[/remove_event]
# flood the secret room
[terrain]
x=17-19, 16, 20,18,18
y=28-34,28-30,28-30,27,35
terrain=Wo
[/terrain]
[remove_item]
x=17-19, 16, 20,18,18
y=28-34,28-30,28-30,27,35
[/remove_item]
# flood rest of side passage with deep water
[terrain]
x=12,12,12,12,13,14,15,16,17,18,19,20,21,22,23,23,24,25,25,26
y=18,17,16,15,15,15,15,14,14,14,14,13,14,13,14,15,15,16,17,17
terrain=Wo
[/terrain]
# create shallow water stream in valley
[terrain]
x=27,28,29,30,31,32,33,34,35,35,36,37,38,39,40,41,41,42,42,42,43,43
y=18,18,18,17,18,17,17,16,16,15,14,14,14,14,14,14,15,13,14,15,13,14
terrain=Ww
[/terrain]
[fire_event]
name=kill_submerged_units
[/fire_event]
[if]
[have_unit]
x=21-25,26-50
y=18-33,1-33
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
[/have_unit]
[then]
[message]
x=21-25,26-50
y=18-33,1-33
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
message= _ "Look, the water is pouring out the side tunnel into the valley! That’s a lot of water: it’s even creating a small river. I sure wouldn’t want to be downstream of that deluge right now."
[/message]
[/then]
[else]
# the player didn't see water when it flooded out into the valley
# as soon as he does move a unit out into the valley, comment on it
[event]
name=moveto
[filter]
x=26-50
y=1-33
side=1
[not]
type=Dust Devil,Flesh Golem
[/not]
[/filter]
[allow_undo]
[/allow_undo]
[message]
speaker=unit
message= _ "Look, up there in the valley. The water has poured out of the side tunnel and created a small river and lake. I’m glad we weren’t downstream of that deluge when the water came rushing out of the tunnel."
[/message]
[/event]
[/else]
[/if]
[/event]
#time over event
[event]
name=time over
[message]
speaker=Kaleh
message= _ "I can see human reinforcements arriving on the horizon. We’ll surely be overwhelmed now! If only we had moved faster."
[/message]
[/event]
#victory event
[event]
name=victory
# reveal map in-between starting valley and location elves move to
[remove_shroud]
x=45-60
y=1-6
side=1
[/remove_shroud]
[teleport]
[filter]
id=Kaleh
[/filter]
x,y=61,6
[/teleport]
[teleport]
[filter]
id=Zhul
[/filter]
x,y=63,5
[/teleport]
[teleport]
[filter]
id=$ally_name
[/filter]
x,y=60,6
[/teleport]
[store_unit]
[filter]
id=Nym
[/filter]
kill=yes
variable=Nymstats
[/store_unit]
{UNIT 1 (Quenoth Fighter) 66 2 (id,upkeep,generate_name=Dummy Unit1,free,no)}
{UNIT 1 (Quenoth Fighter) 57 3 (id,upkeep,generate_name=Dummy Unit2,free,no)}
{UNIT 1 (Quenoth Scout) 65 3 (id,upkeep,generate_name=Dummy Unit3,free,no)}
{UNIT 1 (Quenoth Scout) 59 2 (id,upkeep,generate_name=Dummy Unit4,free,no)}
{UNIT 1 (Quenoth Scout) 58 5 (id,upkeep,generate_name=Dummy Unit5,free,no)}
{UNIT 1 (Quenoth Mystic) 62 2 (id,upkeep,generate_name=Dummy Unit6,free,no)}
[scroll_to_unit]
id=Kaleh
[/scroll_to_unit]
[delay]
time=500
[/delay]
[message]
speaker=narrator
message= _ "Several hours pass..."
image=wesnoth-icon.png
[/message]
{UNIT 1 (Quenoth Scout) 59 2 (id,upkeep,name=Dummy Unit7,free,_ "Jezhar")}
{MOVE_UNIT (id=Dummy Unit7) 66 2}
[message]
speaker=Dummy Unit7
message= _ "Eastern scouts, reporting back! If you like sand and hot dust, there’s plenty more out there! No water, or signs of others, we had to turn back."
[/message]
[message]
speaker=Kaleh
message= _ "No shame in that, Jezhar. Of all the scouts, only Tanstafaal and Nym have yet to return."
[/message]
[message]
speaker=Zhul
message= _ "And that has me worried. What if-"
[/message]
[move_unit_fake]
type=$Nymstats.type
gender=female
side=1
x=51,52,53,54,55,56,57,57,58,59,60,60
y=1,1,1,1,1,1,1,2,2,2,2,3
[/move_unit_fake]
[set_variable]
name=Nymstats.hitpoints
value=12
[/set_variable]
[unstore_unit]
variable=Nymstats
x,y=60,3
[/unstore_unit]
{CLEAR_VARIABLE Nymstats}
[message]
speaker=Zhul
message= _ "In Eloh’s name, Nym, you look terrible. Are you well?"
[/message]
[message]
speaker=Nym
message= _ "Yes. Just... let me... catch... my breath."
[/message]
[delay]
time=100
[/delay]
[move_unit_fake]
type=Merman Netcaster
side=1
x=51,52,53,54,55,56,57,58,59,59,60
y=1,1,1,1,2,1,2,2,3,4,4
[/move_unit_fake]
[unit]
type=Merman Netcaster
id=Esanoo
name= _ "Esanoo"
hitpoints=10
x=60
y=4
side=1
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[delay]
time=200
[/delay]
[message]
speaker=Esanoo
message= _ "Water. Sweet water. By the gods, I thought my scales would fall off."
[/message]
[message]
speaker=Kaleh
message= _ "What in Uria’s name is that?"
[/message]
[message]
speaker=Nym
message= _ "Relax, he’s a friend. Just let me explain."
[/message]
[message]
speaker=Kaleh
message= _ "You’re really beat up, Nym. Are you sure you’re fine?"
[/message]
[message]
speaker=Nym
message= _ "I’m fine. But I found someone who really wanted to speak with you."
[/message]
[message]
speaker=$ally_name
message= _ "He looks like a half-man half-fish."
[/message]
[message]
speaker=Esanoo
message= _ "Indeed. I come from the ocean, and long have I been looking for you."
[/message]
[message]
speaker=Kaleh
message= _ "The ocean? What are you talking about?"
[/message]
[message]
speaker=Nym
message= _ "Don’t try to explain, Esanoo. We’ll have to show them instead."
[/message]
# original dialog makes extensive use of "my master" for Esanoo, which might makes sense for a goblin, but seems a bit off here
# I went with "wise leader", can probably be improved
[message]
speaker=Esanoo
message= _ "It’s not important. What’s important is that I am an emissary from one who much desires to speak with you, Kaleh. Despite the danger, our wise leader sent me and my brethren to scour the dry land searching for you."
[/message]
[message]
speaker=Zhul
message= _ "There are more of you? Where are the others?"
[/message]
[message]
speaker=Esanoo
message= _ "They have been captured by the foul humans. I just barely managed to hide and escape, with the help of your friend."
[/message]
[message]
speaker=Zhul
message= _ "And why should we trust anything you say?"
[/message]
[message]
speaker=Esanoo
message= _ "Our leader thought you might be suspicious. She said that what we must talk with you about concerns the fate of your people. Apparently it concerns ‘Yechnagoth’ and ‘Zhangor’. She said that you would understand, Kaleh."
[/message]
[message]
speaker=Kaleh
message= _ "Hmmmm... Yes, yes I think I do. I don’t know why, but I trust you."
[/message]
[message]
speaker=Esanoo
message= _ "Thank you, Kaleh. Now I have a favor to ask of you. Our instructions were to find you and to bring you and your people to meet with our wise leader. The problem is that I don’t know where she is hiding."
[/message]
[message]
speaker=Zhul
message= _ "You don’t know where to find your master?"
[/message]
[message]
speaker=Esanoo
message= _ "It’s complicated, and I don’t know how much I am allowed to tell you. My people are fighting a desperate war against... against a powerful foe. Many times our enemy has tried to assassinate our wise leader, so she worried that her presence was a danger to the rest of us. So right after she sent us on our mission she went into hiding. I am the youngest member of our group, and so I wasn’t told the location. You must understand, there are spies everywhere. Only the leaders of our group knew, but the rest of them were all captured by those foul humans. They are being held in the settlement to the north. If we are to have any chance of finding our wise leader, we must first rescue them. I would do it myself, but..."
[/message]
[message]
speaker=Nym
message= _ "...It would be suicide for you to try to rescue them alone. Of course we will help you!"
[/message]
[message]
speaker=Esanoo
message= _ "Thank you, Nym. I am not very good at fighting on the dry ground."
[/message]
[message]
speaker=Kaleh
message= _ "With you back, Nym, the only scouts yet to return are Tanstafaal’s group."
[/message]
[message]
speaker=Nym
message= _ "They were sent due north. From Esanoo’s description it sounds like they were headed right for the human settlement. I hope nothing bad has happened to them."
[/message]
[message]
speaker=Kaleh
message= _ "Things are coming to a head, Tanstafaal and our new friends are in trouble. Time is of the essence, so let’s move out as soon as possible."
[/message]
[kill]
id=Dummy Unit1,Dummy Unit2,Dummy Unit3,Dummy Unit4,Dummy Unit5,Dummy Unit6,Dummy Unit7
animate=no
[/kill]
{CLEAR_VARIABLE healing_rune1,healing_rune2}
{CLEAR_VARIABLE messenger_timer,messengers_incoming}
[/event]
# set time for all underground areas to be always night/underground
[time_area]
x=0-1,2-3,4-19,10-16,12,14,20-21,20,20-22,22-23,23-24,24,25,25-26,26,26,27,27,27,28,28-36,32-34,37-42,38,40,43-45,46,47,48-49,50,51,52-53,54-55,56,57,58,59,60,61,62-63,64-65,66-67,68-69,70-71,72-73,74-75,76,77
y=9-54,8-54,7-54,6,5,5,7-22,26,27-54,7-21,28-54,7-20,8-20,29-54,8-10,14-18,9-10,16-17,30-54,31,32-54,31,33-56,32,32,34-54,33-54,32-54,31-54,30-54,29-54,28-54,26-54,21-54,19-54,17-54,15-54,13-54,12-54,11-54,10-54,9-54,8-54,6-54,5-54,4-54,2-54,1-54
{UNDERGROUND}
[/time_area]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
# This scenario happens in three parts:
# * rescuing the merfolk,
# * fighting the elvish rebels in the north-east,
# * fighting the Iron Council in the north-west
[scenario]
id=09_Blood_is_Thicker_Than_Water
name= _ "Blood is Thicker than Water"
next_scenario=10_Speaking_with_the_Fishes
{UTBS_MAP 09_Blood_is_Thicker_Than_Water.map}
victory_when_enemies_defeated=no
{TURNS 58 54 50}
[music]
name=loyalists.ogg
[/music]
{STORY_BLOOD_IS_THICKER_THAN_WATER}
{TWO_SUNS_DEFAULT_SCHEDULE}
# side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 270 210 150}
{INCOME 8 5 2}
village_gold=1
controller=human
shroud=yes
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# Side 2: Darius, leader of Human forces (blue)
[side]
side=2
type=Human Commander
id=Darius
name= _ "Darius"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{GOLD 100 150 200}
{INCOME 10 15 20}
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman
#endif
#ifdef NORMAL
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Bowman, Longbowman, Heavy Infantryman, Shock Trooper
#endif
#ifdef HARD
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper
#endif
[ai]
recruitment_pattern=scout, fighter, archer
aggression=0.75
caution=0.1
passive_leader=yes
[/ai]
[/side]
# Side=3 traitorous elves (green)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Warrior,Quenoth Flanker,Tauroch Vanguard,Quenoth Archer,Quenoth Pathfinder
[ai]
recruitment_pattern=fighter, mixed fighter, fighter, mixed fighter, scout
aggression=0.75
caution=0.25
passive_leader=yes
[/ai]
{FLAG_VARIANT long}
[/side]
# Side=4 Iron Council (yellow)
[side]
side=4
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Iron Council"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Pikeman, Swordsman, Javelineer, Longbowman, Heavy Infantryman, Necromancer, Skeleton, Skeleton Archer, Bone Shooter
#endif
#ifdef NORMAL
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter
#endif
#ifdef HARD
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter
#endif
[ai]
#ifdef EASY
recruitment_pattern=fighter, archer, mixed fighter
#else
recruitment_pattern=scout, fighter, archer, mixed fighter
#endif
aggression=0.8
caution=0.1
passive_leader=yes
[/ai]
[/side]
# Side=5 Zelgant Human Lieutenant
[side]
side=5
type=Shock Trooper
id=Zelgant
name= _ "Zelgant"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
[/modifications]
{GOLD 90 120 150}
{INCOME 8 12 16}
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman
#endif
#ifdef NORMAL
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
#ifdef HARD
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
[ai]
recruitment_pattern=scout, fighter, archer
aggression=0.6
caution=0.25
passive_leader=yes
[/ai]
[/side]
# Side=6 Alastra Human Lieutenant
[side]
side=6
type=Javelineer
id=Alastra
name= _ "Alastra"
canrecruit=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
{GOLD 90 120 150}
{INCOME 8 12 16}
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman
#endif
#ifdef NORMAL
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
#ifdef HARD
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
[ai]
#ifdef EASY
recruitment_pattern=scout, fighter, archer
#endif
#ifdef NORMAL
recruitment_pattern=scout, fighter, archer
#endif
#ifdef HARD
recruitment_pattern=scout, fighter, archer
#endif
aggression=0.6
caution=0.25
passive_leader=yes
[/ai]
[/side]
# Side=7 Crab Man's side
[side]
side=7
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
[/side]
# Side=8 Eloh’s side
[side]
side=8
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
[/side]
{LOYALIST_COLOR_SHIFT}
# Prestart functions:
# increase cost of all units by 1
# insert items onto map
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# set starting scenario objectives
# capture elves' starting villages
[event]
name=prestart
{INCREASE_RECRUIT_COSTS 1}
# add items to map
# merfolk trapped in cages
{PLACE_IMAGE "units/merfolk/warrior.png~RC(magenta>red)" 25 36}
{PLACE_IMAGE items/cage.png 25 36}
{PLACE_IMAGE "units/merfolk/warrior.png~RC(magenta>red)" 34 31}
{PLACE_IMAGE items/cage.png 34 31}
{PLACE_IMAGE "units/merfolk/spearman.png~RC(magenta>red)" 18 32}
{PLACE_IMAGE items/cage.png 18 32}
{PLACE_IMAGE "units/merfolk/priestess.png~RC(magenta>red)" 31 25}
{PLACE_IMAGE items/cage.png 31 25}
{PLACE_IMAGE "units/merfolk/enchantress.png~RC(magenta>red)" 27 19}
{PLACE_IMAGE items/cage.png 27 19}
# human ships
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 12 10}
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 9 12}
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 15 14}
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 10 15}
# recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
# recall dwarf/troll
[recall]
id=$ally_name
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
[recall]
id=Esanoo
x,y=46,42
[/recall]
[recall]
id=Kromph
[/recall]
#initialize starting variables
[set_variable]
name=number_merfolk_caged
value=5
[/set_variable]
[set_variable]
name=number_merfolk_deaths
value=0
[/set_variable]
#remove shroud surrounding starting position
[remove_shroud]
x=37-55
y=41-51
side=1
[/remove_shroud]
# set starting scenario objectives
[objectives]
[objective]
description= _ "Rescue at least two merfolk by turn 16"
condition=win
[show_if]
{VARIABLE_CONDITIONAL number_merfolk_caged greater_than 0}
[/show_if]
[/objective]
[objective]
description= _ "Defeat Tanstafaal and Eloh"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Tanstafaal
# wmllint: recognize Eloh
id=Tanstafaal,Eloh
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Capture all 4 human ships"
condition=win
[show_if]
{VARIABLE_CONDITIONAL capture_ships boolean_equals yes}
[/show_if]
[/objective]
[objective]
description= _ "Three merfolk must survive"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
# capture elves' starting villages
[capture_village]
x=42-49
y=45-47
side=1
[/capture_village]
[/event]
# Event 1: Starting dialogue & humans jump out of forest and attack Esanoo
[event]
name=start
[message]
speaker=Kaleh
message= _ "Now that we’re down off the hills, you can’t even see all that water, it’s hidden by the trees. I never thought I would see so many trees in one place."
[/message]
[message]
speaker=Zhul
message= _ "Compared to the desert it seems almost like a paradise. All this growth and vegetation, I can feel it pulsing with life."
[/message]
[message]
speaker=Nym
message= _ "And yet these trees seem different, the forest seems darker, somehow. I prefer to stay out in the open where I can see my enemies coming."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Trees look big and strong, like trolls. Dark, too. Grog tired of walking under hot sun."
[/message]
)
(
[message]
speaker=Nog
message= _ "Trees look big and strong, like trolls. Dark, too. Nog tired of walking under hot sun."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "It looks nice and dark under the trees, less exposed to that blazing sun. I’m exhausted after walking across all that harsh sand."
[/message]
)
(
[message]
speaker=Jarl
message= _ "It looks nice and dark under the trees, less exposed to that blazing sun. I’m exhausted after walking across all that harsh sand."
[/message]
)}
[message]
speaker=Esanoo
message= _ "This is where the human encampments lie, to the northwest. They have settled a chain of islands along the coast of the water. If you break through these trees you will soon see them. I think that’s where they are holding the rest of my group."
[/message]
[message]
speaker=Esanoo
message= _ "Our leader wanted to make sure that if one of us was captured, we couldn’t betray her location. So she didn’t tell us where she was, but she taught us a simple spell to divine her hiding place. But it requires three merfolk to cast. So in order to find her, we must rescue at least two of my people. Though I hope we can save all of them."
[/message]
[message]
speaker=Zhul
message= _ "And you said that there are only five others in your group left?"
[/message]
[message]
speaker=Esanoo
message= _ "We originally numbered much more, but we were ambushed by a band of naga on the way here. Half of our force held off the naga while the rest of us fled. By the time we got to these shores, only six of us were left. But for the grace of the Sea God I managed to hide when the rest of my group was ambushed and captured. I doubt that they have been broken yet, but I do not know how long they can last. Remember, without three of us, you will not be able to find our leader."
[/message]
[message]
speaker=Nym
message= _ "Wait, did you hear that?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "Someone’s coming. Quick, hide!"
[/message]
[message]
speaker=Esanoo
message= _ "What? Huh?"
[/message]
[scroll_to]
x=46
y=39
[/scroll_to]
{NAMED_UNIT 2 "Spearman" 45 42 (scout1) ( _ "Human Scout") (animate=yes)}
{NAMED_UNIT 2 "Javelineer" 47 42 (scout2) ( _ "Human Scout") (animate=yes)}
[redraw]
[/redraw]
[message]
id=scout1
message= _ "Hey, what do we have here?"
[/message]
[message]
speaker=Esanoo
message= _ "Uh... Uh..."
[/message]
[message]
id=scout2
message= _ "It’s another one of those fish creatures. It must have come back to try to rescue its friends."
[/message]
[message]
id=scout1
message= _ "Ha, stupid creature. But we’re in luck, the Council was looking for the last of these spies."
[/message]
[message]
id=scout2
message= _ "We’d better get him back to the base. They’re going to sacrifice them all in some big holy ceremony at dawn just two days from now."
[/message]
[message]
id=scout1
message= _ "Yeah, we’ll be heroes!"
[/message]
[message]
speaker=Kaleh
message= _ "Not if we gut you first. Attack!"
[/message]
[message]
id=scout1
message= _ "The Dark Lady protect us, they’re elves!"
[/message]
[message]
id=scout2
message= _ "There’s tons of them! Flee, we must warn the others!"
[/message]
[move_unit]
id=scout1
to_x=44
to_y=38
[/move_unit]
[move_unit]
id=scout2
to_x=46
to_y=38
[/move_unit]
[kill]
id=scout1,scout2
animate=no
[/kill]
[message]
speaker=Nym
message= _ "Well, so much for the element of surprise."
[/message]
[message]
speaker=Esanoo
message= _ "Thank you. I’m sorry, I don’t know what came over me. They just jumped out of nowhere."
[/message]
[message]
speaker=Nym
message= _ "It’s fine, you’re not used to being on dry ground, and you’ve been through a lot. Even if the humans know we’re coming, we can still take them. Just be careful and stay in the back until we reach the water again."
[/message]
[message]
speaker=Esanoo
message= _ "I sure will look forward to that. I’m afraid my scales have all dried out again. It itches something terrible."
[/message]
[message]
speaker=Kaleh
message= _ "Well if we’re going to save those merfolk, then we don’t have any time to lose. The humans said they would be sacrificed in just two days. We’d better set up camp here and push on north west as soon as possible. I just hope we can make it in time."
[/message]
[terrain]
x,y=45, 46
terrain=Ke
[/terrain]
[terrain]
x=44, 45, 46, 44, 45, 46
y=45, 45, 45, 46, 47, 46
terrain=Ce
[/terrain]
#add human scouts to jungle
#western peninsula
{NAMED_GENERIC_UNIT 6 (Swordsman) 28 43 () ( _ "Human Scout")}
#central peninsula
{NAMED_GENERIC_UNIT 2 (Javelineer) 34 40 () ( _ "Human Scout")}
{NAMED_GENERIC_UNIT 2 (Bowman) 26 38 () ( _ "Human Scout")}
#ifndef EASY
{NAMED_GENERIC_UNIT 2 (Spearman) 32 37 () ( _ "Human Scout")}
#endif
#north eastern peninsula
{NAMED_GENERIC_UNIT 5 (Cavalryman) 42 34 () ( _ "Human Scout")}
#ifndef EASY
{NAMED_GENERIC_UNIT 5 (Heavy Infantryman) 42 37 () ( _ "Human Scout")}
#endif
{NAMED_GENERIC_UNIT 5 (Spearman) 46 36 () ( _ "Human Scout")}
#add a few human soldiers to islands
#two southern islands with caged merfolk
#{NAMED_GENERIC_UNIT 6 (Spearman) 25 34 () ( _ "Human Soldier")}
{NAMED_GENERIC_UNIT 5 (Bowman) 34 30 () ( _ "Human Soldier")}
#western island with base
{NAMED_GENERIC_UNIT 6 (Heavy Infantryman) 20 33 () ( _ "Human Soldier")}
#north eastern island with base
{NAMED_GENERIC_UNIT 5 (Pikeman) 33 26 () ( _ "Human Soldier")}
#central island
{NAMED_GENERIC_UNIT 2 (Cavalryman) 23 30 () ( _ "Human Soldier")}
#capture villages
[capture_village]
x,y=16-44, 22-45
side=2
[/capture_village]
[capture_village]
x=30, 35, 16
y=45, 42, 35
side=6
[/capture_village]
[capture_village]
x=44, 42, 32
y=37, 34, 31
side=5
[/capture_village]
[/event]
# (event 3): check if all merfolk have been freed
# if number_merfolk_caged = 0
# have humans retreat, go to eloh event
# I need to put this before events 2 (rescuing of merfolk) because this
# is actually a macro that gets called by events 2
#define CHECK_IF_FREED_ALL_MERFOLK
[set_variable]
name=number_merfolk_caged
sub=1
[/set_variable]
[fire_event]
name=merfolk_all_freed
[/fire_event]
#enddef
[event]
name=merfolk_all_freed
[filter_condition]
[variable]
name=number_merfolk_caged
numerical_equals=0
[/variable]
[/filter_condition]
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "Wonderful! We have rescued all of my band from the humans. I cannot thank you enough."
[/message]
[message]
race=merman
[not]
id=Esanoo
[/not]
message= _ "Indeed, we owe you a great debt. You have done well Esanoo, better than I could have hoped."
[/message]
[/then]
[else]
[message]
speaker=Nym
message= _ "Esanoo said there were five merfolk left in his band. I think we have rescued them all!"
[/message]
[message]
race=merman
message= _ "Indeed, I think you have now freed all of us. We owe you a great debt. We are sorry that Esanoo has fallen, but we will honor him and tell everyone the story of his great deeds. Glad are we that he found you and brought you to us. Even the smallest fish can change the course of the sea."
[/message]
[/else]
[/if]
# have humans retreat
[if]
[have_unit]
id=Darius
[/have_unit]
[then]
[remove_shroud]
x,y=22,23
radius=2
side=1
[/remove_shroud]
[message]
speaker=Darius
message= _ "Curse them! The elves have freed the merfolk. We will have our vengeance. Keep fighting, and execute plan C!"
[/message]
[/then]
[/if]
[fire_event]
name=human_retreat
[/fire_event]
[fire_event]
name=eloh_appears
[/fire_event]
[/event]
# Event 2: Freeing Merfolk
# locations of first 4 merfolk
# x=25, 34, 18, 31
# y=36, 31, 32, 25
# 1 Merman Warrior Urruga (1st NW island) - quick
# 2 Merman Warrior Nuvassa (1st NE island) - strong
# 3 Merman Spearman Yantili (2nd NW sandy island) - resilient
# 4 Mermaid Priestess Il-tian (2nd NE grass island) - quick
# 5 Mermaid Enchantress is in NE cave 9 - intelliegt
[event]
name=first_rescue_response_male
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans."
[/message]
[message]
speaker=unit
message= _ "Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind."
[/message]
[message]
speaker=unit
message= _ "Yes, I recognize your face, young elf. We will remember Esanoo’s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans."
[/message]
[message]
speaker=Nym
message= _ "How could he recognize your face? We’ve never seen him before."
[/message]
[message]
speaker=Kaleh
message= _ "We’ll ask later, for now we’ve got to keep fighting."
[/message]
[/else]
[/if]
[/event]
[event]
name=first_rescue_response_female
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans."
[/message]
[message]
speaker=unit
# wmllint: local spelling female_speaker
message= _ "female_speaker^Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
# wmllint: local spelling female_addressed
message= _ "female_addressed^Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind."
[/message]
[message]
speaker=unit
message= _ "female_speaker^Yes, I recognize your face, young elf. We will remember Esanoo’s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans."
[/message]
[message]
speaker=Nym
message= _ "How could she recognize your face? We’ve never seen her before."
[/message]
[message]
speaker=Kaleh
message= _ "We’ll ask later, for now we’ve got to keep fighting."
[/message]
[/else]
[/if]
[/event]
# Merman Warrior Urruga (1st NW island)
[event]
name=moveto
id=rescue_urruga
[filter]
x,y=25, 36
side=1
[/filter]
[remove_item]
x,y=25, 36
[/remove_item]
[unit]
type=Merman Warrior
id=Urruga
name= _ "Urruga"
side=1
x=25
y=36
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[message]
speaker=Urruga
message= _ "Free at last! Thanks be to the Sea God. But wait a minute, you’re elves?!"
[/message]
[fire_event]
name=first_rescue_response_male
[primary_unit]
id=Urruga
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Urruga
message= _ "Thank you for rescuing me. We’ll show those humans the true fury of the merfolk!"
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Merman Warrior Nuvassa (1st NE island)
[event]
name=moveto
id=rescue_nuvassa
[filter]
x,y=34, 31
side=1
[/filter]
[remove_item]
x,y=34, 31
[/remove_item]
[unit]
type=Merman Warrior
id=Nuvassa
name= _ "Nuvassa"
side=1
x=34
y=31
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[fire_event]
name=first_rescue_response_male
[primary_unit]
id=Nuvassa
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Nuvassa
message= _ "Thank you for rescuing me. You elves are very skilled at fighting on the dry land. I envy you."
[/message]
[message]
speaker=$unit.id
race=quenoth,elf
message= _ "As I envy your kind’s prowess when fighting in the water."
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Merman Spearman Yantili (2nd NW sandy island)
[event]
name=moveto
id=rescue_yantili
[filter]
x,y=18, 32
side=1
[/filter]
[remove_item]
x,y=18, 32
[/remove_item]
[unit]
type=Merman Spearman
id=Yantili
name= _ "Yantili"
side=1
x=18
y=32
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[fire_event]
name=first_rescue_response_male
[primary_unit]
id=Yantili
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Yantili
message= _ "Thank you for rescuing me. I never imagined that we would actually be able to find you elves. Our leader was right after all. But more of that later..."
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Mermaid Priestess Il-tian (2nd NE grass island)
[event]
name=moveto
id=rescue_iltian
[filter]
x,y=31, 25
side=1
[/filter]
[remove_item]
x,y=31, 25
[/remove_item]
[unit]
type=Mermaid Priestess
id=Il-tian
name= _ "Il-tian"
side=1
x=31
y=25
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[fire_event]
name=first_rescue_response_female
[primary_unit]
id=Il-tian
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Il-tian
message= _ "Thank you for rescuing me. May the Sea God’s bounty bless you and protect you. If you have any wounded I can help heal them. The blades of the vile humans are terrible indeed."
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# We-jial Mermaid Enchantress, trapped in cave
# when unit enters cave
[event]
name=moveto
[filter]
x=27-32
y=17-20
side=1
[/filter]
[message]
speaker=unit
message= _ "What a dark nasty place. Something smells horrible."
[/message]
#ifdef EASY
{NAMED_UNIT 4 (Walking Corpse) 27 18 () ( _ "Undead Warden") (upkeep=free)}
{NAMED_UNIT 4 (Walking Corpse) 28 19 () ( _ "Undead Warden") (upkeep=free)}
#else
{NAMED_UNIT 4 (Soulless) 27 18 () ( _ "Undead Warden") (upkeep=free)}
{NAMED_UNIT 4 (Soulless) 28 19 () ( _ "Undead Warden") (upkeep=free)}
#endif
[/event]
# freeing mermaid enhcantress trapped in cave
[event]
name=moveto
id=rescue_wejial
[filter]
x,y=27, 19
side=1
[/filter]
[remove_item]
x,y=27, 19
[/remove_item]
[unit]
type=Mermaid Enchantress
id=We-jial
name= _ "We-jial"
side=1
x=29
y=19
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
[message]
speaker=We-jial
message= _ "Thank you for rescuing me. How did you manage to escape?"
[/message]
{CHECK_EXPLORER}
[if]
[variable]
name=explorer.id
equals=Esanoo
[/variable]
[then]
[message]
speaker=$explorer.id
message= _ "One of the elves we were searching for helped me get away before I was caught. I can’t believe the humans imprisoned you in such a horrible place. To be stuck in the darkness with those undead. We will make them pay for what they have done!"
[/message]
[/then]
[else]
[message]
speaker=$explorer.id
message= _ "Esanoo found the elves that we were searching for. He brought them back and they helped free us. I can’t believe the humans imprisoned you in such a horrible place. To be stuck in the darkness with those undead. We will make them pay for what they have done!"
[/message]
[/else]
[/if]
[message]
speaker=We-jial
message= _ "Do not worry yourself, now that I am free all will be set to rights. It is not our mission to defeat all the evil in this world. Protecting the elves is most important. We must bring them to our leader; all else is secondary."
[/message]
[message]
speaker=$explorer.id
message= _ "Yes, you are right, of course. Pardon me."
[/message]
{CLEAR_VARIABLE explorer}
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Event 2.1: Merfolk death counter
# Each time a merfolk dies after caged merfolk have been killed,
# increment death count
# if death count = 4, then the number of merfolk alive (in cages and free) < 3 -> defeat
[event]
name=die
first_time_only=no
[filter]
race=merman
side=1
[/filter]
[set_variable]
name=number_merfolk_deaths
add=1
[/set_variable]
[if]
[variable]
name=number_merfolk_deaths
greater_than_equal_to=4
[/variable]
[then]
[if]
[variable]
name=number_merfolk_caged
equals=0
[/variable]
[then]
# no merfolk left in cages
[message]
speaker=Kaleh
message= _ "No, too many merfolk have died! There are not enough of them left to divine the location of their master. We should have protected the merfolk more carefully. Now our search is hopeless."
[/message]
[/then]
[else]
# still some in cages
[message]
speaker=Kaleh
message= _ "Too many merfolk have died! Even if we save the rest, there will not be enough for them to divine the location of their master. We should have protected the merfolk more carefully. Now our search is hopeless."
[/message]
[/else]
[/if]
[endlevel]
result=defeat
[/endlevel]
[/then]
[/if]
[/event]
# Event 2.2 Elves discover salt water
[event]
name=moveto
[filter]
side=1
race=quenoth,elf
[filter_location]
terrain=W*
[/filter_location]
[/filter]
[message]
speaker=unit
message= _ "Whoa, this water is warm. Imagine if we had this back home, more water than I could drink in a lifetime! Hey... wait a minute. Faugh! This water is salty! It tastes terrible, I can’t drink this! What use is all this water if you can’t drink it?"
[/message]
[allow_undo]
[/allow_undo]
[/event]
# Event 2.3 Easter egg message
# If an elf or merfolk goes out to the end of the island chain
# if unit is an elf
[event]
name=moveto
[filter]
x,y=6, 38
side=1
race=quenoth,elf
[/filter]
[if]
[have_unit]
id=Eloh
[/have_unit]
[then]
[message]
speaker=unit
message= _ "It really is beautiful out here, looking out over the sparkling water. If I didn’t have vile humans and traitorous elves at my back I could spend all day just sitting out here. But I really should get back to the battle. Ah, it’s a hard knock life."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "It really is beautiful out here, looking out over the sparkling water. If I didn’t have vile humans and Eloh knows what else at my back I could spend all day just sitting out here. But I really should get back to the battle. Ah, it’s a hard knock life."
[/message]
[/else]
[/if]
[/event]
# if unit is a merfolk
[event]
name=moveto
[filter]
x,y=6, 38
side=1
race=merman
[/filter]
[message]
speaker=unit
message= _ "If I were a landwalker, I might think the view from this sandbar to be amazing. But I am a creature of the sea and I see views like this every day."
[/message]
[/event]
# Event 2.5 Elves encounter human leaders
[event]
name=moveto
id=approach_zelgant
[filter]
x=27-35
y=23-28
side=1
[/filter]
[filter_condition]
[have_unit]
id=Zelgant
[/have_unit]
[/filter_condition]
[message]
speaker=Zelgant
message= _ "You trespass upon our land at your own peril. All who oppose the will of the Iron Council shall be crushed!"
[/message]
[/event]
[event]
name=moveto
id=approach_alastra
[filter]
x=15-21
y=31-36
side=1
[/filter]
[filter_condition]
[have_unit]
id=Alastra
[/have_unit]
[/filter_condition]
[message]
speaker=Alastra
message= _ "Foolish elves. We have heard of your pitiful kind. You are but worms compared to the might of the Dark Lady. Coming here shall be your undoing."
[/message]
[/event]
[event]
name=moveto
id=approach_darius
[filter]
x=19-26
y=22-26
side=1
[/filter]
[filter_condition]
[have_unit]
id=Darius
[/have_unit]
[/filter_condition]
[message]
speaker=Darius
message= _ "She said you would come. You may be able to defeat us, but none can defy her. You will bow down in the end. It is your destiny."
[/message]
[/event]
# Event 4: Time runs out
# turn = 16 and number_merfolk_caged > 0
# kill all captured merfolk
# (if all merfolk have been freed except hidden mermaid enchantress
# then change the message that gets displayed, because player will not
# see mermaid die)
# then set merfolk_freed to 5
# if number_merfolk_deaths is >= 4, defeat
# else, have humans retreat, go to eloh event
[event]
name=new turn
first_time_only=no
[filter_condition]
[variable]
name=turn_number
less_than=16
[/variable]
[and]
[variable]
name=number_merfolk_caged
greater_than=0
[/variable]
[/and]
[/filter_condition]
# Print a reminder of the time limit
[print]
text= _ "$(16 - $turn_number) turns remain to free $number_merfolk_caged| merfolk"
size=24
duration=5000
color=200,200,255
[/print]
[/event]
# Introduce new necromancer triad member, standing on the mountains of the north-west area. He
# appears as part of the events when all cages have either opened or are about to catch fire; in
# addition to providing flavor this is a hint about where the final part of this scenario will
# be.
#
# Note: this event expects to be first_time_only=yes (the default). If the player reaches turn
# 16 with some merfolk still caged but enough freed to continue then the `turn 16` event fires
# the `human_retreat` event, and both of those will `[fire_event]name=enter_hekuba`.
[event]
name=enter_hekuba
[remove_shroud]
x,y=16,17
radius=1
side=1
[/remove_shroud]
{NAMED_NOTRAIT_UNIT 4 (Necromancer) 16 17 (Hekuba) ( _ "Hekuba")}
[+unit]
random_gender=no
[/unit]
[/event]
[event]
name=turn 16
[filter_condition]
[variable]
name=number_merfolk_caged
greater_than=0
[/variable]
[/filter_condition]
# Remove any remaining rescue events
[remove_event]
id=rescue_urruga
[/remove_event]
[remove_event]
id=rescue_nuvassa
[/remove_event]
[remove_event]
id=rescue_yantili
[/remove_event]
[remove_event]
id=rescue_iltian
[/remove_event]
[remove_event]
id=rescue_wejial
[/remove_event]
# Member of the Iron Council watching from the north-west mountains. Assuming that the
# player has rescued enough merfolk to avoid immediate defeat, this event will trigger
# human_retreat, which will remove the Hekuba spawned here.
[fire_event]
name=enter_hekuba
[/fire_event]
[message]
speaker=Hekuba
message= _ "The time has come, my brethren. On this most holy day, let us sacrifice these infidels unto The Dark Lady. Their suffering shall be a testament to her power and glory!"
[/message]
#have screen flash red
[color_adjust]
red,green,blue=255, 0, 0
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0, 0, 0
[/color_adjust]
[redraw]
[/redraw]
[if]
[have_location]
x,y=27,19
[filter_vision]
side=1
visible=no
respect_fog=no
[/filter_vision]
[/have_location]
[variable]
name=number_merfolk_caged
numerical_equals=1
[/variable]
[then]
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "Oh no! Our enchantress, We-jial. Where did they hide her? What horrible fate has befallen her? If only we could have saved her in time."
[/message]
[message]
race=merman
message= _ "The Sea God will carry her soul out to sea and bear it to the deeps. May he watch over her until the day we are all together again."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message= _ "Esanoo said there were five merfolk captured. We only found four. Where did they hide the last one? What horrible acts have these humans committed?"
[/message]
[message]
race=merman
message= _ "They took We-jial, our enchantress, away from us. But she is at peace now. The Sea God will carry her soul out to sea and bear it to the deeps. May he watch over her until the day we are all together again."
[/message]
[/else]
[/if]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "The bars of the cages are smoking and glowing red hot!"
[/message]
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "May the Sea God protect us. They are being burnt alive! It’s terrible, I can’t bear to watch."
[/message]
[message]
race=merman
message= _ "The Sea God will carry their souls out to sea and bear them to the deeps. May he watch over them until the day we are all together again."
[/message]
[/then]
[else]
[message]
speaker=Zhul
message= _ "Eloh protect us. They are being burnt alive! I do not know what the purpose of the unholy sacrifice is, but it is sickening to watch."
[/message]
[message]
race=merman
message= _ "The Sea God will carry their souls out to sea and bear them to the deeps. May he watch over them until the day we are all together again."
[/message]
[/else]
[/if]
[/else]
[/if]
# destroy images of captured merfolk
[remove_item]
x=25,34,18,31,27
y=36,31,32,25,19
[/remove_item]
[set_variable]
name=number_merfolk_deaths
add=$number_merfolk_caged
[/set_variable]
[set_variable]
name=number_merfolk_caged
value=0
[/set_variable]
# if player hasn't kept 3 merfolk alive then defeat
[if]
[variable]
name=number_merfolk_deaths
greater_than_equal_to=4
[/variable]
[then]
[message]
speaker=Esanoo
message= _ "They are all dead. We were too late. Forgive me, wise leader!"
[/message]
[message]
speaker=Kaleh
message= _ "We couldn’t save enough of the merfolk. We have failed. Now we shall never be able to meet the merfolk’s leader!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/then]
# Else Esanoo laments those who died
# Assume that at least some merfolk have died because
# if all 5 merfolk were saved this event would never have fired
[else]
[message]
speaker=Esanoo
message= _ "Oh Master, forgive me. I could not save them all in time. Vile humans, you shall pay twice over for what you have done!"
[/message]
# have humans retreat
[if]
[have_unit]
id=Darius
[/have_unit]
[then]
[remove_shroud]
x,y=22,23
radius=2
side=1
[/remove_shroud]
[message]
speaker=Darius
# wmllint: local spelling stinkin'
message= _ "The stinkin’ elves have freed some of the merfolk. And still they fight on. Execute plan B. And kill those merfolk!"
[/message]
[/then]
[/if]
[fire_event]
name=human_retreat
[/fire_event]
[fire_event]
name=eloh_appears
[/fire_event]
[/else]
[/if]
[/event]
[event]
name=human_retreat
[fire_event]
name=enter_hekuba
[/fire_event]
[if]
[have_unit]
id=Darius
[/have_unit]
[then]
[message]
speaker=Darius
message= _ "I must go report to the Iron Council. Keep fighting!"
[/message]
[store_unit]
[filter]
id=Darius
[/filter]
kill=yes
variable=stored_Darius
[/store_unit]
[/then]
[/if]
[if]
[have_unit]
id=Zelgant
[/have_unit]
[then]
[message]
speaker=Zelgant
message= _ "I go to marshal reinforcements. Do not lose heart, we will crush these puny elves."
[/message]
[store_unit]
[filter]
id=Zelgant
[/filter]
kill=yes
variable=stored_Zelgant
[/store_unit]
[/then]
[/if]
[if]
[have_unit]
id=Alastra
[/have_unit]
[then]
[message]
speaker=Alastra
message= _ "I must leave for now, fight on in my stead."
[show_if]
[variable]
name=stored_Darius.length
equals=1
[/variable]
[/show_if]
[/message]
[message]
speaker=Alastra
message= _ "I must go report to the Iron Council. Keep fighting!"
[show_if]
[variable]
name=stored_Darius.length
equals=0
[/variable]
[/show_if]
[/message]
[store_unit]
[filter]
id=Alastra
[/filter]
kill=yes
variable=stored_Alastra
[/store_unit]
[/then]
[/if]
# If Darius is still alive then he'll have said something about plan B or plan C in the
# event that fired this one. If not, have Hekuba respond as his generals come in to report.
# There's no significance to whether the new plan is "B" or "C".
[message]
speaker=Hekuba
message= _ "Curse them! The elves have stolen our offering to the Lady. We will have our vengeance. Keep fighting and execute plan C!"
[show_if]
[variable]
name=stored_Darius.length
equals=0
[/variable]
[/show_if]
[/message]
# Hekuba disappears again
[scroll_to_unit]
id=Hekuba
[/scroll_to_unit]
[delay]
time=500
[/delay]
{MOVE_UNIT (id=Hekuba) (17) (15)}
[kill]
id=Hekuba
animate=no
fire_event=no
[/kill]
[message]
speaker=Nym
# po: Nym is talking about Hekuba, the male necromancer who is the final enemy leader in
# the last part of this scenario. This line is at the end of the rescuing-merfolk part,
# so far Hekuba has either watched silently (if Darius is still alive), or has said
# versions of Darius' lines about the sacrifice.
#
# Either way, he just walked into the shrouded area in the north-west.
message= _ "Who was that?"
[/message]
[message]
race=merman
# po: subject is a male necromancer
message= _ "That was one of the Iron Triad. Rarely do they leave their sanctuary. They prefer to let their minions do the dirty work."
[/message]
[/event]
# Event 4.5:
# Appearance of Eloh and Tanstafaal
# Kaleh can no longer recruit elves
# Merfolk offer to help Kaleh cross the water
# Event 5 (nested): One turn after Eloh appears Zhul leaves Kaleh and is imprisoned
# Event 6 (nested): If Flesh Golem is alive, 6 turns after eloh appears
# he turns against the elves
[event]
name=eloh_appears
#cut income for side 2, 5, 6
[modify_side]
[filter_side]
side=2,5,6
[/filter_side]
income=0
gold=0
[/modify_side]
[remove_shroud]
x=51-55
y=14-17
side=1
[/remove_shroud]
[unit]
type=Quenoth Champion
id=Tanstafaal
name= _ "Tanstafaal"
side=3
x=52
y=15
canrecruit=yes
facing=sw
[modifications]
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# conversation between Tanstafaal, Eloh and Elves
[message]
# wmllint: directory spelling Tanstafaal
speaker=Tanstafaal
message= _ "Hail, my brothers, I have returned!"
[/message]
[message]
speaker=Kaleh
message= _ "Tanstafaal, where have you been? We have been looking for you."
[/message]
[message]
speaker=Tanstafaal
message= _ "I have gone on a journey and I have seen the light. No longer will I blindly follow in your footsteps, Kaleh. I have come back to lead our people on the true path. She has spoken to me, and I am but an implement of her divine will."
[/message]
[message]
speaker=Nym
message= _ "Who has spoken to you?"
[/message]
[unit]
type=Divine Avatar
id=Eloh
name= _ "Eloh"
side=8
x,y=53, 16
ai_special=guardian
random_traits=no
facing=sw
[/unit]
[scroll_to_unit]
id=Eloh
[/scroll_to_unit]
[message]
speaker=Tanstafaal
message= _ "Behold, our goddess has returned to us. All bow down to Eloh, our savior!"
[/message]
[role]
type_adv_tree=Quenoth Mystic
side=1
[not]
id=Zhul
[/not]
role=mystic_speaker
[/role]
[role]
type_adv_tree=Quenoth Fighter
side=1
role=fighter_speaker
[/role]
[role]
type_adv_tree=Quenoth Scout
side=1
role=scout_speaker
[/role]
[role]
type_adv_tree=Tauroch Rider
side=1
role=rider_speaker
[/role]
[message]
role=mystic_speaker
message= _ "The Goddess!"
[/message]
[message]
role=fighter_speaker
message= _ "Forgive me my sins!"
[/message]
[message]
speaker=Zhul
message= _ "That I am so blessed to gaze upon Eloh herself..."
[/message]
[message]
speaker=Eloh
message= _ "Hail my people. In your time of trial I appear to you, to save you yet again."
[/message]
[message]
speaker=Eloh
message= _ "I come to you with dire news: one of you has betrayed me, and is a traitor to your cause."
[/message]
[message]
role=mystic_speaker
message= _ "What?"
[/message]
[message]
role=scout_speaker
message= _ "No!"
[/message]
[message]
role=rider_speaker
message= _ "Who?"
[/message]
[message]
speaker=Eloh
message= _ "Did I not say that I would deliver you from evil and bring you to the promised land? I have shepherded you out of the harsh deserts and under the mountains. And your salvation was almost at hand."
[/message]
[message]
speaker=Eloh
message= _ "But there was one who grew corrupted by his power and rejected my divine plan. He sought to usurp my authority. He had no faith and believed that he knew better than me, I who have watched over you for generations. He wanted to lead you astray. In these perilous lands, the fate of your journey stands upon the edge of a knife, falter once and all shall fail."
[/message]
[message]
speaker=Eloh
message= _ "Yes, I speak of your so-called leader, Kaleh. I did call out to him initially because I thought he was one of the faithful, but he betrayed my trust. The humans you are slaughtering wanted to help you, until Kaleh foolishly attacked them. And now Kaleh has you serving the evil merfolk and their insidious plans. Follow his path and he would have you bow down and serve the merfolk’s foul god."
[/message]
[message]
speaker=Eloh
message= _ "That is why I called out to Tanstafaal, one of my loyal followers. All is not yet lost. Follow him and I can still deliver you from your peril. But first, come back to me, stop fighting these humans, and kill this heretic Kaleh and his cronies."
[/message]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "Wait, my people, do not be deceived. This thing that appears by Tanstafaal’s side is not our god. I too was fooled at first, but I have come to realize by her actions that she is an impostor. When she appeared to me the night before Garak died, she told me to kill all that lived under the mountains, even the dwarves who ended up helping us. Likewise when we escaped from the caves, she appeared to me again, and told me to bow down to the humans, else she would destroy me. Never has Eloh threatened one of us or dictated our actions."
[/message]
[message]
role=fighter_speaker
message= _ "Why should we trust you? We have not heard Eloh’s words directly. Only now that you have led us into this folly has Eloh appeared to us."
[/message]
[message]
speaker=Kaleh
message= _ "She claims to be the one who has shepherded us during this journey, but who protected you across the harsh sands, who fought the orcs and led you under the mountains, who led you out again, against all odds? I did. I have bled for you, every step of the way. If you will not trust me based on my words, then trust me based on my actions. I have done the best I could for my people, and I stand by my actions. I believe that the merfolk are our friends, as the dwarves were. I refuse to bow down to harsh words and threats; we elves have always been free to make our own choices. We are not slaves, and will not blindly follow either humans or some false god."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Wait, my people, do not be deceived. This thing that appears by Tanstafaal’s side is not our god. I too was fooled at first, but I have come to realize by her actions that she is an impostor. When she appeared to me the night before Garak died, she told me to kill all that lived under the mountains, even the trolls who ended up helping us. Likewise when we escaped from the caves, she appeared to me again, and told me to bow down to the humans, else she would destroy me. Never has Eloh threatened one of us or dictated our actions."
[/message]
[message]
role=fighter_speaker
message= _ "Why should we trust you? We have not heard these words directly. Only now that you have led us into this folly has she appeared to us."
[/message]
[message]
speaker=Kaleh
message= _ "She claims to be the one who has shepherded us during this journey, but who protected you across the harsh sands, who fought the orcs and led you under the mountains, who led you out again, against all odds? I did. I have bled for you, every step of the way. If you will not trust me based on my words, then trust me based on my actions. I have done the best I could for my people, and I stand by my actions. I believe that the merfolk are our friends, as the trolls were. I refuse to bow down to harsh words and threats; we elves have always been free to make our own choices. We are not slaves, and will not blindly follow either the humans or some false god."
[/message]
[/else]
[/if]
[message]
speaker=Tanstafaal
message= _ "Your words are meaningless, Kaleh. My brethren, Eloh has appeared to you. She has spoken. Defy her at your own peril. I declare all who oppose Eloh heretics. All who are faithful, join me and let us kill the usurpers!"
[/message]
[message]
speaker=Kaleh
message= _ "Eloh would never ask elf to kill elf. But it seems I have little choice. My people, I have led you this far, join with me and help me crush this new rebellion!"
[/message]
[message]
speaker=Nym
message= _ "I have followed you this far Kaleh, I will not abandon you now. But I admit that my faith is shaken. If that is not our god, then what is it?"
[/message]
[message]
speaker=Kaleh
message= _ "I do not know, but given what I have seen of the humans, I think following her would lead us down a dark road indeed. One that I personally do not want to discover the end of."
[/message]
[message]
speaker=Zhul
message= _ "Forgive me, Kaleh. I do not know what to believe. I... I have to ponder this."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Great Leader told Grog to serve you, and so Grog will still follow your command. But other elves must be out on a separate island. How will we cross deep water?"
[/message]
)
(
[message]
speaker=Nog
message= _ "Great Leader told Nog to serve you, and so Nog will still follow your command. But other elves must be out on a separate island. How will we cross deep water?"
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "The chieftain told me to serve you, and it will take more than this to shatter my confidence in you, lad. But those elves must be out on a different island, how will we cross the deep water?"
[/message]
)
(
[message]
speaker=Jarl
message= _ "The chieftain told me to serve you, and it will take more than this to shatter my confidence in you, lad. But those elves must be out on a different island, how will we cross the deep water?"
[/message]
)}
# merfolk offer to help
[message]
race=merman
message= _ "I believe that in this we can help. We are very grateful for all you have done for us Kaleh, and though we assure that we mean you no harm, you are right that actions speak louder than words. We are more familiar with the waters than you are, and we noticed that there are two shallow paths leading to the island where the other elves must be. We can show you these paths and help you across so that you may put down this rebellion."
[/message]
# change water terrain
#western bridge
[terrain]
terrain=Ww
x=36, 37, 37, 37, 37, 38, 39, 39, 39, 39, 40, 40, 40, 41
y=23, 23, 24, 25, 26, 24, 22, 23, 24, 25, 21, 22, 23, 24
[/terrain]
[terrain]
terrain=Wwr # wmllint: ignore
x=36, 38, 40, 41
y=24, 23, 24, 23
[/terrain]
#southern bridge
[terrain]
terrain=Ww
x=48, 50, 50, 50, 51, 51, 51, 52, 52, 52, 53
y=27, 27, 28, 30, 28, 29, 30, 26, 28, 29, 30
[/terrain]
[terrain]
terrain=Wwr # wmllint: ignore
x=51, 52, 50, 49, 51
y=31, 30, 29, 28, 27
[/terrain]
[message]
speaker=Kaleh
message= _ "Thank you, I’m sure you will be very useful in the shallow waters. All right people, I don’t want to kill any more than I have to. Too much blood has been spilled already. Knock ’em out, wound them, kill them only if you must. But we must stop Tanstafaal in his lunacy before he destroys us entirely."
[/message]
[message]
speaker=Nym
message= _ "We who have fought by your side before will stand with you Kaleh, but many of our people are fleeing and joining Tanstafaal. I’m afraid that while you can recall past warriors, you won’t be able to recruit any new ones."
[/message]
[message]
speaker=Kaleh
message= _ "Then we will make do with those few that we have."
[/message]
[show_objectives]
[/show_objectives]
# move tanstafaal to keep
[teleport]
[filter]
id=Tanstafaal
[/filter]
x,y=50, 17
[/teleport]
# give tanstafaal some recruits
{NAMED_GENERIC_UNIT 3 (Quenoth Fighter) 48 16 () ( _ "Elvish Rebel")}
{NAMED_GENERIC_UNIT 3 (Tauroch Rider) 48 18 () ( _ "Elvish Rebel")}
{NAMED_GENERIC_UNIT 3 (Quenoth Scout) 51 19 () ( _ "Elvish Rebel")}
{NAMED_GENERIC_UNIT 3 (Quenoth Warrior) 47 18 () ( _ "Elvish Rebel")}
{NAMED_GENERIC_UNIT 3 (Quenoth Pathfinder) 50 20 () ( _ "Elvish Rebel")}
# modify income and gold for rebels
[modify_side]
side=3
{INCOME 24 32 40}
{GOLD 240 320 400}
[/modify_side]
# cut off all recruiting for side 1 elves
[store_side]
side=1
variable=stored_side_1
[/store_side]
[set_recruit]
side=1
recruit=""
[/set_recruit]
# Event 5: Zhul & Eloh conversation
[event]
name="turn $($turn_number+2)"
delayed_variable_substitution=no
[filter_condition]
[have_unit]
id=Eloh
[/have_unit]
[/filter_condition]
[message]
speaker=Zhul
message= _ "I’m sorry Kaleh, I cannot let our people slaughter each other. There must be a way to stop this."
[/message]
[message]
speaker=Kaleh
message= _ "No, don’t..."
[/message]
[message]
speaker=Zhul
message= _ "I have no choice, goodbye."
[/message]
[teleport]
[filter]
id=Zhul
[/filter]
x,y=52, 15
[/teleport]
[message]
speaker=Zhul
message= _ "Oh Eloh, you know how long I have faithfully served you. I ask you now a boon in return. Do not kill the boy Kaleh, he is just doing what his heart tells him to do. Did you not say, <i>“To err is elven, but to forgive divine”</i>?"
[/message]
[message]
speaker=Eloh
message= _ "You dare to lecture me? I am a god and you are but a mortal. You of all people should know that your position is to enforce my will, not question it!"
[/message]
[message]
speaker=Zhul
message= _ "But you yourself can see that many of our people’s faith is wavering. You cannot gain their loyalty by slaughtering the boy and his friends. Be merciful and kind, as you have always been, and there may be no need for this self-annihilating conflict."
[/message]
[message]
speaker=Eloh
message= _ "Times have changed. Mercy is a sign of weakness. Let this be a lesson to everyone, absolute loyalty is absolute strength. It is clear that you do not understand this concept, Zhul. My people, now is a time to tear down the old guard and create a new empire of strength, fealty and glory! I shall grant those who are loyal eternal life and we will triumph over all enemies!"
[/message]
[message]
speaker=Zhul
message= _ "No, I—"
[/message]
[message]
speaker=Eloh
message= _ "No, I don’t think you shall pester me any more. You shall be as a statue, forced to watch events unfold and helpless to interfere. Yes, I think this will be an appropriate punishment. Then perhaps you will learn not to question my divine will."
[/message]
[petrify]
id=Zhul
[/petrify]
[/event]
# Event 6: Kromph gets controlled by Eloh
[event]
name="turn $($turn_number+5)"
delayed_variable_substitution=no
[filter_condition]
[have_unit]
id=Eloh
[/have_unit]
[have_unit]
id=Kromph
[/have_unit]
[/filter_condition]
[message]
speaker=Kromph
message= _ "Aarrggh! Voices in my head, make them stop!"
[/message]
[message]
speaker=Nym
message= _ "What? What do you hear?"
[/message]
[message]
speaker=Kromph
message= _ "Must... Can’t... Must... Help me!"
[/message]
[/event]
[event]
name="turn $($turn_number+6)"
delayed_variable_substitution=no
[filter_condition]
[have_unit]
id=Eloh
[/have_unit]
[have_unit]
id=Kromph
[/have_unit]
[/filter_condition]
[message]
speaker=Kromph
message= _ "Must obey... Can’t resist... I... Yes, Mistress, I am yours."
[/message]
[message]
speaker=Kromph
message= _ "Pretty lady say elves bad. Kill elves. Kill!"
[/message]
[modify_unit]
[filter]
id=Kromph
[/filter]
side=3
[/modify_unit]
[event]
name=die
[filter]
id=Eloh
[/filter]
# If Kromph is under Eloh’s control, Eloh’s
# death causes Kromph's as well.
[filter_condition]
[have_unit]
id=Kromph
side=3
[/have_unit]
[/filter_condition]
[message]
speaker=Kromph
message= _ "Mistress gone, must follow commands, but Nym master too, Nym say must protect elves, but mistress say must kill elves, but must protect, must kill, protect, kill, protect, kill, augghh!!"
[/message]
[kill]
id=Kromph
fire_event=no
animate=yes
[/kill]
[message]
speaker=Kaleh
message= _ "He just collapsed, the conflicting orders must have been too much for him."
[/message]
[message]
speaker=Nym
message= _ "Poor Kromph, at least he’s finally at rest."
[/message]
[/event]
[/event]
[/event]
# Event 7: Crabmen attack elves
[event]
name=moveto
[filter]
x=46-54
y=26-30
side=1
[/filter]
{SCATTER_UNITS 3 "Crab Man" 1 x,y,radius=50,28,3 (
side=7
name= _ "Angry Crab"
role=Angry Crab
animate=yes
)}
[message]
speaker=unit
message= _ "Where did those things come from? They look dangerous."
[/message]
[/event]
[event]
name=moveto
[filter]
x=39-43
y=21-26
side=1
[/filter]
{SCATTER_UNITS 3 "Crab Man" 1 x,y,radius=41,23,3 (
side=7
name= _ "Angry Crab"
role=Angry Crab
animate=yes
)}
[message]
speaker=unit
message= _ "What are those things? They looked like ticked off giant crabs."
[/message]
[/event]
# Event 8: Meeting and Death of Eloh
[event]
name=moveto
[filter]
x=51-55
y=14-18
side=1
[/filter]
[filter_condition]
[have_unit]
id=Eloh
[/have_unit]
[/filter_condition]
[message]
speaker=Eloh
message= _ "You think you can strike me down. This is just a small part of my true power."
[/message]
[message]
speaker=Kaleh
message= _ "Small part or no, if it is mortally possible to destroy you, I shall. Your hands are stained in our blood; you are not our god."
[/message]
[/event]
# Eloh’s death frees Zhul from her stasis
[event]
name=last breath
[filter]
id=Eloh
[/filter]
[message]
speaker=Eloh
message= _ "Don’t worry Kaleh, we will see each other again... I promise."
[/message]
[kill]
id=Eloh
fire_event=yes # Needed to off Kromph properly
[/kill]
[message]
speaker=Nym
message= _ "She freaks me out, but at least it seems that she can be destroyed."
[/message]
[message]
speaker=Kaleh
message= _ "That was just an apparition, but if we meet again I will make her pay for all that she has done."
[/message]
[scroll_to_unit]
id=Zhul
[/scroll_to_unit]
[unpetrify]
id=Zhul
[/unpetrify]
[message]
speaker=Zhul
message= _ "I’m sorry, Kaleh. My faith clouded my reason. But I wanted so very much to believe."
[/message]
[message]
speaker=Kaleh
message= _ "You do not need to apologize. What you did was very brave. I wish to... to whatever god still watches over us, that this bloodshed was not necessary. But I could not let half my people be co-opted by that thing. As horrible as it sounds, even death is a better fate."
[/message]
[message]
speaker=Zhul
message= _ "So when you had the strange encounter with that human Durstrag and his guards, just after we escaped the caves, you were talking to Eloh, or whatever she is?"
[/message]
[message]
speaker=Kaleh
message= _ "Yes, she appeared only to me and demanded that I surrender to the humans. When I refused she threatened me, saying she would kill me if I refused. That’s when I really started to get suspicious."
[/message]
[message]
speaker=Zhul
message= _ "It is clear that that thing was not our god. I do not know what it was, but I have to keep believing that Eloh is out there somewhere. Without our faith, what do we have left?"
[/message]
[message]
speaker=Nym
message= _ "We have each other."
[/message]
[message]
speaker=Zhul
message= _ "That’s not enough. Look, you’re a wonderful girl Nym, and Kaleh, you’ve shown yourself to be a great leader, but our actions have to mean something more than just our day-to-day survival. There has to be a higher purpose, Eloh must have some sort of plan for us. We have to keep believing."
[/message]
[message]
speaker=Kaleh
message= _ "Peace, Zhul, we can discuss theology later. We still have work to do."
[/message]
[fire_event]
name=tanstafaal_and_eloh_gone
[/fire_event]
[/event]
# Event 9: Meeting and Death of Tanstafaal
[event]
name=moveto
[filter]
side=1
[filter_adjacent]
id=Tanstafaal
[/filter_adjacent]
[/filter]
[message]
speaker=Tanstafaal
message= _ "You cannot defeat me, I am protected by the goddess now. Finally, Kaleh, I will show everyone who is stronger!"
[/message]
[message]
speaker=Kaleh
message= _ "Oh Tanstafaal, I pity you. This battle was never about you."
[/message]
[allow_undo]
[/allow_undo]
[/event]
[event]
name=last breath
[filter]
id=Tanstafaal
[/filter]
[message]
speaker=Kaleh
message= _ "No, do not kill him. He may deserve it, but he will not die at my hands."
[/message]
[message]
speaker=Tanstafaal
message= _ "Never Kaleh. I will not be your lackey again!"
[/message]
[kill]
id=Tanstafaal
animate=yes
fire_event=no
[/kill]
[message]
speaker=Kaleh
message= _ "Why did he have to kill himself? Oh, poor misguided Tanstafaal. We have lost too many elves today."
[/message]
[message]
speaker=Nym
message= _ "Do not blame yourself too much, it is Eloh who persuaded him to rebel."
[/message]
[message]
speaker=Kaleh
message= _ "Yes, she too will pay for her part in all of this."
[/message]
[fire_event]
name=tanstafaal_and_eloh_gone
[/fire_event]
[/event]
# event: Grand Appearance of the Iron Council
# which happens when both Tanstafaal and Eloh die
[event]
name=tanstafaal_and_eloh_gone
[filter_condition]
[have_unit]
id=Tanstafaal,Eloh
count=0
[/have_unit]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "It is finished. See, my people, Tanstafaal has been killed by his own hand, and the thing pretending to be our god is gone."
[/message]
[message]
speaker=Kaleh
message= _ "You who call yourself Eloh, I challenge you, if you are truly our god, then show yourself, and strike me down where I stand!"
[/message]
[delay]
time=1000
[/delay]
[message]
speaker=Kaleh
message= _ "Nothing. Eloh may still watch over us, but that thing was not her. And yet, I do not hold a grudge against all of you who rebelled. I too was deceived at first, and unlike the pretender, I am merciful. For there are too few of us left for us to slaughter each other over minor grievances. Let us declare a general amnesty and unite again, going forward hand in hand, for, god or no god, I will help us find a better land, or die trying."
[/message]
# convert all rebel elves into loyal elves
[message]
side=3
message= _ "I think I speak for all of us when I say that we accept your offer of amnesty and will follow you again. You have proved yourself capable as a leader and we too tire of this bloodshed. In hindsight perhaps we were wrong about Eloh and Tanstafaal; we shall have to think about this long and hard."
[/message]
[modify_unit]
[filter]
side=3
[/filter]
side=1
# If the player kept as many of the rebels alive as possible it's possible for income to become negative when they join Kaleh's side.
# Make the units loyal as a reward for saving them - there will not be much more of the campaign to make use of them anyway.
{TRAIT_LOYAL}
[/modify_unit]
[redraw]
clear_shroud=yes
[/redraw]
[message]
speaker=Kaleh
message= _ "Thank you. And I have also not forgotten the pledge I made to our merfolk friends. If it is possible, I would like to meet with your master. Your conduct is a testament to your people, and I, at least, trust you."
[/message]
[message]
race=merman
message= _ "Thank you."
[/message]
[remove_shroud]
x=8-10
y=8-10
side=1
[/remove_shroud]
# create iron council triad members
[unit]
side=4
type=Necromancer
id=Hekuba
name= _ "Hekuba"
canrecruit=yes
x,y=9, 9
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
side=4
type=Necromancer
id=Zilchis
name= _ "Zilchis"
x,y=10, 8
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
[/unit]
[unit]
side=4
type=Necromancer
id=Sultaria
name= _ "Sultaria"
x,y=8, 8
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Hekuba
message= _ "And what about us, little elf, did you forget about us?"
[/message]
[message]
speaker=Kaleh
message= _ "I could never forget what you did to those merfolk."
[/message]
[message]
speaker=Hekuba
message= _ "Good, for that is just a taste. You are fools to interfere with our affairs, and the Iron Council does not tolerate fools. The Dark Lady shall swallow your souls and you shall writhe in eternal torment. Arise my brethren, by her power those who have died shall rise up and join us! The very rocks too shall rise up out of the water to aid our crossing. Like a plague we shall pour forth and drive the non-believers before us!"
[/message]
# edit terrain to open entrance to NW island lagoon
[terrain]
terrain=Wwt
x=15
y=17
[/terrain]
# edit terrain to add paths to NW island
# NE path
[terrain]
terrain=Wwt
x=18, 20, 20, 20, 20, 21, 21, 21, 21
y=17, 16, 17, 18, 20, 16, 18, 20, 21
[/terrain]
[terrain]
terrain=Wwf # wmllint: ignore
x=18, 19, 19, 20, 20, 21, 21, 22
y=16, 16, 17, 19, 21, 17, 19, 20
[/terrain]
# SW path
[terrain]
terrain=Wwt
x=12, 14, 14, 15, 15, 16, 17, 18, 18, 18
y=20, 20, 21, 20, 22, 22, 22, 22, 23, 24
[/terrain]
[terrain]
terrain=Wwf # wmllint: ignore
x=13, 14, 14, 15, 16, 17
y=20, 18, 19, 21, 21, 23
[/terrain]
# create undead units on islands
# NW base island
{NAMED_UNIT 4 (Revenant) 17 14 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Bone Shooter) 11 18 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Revenant) 8 12 () ( _ "Arisen Warrior") (upkeep=free)}
{NAMED_UNIT 4 (Bone Shooter) 14 10 () ( _ "Arisen Warrior") (upkeep=free)}
[message]
speaker=Nym
message= _ "Gosh, just when things were starting to calm down."
[/message]
[message]
speaker=Zhul
message= _ "Our people are scattered and exhausted, where will we go now Kaleh? Shall we retreat into the dunes?"
[/message]
[message]
speaker=Kaleh
message= _ "Before I decide, I have just one question: How did you merfolk plan on bringing us to meet your master, if she dwells far beneath the sea?"
[/message]
[message]
race=merman
[not]
id=Esanoo
[/not]
message= _ "Actually we prefer to dwell in the shallow waters, where we may frolic in the great coral reefs under the sun and moon. But I digress, we realize that you people cannot swim like us, and I believe I may have a solution."
[/message]
[message]
race=merman
[not]
id=Esanoo
[/not]
message= _ "The humans of the Iron Council dwell in a large island to the northwest; I was taken there several times for interrogation. It is a fearsome place, full of black rock and tall peaks, but in the center is a lagoon. In the lagoon, I saw several ships anchored, which we might be able to use to transport your people across the waves."
[/message]
[message]
speaker=Zhul
message= _ "Across the waves?! We are a people of the desert, we know nothing of piloting such vessels! And I do not like the idea of putting my life at the mercy of some human-built ship."
[/message]
[if]
[have_unit]
type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren
[/have_unit]
[then]
[message]
type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren
message= _ "We have picked up some knowledge of piloting while spying on the humans and we have some magical skill for controlling the winds. Once out on the open sea, our journey should be swift and safe from danger. Besides, time is pressing and our leader lives too far out in the waters to make this voyage twice."
[/message]
[/then]
[else]
[message]
race=merman
message= _ "We have picked up some knowledge of piloting while spying on the humans and we have some magical skill for controlling the winds. Once out on the open sea, our journey should be swift and safe from danger. Besides, time is pressing and our leader lives too far out in the waters to make this voyage twice."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "We have already gone to many strange places and survived. I trust the merfolk. If they believe that they can transport us safely across the waters, then I will put my life in their hands."
[/message]
[message]
speaker=Nym
message= _ "Wherever you go Kaleh, I will follow."
[/message]
[message]
speaker=Zhul
message= _ "Very well. You have not led us astray so far, I will not leave you now."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Grog scared of big water and bright sun, but Grog will not dishonor Great Leader. Great Leader say follow Kaleh, and Grog will do so."
[/message]
)
(
[message]
speaker=Nog
message= _ "Nog scared of big water and bright sun, but Nog will not dishonor Great Leader. Great Leader say follow Kaleh, and Nog will do so."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "Ouch, being stuck between the water and the sun is a terrible place to be, but where you go I will follow."
[/message]
)
(
[message]
speaker=Jarl
message= _ "Ouch, being stuck between the water and the sun is a terrible place to be, but where you go I will follow."
[/message]
)}
[message]
race=merman
message= _ "We have attacked the humans in the past, when their boats trespass in our waters, and so they fear us greatly. Their dark mages have cast protective spells upon their boats, preventing any of our kind from boarding them. I am afraid that we cannot capture the boats for you. We will, of course, help you hold off the humans. Later, once we escape, with your help I think we can dispel the protections, but for now you must seize them yourselves."
[/message]
[message]
race=merman
message= _ "There are four boats in the lagoon. Once you have captured each of the four then we can help you steer them out into the open water and to freedom. Then we can pilot them to shore, safely away from the humans, and load the rest of your people on board. But we will need all four boats to fit all of your remaining people."
[/message]
[message]
speaker=Nym
message= _ "Truly, there are not as many of us as there once were."
[/message]
[message]
speaker=Kaleh
message= _ "Though the cost be high, we do what we must. Come let us go capture those boats."
[/message]
{VARIABLE capture_ships yes}
[show_objectives]
[/show_objectives]
# allow player’s elves to recruit units again
[set_recruit]
side=1
recruit=$stored_side_1.recruit
[/set_recruit]
{CLEAR_VARIABLE stored_side_1}
# modify side 4 iron council to add income and gold
[modify_side]
side=4
{INCOME 24 30 36}
{GOLD 150 250 350}
[/modify_side]
# capture villages for Iron Council (side 4)
[capture_village]
x,y=7-18, 9-17
side=4
[/capture_village]
# bring back Alastra, Darius and Zelgant if they haven't died
# Get rid of events for approaching their old keeps
[remove_event]
id=approach_darius
[/remove_event]
[remove_event]
id=approach_alastra
[/remove_event]
[remove_event]
id=approach_zelgant
[/remove_event]
[if]
[variable]
name=stored_Alastra.length
equals=1
[/variable]
[then]
[unstore_unit]
variable=stored_Alastra
find_vacant=yes
x,y=9,14
[/unstore_unit]
[/then]
[/if]
[if]
[variable]
name=stored_Zelgant.length
equals=1
[/variable]
[then]
[unstore_unit]
variable=stored_Zelgant
find_vacant=yes
x,y=15,12
[/unstore_unit]
[/then]
[/if]
[if]
[variable]
name=stored_Darius.length
equals=1
[/variable]
[then]
[unstore_unit]
variable=stored_Darius
find_vacant=yes
x,y=11,10
[/unstore_unit]
[/then]
[/if]
{CLEAR_VARIABLE stored_Alastra,stored_Zelgant,stored_Darius}
# the ship events have now been moved into the council
# macro to prevent capricious players from capturing
# the ships before the council appears
# Capturing ships by elves
# each ship is actually a village, when player captures a village
# check for ownership of 4 of the special village type.
#elf captures a ship
[event]
name=capture
first_time_only=no
[filter]
side=1
[filter_location]
terrain=*^Wyc
[/filter_location]
[/filter]
[remove_item]
x,y=$x1, $y1
[/remove_item]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" $x1 $y1}
[if]
[have_location]
terrain=*^Wyc
owner_side=1
count=4
[/have_location]
[then]
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[/if]
[/event]
#enemy captures a ship
[event]
name=capture
first_time_only=no
[filter]
[not]
side=1
[/not]
[filter_location]
terrain=*^Wyc
[/filter_location]
[/filter]
[remove_item]
x,y=$x1, $y1
[/remove_item]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" $x1 $y1}
[/event]
[/event]
# Event 10: time over event
[event]
name=time over
[message]
speaker=Kaleh
message= _ "We’ve run out of time. The humans are gaining strength and will surely overwhelm us now."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
# Event 11: VICTORY!
[event]
name=victory
[message]
speaker=Nym
message= _ "We’ve captured all four boats!"
[/message]
[message]
speaker=Kaleh
message= _ "Good, then let’s get out of here. The merfolk will help you guide the ships. I’ll muster the rest of our people and retreat from this bloody battlefield. We’ll meet you along the coastline west of here. Don’t worry about losing us, we’ll stick to the coast and the merfolk will help us keep in contact. Once we’ve escaped and are out of range of any counterattacks by the humans, we can load the rest of our people onto the ships."
[/message]
[if]
[have_unit]
type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren
[/have_unit]
[then]
[message]
type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren
message= _ "Then by the Sea God’s hand I call forth the winds. May they confound our enemies and blow these ships to safety!"
[/message]
[/then]
[else]
[message]
race=merman
message= _ "Then by the Sea God’s hand I call forth the winds. May they confound our enemies and blow these ships to safety!"
[/message]
[/else]
[/if]
# Elves and troll/dwarf get in the ships, enemies disappear (the enemy side won't persist to the next scenario)
[put_to_recall_list]
[not]
race=merman
[/not]
heal=yes
[/put_to_recall_list]
# Removes the ^Wyc overlay from any location which has it
[terrain]
terrain=^
layer=overlay
[and]
terrain=*^Wyc
[/and]
[/terrain]
[remove_item]
x,y=10, 15
[/remove_item]
[sound]
name=ambient/ship.ogg
[/sound]
[move_unit_fake]
type=Galleon
side=1
x=10, 11, 12, 13, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8, 7
y=15, 15, 15, 16, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25, 25
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 7 25}
[remove_item]
x,y=9, 12
[/remove_item]
[move_unit_fake]
type=Galleon
side=1
x=9, 10, 11, 11, 11, 12, 13, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8
y=12, 12, 13, 14, 15, 15, 16, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 24
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 8 24}
[remove_item]
x,y=12, 10
[/remove_item]
[sound]
name=ambient/ship.ogg
[/sound]
[move_unit_fake]
type=Galleon
side=1
x=12, 12, 12, 13, 14, 14, 14, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8
y=10, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 8 25}
[remove_item]
x,y=15, 14
[/remove_item]
[move_unit_fake]
type=Galleon
side=1
x=15, 14, 14, 15, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9
y=14, 14, 15, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 9 25}
{CLEAR_VARIABLE number_merfolk_caged}
{CLEAR_VARIABLE number_merfolk_deaths}
{CLEAR_VARIABLE capture_ships}
[/event]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=10_Speaking_with_the_Fishes
name= _ "Speaking with the Fishes"
{UTBS_MAP 10_Speaking_with_the_Fishes.map}
{STORY_SPEAKING_WITH_THE_FISHES}
{SCENARIO_MUSIC "traveling_minstrels.ogg"} # Talk only, no intro
next_scenario=11_Battle_for_Zocthanol_Isle
turns="-1"
victory_when_enemies_defeated=no
theme=Cutscene_Minimal
{DAWN1}
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=0
{NO_INCOME}
controller=human
shroud=no
fog=no
team_name=ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#side=2 Merfolk
[side]
id=Melusand
name= _ "Melusand"
type=Mermaid Diviner
profile=portraits/melusand.png
side=2
canrecruit=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
controller=ai
team_name=ally
user_team_name=_"Allies"
[/side]
# Prestart functions:
# recall main heroes
[event]
name=prestart
#add furnishings
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 5 15 }
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 7 16 }
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 5 17 }
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 8 18 }
#recall heroes
[recall]
id=Nym
x,y=12,13
[/recall]
[recall]
id=Zhul
x,y=15,15
[/recall]
[recall]
id=$ally_name
x,y=13,15
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
# create 6 merfolk guards to protect the seer
[unit]
type=Merman Warrior
name= _ "Merfolk Guard"
x=8
y=12
side=2
[/unit]
[unit]
type=Merman Warrior
name= _ "Merfolk Guard"
x=17
y=10
side=2
[/unit]
[unit]
type=Merman Warrior
name= _ "Merfolk Guard"
x=17
y=17
side=2
[/unit]
[unit]
type=Merman Hoplite
name= _ "Merfolk Guard"
x=11
y=16
side=2
[/unit]
[unit]
type=Merman Spearman
name= _ "Merfolk Guard"
x=21
y=11
side=2
[/unit]
[unit]
type=Merman Entangler
name= _ "Merfolk Guard"
x=13
y=9
side=2
[/unit]
[modify_unit]
[filter]
id=Kaleh
[/filter]
facing=ne
[/modify_unit]
[/event]
# starting dialogue
[event]
name=start
[message]
speaker=Melusand
message= _ "Hail Kaleh, long have I waited to see you in person."
[/message]
[message]
speaker=Kaleh
message= _ "Greetings. I’m afraid I am at a disadvantage, for you know my name and I do not know yours."
[/message]
[message]
speaker=Melusand
message= _ "I am known as Melusand. I am what you might call a high priest among my people."
[/message]
[message]
speaker=Kaleh
message= _ "This is—"
[/message]
[if]
[have_unit]
id=$ally_name
[/have_unit]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Melusand
message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Grog, that your recent actions and indeed your presence with these fine folk speaks well for your people."
[/message]
[message]
speaker=Grog
message= _ "Grog says thank you."
[/message]
)
(
[message]
speaker=Melusand
message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Nog, that your recent actions and indeed your presence with these fine folk speaks well for your people."
[/message]
[message]
speaker=Nog
message= _ "Nog says thank you."
[/message]
)
(
[message]
speaker=Melusand
message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Rogrimir, that your recent actions and indeed your presence with these fine folk speaks well for your people."
[/message]
[message]
speaker=Rogrimir
message= _ "Thank you for your kindness."
[/message]
)
(
[message]
speaker=Melusand
message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Jarl, that your recent actions and indeed your presence with these fine folk speaks well for your people."
[/message]
[message]
speaker=Jarl
message= _ "Thank you for your kindness."
[/message]
)}
[/then]
[else]
[message]
speaker=Melusand
message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "If you know so much why did you drag us all the way out here?"
[/message]
[message]
speaker=Melusand
message= _ "Patience, young lady. All will be revealed in good time."
[/message]
[message]
speaker=Melusand
message= _ "I have been watching your progress with great interest, but I could not contact you directly. That is why I sent out my most trusted followers to find you. I apologize for the difficulty of arranging a meeting. Oh, and I hope you do not mind my guards. But her spies are everywhere and I had to be certain that we could converse without being overheard. Besides, it never hurts to be too careful."
[/message]
[message]
speaker=Zhul
message= _ "Whose spies?"
[/message]
[message]
speaker=Melusand
message= _ "Perhaps I should start at the beginning, for that is a good place to start. Make yourselves comfortable, this may take a while. I want to tell you a tale, it is a story of the fall of what you refer to as ‘The Golden Age’."
[/message]
{REPLACE_SCENARIO_MUSIC "revelation.ogg"}
[message]
speaker=Melusand
message= _ "A long time ago there was a great empire of humans known as the Empire of Wesnoth. They lived peacefully alongside elves and dwarves, and drove the dark powers deep under the earth. It was a time of peace, light, and prosperity for all."
[/message]
[message]
speaker=Zhul
message= _ "Yes, we know about this age."
[/message]
[message]
speaker=Melusand
message= _ "This will go much faster if you don’t interrupt me. Now, as I was saying, the Empire of Wesnoth was very learned in the magical arts and had vast repositories of knowledge. Back then there was only one sun in the sky, the sun you call Sela. But the king decreed that he would raise a second sun into the heavens, to lengthen their days and shorten the darkness. All the mages, sorcerers and wise men came together and cast a mountain into the sky and made it glow as bright as the sun. They sent this second sun, the one you call Naia, hurtling through the sky so that only a few hours of darkness remained each night. Though some had called the attempt foolish, it was a resounding success and stood as a tribute to the power and might of the humans. The golden age glowed brighter than ever and many believed that they had dispelled evil and darkness forever."
[/message]
[message]
speaker=Melusand
message= _ "But with their prosperity and power, over the generations the humans grew arrogant. One day a young descendant of the original king decreed that darkness should be abolished altogether from the land, so that light and goodness would shine forth everywhere. But the people had grown lazy and complacent and the ranks of mages who still trained hard to harness the magical arts had decreased greatly. Still the king believed he was all-powerful and would not listen to the mages’ protests. So, seeking to duplicate the previous success of their ancestors, the mages tried to lift a second mountain into the sky. But a great evil befell them that day; their power failed and the mountain crashed down onto the human capital, crushing all within. In an instant the center of the Empire of Wesnoth was utterly destroyed."
[/message]
[message]
speaker=Melusand
message= _ "The king and his family were all killed, and soon petty warlords tore apart the empire as all the known lands fell into chaos. Elves and dwarves were drawn into the conflicts, orcs and trolls spread forth from the dark places, and chaos and darkness swallowed the lands."
[/message]
[message]
speaker=Melusand
message= _ "The two suns, a monument to the power and hubris of the fallen Empire of Wesnoth, scorched the earth. The fields dried up, forests died, and swamps turned into mud-cracked plains. Since then the path of the second sun has shifted in the sky, creating the long dark that you are so familiar with every other night. And much evil has spread forth across the lands. The mages of the Empire of Wesnoth still haunt their domains as the undead lords that plague your sands. The surviving humans have descended into barbarity and squalor. Orcs cover the lands killing each other and any that fall into their grasp. The dwarves and trolls hide in their tunnels, in the dark, fighting an endless war. I do not mean to offend your friend, but the majority of them care little for the fate of the surface dwellers. And without their forests the elves have mostly died out, another victim of the chaos and evil that dominates our lands."
[/message]
[message]
speaker=Melusand
message= _ "What can we merfolk do? We see much with our magics, but we do not have the numbers, nor the power, to bring back order to the domains of the land dwellers. And even the sea is not free from the darkness; we struggle to survive against the naga and far worse things that have crept forth from the dark places. We are barely holding our own in the waters, but you saw how ill-suited we were when we went ashore."
[/message]
[message]
speaker=Melusand
message= _ "You are probably wondering why I know all this history. Far out in the sea is a string of islands that was once colonized by some humans from the Empire of Wesnoth. During the Golden Age ships traveled often to the mainland carrying trade goods and news. Apparently the colony was led by a group of mages who wanted a safe place to perform their experiments. Protected by their magic and their isolation, these colonists held out longer than most after the fall of the empire. What happened to them we do not know for certain, but many years ago my people discovered the ruins of their settlements. While exploring the ruins we found a library full of letters and several journals. With our magics and knowledge we were able to decipher the writings and thus we could piece together the history of the end of the Golden Age."
[/message]
[message]
speaker=Melusand
message= _ "The islands seemed lush and bountiful so we decided to settle in the shallow waters. But we discovered that the largest island was a strange and sinister place. The interior of the island was choked with a thick jungle, and at the center we could see several tall rocky peaks. On the tallest peak was built some sort of stronghold and occasionally at night we saw strange lights emanating from it. We sent several expeditions into the jungle to explore the building, but none ever returned. Soon afterwards merfolk sleeping on the shores would disappear at night, leaving only bloody trails leading into the dense jungle. It was clear that something was lurking in the jungle, but we knew not what. Our priests felt a strange presence that they could not understand, and darkness clouded our attempts at scrying."
[/message]
[message]
speaker=Melusand
message= _ "The island was declared cursed, and we stayed as far away from it as we could. Some said we should flee the islands, but the waters were great for hunting, and the cursed naga who often raided our settlements did not trouble us here. So we remained and told ourselves that if we kept our distance everything would be fine."
[/message]
[message]
speaker=Melusand
message= _ "But then that night came, I still remember it, as if it was yesterday. As the sun set a darkness spread forth from the tower, blotting out the moon and stars. From the sea came harsh battle cries and a great host of naga appeared from out of the depths. Even worse, from that large island the bodies of long-dead humans rose again and marched through the water, killing soundlessly. We were not prepared for such a powerful assault, and we were forced to flee for our lives. Indeed we were lucky to save as many as we did."
[/message]
[message]
speaker=Melusand
message= _ "In hindsight I blame the humans. With their experiments I think they woke something, something evil. Years later, we still suffer from the legacy of their cursed arrogance and hubris. Something festers on that island, corrupting all that it touches. Since we fled, those islands have become a haven to dark and terrible things. Naga prowl the seas, and undead and other horrors lurk in that twisted jungle. The few creatures that we have captured alive speak of a dark goddess, one they serve blindly unto death. It seems that she has taken control of the humans you saw as well."
[/message]
[message]
speaker=Nym
message= _ "Does she have a name?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Melusand
message= _ "She has many names. We call her the Eater of Souls. But in the old tongue her name is Yechnagoth."
[/message]
[message]
speaker=Zhul
message= _ "No!"
[/message]
[message]
speaker=Melusand
message= _ "Yes, I thought that name would be familiar to you. Always is she looking for new followers. I believe that it is she who appeared unto your people in the guise of your god. But her lust for even greater power may be her undoing. For she underestimated your strength of will; you are not as easily controlled as those she dominated before. She brought you here to be her followers, but I believe that you may be just the ones who can destroy her."
[/message]
[message]
speaker=Nym
message= _ "You seem powerful, why can’t you destroy her yourselves?"
[/message]
[message]
speaker=Melusand
message= _ "Years of battle have taken their toll; my people are few in number and have not the strength to strike at her alone. But I see in you a strength and determination that gives me hope. With your help we may have a chance."
[/message]
[message]
speaker=Melusand
message= _ "You must realize that if she is not stopped, who knows how far her pestilence might spread? I have scryed far and wide and there are few that have the strength to stand up to such a force. If we do not, who will?"
[/message]
[message]
speaker=Zhul
message= _ "How can we trust you? How do we know you aren’t servants of Yechnagoth, sent to trick us?"
[/message]
[message]
speaker=Melusand
message= _ "If you knew anything about us you would not ask such a question! The idea is an anathema to all that we stand for! You saw how my brethren risked life and limb to find you and protect you and your kind against the humans. You saw how the humans treated us in return. Are not our actions proof enough?"
[/message]
[message]
speaker=Melusand
message= _ "Because in the end, I’m afraid you just have to trust us. If we wanted to capture you we could have already. But we are not here to force you to do anything. Feel free to leave if you want, we can take you back to land. But you will find few friends among the wilds north of the mountains, and the humans will be searching for you. Yechnagoth’s reach is long and her vengeance is terrible."
[/message]
[message]
speaker=Melusand
message= _ "Indeed, that is what she is expecting. Like the few others that have resisted her for a time, she expects you to flee from her, to run away as far as you can. Long has it been since she has been seriously attacked; it is the one thing she will not be anticipating. I doubt that she even considers your kind a threat, but we have a real chance here to show her that there is still power in the known lands that she does not control."
[/message]
[message]
speaker=Kaleh
message= _ "You have given us much to think about. But we cannot make such an important decision in an instant. Please give us time to talk among ourselves and discuss this matter."
[/message]
[message]
speaker=Melusand
message= _ "Of course. We will withdraw to the shallows and give you some privacy. But do not ponder for too long, for we do not have a lot of time. I will return ere long."
[/message]
{MOVE_UNIT id=Melusand 20 4}
{MOVE_UNIT x,y=13,9 19 5}
{MOVE_UNIT x,y=17,10 20 5}
{MOVE_UNIT x,y=21,11 21 5}
{MOVE_UNIT x,y=8,12 3 14}
{MOVE_UNIT x,y=11,16 4 19}
{MOVE_UNIT x,y=17,17 11 21}
[modify_unit]
[filter]
id=Kaleh
[/filter]
facing=sw
[/modify_unit]
[message]
speaker=Kaleh
message= _ "Well, what do you all think?"
[/message]
[message]
speaker=Nym
message= _ "It’s a heck of a story."
[/message]
[message]
speaker=Zhul
message= _ "I’m not sure what to think. It’s all so much information."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Grog not sure if he trust fish lady. What if she just want you elves to fight her war for her?"
[/message]
)
(
[message]
speaker=Nog
message= _ "Nog not sure if he trust fish lady. What if she just want you elves to fight her war for her?"
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "I’m still not sure I trust her. What if she’s just trying to get you all to fight her war for her?"
[/message]
)
(
[message]
speaker=Jarl
message= _ "I’m still not sure I trust her. What if she’s just trying to get you all to fight her war for her?"
[/message]
)}
[message]
speaker=Kaleh
message= _ "The point is, it’s not her fight, it’s our fight too. I for one believe her tale. With all the power that Melusand says Yechnagoth has, how do we know that Yechnagoth wasn’t the one who rained those rocks down upon our village all those weeks ago? What if this is all just part of a plot to turn our people into a group of mindless followers?"
[/message]
[message]
speaker=Zhul
message= _ "Whether this was all planned or not, what’s important is what should we do with ourselves now? We have a duty to protect our people."
[/message]
[message]
speaker=Kaleh
message= _ "No, no, no! Too much blood has been spilled. This has gone on way too far for us to just end it now and walk away. You saw what she did to Keratur and Tanstafaal, their blood is on my hands and I will have vengeance!"
[/message]
[message]
speaker=Nym
message= _ "Even if we turn around and leave now, where will we go?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "I admit that Melusand does have a point. We cannot return under the mountains the way we came, the humans will be heavily guarding that path for sure by now. We could ask the merfolk to return us back to the coasts to the north or south of where we came, but I do not know these lands at all. We would be wandering aimlessly through the wilderness. Oh, if only we did have Eloh to guide us. We need her now more than ever."
[/message]
[message]
speaker=Nym
message= _ "This entire journey has been based on a lie—"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "I know! I know! Would you like me to kill myself as punishment, or step down as leader? Imagine how I feel. I heard her voice, it was just as you had told us since we were children, Zhul. The voice of our god, speaking to us for the first time since the olden days. And I believed, I wanted to believe so badly, that I could take our people away from the horror and the death. I see them now whenever I sleep, I see their faces, all of our brethren who have died on the accursed journey. Oh, I wish none of this had ever happened!"
[/message]
[message]
speaker=Nym
message= _ "No, no, no one is blaming you, Kaleh."
[/message]
[message]
speaker=Zhul
message= _ "Many who have seen dark times wish they could go back and remake the past. But that is not in our power, all we can do now is do what seems right in the time that is allotted to us. Do not succumb to despair Kaleh, or else Yechnagoth has already won."
[/message]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=$ally_name
message= _ "Yes, remember boy, the fight is not yet lost while we still draw breath."
[/message]
[/then]
[else]
[message]
speaker=$ally_name
message= _ "Do not give up yet, little one. The battle is not yet lost while we still fight."
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "You are right. I believe Melusand, strange as her tale sounds. From all I have seen Yechnagoth truly is a scourge on this earth, and I would gladly give up my life for a chance to destroy her once and for all. But this is not a choice that I can make for all of our people."
[/message]
[message]
speaker=Nym
message= _ "She should be made to pay for all that she has done to our people, and if I should die in the attempt, then so be it. I will not leave your side now, Kaleh."
[/message]
[message]
speaker=Zhul
message= _ "As strange as it may sound, there are some things in this world that are more important than the fate of our people. Years from now the suns shall rise anew, a seed will grow into a flower, a child will be born. And I believe that if Yechnagoth is victorious then all that is good and beautiful will be corrupted and twisted and destroyed. This is a harsh world that we live in, but there is beauty and goodness in it, and no matter what may happen to us, I would gladly give my life to see that beauty and goodness survive."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Even in deepest tunnels my people could not escape Yechnagoth’s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Grog. Still, Grog will do what he can to see her destroyed."
[/message]
)
(
[message]
speaker=Nog
message= _ "Even in deepest tunnels my people could not escape Yechnagoth’s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Nog. Still, Nog will do what he can to see her destroyed."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "Even in the deepest tunnels underground we could not forever escape Yechnagoth’s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed."
[/message]
)
(
[message]
speaker=Jarl
message= _ "Even in the deepest tunnels underground we could not forever escape Yechnagoth’s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed."
[/message]
)}
[message]
speaker=Kaleh
message= _ "Then it is decided. Still in this matter we cannot speak for all our people. Those who go on this quest may never return, and this battle is certainly no place for the young or the elderly. Let all who are afraid or cannot fight stay behind with the merfolk. I will ask Melusand to arrange that if we fail, they be taken far away from here, that they might live out their lives in what peace they can find."
[/message]
[message]
speaker=Zhul
message= _ "That is very compassionate of you, but I doubt that many of our surviving people will wish to stay behind. You are our leader Kaleh, and where you go, we will follow."
[/message]
[message]
speaker=narrator
message= _ "Time passes."
image=wesnoth-icon.png
[/message]
{MOVE_UNIT id=Melusand 15 12}
[modify_unit]
[filter]
id=Kaleh
[/filter]
facing=ne
[/modify_unit]
[message]
speaker=Melusand
message= _ "Have you come to a decision?"
[/message]
[message]
speaker=Kaleh
message= _ "Yes we have. Yechnagoth has played us like fools. We have all lost loved ones because of her machinations. Her arrogance will not go unchallenged; we will aid you in your cause."
[/message]
[message]
speaker=Melusand
message= _ "Excellent. Due to our limited numbers, we cannot mount a full frontal assault against all her forces. Instead a sneak attack may allow us to bypass her defenses and strike at her heart. There are many among my people who yearn to strike against the Eater of Souls. I will help orchestrate an attack on one of the outermost northern islands to create a diversion. I also want to thank you for rescuing my brethren from the humans. They owe you their lives and they wish to return their debt of gratitude. They have volunteered to guide and escort you to your destination."
[/message]
[message]
speaker=Melusand
message= _ "Although her magic has clouded the isles from my scrying, it is the largest island, which we call Zocthanol Isle, where I sense the strongest power."
[/message]
[message]
speaker=Nym
message= _ "Why is it called Zocthanol Isle?"
[/message]
[message]
speaker=Melusand
message= _ "Because Zocthanol means accursed in our tongue. Anyway, it is there that I think you will find the source of the corruption. We will not be able to continue our attack for long, but it should give you enough time to slip through the outer defenses and reach Zocthanol Isle. You must explore the island, find the source of the darkness that infests it and destroy it before the rest of Yechnagoth’s minions have time to return."
[/message]
[message]
speaker=Melusand
message= _ "And on a related subject I can offer you a glimmer of hope in this dark time. I know that you have been searching for a home for your people. These corrupted islands were once rich and bountiful. If this darkness can truly be destroyed, then such a place might be the home you have been looking for. And I promise you that if you help us, we will help you adapt to these new lands. But that is talk for another day."
[/message]
[message]
speaker=Melusand
message= _ "Before you go I have one thing to give you. I’m afraid that where you are going my magical power will be of little help. However I want you to have these brooches. They are made from the rarest shells that are found in our waters and I have blessed them with the power of the Sea God. As long as you wear them I will be able to track your progress. You may find that they protect you in other ways as well."
[/message]
[message]
speaker=Kaleh
message= _ "We thank you for such beautiful gifts. We will wear them with honor."
[/message]
[message]
speaker=Kaleh
message= _ "We have one favor to ask of you."
[/message]
[message]
speaker=Melusand
message= _ "Yes, anything."
[/message]
[message]
speaker=Kaleh
message= _ "We go into this darkness knowing that perhaps none of us will return alive. But I cannot ask all my people to go with me against their will. This battle is also no place for our children or our elders. I ask that you protect those that we leave behind, and should the fight go ill, please take them as far away from here as possible. At the least perhaps they can get some peace and happiness in the distant wilds."
[/message]
[message]
speaker=Melusand
message= _ "I will do as you ask. It is only fair. But if this battle goes ill I do not think there will be many safe places left in the known lands."
[/message]
[message]
speaker=Nym
message= _ "Before we leave, there’s one thing I don’t understand. When he first met Kaleh, Esanoo said this all concerned Yechnagoth and Zhangor. We know about Yechnagoth, but who is Zhangor?"
[/message]
[message]
speaker=Kaleh
message= _ "I remember when Yechnagoth was posing as Eloh, she said she was the slayer of the demon lord Zhangor."
[/message]
[message]
speaker=Zhul
message= _ "I wonder where Yechnagoth heard of the story of the demon lord Zhangor. It is a sad tale and has not been told for ages, but perhaps now is the right time."
[/message]
[message]
speaker=Zhul
message= _ "It all started in the years before the Great Fall. The elves of Wesmere Forest were masters of the arcane magics. They valued knowledge above all else and specialized in divination, seeking to scry out the secrets of the other races. In their scrying they attracted the notice of the demon Zhangor."
[/message]
[message]
speaker=Zhul
message= _ "Zhangor appeared to them in the guise of a beautiful elven youth and told them that a great darkness was coming, which would destroy all the knowledge that they had collected. He said if they worshiped him as a god he would protect them and reveal unto them knowledge and magics that they could only dream of. But he wanted more; he demanded a blood sacrifice of one elf a month. Some of the elves were revolted, but most were tempted by the prospect of even greater power, and so they bowed down and worshiped him as their god. Those few who protested his ascendancy were the first to be thrown into jails and sacrificed."
[/message]
[message]
speaker=Zhul
message= _ "And so as the rest of the lands succumbed to darkness and chaos, Wesmere Forest was one of the few islands of peace and safety. But Zhangor played upon the elves’ fears and demanded more from his followers. He declared that all other elves were heretics and did not deserve life. So the Wesmere elves gave sanctuary to refugees, and then they turned them over to their dark priests, who sacrificed them on Zhangor’s bloody altars. Zhangor feasted on these sacrifices and grew stronger and more powerful. He wanted even more. When no more refugees came, the priests ordered raiding parties to go out and bring back any poor souls they could find. When no more elves could be found they preyed upon humans, dwarves, orcs, anyone they could find in the nearby lands."
[/message]
[message]
speaker=Zhul
message= _ "By this point most of the other forests had been burned, and Eloh was leading our people south across the plains. We were surprised to find the Wesmere Forest still standing, and even more surprised when an elvish raiding party came out of the forest and attacked us at night, stealing several of our children. Eloh, in her wisdom, revealed in a dream the terrible things that happened in that dark forest. We were appalled at the depths to which our brethren had sunk, and though we were loath to attack our own kind, we decided that we could not let these abominable practices continue. We vowed to avenge the sacrifice of our children, and we attacked with all our might."
[/message]
[message]
speaker=Zhul
message= _ "Driven on by their dark priests and by their fear of Zhangor’s wrath, the Wesmere elves fought stubbornly against our superior numbers. The fighting was horrible indeed; that once beautiful forest was drenched in blood, and corpses littered the sunny glades. The battle culminated with Zhangor himself appearing in his true form above the forest. He flew over the land, raining down fire on defenders and attackers alike, delighting in the death and destruction. We had not the power to combat one as strong as him, and we called out to Eloh to save us in our hour of need. In a great avatar of light she appeared and they battled back and forth above the burning forest. In the end she beheaded him and smote his body down upon the earth."
[/message]
[message]
speaker=Zhul
message= _ "By this point the entire forest was being engulfed by flame, and friend and foe alike fled from the inferno. With the death of their god the Wesmere elves surrendered and begged for forgiveness, telling us the entire sorry story. We took pity on them and cared for them as best we could, but we were afraid that some of the devout priests might try to secretly continue the worship of Zhangor. For Eloh told us that she had not killed Zhangor, but merely banished him from this world. We did not want to risk Zhangor ever dividing our people again. So we decided that the dark priests who organized the sacrifices must be executed, but that all others who renounced Zhangor might be saved."
[/message]
[message]
speaker=Zhul
message= _ "Our priests also declared that Zhangor’s name and his story were forbidden knowledge, to speak of him meant death. Their constant vigilance was rewarded; in a few generations only the high priests knew of the tale, and so it was passed down to me. Though these measures may seem harsh, I believe they were justified. If Zhangor was ever summoned back I don’t think we could have survived another schism. And so the story of Zhangor was passed down from generation to generation to remind us guardians of knowledge of the folly of valuing knowledge higher than the welfare of our people."
[/message]
[message]
speaker=Nym
message= _ "I wonder what other forbidden lore you’ve been taught."
[/message]
[message]
speaker=Zhul
message= _ "Foolish girl! Do not ask such a question. Trust me, it is better not to know. Knowledge can be a terrible weight, and not one that I would want a youth such as yourself to bear. Treasure the beautiful things in this life and pry not into the darker secrets. Eloh forgive me, I have probably told you too much already, but in these dark times I felt that you should know a little bit of the truth."
[/message]
[message]
speaker=Melusand
message= _ "That is very interesting. In truth, I’d never heard of Zhangor before when I told Esanoo to mention him to you, Kaleh. Let me explain. When Eloh appeared to you, I was able to use my powers to eavesdrop on your conversation. I did not know how much you suspected, but I did not want to cause panic by openly revealing who was actually speaking to you. I had hoped to convince you to come here so I could reveal the truth to you in person. That’s why I made those elusive references to Yechnagoth and Zhangor, hoping that Kaleh would make the connection between Eloh and Yechnagoth, and be curious enough to seek me out. My mistake was that I did not realize that Yechnagoth would move so fast. I am sorry that discovering her true identity carried such a high price for your people."
[/message]
[message]
speaker=Melusand
message= _ "And now I must bid you farewell. The merfolk you rescued will help show you the path to the island, and I must go orchestrate our diversion. We will begin our attack at the end of the next long night, so by dawn the large island should be left relatively unguarded. I will pray for our success, with luck we shall all meet again."
[/message]
[endlevel]
result=victory
linger_mode=no
carryover_report=no
{NEW_GOLD_CARRYOVER 100}
[/endlevel]
[/event]
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=11_Battle_for_Zocthanol_Isle
name= _ "The Battle for Zocthanol Isle"
next_scenario=12_The_Final_Confrontation
{UTBS_MAP 11_Battle_for_Zocthanol_Isle.map}
{STORY_BATTLE_FOR_ZOCTHANOL_ISLAND}
{SCENARIO_MUSIC "wanderer.ogg"}
{EXTRA_SCENARIO_MUSIC "vengeful.ogg"}
{EXTRA_SCENARIO_MUSIC "heroes_rite.ogg"}
victory_when_enemies_defeated=no
{TURNS 51 48 45}
{TWO_SUNS_DEFAULT_SCHEDULE}
# citadel terrain graphics
[terrain_graphics]
map="
., *, .
, *, *,
*, 1, *
, *, *,
*, *, *
, *, *,
*, *, *
, *, *,
., *, ."
[tile]
pos=1
[/tile]
x,y=24,16
[image]
name=citadel_zocthanol_clouds.png
layer=5
base=108,290
center=144,162
[/image]
[image]
name=citadel_zocthanol.png
layer=0
base=108,290
center=144,162
[/image]
[image]
name=citadel_zocthanol_sub.png
layer=-10
base=108,290
center=144,162
[/image]
[/terrain_graphics]
#Side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 320 240 160}
{INCOME 8 6 4}
controller=human
shroud=yes
fog=yes
team_name=elf_ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side 2: Saurians (blue)
[side]
side=2
type=Saurian Oracle
id=Boyicht
name= _ "Boyicht"
canrecruit=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
# gold and income will be set later - this ensures saurians have no gold until then
gold=0
income=-50
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Saurian Skirmisher, Saurian Augur
#endif
#ifdef NORMAL
recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher
#endif
#ifdef HARD
recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher, Saurian Soothsayer, Saurian Oracle
#endif
[ai]
#ifdef HARD
recruitment_pattern=scout, healer, scout, archer
#else
recruitment_pattern=scout, healer, scout
#endif
aggression=0.75
caution=0.1
passive_leader=yes
[/ai]
[/side]
#Side 3: Undead (green)
[side]
side=3
type=Draug
id=Kelur
name= _ "Kelur"
canrecruit=yes
{GOLD 160 240 320}
{INCOME 15 25 35}
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow
#endif
#ifdef NORMAL
recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre
#endif
#ifdef HARD
recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre, Draug
#endif
[ai]
recruitment_pattern=scout,fighter,archer,fighter
aggression=0.8
caution=0.1
[/ai]
[/side]
#Side 4: Orcs (yellow)
[side]
side=4
type=Orcish Sovereign
id=Graghht
name= _ "Graghht"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{GOLD 160 240 320}
{INCOME 15 25 35}
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord
#endif
#ifdef NORMAL
recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow
#endif
#ifdef HARD
recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow
#endif
[ai]
recruitment_pattern=scout, fighter, archer, fighter, mixed fighter
aggression=0.8
caution=0.1
[/ai]
[/side]
#Side 5: Eloh
[side]
side=5
no_leader=yes
gold=0
controller=null
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
[/side]
#Side 6: Vampire bats
[side]
side=6
no_leader=yes
gold=0
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
[/side]
[side]
side=7
no_leader=yes
gold=0
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter
#endif
#ifdef NORMAL
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden
#endif
#ifdef HARD
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden, Naga Myrmidon
#endif
[ai]
aggression=0.75
caution=0.1
recruitment_pattern=fighter, archer, fighter, fighter
#ifdef EASY
passive_leader=yes
#endif
[/ai]
[/side]
#Side 8: Eastern Naga
[side]
side=8
no_leader=yes
gold=0
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter
#endif
#ifdef NORMAL
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Warden, Naga Hunter
#endif
#ifdef HARD
recruit=Naga Fighter, Naga Warrior, Naga Myrmidon, Naga Warden, Naga Guardian, Naga Hunter
#endif
[ai]
aggression=0.75
caution=0.1
recruitment_pattern=fighter, archer, fighter, fighter
#ifdef EASY
passive_leader=yes
#endif
[/ai]
[/side]
# Prestart functions:
# increase cost of all units by 2
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# set starting scenario objectives
[event]
name=prestart
{INCREASE_RECRUIT_COSTS 2}
# add items to map
# add elven ship to landing point
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 39 44}
# wrecked ship was 13,14
{PLACE_IMAGE scenery/wreck.png 13 9}
# trapped merman in cage
{PLACE_IMAGE "units/merfolk/triton.png~RC(magenta>red)" 10 5}
{PLACE_IMAGE items/cage.png 10 5}
[unit]
type=Merman Triton
id="Trapped Merman"
name= _ "Trapped Merman"
x,y=10,5
side=2
random_traits=no
max_moves=1
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
# recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
# recall dwarf/troll
[recall]
id=$ally_name
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
#recall merfolk
[recall]
id=Esanoo
x,y=41,43
[/recall]
[recall]
id=Urruga
x,y=41,42
[/recall]
[recall]
id=Nuvassa
x,y=42,41
[/recall]
[recall]
id=Yantili
x,y=43,42
[/recall]
[recall]
id=Il-tian
x,y=43,43
[/recall]
[recall]
id=We-jial
x,y=42,43
[/recall]
#initialize starting variables
{VARIABLE found_door no}
# set starting scenario objectives
[objectives]
[objective]
description= _ "Kaleh must capture a keep"
condition=win
[show_if]
{VARIABLE_CONDITIONAL keep_reached boolean_equals no}
[/show_if]
[/objective]
[objective]
description= _ "Reach the black citadel in the center of the island"
condition=win
[show_if]
{VARIABLE_CONDITIONAL keep_reached boolean_equals yes}
{VARIABLE_CONDITIONAL found_door boolean_equals no}
[/show_if]
[/objective]
[objective]
description= _ "Defeat enemy leaders, find both keys"
condition=win
[show_if]
{VARIABLE_CONDITIONAL found_door boolean_equals yes}
[have_unit]
canrecruit=yes
side=3,4
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Any unit must reach the black citadel"
condition=win
[show_if]
{VARIABLE_CONDITIONAL found_door boolean_equals yes}
[not]
[have_unit]
canrecruit=yes
side=3,4
[/have_unit]
[/not]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
carryover_percentage=0
[/gold_carryover]
[/objectives]
#create starting undead and orc guards
[unit]
type=Revenant
side=3
x,y=25,20
ai_special=guardian
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
[unit]
type=Orcish Warrior
side=4
x,y=27,20
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
ai_special=guardian
[/unit]
[/event]
# Event 1: Starting dialogue
[event]
name=start
[message]
speaker=Nym
message= _ "Where did this fog come from? I can’t see a thing!"
[/message]
[message]
race=merman
message= _ "Fog and darkness cloud this place, but we can use it to our advantage. The other ships will be safe hidden out in the deep water."
[/message]
[message]
speaker=Kaleh
message= _ "We should find a fort before we land the rest of our people. I do not like the idea of landing everyone without a fort to protect us. Shrouded by the fog, they will be safe for the moment. Once we find a place to rally our people, we can bring the rest of them in and start fighting in earnest."
[/message]
[message]
race=merman
message= _ "I think there were some human ruins in the southwestern part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find."
[/message]
[message]
speaker=Kaleh
message= _ "That is a good plan. First find a fort, then we can explore the rest of the island."
[/message]
# remove merfolk from map
[store_unit]
[filter]
side=1
race=merman
{EVERYWHERE}
[/filter]
kill=yes
variable=merfolk_units
[/store_unit]
# capture villages for saurians
[capture_village]
x=8-29
y=38-45
side=2
[/capture_village]
[/event]
# Event 2: Jungle Warning
# keep player from entering jungle too early
[event]
name=moveto
id=jungle_warning
[filter]
x=31-36
y=32-37
side=1
[/filter]
[message]
speaker=Zhul
message= _ "Ugh. That jungle seems dark and foreboding. Do you see those eyes? There are things staring at us from the depths of the jungle, but I can’t tell what they are. As much as I love plants and trees, I don’t like the look of it."
[/message]
[message]
speaker=Kaleh
message= _ "Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the southwest. Maybe we should explore there first. I don’t think I want to hack through the jungle until we have more elves at our side."
[/message]
[/event]
# Event 3: Silence and Suspense
[event]
name=moveto
[filter]
x=1-27
y=37-41
side=1
[/filter]
[message]
speaker=Nym
message= _ "I don’t get it. All we see are ruins, bones, some sand and patches of grass. I thought we would be attacked the moment we set foot on this island. Where is everybody?"
[/message]
[message]
speaker=Kaleh
message= _ "That’s what worries me. I keep thinking that something is going to jump out from behind the next rock or stone wall and attack, but everything is silent. Too silent."
[/message]
[/event]
# Event 4: Encountering the Saurians
[event]
name=sighted
[filter]
id=Boyicht
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Boyicht
message= _ "You trespass on holy ground, The One says you must die!"
[/message]
[message]
speaker=Nym
message= _ "Faugh! Little one, you are not worth our time. We are the Quenoth Elves! Flee and trouble us no longer or we will squash you like a bug."
[/message]
[message]
speaker=Boyicht
message= _ "No, you are not The One. You no command Boyicht. Attack!"
[/message]
# Saurian ambush
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 17 39 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ "Fanatical Saurian")}
#endif
#ifdef NORMAL
{NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ "Fanatical Saurian")}
#endif
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Oracle) 20 42 () ( _ "Fanatical Saurian")}
#endif
[modify_side]
side=2
{INCOME 3 4 5}
{GOLD 20 30 40}
[/modify_side]
[/event]
# Death of Boyicht
[event]
name=last breath
[filter]
id=Boyicht
[/filter]
[message]
speaker=Boyicht
message= _ "My death matters not. The One will kill you all. None can resist her."
[/message]
[kill]
id=Boyicht
animate=yes
fire_event=no
[/kill]
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
# wmllint: local spelling creeped
message= _ "I say good riddance. He creeped me out."
[/message]
{CLEAR_VARIABLE speaking_unit}
[/event]
# Event 4.5 Naga leaders appear, activate sides 7 + 8
# side 8 naga on eastern side of island are a bit stronger
# than side 7 than those on western side
[event]
name=turn 4
[unit]
type=Naga Myrmidon
name= _ "Naga Leader"
canrecruit=yes
side=7
x,y=3,23
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[modify_side]
side=7
{INCOME 6 12 18}
{GOLD 90 120 150}
[/modify_side]
[unit]
type=Naga Myrmidon
name= _ "Naga Leader"
canrecruit=yes
side=8
x,y=46,28
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[modify_side]
side=8
{INCOME 10 15 20}
{GOLD 80 120 160}
[/modify_side]
[/event]
# Event 5: Capture the castle, merfolk and elves return
[event]
name=moveto
[filter]
id=Kaleh
x,y=13,41
[/filter]
[message]
speaker=Kaleh
message= _ "I have captured the keep. This castle is somewhat ruined, but it will serve our purposes. Now, I wonder where the merfolk are?"
[/message]
[foreach]
array=merfolk_units
[do]
[unstore_unit]
variable=this_item
find_vacant=yes
x,y=6,42
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE merfolk_units}
[redraw]
side=1
[/redraw]
[message]
race=merman
message= _ "Fear not, here we are! We have explored the southern half of the island. And except for those lizards you found, and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops."
[/message]
[capture_village]
x=8-29
y=42-45
side=1
[/capture_village]
[message]
speaker=Nym
message= _ "Thanks, I think we’re going to need all the support we can get."
[/message]
[remove_shroud]
x=0-52
y=37-52
side=1
[/remove_shroud]
[message]
race=merman
message= _ "Now that you have found a fortress to protect your people, we can bring in the other ships."
[/message]
# animations of ships landing
[sound]
name=ambient/ship.ogg
[/sound]
[move_unit_fake]
type=Galleon
side=1
x=1,2,3,4,5,6,7,8,9,10
y=41,40,40,39,39,38,38,37,38,38
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 10 38}
[move_unit_fake]
type=Galleon
side=1
x=1,2,3,4,5,6,7,8,9
y=42,41,41,40,40,39,40,39,39
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 9 39}
[move_unit_fake]
type=Galleon
side=1
x=1,2,3,4,5,6,7,8,9
y=43,42,42,41,41,40,40,39,40
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 9 40}
[message]
speaker=Zhul
message= _ "Good, now we can start recruiting and recalling our warriors. Of course with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?"
[/message]
[message]
speaker=Kaleh
message= _ "Now that we’ve set up a base of operations we should make our way to the black citadel in the mountains at the center of the island. I bet it’s somewhere in the middle of that dark jungle."
[/message]
[message]
race=merman
message= _ "In our exploration we found a group of reinforcements, who were sent to help you, compliments of Melusand. You can recruit them into service at your base, if you wish. We may not be much use to you on land, but we will protect you against any threats from the water."
[/message]
[message]
speaker=Kaleh
message= _ "Thank you. I’m sure the reinforcements will be very useful."
[/message]
[allow_recruit]
type=Mermaid Initiate, Merman Fighter, Merman Hunter
side=1
[/allow_recruit]
[remove_event]
id=jungle_warning
[/remove_event]
{VARIABLE keep_reached yes}
[show_objectives]
[/show_objectives]
# change the music playing
[music]
name=battle.ogg
immediate=yes
[/music]
[/event]
# Event 6: Encounter the undead leader
[event]
name=sighted
[filter]
id=Kelur
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Kelur
message= _ "Feel the cold touch of death!"
[/message]
[/event]
# Event 7: Encounter the orc leader
[event]
name=sighted
[filter]
id=Graghht
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Graghht
message= _ "I will slaughter you all and bathe in your blood!"
[/message]
[/event]
# Event 8: Encounter stone citadel
[event]
name=moveto
[filter]
x=25-27
y=19-20
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[remove_shroud]
[filter_side]
side=1
[/filter_side]
x,y=24-28,16-20
[/remove_shroud]
[message]
speaker=unit
message= _ "We’ve reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can’t find any way to get in."
[/message]
[if]
[variable]
name=unit.id
equals=Kaleh
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "There’s got to be something here. The orc and skeleton must have been guarding some sort of entrance."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Are you sure? Search carefully. The orc and skeleton must have been guarding some sort of entrance."
[/message]
[/else]
[/if]
[message]
speaker=unit
message= _ "Wait a minute. There’s a tiny outline of a door in the stone. But there’s no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?"
[/message]
[if]
[have_unit]
canrecruit=yes
side=3,4
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "Hey, what about the two keys that we found on the bodies of the undead and orc leaders?"
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "I have an idea. I bet Eloh has given them to those she trusts most. And one orc and one skeleton were guarding the door. The keys must be being held by one of each faction. I bet the leaders would be in charge of such valuable objects."
[/message]
{VARIABLE found_door yes}
[show_objectives]
[/show_objectives]
[/else]
[/if]
[/event]
# Defeat both leaders, now have to take keys back to citadel door
[event]
name=found_both_keys_and_door
[filter_condition]
[have_unit]
canrecruit=yes
side=3,4
count=0
[/have_unit]
[variable]
name=found_door
boolean_equals=yes
[/variable]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "We’ve found both keys. Now we just have to take them and open the door to the black citadel. I tire of all this bloodshed. Wherever Yechnagoth hides, we will find her and make her pay for all she has done."
[/message]
[show_objectives]
[/show_objectives]
[remove_shroud]
[filter_side]
side=1
[/filter_side]
x,y=24-28,16-20
[/remove_shroud]
[/event]
# Event 9: Defeat the undead leader
[event]
name=last breath
[filter]
id=Kelur
[/filter]
[message]
speaker=Kelur
message= _ "Aaaargh!"
[/message]
[kill]
id=Kelur
animate=yes
fire_event=no
[/kill]
{CHECK_SPEAKER}
[if]
[variable]
name=found_door
boolean_equals=yes
[/variable]
[then]
[message]
speaker=$speaking_unit.id
message= _ "Look, I found a gold key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
[/message]
[/then]
[else]
[message]
speaker=$speaking_unit.id
message= _ "Look, I found a gold key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case."
[/message]
[/else]
[/if]
{CLEAR_VARIABLE speaking_unit}
[fire_event]
name=found_both_keys_and_door
[/fire_event]
[/event]
# Event 10: Defeat the orc leader
[event]
name=last breath
[filter]
id=Graghht
[/filter]
[message]
speaker=Graghht
message= _ "Nooo!!"
[/message]
[kill]
id=Graghht
animate=yes
fire_event=no
[/kill]
{CHECK_SPEAKER}
[if]
[variable]
name=found_door
boolean_equals=yes
[/variable]
[then]
[message]
speaker=$speaking_unit.id
message= _ "Look, I found an iron key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
[/message]
[/then]
[else]
[message]
speaker=$speaking_unit.id
message= _ "Look, I found an iron key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case."
[/message]
[/else]
[/if]
{CLEAR_VARIABLE speaking_unit}
[fire_event]
name=found_both_keys_and_door
[/fire_event]
[/event]
# Event 11: An elf goes to open the doors
[event]
name=moveto
[filter]
side=1
x=25-27
y=19-21
[/filter]
[filter_condition]
[have_unit]
canrecruit=yes
side=3,4
count=0
[/have_unit]
[/filter_condition]
[endlevel]
result=victory
bonus=no
{NEW_GOLD_CARRYOVER 0}
[/endlevel]
[/event]
# Event 12: Player gets close to trapped merman
[event]
name=sighted
[filter]
id=Trapped Merman
[/filter]
[filter_second]
side=1
[/filter_second]
{CHECK_SPEAKER}
[message]
speaker=Trapped Merman
message= _ "Help me..."
[/message]
[message]
speaker=$speaking_unit.id
message= _ "A merman! He looks like he’s in bad shape."
[/message]
{CLEAR_VARIABLE speaking_unit}
[kill]
id=Trapped Merman
animate=no
fire_event=no
[/kill]
[/event]
# Event 13: Player gets close to wrecked ship
[event]
name=moveto
[filter]
side=1
[not]
type=Dust Devil
[/not]
[filter_location]
radius=5
x,y=13,9
[filter_radius]
terrain=W*
[/filter_radius]
[/filter_location]
[/filter]
{NAMED_GENERIC_UNIT 2 (Sea Serpent) 13 9 (Sea Serpent) ( _ "Sea Serpent")}
[message]
speaker=Sea Serpent
message= _ "Raurrgghhh!!" # wmllint: no spellcheck
[/message]
[message]
speaker=second_unit
message= _ "A sea serpent! That thing must be 20 cubits long! It must have been living among the wreckage of that ship. I shudder to think what it was feasting on."
[/message]
[/event]
# Event 14: Player rescues trapped merman
[event]
name=moveto
[filter]
x,y=10,5
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[remove_item]
x,y=10,5
[/remove_item]
[unit]
type=Merman Triton
id=Grateful Merman
name= _ "Grateful Merman"
x,y=10,5
side=1
hitpoints=12
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
[/unit]
[message]
speaker=Grateful Merman
message= _ "Thank you. I got captured by the naga and have been trapped here for ages, I don’t know how long. So close to the water, but so far. I don’t think I could have lasted much longer. It was horrible."
[/message]
[message]
speaker=unit
message= _ "Well, help us get revenge on the naga. We are here to destroy Yechnagoth."
[/message]
[message]
speaker=Grateful Merman
message= _ "Gladly. Just let me recover my strength first."
[/message]
[/event]
# player find gold in wrecked ship
[event]
name=moveto
[filter]
x,y=13,9
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[sound]
name=gold.ogg
[/sound]
[message]
speaker=unit
message= _ "I found a chest in the hold of this wrecked ship. It looks like sunken treasure!"
[/message]
[gold]
amount={ON_DIFFICULTY 100 75 50}
side=1
[/gold]
[/event]
# Event 15: time over event
[event]
name=time over
[message]
speaker=Kaleh
message= _ "We’ve run out of time! The forces that the merfolk helped distract have returned and will surely kill us all."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
# Event 16: VICTORY!
[event]
name=victory
[terrain]
x,y=26,19
terrain=Uu
[/terrain]
[unit]
type=Divine Avatar
id=Eloh
name= _ "Eloh"
side=5
x,y=26,19
random_traits=no
[/unit]
[redraw]
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Eloh
message= _ "So I see that you have finally slain both of my lieutenants. I wondered how long it would take you."
[/message]
[message]
speaker=Nym
message= _ "We have your keys. You cannot hide from us now."
[/message]
[message]
speaker=Eloh
message= _ "Did you really think something as simple as a pair of keys was needed to enter and leave my sanctum? The entire thing was just a charade to see how much trouble you would go through on your pathetic little quest."
[/message]
[message]
speaker=Eloh
message= _ "Sigh, you elves are so predictable."
[/message]
[message]
speaker=Zhul
message= _ "Talk all you want, we will have our vengeance!"
[/message]
[message]
speaker=Eloh
message= _ "Is that what you want? I suppose I do owe Kaleh a personal audience, after all I have put him through. Well here’s your chance. Come to me boy, and prove that you have what it takes. All you others, stay away unless you want a slow and painful death. I will deal with you later."
[/message]
[kill]
id=Eloh
animate=no
[/kill]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
[message]
speaker=Kaleh
message= _ "I must go and end this. But first I want to thank you all for your faith in me throughout this long journey. If I do not prevail then please flee this place with the merfolk and find somewhere where you can have peace and safety. My last wish is that no matter what happens you all live long and fruitful lives. Don’t let our sacrifices be forgotten..."
[/message]
[message]
speaker=Nym
message= _ "Kaleh, you can’t just go in there alone. She’ll kill you!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "I must. Too many others have died because of my actions. I couldn’t face losing you, Nym. Now it is time for me to finish it, alone."
[/message]
[message]
speaker=Zhul
message= _ "May Eloh protect you."
[/message]
[message]
speaker=Kaleh
message= _ "Her will be done."
[/message]
# Kaleh disappears
[hide_unit]
id=Kaleh
[/hide_unit]
[redraw]
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Zhul
message= _ "Well, now we just have to wait..."
[/message]
[message]
speaker=Nym
message= _ "You aren’t actually going to let him face her alone?!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "Yes, I am. In the end it is his decision."
[/message]
[message]
speaker=Nym
message= _ "I’ve saved his sorry ass all this way, I’m not going to let him go and let himself get killed now!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
# wmllint: local spelling Nymphtessa
message= _ "Nymphtessa, my darling, you have always been a rebel. But eventually you must learn to respect your leaders’ decisions. Kaleh has made his choice, and if Eloh wills it he will prevail. You see how all our losses weigh upon him. He would not want us to disobey him and sacrifice our lives too."
[/message]
[message]
speaker=Nym
message= _ "I don’t care! Do you think I’m going to let him go in there and fight alone? He’ll be slaughtered! He needs our help. Without us he never would have even made it out of the desert. The rest of you can just sit on your hands and pray, but I’m going in there!"
image=portraits/nym_moody.png
[/message]
# Nym disappears
[hide_unit]
id=Nym
[/hide_unit]
[redraw]
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Zhul
message= _ "Curse that girl! She’ll be the death of me. But still she doesn’t stand a chance without me. Kaleh is one thing, but Nym needs my protection. All right, I’m going in. The rest of you stand guard, if we don’t come out in half an hour then flee the island with the merfolk."
[/message]
# Zhul disappears
[hide_unit]
id=Zhul
[/hide_unit]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Grog not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like Grog. Other elves may be scared, but Grog fear no dark place. Grog just hope there still something to smash when he gets there."
[/message]
)
(
[message]
speaker=Nog
message= _ "Nog not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like Nog. Other elves may be scared, but Nog fear no dark place. Nog just hope there still something to smash when he gets there."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "I’ve followed that boy this far, I’m not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me."
[/message]
)
(
[message]
speaker=Jarl
message= _ "I’ve followed that boy this far, I’m not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me."
[/message]
)}
{CLEAR_VARIABLE found_door}
{CLEAR_VARIABLE keep_reached}
[/event]
# create bats at dusk function
# at first dusk, Kaleh comments strange noises in jungle
[event]
name=bat_noise_reaction
[message]
speaker=Kaleh
message= _ "What’s that strange screeching sound coming from the jungle?"
[/message]
[/event]
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_location]
time_of_day_id=dusk1,dusk2
[/have_location]
[/filter_condition]
[fire_event]
name=bat_noise_reaction
[/fire_event]
# create vampire bats and blood bats
# wmlindent: start ignoring
{SCATTER_UNITS {ON_DIFFICULTY 5 3 3} (Vampire Bat) 2 (terrain=Gs^Ftr) (
side=6
name= _ "Nocturnal Pest"
upkeep=free)}
# create blood bats on medium and hard difficulties
#ifndef EASY
{SCATTER_UNITS {ON_DIFFICULTY 0 3 4} (Blood Bat) 2 (terrain=Gs^Ftr) (
side=6
name= _ "Nocturnal Pest"
upkeep=free)}
#endif
# wmlindent: stop ignoring
[/event]
# destroy all bats at morning
# at first morning, Nym comments on bats fleeing
[event]
name=bat_leave_reaction
[message]
speaker=Nym
message= _ "That’s odd. Why did those bats suddenly fly off?"
[/message]
[message]
speaker=Zhul
message= _ "They must be nocturnal."
[/message]
[/event]
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_location]
time_of_day_id=dawn1,dawn2
[/have_location]
[have_unit]
side=6
[/have_unit]
[/filter_condition]
[kill]
side=6
animate=no
fire_event=no
[/kill]
[fire_event]
name=bat_leave_reaction
[/fire_event]
[/event]
{UTBS_INCLUDE utils/deaths.cfg}
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=12_The_Final_Confrontation
name= _ "The Final Confrontation"
next_scenario=13_Epilogue
{UTBS_MAP 12_The_Final_Confrontation.map}
{STORY_THE_FINAL_CONFRONTATION}
{SCENARIO_MUSIC "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "revelation.ogg"}
{EXTRA_SCENARIO_MUSIC "the_city_falls.ogg"}
victory_when_enemies_defeated=no
turns="-1"
{UNDERGROUND}
#########################################################################################################
# Events table (stuff that can be triggered with 'fire') #
#########################################################################################################
# eloh_death : causes the post-Eloh events to occur #
# create_minion : spawns one of Yechnagoth's minions #
# yechnagoth_regenerate : causes Yechnagoth to fully heal #
# yechnagoth_special_attack : trigger Yechnagoth's special slowing attack #
# yechnagoth_vulnerate : vulnerates Yechnagoth #
# yechnagoth_death : triggers Yechnagoth's death event #
#########################################################################################################
# Side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=0
{NO_INCOME}
controller=human
shroud=no
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# Side 2: Eloh
[side]
side=2
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=eloh
user_team_name=_"Eloh"
{FLAG_VARIANT undead}
[ai]
aggression=0.95
caution=0.1
# change AI so that enemies target Kaleh's friends
# more than Kaleh himself. I want to threaten
# other units more, since Kaleh's death leads to
# immediate defeat
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=1
[/goal]
[goal]
name=target
[criteria]
id=Nym
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
id=Zhul
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
id=$ally_name
[/criteria]
value=3
[/goal]
[/ai]
[/side]
# Side 3: Brainwashed Elves
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=eloh
user_team_name=_"Eloh"
[ai]
aggression=0.95
caution=0.1
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=1
[/goal]
[goal]
name=target
[criteria]
id=Nym
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
id=Zhul
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
id=$ally_name
[/criteria]
value=3
[/goal]
[/ai]
{FLAG_VARIANT long}
[/side]
# Side 4: Pulsing Spires
[side]
side=4
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=eloh
user_team_name=_"Eloh"
{FLAG_VARIANT undead}
[ai]
aggression=-1.0
caution=1.0
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=1
[/goal]
[goal]
name=target
[criteria]
id=Nym
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
id=Zhul
[/criteria]
value=3
[/goal]
[goal]
name=target
[criteria]
id=$ally_name
[/criteria]
value=3
[/goal]
[/ai]
[/side]
# Prestart functions:
# insert items onto map
# place item images on map
# recall main heroes
# store/remove kaleh
# initialize starting variables
# set starting scenario objectives
[event]
name=prestart
# add items to map
{PLACE_IMAGE "items/kaleh-dead.png~NO_TOD_SHIFT()" 10 13}
# recall heroes
[recall]
id=Nym
x,y=10,16
[/recall]
[recall]
id=Zhul
x,y=11,17
[/recall]
# wmllint: unwho ALL
# recall dwarf/troll
[recall]
id=$ally_name
x,y=9,17
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
# store/remove kaleh
[store_unit]
[filter]
id=Kaleh
[/filter]
kill=yes
variable=stored_kaleh
[/store_unit]
#initialize starting variables
{VARIABLE allies_killed 0}
{VARIABLE ally_died_in_final_fight no}
{VARIABLE number_minions_to_spawn 0}
# set starting scenario objectives
[objectives]
[objective]
description= _ "Defeat the false Eloh"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Eloh
id=Eloh
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Defeat Yechnagoth"
condition=win
[show_if]
[have_unit]
# wmllint: recognize Yechnagoth
id=Yechnagoth
[/have_unit]
[/show_if]
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
{IS_LAST_SCENARIO}
[/objectives]
[/event]
# Event 1: Starting dialogue
[event]
name=start
[scroll_to]
x,y=10,13
[/scroll_to]
[redraw]
[/redraw]
[delay]
time=750
[/delay]
[message]
speaker=Nym
message= _ "Kaleh! No!"
image=portraits/nym_moody.png
[/message]
[redraw]
[/redraw]
[delay]
time=500
[/delay]
# Nym runs to Kaleh's side
{MOVE_UNIT id=Nym 10 14}
[delay]
time=300
[/delay]
# Zhul runs to Kaleh's side
{MOVE_UNIT id=Zhul 11 14}
{MODIFY_UNIT (id=Zhul) facing nw}
[message]
speaker=Zhul
message= _ "He’s still breathing. Eloh, what grace I have, give unto him."
[/message]
[delay]
time=300
[/delay]
[message]
speaker=Nym
message= _ "He’s stirring."
[/message]
# Ally runs to Kaleh's side
{MOVE_UNIT id=$ally_name 9 14}
[delay]
time=300
[/delay]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=$ally_name
message= _ "Aye, there’s still life in the boy. But where is the foul creature that did this to him?"
[/message]
[/then]
[else]
[message]
speaker=$ally_name
message= _ "The little one is not dead yet. But where is evil lady that did this to him?"
[/message]
[/else]
[/if]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
[unit]
type=Divine Incarnation
id=Eloh
name= _ "Eloh"
profile=portraits/eloh.png
x,y=10,11
upkeep=free
side=2
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_QUICK}
[/modifications]
[/unit]
[delay]
time=500
[/delay]
[message]
speaker=Eloh
message= _ "So, the elf’s puny friends think they can save him. But you are too late. He is already mine!"
[/message]
[remove_item]
x,y=10,13
[/remove_item]
{VARIABLE_OP stored_kaleh.hitpoints sub 10}
{VARIABLE stored_kaleh.facing n}
[unstore_unit]
variable=stored_kaleh
find_vacant=yes
[/unstore_unit]
[if]
[have_unit]
id=$ally_name
[/have_unit]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
message= _ "Nym, Zhul, Grog, you shouldn’t have."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Nym, Zhul, Nog, you shouldn’t have."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Nym, Zhul, Rogrimir, you shouldn’t have."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "Nym, Zhul, Jarl, you shouldn’t have."
[/message]
)}
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Nym, Zhul, you shouldn’t have."
[/message]
[/else]
[/if]
[message]
speaker=Eloh
message= _ "Your struggles were mildly entertaining, but futile in the end. For I am powerful beyond your imagining, and this is the seat of my power!"
[/message]
[message]
speaker=Zhul
message= _ "You are not Eloh. You are but a pitiful mockery of her power and glory!"
[/message]
[message]
speaker=Eloh
message= _ "Is that what you think? I shall prove you wrong. Look out upon your people and despair!"
[/message]
[move_unit_fake]
type=Quenoth Fighter
side=3
x=9,8
y=20,16
[/move_unit_fake]
[unit]
type=Quenoth Fighter
id=Anarion
name= _ "Anarion"
x=8
y=16
side=3
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
[redraw]
[/redraw]
[delay]
time=100
[/delay]
[move_unit_fake]
type=Tauroch Rider
side=3
x=11,12
y=20,16
[/move_unit_fake]
[unit]
type=Tauroch Rider
id=Zylea
name= _ "Zylea"
x=12
y=16
side=3
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Anarion
message= _ "All hail Eloh!"
[/message]
[message]
speaker=Zylea
message= _ "Death to the heretics!"
[/message]
[message]
speaker=Eloh
message= _ "They worship their true god."
[/message]
[message]
speaker=Eloh
message= _ "Come and bow down before your true master, boy."
[/message]
[message]
speaker=Kaleh
message= _ "Your wish is my command."
[/message]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
# Kaleh moves over to Eloh
{MOVE_UNIT id=Kaleh 10 12}
[harm_unit]
[filter]
id=Eloh
[/filter]
[filter_second]
id=Kaleh
[/filter_second]
[primary_attack]
name=sword
[/primary_attack]
animate=yes
# Do damage according to Kaleh's first, sword attack
amount=$stored_kaleh.attack[0].damage
alignment=lawful
damage_type=blade
[/harm_unit]
{CLEAR_VARIABLE stored_kaleh}
[redraw]
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Eloh
image=portraits/eloh_rage.png
message= _ "Argh, you stabbed me!"
[/message]
[message]
speaker=Kaleh
# wmllint: local spelling Kalehssar
message= _ "I have crossed deserts, mountains, and oceans and watched my people bleed every step of the way. I did not come all this way to give up now. I am tired of being called boy; I am Kalehssar, the leader of my people and I will fight you until my dying breath!"
[/message]
[message]
speaker=Eloh
image=portraits/eloh_rage.png
message= _ "I command you to stop this foolishness!"
[/message]
[message]
speaker=Kaleh
message= _ "Never!"
[/message]
[message]
speaker=Nym
message= _ "The shell brooches Melusand gave us, they’re glowing!"
[/message]
[message]
speaker=Kaleh
message= _ "You will never dominate us, not while hope survives!"
[/message]
[message]
speaker=Eloh
image=portraits/eloh_rage.png
message= _ "So be it. You choose death? Then you shall receive it from those you hold most dear. Kill the unbelievers, let none survive!"
[/message]
[message]
speaker=Anarion
message= _ "Yes mistress."
[/message]
[message]
speaker=Kaleh
message= _ "Ignore our brethren, we must destroy her!"
[/message]
[/event]
# Create an alien minion
[event]
name=create_minion
first_time_only=no
{SCATTER_UNITS 1 (Crawling Horror) 0 (
x=6-14
y=7-14
terrain=Rr,Uu
[not]
[filter]
[/filter]
[/not]
) (
side=2
upkeep=free
)}
[/event]
# Event 1: The Death of Eloh and the revealing of the true monster
[event]
name=last breath
[filter]
id=Eloh
[/filter]
[fire_event]
name=eloh_death
[/fire_event]
[/event]
[event]
name=eloh_death
[message]
speaker=Eloh
image=portraits/eloh_rage.png
message= _ "You think you killed me? You have no idea what you are facing."
[/message]
[message]
speaker=Nym
message= _ "Who is she really? Could it be Zhangor, back to avenge his imprisonment?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Eloh
image=portraits/eloh_rage.png
message= _ "Nonsense. Unlike that fool, I do not care about petty things like revenge. Nor do I depend on mortals to enact my will. No, I shall destroy you myself!"
[/message]
[kill]
id=Eloh
animate=no
fire_event=no
[/kill]
[modify_unit]
[filter]
side=3
[/filter]
side=1
[/modify_unit]
[message]
type=Quenoth Fighter, Tauroch Rider
message= _ "Huh? What happened?"
[/message]
[message]
speaker=Zhul
message= _ "Her spell has been broken. But I don’t think we have won yet. Come aid us!"
[/message]
[message]
type=Quenoth Fighter, Tauroch Rider
message= _ "Yes priestess."
[/message]
[scroll]
x=25
[/scroll]
[scroll]
x=-25
[/scroll]
[scroll]
x=25
[/scroll]
[scroll]
x=-25
[/scroll]
[scroll]
x=25
[/scroll]
[scroll]
x=-25
[/scroll]
[redraw]
[/redraw]
[delay]
time=400
[/delay]
[color_adjust]
red,green,blue=40,0,100
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=250
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
# main body appears
[terrain]
terrain=Urb # wmllint: ignore
x,y=10,10
[/terrain]
# create main body unit here
[unit]
type=Central Body1
id=Yechnagoth
name= _ "Yechnagoth"
side=2
x,y=10,10
[/unit]
#define UTBS_YECH_CS
CS(-240,30,20)#enddef
[item]
halo=halo/illuminates-aura.png~{UTBS_YECH_CS}
x,y=10,10
[/item]
# add roots around central body
#{PLACE_IMAGE scenery/castle-ruins.png 9 11}
#{PLACE_IMAGE scenery/castle-ruins.png 10 11}
#{PLACE_IMAGE scenery/castle-ruins.png 11 11}
#{PLACE_IMAGE scenery/castle-ruins.png 9 10}
#{PLACE_IMAGE scenery/castle-ruins.png 10 9}
#{PLACE_IMAGE scenery/castle-ruins.png 11 10}
# Pulsing Spires appear
{RANDOM 0..1}
[if]
[variable]
name=random
numerical_equals=1
[/variable]
[then]
[terrain]
terrain=Uu
x=8,8,14
y=7,13,10
[/terrain]
# create Pulsing Spires at:
# (8,7) (8,13) (14,10)
[unit]
type=Pulsing Spire
side=4
x,y=8,7
[/unit]
[unit]
type=Pulsing Spire
side=4
x,y=8,13
[/unit]
[unit]
type=Pulsing Spire
side=4
x,y=14,10
[/unit]
[/then]
[else]
[terrain]
terrain=Uu
x=6,12,12
y=10,7,13
[/terrain]
# create Pulsing Spires at:
# (6,10) (12,7) (12,13)
[unit]
type=Pulsing Spire
side=4
x,y=6,10
[/unit]
[unit]
type=Pulsing Spire
side=4
x,y=12,7
[/unit]
[unit]
type=Pulsing Spire
side=4
x,y=12,13
[/unit]
[/else]
[/if]
[redraw]
[/redraw]
[message]
speaker=Nym
message= _ "What is that thing?!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Zhul
message= _ "Eloh protect us!"
[/message]
[color_adjust]
red,green,blue=33,181,140
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=250
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
# create 3/4/5 bugs
[fire_event]
name=create_minion
[/fire_event]
[fire_event]
name=create_minion
[/fire_event]
[fire_event]
name=create_minion
[/fire_event]
#ifdef NORMAL
[fire_event]
name=create_minion
[/fire_event]
#endif
#ifdef HARD
[fire_event]
name=create_minion
[/fire_event]
[fire_event]
name=create_minion
[/fire_event]
#endif
[redraw]
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Zhul
message= _ "Curse Uria, more abominations!"
[/message]
[message]
speaker=Nym
message= _ "Is it even possible to kill this thing? It’s huge!"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "It must have some sort of weak point. Look at those pulsing spires, I thought they were stone, but they seem to be alive. Maybe if we destroy them it will weaken the creature. No matter what horrors appear, we must keep attacking it. We can’t stop now!"
[/message]
[show_objectives]
[/show_objectives]
# Start spawning minions, increasing the number each turn.
{VARIABLE number_minions_to_spawn 1}
[event]
name="turn $($turn_number+{ON_DIFFICULTY 2 2 1})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 2}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 5 4 3})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 3}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 8 7 6})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 4}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 14 12 10})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 5}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 19 17 15})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 6}
[/event]
[event]
name="turn $($turn_number+{ON_DIFFICULTY 25 23 21})"
delayed_variable_substitution=no
{VARIABLE number_minions_to_spawn 7}
[/event]
# Also give everyone their movement back so it doesn't feel so bad right after you kill fake Eloh
[heal_unit]
[filter]
side=1
[/filter]
amount=0
moves=full
restore_statuses=yes
restore_attacks=yes
[/heal_unit]
{CLEAR_VARIABLE heal_amount}
[/event]
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_unit]
id=Yechnagoth
[/have_unit]
[/filter_condition]
{VARIABLE helper_level 4}
[while]
[variable]
name=helper_level
greater_than=0
[/variable]
[variable]
name=possible_helpers.length
equals=0
[/variable]
[do]
[store_unit]
[filter]
side=1
level=$helper_level
x,y=recall,recall
[not]
race=merman
[/not]
[/filter]
kill=no
variable=possible_helpers
[/store_unit]
{VARIABLE_OP helper_level sub 1}
[/do]
[/while]
{CLEAR_VARIABLE helper_level}
[if]
[variable]
name=possible_helpers.length
greater_than=0
[/variable]
[then]
{VARIABLE_OP random_helper_i rand "1..$possible_helpers.length"}
{VARIABLE_OP random_helper_i sub 1}
[move_unit_fake]
type=$possible_helpers[$random_helper_i].type
side=1
x=10,10
y=20,18
[/move_unit_fake]
[recall]
id=$possible_helpers[$random_helper_i].id
x,y=10,18
show=no
[/recall]
{CLEAR_VARIABLE random_helper_i}
[/then]
[/if]
{CLEAR_VARIABLE possible_helpers}
[/event]
# Event 2: New minions are created each turn
[event]
name=new turn
first_time_only=no
[repeat]
times=$number_minions_to_spawn
[do]
[fire_event]
name=create_minion
[/fire_event]
[/do]
[/repeat]
[/event]
# Event 3: Central Body heals fully each turn
# let's move this to the unit type, rather than an event, so there are some indications for the player that tactics like poison won't work.
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_unit]
type=Central Body
[/have_unit]
[/filter_condition]
[fire_event]
name=yechnagoth_regenerate
[/fire_event]
[/event]
[event]
name=yechnagoth_regenerate
first_time_only=no
[store_unit]
[filter]
type=Central Body
[/filter]
variable=stored_alien
[/store_unit]
[set_variable]
name=temp
value=$stored_alien.hitpoints
[/set_variable]
[if]
[variable]
name=temp
less_than=$stored_alien.max_hitpoints
[/variable]
[then]
[fire_event]
name=invulnerable_comment
[/fire_event]
[/then]
[/if]
{CLEAR_VARIABLE (temp,stored_alien)}
[/event]
[event]
name=invulnerable_comment
[message]
speaker=Kaleh
message= _ "That central body is healing faster than we can damage it. It’s almost as if our attacks are doing no damage at all. We got to try another tactic, and fast!"
[/message]
[/event]
# Event 4: Special attack by Central Body each turn
[event]
name=new turn
first_time_only=no
[filter_condition]
[have_unit]
id=Yechnagoth
[/have_unit]
[/filter_condition]
[fire_event]
name=yechnagoth_special_attack
[/fire_event]
[/event]
[event]
name=yechnagoth_special_attack
first_time_only=no
[store_unit]
[filter]
side=1
{EVERYWHERE}
[/filter]
kill=no
variable=elf_list
[/store_unit]
{VARIABLE_OP victim_i rand "1..$elf_list.length"}
{VARIABLE_OP victim_i sub 1}
{VARIABLE victim_id $elf_list[$victim_i].id}
{CLEAR_VARIABLE (elf_list,victim_i)}
#used to be 140,255,247
[color_adjust]
red,green,blue=40,0,100
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=250
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=100
[/delay]
# Add two effects slow unit and damage it
# 1: do damage to unit (9/12/15 based on difficulty?-stops healing)
# 2: slow unit
[sound]
name=squishy-strike.wav
[/sound]
[harm_unit]
[filter]
id=$victim_id
[/filter]
amount={ON_DIFFICULTY 9 12 15}
alignment=chaotic
damage_type=fire
kill=no
slowed=yes
[/harm_unit]
[if]
[variable]
name=hit_by_special_attack
not_equals=yes
[/variable]
[then]
{VARIABLE hit_by_special_attack yes}
[message]
speaker=$victim_id
message= _ "What the heck? That central creature just hit me with some sort of slime. It hurts and I— I’m stuck!"
[/message]
[/then]
[else]
[message]
speaker=$victim_id
message= _ "Ow, I’m stuck!"
[/message]
[/else]
[/if]
{CLEAR_VARIABLE victim_id}
[/event]
# Event 5: When player destroys all 3 Pulsing Spires, Central Body is weakened
[event]
name=die
first_time_only=no
[filter]
type=Pulsing Spire
[/filter]
[filter_condition]
[have_unit]
type=Pulsing Spire
count=2
[/have_unit]
[/filter_condition]
[remove_item]
x,y=10,10
[/remove_item]
[item]
halo=halo/illuminates-aura.png~{UTBS_YECH_CS}:500,halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.6):100
x,y=10,10
[/item]
[/event]
[event]
name=die
first_time_only=no
[filter]
type=Pulsing Spire
[/filter]
[filter_condition]
[have_unit]
type=Pulsing Spire
count=1
[/have_unit]
[/filter_condition]
[remove_item]
x,y=10,10
[/remove_item]
[item]
halo=halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.6):200,halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.2):400
x,y=10,10
[/item]
[/event]
[event]
name=die
first_time_only=no
[filter]
type=Pulsing Spire
[/filter]
[filter_condition]
[have_unit]
type=Pulsing Spire
count=0
[/have_unit]
[/filter_condition]
[remove_item]
x,y=10,10
[/remove_item]
[fire_event]
name=yechnagoth_vulnerate
[/fire_event]
[/event]
[event]
name=yechnagoth_vulnerate
# when all 3 spires are destroyed, weaken main body
[kill]
type=Pulsing Spire
fire_event=no
animate=no
[/kill]
[scroll]
x=20
[/scroll]
[scroll]
x=-20
[/scroll]
[scroll]
x=20
[/scroll]
[scroll]
x=-20
[/scroll]
[scroll]
x=20
[/scroll]
[scroll]
x=-20
[/scroll]
[message]
speaker=narrator
message= _ "<big><b>Aaaurrgghh!!</b></big>"
image= # wmllint: no-icon
[/message]
[kill]
type=Central Body1
animate=no
fire_event=no
[/kill]
[unit]
type=Central Body2
id=Yechnagoth
name= _ "Yechnagoth"
side=2
x,y=10,10
[/unit]
[redraw]
[/redraw]
[message]
speaker=Kaleh
message= _ "I think we’re finally doing some damage. We must attack the central body, while it remains vulnerable!"
[/message]
[/event]
# Event 6: Death of weakened Central Body
[event]
name=last breath
[filter]
type=Central Body2
[/filter]
# shake cavern
[scroll]
x=40
[/scroll]
[scroll]
x=-40
[/scroll]
[scroll]
x=40
[/scroll]
[scroll]
x=-40
[/scroll]
[scroll]
x=40
[/scroll]
[scroll]
x=-40
[/scroll]
# flash dark blue, light blue, very light blue,
# dark blue
[color_adjust]
red,green,blue=40,0,100
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
#light blue
[color_adjust]
red,green,blue=33,181,140
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
# very light blue
[color_adjust]
red,green,blue=140,255,247
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
# back to normal
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
[/event]
[event]
name=die
[filter]
type=Central Body2
[/filter]
[fire_event]
name=yechnagoth_death
[/fire_event]
[/event]
[event]
name=yechnagoth_death
# have a minion scream
[message]
type=Crawling Horror
message= _ "Aiiee!!" # wmllint: no spellcheck
[/message]
[redraw]
[/redraw]
# kill minions
[kill]
type=Crawling Horror,Pulsing Spire
animate=yes
fire_event=no
[/kill]
[redraw]
[/redraw]
# wait
[delay]
time=2500
[/delay]
#ending conversation
[message]
speaker=Kaleh
message= _ "At last. It is finished."
[/message]
[if]
[have_unit]
id=Nym
[/have_unit]
[then]
[message]
speaker=Nym
message= _ "Is Yechnagoth really dead?"
image=portraits/nym_moody.png
[/message]
[message]
speaker=Kaleh
message= _ "Yes, she’s dead Nym."
[/message]
[message]
speaker=Nym
message= _ "I almost can’t believe it."
[/message]
[/then]
[/if]
[message]
speaker=Zhul
message= _ "Behold, the pretender has been defeated. Eloh’s might has prevailed."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Ugh. Grog is covered in blood and guts and nasty blue goo. Whatever creature was, she doesn’t smell any better dead than she did alive."
[/message]
)
(
[message]
speaker=Nog
message= _ "Ugh. Nog is covered in blood and guts and nasty blue goo. Whatever creature was, she doesn’t smell any better dead than she did alive."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "Ugh. I’m covered in blood and guts, and this nasty blue stuff. I don’t know what in the nine hells we were fighting, but she doesn’t smell any better dead than she did alive."
[/message]
)
(
[message]
speaker=Jarl
message= _ "Ugh. I’m covered in blood and guts, and this nasty blue stuff. I don’t know what in the nine hells we were fighting, but she doesn’t smell any better dead than she did alive."
[/message]
)}
[if]
[have_unit]
id=Nym,Zhul,$ally_name
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "Let’s get out of here."
[/message]
[/then]
[/if]
{CLEAR_VARIABLE number_minions_to_spawn}
{CLEAR_VARIABLE hit_by_special_attack}
[endlevel]
result=victory
bonus=no
carryover_report=no
linger_mode=no
{NEW_GOLD_CARRYOVER 0}
[/endlevel]
[/event]
#define UTBS_IN_FINAL_FIGHT
#enddef
{UTBS_INCLUDE utils/deaths.cfg}
#undef UTBS_IN_FINAL_FIGHT
[/scenario]
|
#textdomain wesnoth-utbs
[scenario]
id=13_Epilogue
name= _ "Epilogue"
{UTBS_MAP 13_Epilogue.map}
{SCENARIO_MUSIC "elf-land.ogg"}
{EXTRA_SCENARIO_MUSIC "journeys_end.ogg"}
{EXTRA_SCENARIO_MUSIC "love_theme.ogg"}
victory_when_enemies_defeated=no
turns=unlimited
theme=Cutscene_Minimal
{DAWN1}
#side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=0
{NO_INCOME}
controller=human
shroud=no
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# These two are referred to for searching the recall list, but wmllint
# will still complain about "unknown '<NAME>' referred to by id" without
# these comments.
#
# wmllint: recognize Nym
# wmllint: recognize Zhul
# Prestart functions:
[event]
name=prestart
# capture all villages for side 1
[capture_village]
x=0-50
y=0-50
side=1
[/capture_village]
[/event]
# Event 1: Starting dialogue
[event]
name=start
[message]
speaker=Kaleh
message= _ "I stumbled out into the daylight, scarcely believing that we were victorious. Looking out over the island it took me a moment to realize what had changed. The fetid darkness had lifted from the land and I saw the suns shining brightly for what seemed like the first time in ages. Gazing across the bright green trees and sparkling ocean I realized that once this had been a place of beauty. Several of our brethren were waiting for me and I was overjoyed to discover that they were no longer the mindless slaves I had seen before. They too had broken free from their enchantment."
[/message]
[message]
speaker=Kaleh
message= _ "Indeed with Yechnagoth’s death it seems that all of her minions reverted to their original chaotic tendencies. Luckily we had already destroyed most of the island’s foul inhabitants, and lacking their former discipline we had no trouble exterminating the remaining orcs and undead. The naga too fled before us, and they have not bothered us since. For once we seemed to be safe from imminent danger."
[/message]
[message]
speaker=Kaleh
message= _ "A few days later Melusand herself appeared and she declared the cleansing of this island a miracle. We made a pact between elf and merfolk and vowed to live together in peace and prosperity. Melusand blessed the island, and named it ‘Quenoth Isle’ in honor of our people. The merfolk have been very helpful in teaching us how to adapt to this strange land, though I still have trouble getting used to being surrounded by water. It used to be more precious than gold. Still, I could hardly imagine a better home for my people. Between the bounty of the sea and the many fruits of the jungle there is no shortage of food. We are isolated from the chaos on the mainland and the merfolk guard the waters. Melusand says now is a time for peace and prosperity. Part of me didn’t think we would survive our journey, there were so many close calls. Coming here almost does seem like a miracle. If only I could forget the price we paid..."
[/message]
# change depending on how many friends died
[if]
[variable]
name=allies_killed
numerical_equals=0
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. And it is only through Eloh’s grace and a good bit of luck that none of them died in that bloody battle. But so many others that I grew up with were not so lucky. Why did so many of us have to die? I wish I could go back and do it all over again."
[/message]
[/then]
[else]
{INCIDENTAL_MUSIC sad.ogg}
[/else]
[/if]
# if only 1 friend dies, then have 3 different texts depending on who died
[if]
[variable]
name=allies_killed
numerical_equals=1
[/variable]
[then]
[if]
[have_unit]
id=Nym
search_recall_list=yes
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Nym back. She followed me faithfully and fought by my side for so long, to lose her at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Nym’s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nym was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation."
[/message]
[/then]
[/if]
[if]
[have_unit]
id=Zhul
search_recall_list=yes
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Zhul back. She followed me faithfully and fought by my side for so long, to lose her at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Zhul’s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Zhul was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation."
[/message]
[/then]
[/if]
[if]
[variable]
name=ally_died_in_final_fight
boolean_equals=yes
[/variable]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Grog back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Grog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Grog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Nog back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Nog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Rogrimir back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Rogrimir in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Rogrimir was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation."
[/message]
)
(
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Jarl back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Jarl in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Jarl was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation."
[/message]
)}
[/then]
[/if]
[/then]
[/if]
[if]
[variable]
name=allies_killed
greater_than=1
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring any one of them back. They followed me faithfully and fought by my side for so long, to lose them at the end... I wish I could go back and do it all over again."
[/message]
[message]
speaker=Kaleh
message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by my friends’ deaths in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that they were willing to sacrifice their lives to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But I still miss each one of them horribly."
[/message]
[/then]
[/if]
[if]
[have_unit]
id=Nym
search_recall_list=yes
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
image=portraits/nym.png
message= _ "We carried Nym to a small island to the north which had a single peak with a beautiful view of the surrounding islands. It seemed to me to be a lookout that Nym would appreciate. So I and a few others climbed to the top of the peak and dug a grave for Nym so that she might always look down upon us and see all that we accomplished with her gift. For she gave us the gift of life, and every day I strive to make the most use of it I can. I will always remember her. Nym, who was with me ever since I was a child and during every step of the journey, who was always faithful, but never hesitated to speak her mind, who managed to crack a joke no matter how grim the situation. How I miss her laugh, her smile, her..."
[/message]
[/then]
[/if]
[if]
[have_unit]
id=Zhul
search_recall_list=yes
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
image=portraits/zhul_shyde.png
message= _ "Zhul’s funeral was a huge ceremony, like those she told us about from ages ago. I led a procession of our few remaining priestesses and all of the faithful around the entire island, so that she might see all that she had given to us. Being a priestess of the desert sands we buried her in one of the large beaches at the northwest end of the island. At the final battle she was one of the oldest elves left and I suppose I should thank Eloh that she did not die during our journey. She was my guide and my faith and my link to the past. I am sorry that she did not live to see the fruits of her labors, but I hope that she is with Eloh now, in a better place."
[/message]
[/then]
[/if]
# if ally dies in the final battle
[if]
[variable]
name=ally_died_in_final_fight
boolean_equals=yes
[/variable]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
image=portraits/trolls/troll-hero-alt.png
message= _ "I am saddened by the death of Grog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Grog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/trolls/troll-hero-alt.png
message= _ "I am saddened by the death of Nog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Nog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/dwarves/fighter-2.png
message= _ "I am saddened by the death of Rogrimir, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Rogrimir would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/dwarves/fighter-2.png
message= _ "I am saddened by the death of Jarl, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Jarl would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people."
[/message]
)}
[/then]
[/if]
# if nym doesn't die
[if]
[have_unit]
id=Nym
search_recall_list=yes
[/have_unit]
[then]
[message]
speaker=Kaleh
image=portraits/nym.png
message= _ "Although I am not as devout as Zhul is, I thank Eloh every day that Nym survived that horrible battle in the Black Citadel. No one has been more enthusiastic than she in embracing our life among the islands. She delights in swimming and sailing among the shallows and spends so much time in the water that sometimes I think she is half mermaid herself. Her sparkling laugh and quick wit are a daily gift to us. She entertains the children with thrilling (though often slightly embellished) tales of our great journey, and at times when I get moody, she reminds me what a joy it is to be alive in this great land. She is a living testament to the fact that even though we were born among the sands we can thrive anywhere we have the will to live."
[/message]
[/then]
[/if]
# if zhul doesn't die
[if]
[have_unit]
id=Zhul
search_recall_list=yes
[/have_unit]
[then]
[message]
speaker=Kaleh
image=portraits/zhul.png
message= _ "The oldest of the surviving elves, Zhul is moving slower now, but she still has that sparkle in her eye. Despite the hardships of our journey and Yechnagoth’s deceptions, our victory has only strengthened her faith. She will be as quick as always to correct the error of your ways if you ever express a disbelief in the powers of Eloh. She told me recently that all the trials and triumphs of our journey were but parts of Eloh’s great plan for us, and this new home is our reward. She is spending her time now teaching a whole new generation of priestesses and telling all the old stories to the children so that they won’t be forgotten. She has started designing a sacred grove in the jungle for Eloh, as our people did in the olden times. I am still not quite used to seeing so many trees, but perhaps, as some people say, it is a sign that the peace and prosperity of old has come again."
[/message]
[/then]
[/if]
# if ally doesn't die
[if]
[have_unit]
id=$ally_name
search_recall_list=yes
[/have_unit]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
image=portraits/trolls/troll-hero-alt.png
message= _ "By saving my life, Grog fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. And afterwards we set to work building new dwellings for our people. Grog stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Grog said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/trolls/troll-hero-alt.png
message= _ "By saving my life, Nog fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. And afterwards we set to work building new dwellings for our people. Nog stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Nog said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/dwarves/fighter-2.png
message= _ "By saving my life, Rogrimir fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. Afterwards we set to work building new dwellings for our people. Rogrimir stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Rogrimir said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/dwarves/fighter-2.png
message= _ "By saving my life, Jarl fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. Afterwards we set to work building new dwellings for our people. Jarl stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Jarl said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle."
[/message]
)}
[/then]
[/if]
# if ally died before the final battle
[if]
[have_unit]
id=$ally_name
search_recall_list=yes
count=0
[/have_unit]
[variable]
name=ally_died_in_final_fight
boolean_equals=no
[/variable]
[then]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Kaleh
image=portraits/trolls/troll-hero-alt.png
message= _ "And I will always remember Grog who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/trolls/troll-hero-alt.png
message= _ "And I will always remember Nog who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/dwarves/fighter-2.png
message= _ "And I will always remember Rogrimir who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him."
[/message]
)
(
[message]
speaker=Kaleh
image=portraits/dwarves/fighter-2.png
message= _ "And I will always remember Jarl who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him."
[/message]
)}
[/then]
[/if]
[message]
speaker=Kaleh
image=portraits/garak.png
message= _ "So much has happened since we left the desert, but looking back upon our journey I do not want to forget Garak and his sacrifice. I doubt that we would have made it out of the sands alive if it was not for his strength and guidance. I remember how he used to smile when charging into battle, and how he would pray over the bodies of his fallen friends afterwards. I think of him sometimes, buried in the sands with his fellow warriors. I think he would have been proud of us. He was both a great warrior and a great teacher. He will be remembered."
[/message]
[message]
speaker=Kaleh
message= _ "As for the Black Citadel, after much discussion we decided to go back to the ancient rituals for purifying unclean land, with fire. We filled the entire structure with wood and oil and set the place ablaze to make sure that any remnants of Yechnagoth’s infestation would be purged by holy fire. We then tore the citadel down, stone by stone. I was tempted to save the stones for construction in the future, but I did not know what foul magics might still linger in them, and I did not want to take any chances. So with the help of the merfolk, we carried the stones far out into the water and cast them down to the bottom of the ocean. Once the last stone had been removed, we decided that no matter what we built or grew around it, that area would be left bare as a reminder of the evil that once dwelt here and all those who gave their lives to destroy it."
[/message]
[message]
speaker=Kaleh
message= _ "It has been several years since the events that I chronicle here, and I’m not quite as spry and limber as I used to be, so I decided it was about time that I write this all down lest something happen to me. My one wish is that our descendants do not forget all those who made the ultimate sacrifice so that there might be a future for our people. Looking at the ruins of the ancient empires, I know that time erases all things. We have forgotten so much about the Golden Age. Do not let our story suffer the same fate. For as long as the tales of those now departed are still told, in some sense they are still alive and still with us. Honor those who have died. Remember our mistakes so you will not repeat them. And most of all, treasure every day, for it is a gift, from us to you."
[/message]
# if both Nym and Zhul survived, then play special bonus conclusion
[if]
[have_unit]
id=Nym,Zhul
search_recall_list=yes
count=2
[/have_unit]
[then]
[store_unit]
[filter]
id=Nym
x,y=recall,recall
[/filter]
variable=stored_unit
[/store_unit]
[move_unit_fake]
type=$stored_unit.type
gender=female
side=1
x=30,31,32,32,33,34,34,35,36
y=38,38,38,39,40,40,41,42,42
[/move_unit_fake]
[unstore_unit]
variable=stored_unit
x,y=36,42
[/unstore_unit]
[redraw]
[/redraw]
[delay]
time=300
[/delay]
[message]
speaker=Nym
message= _ "Hey Kaleh, how’s the writing going?"
[/message]
[message]
speaker=Kaleh
message= _ "Actually I just finished."
[/message]
[message]
speaker=Nym
message= _ "You’ve been working on that thing for months. I’m impressed."
[/message]
[message]
speaker=Kaleh
message= _ "Yes, it feels good to finally be done."
[/message]
[message]
speaker=Nym
message= _ "Well, your timing was perfect. Zhul is dedicating the new grove to Eloh, and you know there’ll be one heck of a celebration afterwards."
[/message]
[message]
speaker=Kaleh
message= _ "I suppose we wouldn’t want to miss that. I wonder if they will still have any of that wine left from last year?"
[/message]
[message]
speaker=Nym
message= _ "We’ll just have to find out. Come on!"
[/message]
[redraw]
[/redraw]
[hide_unit]
id=Nym
[/hide_unit]
[move_unit_fake]
type=$stored_unit.type
gender=female
side=1
x=36,35,35,34,34,33,33,33,33
y=42,42,41,40,39,39,38,37,36
[/move_unit_fake]
[store_unit]
[filter]
id=Kaleh
[/filter]
variable=stored_unit
[/store_unit]
[hide_unit]
id=Kaleh
[/hide_unit]
[move_unit_fake]
type=$stored_unit.type
side=1
x=37,36,35,35,34,34,33,33,33,33,33
y=44,43,43,42,41,40,40,39,38,37,36
[/move_unit_fake]
{CLEAR_VARIABLE stored_unit}
[delay]
time=1500
[/delay]
[/then]
[else]
[redraw]
[/redraw]
[delay]
time=2000
[/delay]
[/else]
[/if]
[endlevel]
carryover_report=no
replay_save=no
linger_mode=no
[/endlevel]
[/event]
[/scenario]
|
#textdomain wesnoth-utbs
[race]
id=quenoth
help_taxonomy=elf
male_name= _ "race^Quenoth Elf"
female_name= _ "race+female^Quenoth Elf"
plural_name= _ "race^Quenoth Elves"
description= _"Compared to the elves of the Great Continent around the time of Wesnoth, the Quenoth Elves are far more suited to life in the desert."
num_traits=2
markov_chain_size=2
{ELVISH_NAMES}
{TRAIT_DEXTROUS}
[/race]
[race]
id=hidden_race
male_name= _ "Unknown"
female_name= _ "Unknown"
plural_name= _ "Unknown"
description="<img>src=units/unknown-unit.png~RC(magenta>red) align=left float=yes</img>" + _ "
The race of this unit cannot be revealed yet. You must discover it in the game to be allowed to see its description."
num_traits=2
markov_chain_size=2
{ELVISH_NAMES}
{TRAIT_DEXTROUS}
[/race]
#desert elves move fast across the sands, but are not used to forests
#they are also a bit faster in caves
[movetype]
name=quenoth_foot
[movement_costs]
shallow_water=3
reef=2
swamp_water=2
flat=1
sand=1
forest=2
hills=2
mountains=3
village=1
castle=1
cave=2
frozen=3
fungus=2
[/movement_costs]
[vision_costs]
deep_water=3
unwalkable=3
[/vision_costs]
[defense]
shallow_water=80
reef=70
swamp_water=70
flat=60
sand=40
forest=50
hills=50
mountains=40
village=40
castle=40
cave=70
frozen=70
fungus=50
[/defense]
{WOODLAND_RESISTANCE}
[/movetype]
[movetype]
name=quenoth_beast
[movement_costs]
shallow_water=2
reef=2
swamp_water=2
flat=1
sand=1
forest=2
hills=2
mountains=3
village=1
castle=1
cave=2
frozen=2
fungus=2
[/movement_costs]
[vision_costs]
deep_water=3
unwalkable=3
[/vision_costs]
[defense]
shallow_water=70
reef=70
swamp_water=70
flat=70
sand=50
forest=60
hills=60
mountains=60
village=70
castle=60
cave=70
frozen=60
fungus=70
[/defense]
[resistance]
blade=80
pierce=100
impact=80
fire=90
cold=80
arcane=110
[/resistance]
[/movetype]
[movetype]
name=quenoth_horse
[movement_costs]
shallow_water=3
reef=2
swamp_water=2
flat=1
sand=1
forest=2
hills=2
mountains=3
village=1
castle=1
cave=2
frozen=3
fungus=2
[/movement_costs]
[vision_costs]
deep_water=3
unwalkable=3
[/vision_costs]
[defense]
shallow_water=80
reef=70
swamp_water=70
flat=50
sand=50
forest=60
hills=50
mountains=60
village=50
castle=50
cave=70
frozen=70
fungus=70
[/defense]
{WOODLAND_RESISTANCE}
[+resistance]
pierce=120
[/resistance]
[/movetype]
[movetype]
name=quenoth_float
flying=yes
[movement_costs]
deep_water={UNREACHABLE}
shallow_water=1
reef=1
swamp_water=1
flat=1
sand=1
forest=2
hills=1
mountains=2
village=1
castle=1
cave=1
unwalkable=2
frozen=2
fungus=2
[/movement_costs]
[vision_costs]
deep_water=3
[/vision_costs]
[defense]
deep_water=70
shallow_water=60
reef=50
swamp_water=60
flat=50
sand=40
forest=50
hills=50
mountains=40
village=40
castle=40
cave=70
frozen=60
fungus=50
unwalkable=70
[/defense]
{WOODLAND_RESISTANCE}
[/movetype]
|
#textdomain wesnoth-utbs
[unit_type]
id=Human Commander
name= _ "Human Commander"
race=human
image="units/humans/human-commander.png"
profile="portraits/commander.png"
{LEADING_ANIM "units/humans/human-commander.png" "units/humans/human-commander.png" 11,-21}
{DEFENSE_ANIM "units/humans/human-commander.png" "units/humans/human-commander.png" {SOUND_LIST:HUMAN_HIT} }
hitpoints=72
movement_type=smallfoot
[movement_costs]
hills=1
sand=1
[/movement_costs]
[defense]
hills=50
sand=40
[/defense]
movement=6
experience=150
{AMLA_DEFAULT}
level=3
alignment=chaotic
advances_to=null
cost=60
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
usage=fighter
description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow."
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=9
number=4
icon=attacks/sword-human.png
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=11
number=3
[/attack]
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image=projectiles/missile-n.png
image_diagonal=projectiles/missile-ne.png
[/missile_frame]
start_time=-350
[frame]
image="units/humans/human-commander.png:500"
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -350}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
start_time=-300
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
[frame]
image="units/humans/human-commander.png:450"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
# This is the Alien Central Body with his immune to attacks
[unit_type]
id=Central Body Base
name= _ "Central Body"
race=monster
image=units/alien/core-compact.png
image_icon="units/alien/core-compact.png~SCALE(72,72)"
[standing_anim]
[frame]
duration=100
image="units/alien/core-compact.png"
auto_hflip=no
[/frame]
[/standing_anim]
hitpoints=150
movement_type=smallfoot
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[resistance]
blade=0
pierce=0
impact=0
fire=0
cold=0
arcane=0
[/resistance]
movement=7
experience=150
{AMLA_DEFAULT}
level=3
alignment=chaotic
advances_to=null
cost=20
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."
{DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png") ("units/alien/core-compact.png") ("wail.wav") (direction=n,ne,se,s)}
{DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png~FL(horiz)") ("units/alien/core-compact.png~FL(horiz)") ("wail.wav") (direction=nw,sw)}
[attack]
name=energy ray
description= _"energy ray"
icon=attacks/energyray.png
type=cold
range=melee
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=10
number=3
[/attack]
[attack]
name=energy ray
description= _"energy ray"
icon=attacks/energyray.png
type=cold
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=10
number=3
[/attack]
[attack_anim]
# NOTE: The following attack filter deliberately matches both ranged and melee.
[filter_attack]
name=energy ray
[/filter_attack]
start_time=-100
missile_start_time=-50
[missile_frame]
duration=200
image="projectiles/darkmissile-n.png"
image_diagonal="projectiles/darkmissile-ne.png"
[/missile_frame]
[frame]
image="units/alien/core-compact.png:200"
auto_hflip=no
[/frame]
{SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100}
[/attack_anim]
[/unit_type]
# This is the Alien Central Body which is vulnerable to attacks
[unit_type]
[base_unit]
id=Central Body Base
[/base_unit]
id=Central Body1
hide_help=yes
do_not_list=yes
[abilities]
[regenerate]
value=150
id=regenerates_yec
name= _ "alien regenerates"
female_name= _ "female^alien regenerates"
description= _ "The unit will heal itself 150 HP per turn. If it is poisoned, it will remove the poison instead of healing."
affect_self=yes
poison=cured
[/regenerate]
[/abilities]
[/unit_type]
# This is the Alien Central Body which is vulnerable to attacks
[unit_type]
[base_unit]
id=Central Body Base
[/base_unit]
id=Central Body2
name= _ "Weakened Central Body"
hitpoints={ON_DIFFICULTY 80 100 120}
[resistance]
blade=110
pierce=110
impact=80
fire=150
cold=150
arcane=200
[/resistance]
hide_help=yes
do_not_list=yes
die_sound=wail-long.wav
[attack]
damage=4
[/attack]
[attack]
damage=4
[/attack]
[death]
[die_sound_frame]
duration=600
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound=lich-hit-1.ogg
[/die_sound_frame]
[die_sound_frame]
duration=400
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound=lich-hit-2.ogg
[/die_sound_frame]
[die_sound_frame]
duration=900
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=600
sound=lich-die.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound=explosion.ogg
[/die_sound_frame]
# Creating timed explosions at POS
#define BURST_FRAME NUMBER TIME DELAY POS
burst_{NUMBER}_start_time={TIME}
[burst_{NUMBER}_frame]
duration={DELAY}
halo=halo/flame-burst-[1~8].png:50,misc/blank-hex.png:1
halo_x,halo_y={POS}
auto_hflip=no
auto_vflip=no
[/burst_{NUMBER}_frame]
[burst_{NUMBER}_frame]
halo=projectiles/fireball-impact-[1,1~16].png,misc/blank-hex.png:1
halo_x,halo_y={POS}
auto_hflip=no
auto_vflip=no
[/burst_{NUMBER}_frame]
#enddef
{BURST_FRAME 1 0 1800 -9,17}
{BURST_FRAME 2 600 1700 18,0}
{BURST_FRAME 3 1200 1600 -9,-18}
{BURST_FRAME 4 1800 1500 9,17}
{BURST_FRAME 5 2400 1400 8,-18}
{BURST_FRAME 6 3000 1300 -18,0}
#undef BURST_FRAME
[frame]
duration=2500
image="units/alien/core-compact.png"
blend_color=255,255,255
blend_ratio=0.0~1.0
auto_hflip=no
[/frame]
[frame]
duration=2600
image="units/alien/core-compact.png"
blend_color=255,255,255
blend_ratio=1.0
alpha=1.0~0.0
auto_hflip=no
[/frame]
[frame]
duration=1
image="misc/blank-hex.png"
[/frame]
[/death]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Crawling Horror
name= _ "Crawling Horror"
race=monster
image=units/alien/orb-small.png
hitpoints=30
movement_type=largefoot
movement=5
[resistance]
blade=100
pierce=100
impact=90
fire=110
cold=90
arcane=120
[/resistance]
experience=150
{AMLA_DEFAULT}
level=0
alignment=chaotic
advances_to=null
cost=20
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."
die_sound=wail-long.wav
# used to be 6-2 and 4-3
[attack]
name=fangs
#textdomain wesnoth-units
description= _"fangs"
#textdomain wesnoth-utbs
icon=attacks/fangs-horror.png
type=blade
range=melee
damage={ON_DIFFICULTY 7 9 11}
number=2
[/attack]
[attack]
name=energy ray
description= _"energy ray"
icon=attacks/energyray.png
type=cold
range=ranged
damage={ON_DIFFICULTY 4 5 6}
number=3
[/attack]
{DEFENSE_ANIM "units/alien/orb-small-defend.png" units/alien/orb-small.png wail-sml.wav }
[attack_anim]
[filter_attack]
name=energy ray
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=200
image="projectiles/darkmissile-n.png"
image_diagonal="projectiles/darkmissile-ne.png"
[/missile_frame]
start_time=-300
[frame]
image=units/alien/orb-small-ranged[1~2].png:[100,250]
[/frame]
{SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -200}
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-200
[frame]
image=units/alien/orb-small-melee[1~2].png:[150,200]
[/frame]
{SOUND:HIT_AND_MISS bite-small.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Pulsing Spire
name= _ "Pulsing Spire"
race=monster
image=units/alien/spire.png
image_icon="units/alien/spire.png~SCALE(72,72)"
[standing_anim]
[frame]
duration=100
image="units/alien/spire.png"
auto_hflip=no
[/frame]
[/standing_anim]
hitpoints={ON_DIFFICULTY 60 80 100}
movement_type=smallfoot
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[defense]
cave=50
[/defense]
movement=1
experience=150
{AMLA_DEFAULT}
level=0
alignment=chaotic
advances_to=null
cost=20
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."
die_sound=wail.wav
{DEFENSE_ANIM_FILTERED ("units/alien/spire.png") ("units/alien/spire.png") ("wail-sml.wav") (direction=n,ne,se,s)}
{DEFENSE_ANIM_FILTERED ("units/alien/spire.png~FL(horiz)") ("units/alien/spire.png~FL(horiz)") ("wail-sml.wav") (direction=nw,sw)}
[attack]
name=energy ray
description= _"energy ray"
icon=attacks/energyray.png
type=cold
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage={ON_DIFFICULTY 8 12 16}
number=1
[/attack]
[attack_anim]
[filter_attack]
name=energy ray
[/filter_attack]
start_time=-100
missile_start_time=-50
[missile_frame]
duration=200
image="projectiles/darkmissile-n.png"
image_diagonal="projectiles/darkmissile-ne.png"
[/missile_frame]
[frame]
image="units/alien/spire.png:200"
auto_hflip=no
[/frame]
{SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
# A somewhat weaker and slower version of the Giant Spider.
# Attacks are toned down from 18-2,8-3 to 14-2, 6-3, HP from 54 to 42,
# movement from 6 to 4.
[unit_type]
[base_unit]
id=Giant Spider
[/base_unit]
id=Cave Spider
name= _ "Cave Spider"
hitpoints=42
movement=4
description= _ "Cave Spiders roam deep under the earth, devouring many victims. They can bite at close range, thereby poisoning their enemies, and also can attack with a web at long range, slowing their foes down."
[attack]
# change damage of the first attack (fangs)
damage=14
[/attack]
[attack]
# change damage of the second attack (web)
damage=6
[/attack]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Crab Man
name= _ "Monster Crab"
race=monster
image="units/monsters/crab.png"
{DEFENSE_ANIM "units/monsters/crab-defend2.png" "units/monsters/crab-defend1.png" {SOUND_LIST:SKELETON_HIT} }
hitpoints=29
movement_type=swimmer
movement=5
experience=50
advances_to=null
{AMLA_DEFAULT}
level=1
alignment=neutral
cost=17
usage=fighter
description= _ "The Monster Crab is a semi-sentient crab the size of a horse. It is one of many twisted monsters recorded by the sages of Wesnoth and probably the creation of some twisted mage. These monstrosities have spread into the wild and prefer to live around coastal waters, preying on both humans and animals."
die_sound={SOUND_LIST:SKELETON_DIE}
[attack]
name=claws
#textdomain wesnoth-units
description= _"claws"
#textdomain wesnoth-utbs
icon=attacks/claws-crab.png
type=blade
range=melee
damage=9
number=2
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
start_time=-250
offset="0:100,0~0.6:150,0.6~0:200"
[frame]
image=units/monsters/crab-attack[1,2,3].png:[150,70,130],units/monsters/crab.png:100
[/frame]
{SOUND:HIT_AND_MISS pincers.ogg {SOUND_LIST:MISS} -150}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Dawarf
name= _ "Dawarf"
race=monster
image="units/monsters/dawarf.png"
{DEFENSE_ANIM "units/monsters/dawarf-growl.png" "units/monsters/dawarf.png" {SOUND_LIST:ZOMBIE_WEAK_HIT} }
hitpoints=22
movement_type=dwarvishfoot
movement=4
experience=50
{AMLA_DEFAULT}
advances_to=null
level=1
alignment=neutral
cost=17
usage=fighter
# wmllint: local spelling Dawarf
description= _ "Don’t ask where the Dawarf came from. You really don’t want to know. It is a secret well guarded by the great lore-masters of Wesnoth. And it isn’t pretty. Hint: it involves lots of sherbet."
[attack]
name=fist
#textdomain wesnoth-units
description= _"fist"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=6
number=2
[/attack]
[attack_anim]
[filter_attack]
name=fist
[/filter_attack]
start_time=-100
[frame]
image=units/monsters/dawarf-melee-[1~2].png:[100*2]
[/frame]
{SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} 0}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Dust Devil
name= _ "Dust Devil"
race=monster
{TRAIT_ELEMENTAL}
usage=scout
image="units/monsters/dust-devil.png"
level=1
advances_to=null
experience=36
hitpoints=36
alignment=neutral
cost=20
description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled."
{DEFENSE_ANIM "units/monsters/dust-devil.png" "units/monsters/dust-devil.png" wose-hit.ogg }
die_sound=groan.wav
movement_type=undeadfly
movement=8
[movement_costs]
deep_water={UNREACHABLE}
shallow_water=3
swamp_water=3
cave=2
fungus=2
unwalkable=2
[/movement_costs]
[defense]
sand=40
cave=50
impassable=50
[/defense]
[resistance]
blade=70
pierce=50
impact=50
fire=120
cold=150
arcane=140
[/resistance]
[attack]
name=twister
description= _ "twister"
icon=attacks/twister.png
type=arcane
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=melee
damage=5
number=2
[/attack]
[attack]
name=sand storm
description= _ "sand storm"
icon=attacks/sand-storm.png
type=impact
[specials]
{WEAPON_SPECIAL_SWARM}
[/specials]
range=ranged
damage=3
number=7
[/attack]
[abilities]
[regenerate]
[filter_self]
[filter_location]
terrain=Dd,Ds,Hd,Rb,Rd,Re
[/filter_location]
[/filter_self]
value=6
affect_self="yes"
name = _ "dust recuperation"
description= _ "The unit will heal itself 6 HP per turn on sand or dirt terrain."
[/regenerate]
[/abilities]
[advancement]
id=Dust1
max_times=4
description= _ "a stronger Dust Devil"
# Make the XP bar blue instead of purple.
major_amla=yes
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=2
increase=2
[/effect]
[effect]
apply_to=max_experience
increase=12
[/effect]
[/advancement]
[advancement]
id=Dust2
max_times=2
description= _ "a taller Dust Devil"
major_amla=yes
[effect]
apply_to=attack
range=ranged
increase_attacks=1
[/effect]
[effect]
apply_to=max_experience
increase=8
[/effect]
[/advancement]
[advancement]
id=Dust3
max_times=100
description= _ "a fully-healed Dust Devil"
[effect]
apply_to=hitpoints
increase_total=2
heal_full=yes
[/effect]
[/advancement]
[attack_anim]
[filter_attack]
name=sand storm
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=320
offset=1.0
halo="projectiles/sand-storm-[1~8].png:40"
auto_vflip=no
[/missile_frame]
{SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -200}
[/attack_anim]
[attack_anim]
[filter_attack]
name=twister
[/filter_attack]
[frame]
image=units/monsters/dust-devil.png:200
[/frame]
{SOUND:HIT_AND_MISS bite.ogg {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]
|
# wmllint: no translatables
[unit_type]
[base_unit]
id=Fire Guardian
[/base_unit]
id=Fire Guardian2
hitpoints=23
hide_help=yes
do_not_list=yes
[attack]
# This attack intentionally left blank.
[/attack]
[attack]
damage=8
[/attack]
[/unit_type]
|
# wmllint: no translatables
[unit_type]
[base_unit]
id=Fire Guardian
[/base_unit]
id=Fire Guardian3
hide_help=yes
do_not_list=yes
hitpoints=26
movement=7
[attack]
damage=5
[/attack]
[attack]
damage=8
[/attack]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Flesh Golem
name= _ "Flesh Golem"
race=monster
image="units/monsters/flesh-golem.png"
profile="portraits/monsters/flesh_golem.png"
hitpoints=42
movement_type=largefoot
[resistance]
blade=90
pierce=90
impact=90
fire=120
cold=120
[/resistance]
movement=4
experience=100
{AMLA_DEFAULT}
level=2
alignment=chaotic
advances_to=null
cost=30
usage=fighter
description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters."
{DEFENSE_ANIM "units/monsters/flesh-golem-defend.png" "units/monsters/flesh-golem.png" {SOUND_LIST:TROLL_HIT} }
die_sound={SOUND_LIST:TROLL_HIT}
[attack]
name=smashing frenzy
description= _"smashing frenzy"
icon=attacks/fist-golem.png
type=impact
[specials]
{WEAPON_SPECIAL_BERSERK}
[/specials]
range=melee
damage=10
number=3
[/attack]
[attack_anim]
[filter_attack]
name=smashing frenzy
[/filter_attack]
start_time=-300
offset=0.0:150,0.0~0.6:150,0.6~0.0:250
swoosh_start_time=-50
swoosh_offset=0.6
[if]
value_second=2,4,6,8,10,12
[frame]
image="units/monsters/flesh-golem-attack-b[1~3,1].png:[120,120,150,160]"
[/frame]
[swoosh_frame]
image="misc/blank-hex.png:1,units/monsters/flesh-golem-swoosh-b.png:100,misc/blank-hex.png:1"
auto_vflip=no
layer=90
[/swoosh_frame]
[/if]
[else]
[frame]
image="units/monsters/flesh-golem-attack-[1~3,1].png:[120,120,150,160]"
[/frame]
[swoosh_frame]
image="misc/blank-hex.png:1,units/monsters/flesh-golem-swoosh.png:100,misc/blank-hex.png:1"
auto_vflip=no
layer=90
[/swoosh_frame]
[/else]
{SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Ixthala Demon
name= _ "Ixthala Demon"
# wmllint: general spelling Ixthala
race=monster
image="units/monsters/demon.png"
{DEFENSE_ANIM "units/monsters/demon-defend2.png" "units/monsters/demon-defend.png" {SOUND_LIST:DRAKE_HIT} }
hitpoints=60
movement_type=lizard
[resistance]
fire=70
[/resistance]
movement=6
experience=150
{AMLA_DEFAULT}
level=3
alignment=chaotic
advances_to=null
cost=50
usage=fighter
description= _ "Are these monsters some beast-soldiers of a bygone era? Or are they spirits from another plane of existence? Knowledge of their origins is lost, all that is known is that they can spell trouble for those who go poking around in caverns and ruins."
die_sound=drake-die.ogg
[attack]
name=flaming sword
description= _"flaming sword"
icon=attacks/sword-flaming.png
type=fire
range=melee
damage=12
number=4
[/attack]
[attack_anim]
[filter_attack]
name=flaming sword
[/filter_attack]
start_time=-250
offset=0:100,0~0.5:100,0.5~0.7:100,0.7~0:100,0.
[frame]
image="units/monsters/demon-attack-[1~3,1].png:[100,100,100,100]"
[/frame]
flame_start_time=0
[if]
hits=yes
[frame]
image="units/monsters/demon.png:350"
[/frame]
[flame_frame]
image="projectiles/fire-burst-small-[1~8].png~SCALE(80,80):[50*8]"
offset=1.0
auto_vflip=no
layer=10
[/flame_frame]
[/if]
{SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg 75}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
# This is the same as the core Mudcrawler, except that it has a 6-1 melee attack
[unit_type]
[base_unit]
id=Mudcrawler
[/base_unit]
id=Small Mudcrawler
name= _ "Small Mudcrawler"
# The first [attack] and [attack_anim] block assure the ranged attack animation of the base unit is kept
[attack]
[/attack]
[attack]
name=fist
#textdomain wesnoth-units
description= _"fist"
#textdomain wesnoth-utbs
icon=attacks/mud-glob.png
type=impact
range=melee
damage=6
number=1
[/attack]
[attack_anim]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fist
[/filter_attack]
start_time=-400
[frame]
image="units/monsters/mudcrawler.png:200"
[/frame]
[frame]
image="units/monsters/mudcrawler-attack-[1,2,1].png:[100*2,75]"
[/frame]
[frame]
image="units/monsters/mudcrawler-defend-1.png:125"
[/frame]
[frame]
image="units/monsters/mudcrawler.png:25"
[/frame]
{SOUND:HIT_AND_MISS mud-fist.ogg mud-fist-miss.ogg -400}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Naga Guardian
name= _ "Naga Guardian"
[base_unit]
id=Naga Guard
[/base_unit]
cost=16
advances_to=Naga Warden
[attack]
name=mace
#textdomain wesnoth-units
description= _"mace"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=7
number=3
[/attack]
[/unit_type]
[unit_type]
id=Naga Warden
name= _ "Naga Warden"
[base_unit]
id=Naga Shield Guard
[/base_unit]
cost=48
advances_to=Naga Sentinel
[attack]
name=mace
#textdomain wesnoth-units
description= _"mace"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=12
number=3
[/attack]
[/unit_type]
[unit_type]
id=Naga Sentinel
name= _ "Naga Sentinel"
[base_unit]
id=Naga High Guard
[/base_unit]
cost=100
[attack]
name=mace
#textdomain wesnoth-units
description= _"mace"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=12
number=4
[/attack]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Naga Hunter
name= _ "Naga Hunter"
race=naga
image="units/nagas/hunter.png"
profile="portraits/nagas/naga-hunter.png"
hitpoints=33
movement_type=naga
movement=7
experience=50
level=1
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=15
usage=archer
description= _ "Naga Hunters are naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey."
die_sound=naga-die.ogg
{DEFENSE_ANIM_RANGE "units/nagas/hunter-melee-defend.png" "units/nagas/hunter-attack-melee-1.png" {SOUND_LIST:NAGA_HIT} melee}
{DEFENSE_ANIM_RANGE "units/nagas/hunter-defend.png" "units/nagas/hunter.png" {SOUND_LIST:NAGA_HIT} ranged}
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=4
number=2
icon=attacks/sword-orcish.png
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=8
number=2
icon=attacks/bow-orcish.png
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/missile-n.png"
image_diagonal="projectiles/missile-ne.png"
[/missile_frame]
start_time=-410
[frame]
image="units/nagas/hunter-attack-ranged-[1~6].png:[65*4,100,150]"
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -410}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-450
[frame]
image="units/nagas/hunter-attack-melee-[1~4].png:[100*2,150,200]"
[/frame]
[frame]
duration=100
image="units/nagas/hunter-attack-melee-1.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]
|
[unit_type]
[base_unit]
id=Dark Assassin Uncloaked
[/base_unit]
id=Dark Assassin Cloaked
race=hidden_race
image=units/other/dark-assassin.png
profile=portraits/cloaked.png
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Dark Assassin Uncloaked
name= _ "Dark Assassin"
race=quenoth
do_not_list=yes
image=units/other/dark-assassin-uncloaked.png
profile=portraits/uncloaked.png
[defend]
start_time=-126
hits=yes
[frame]
image=units/other/dark-assassin-defend-1.png:1,units/other/dark-assassin-defend-2.png:250,units/other/dark-assassin-defend-1.png:1
[/frame]
hit_sound_start_time=-25
[hit_sound_frame]
sound={SOUND_LIST:ORC_SMALL_HIT}
[/hit_sound_frame]
[/defend]
[defend]
start_time=-126
hits=no
[frame]
image=units/other/dark-assassin-defend-1.png:1,units/other/dark-assassin-defend-2-miss.png:250,units/other/dark-assassin-defend-1.png:1
[/frame]
[/defend]
hitpoints=68
movement_type=elusivefoot
movement=6
experience=100
level=2
alignment=chaotic
{AMLA_DEFAULT}
advances_to=null
cost=25
usage=fighter
description= _ "The Dark Assassin appears and disappears at a moment’s notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable."
[attack]
name=dagger
description= _"dagger"
icon=attacks/blade-curved.png
type=blade
range=melee
damage=10
number=3
[/attack]
[attack]
name=knives
description= _"throwing knives"
icon=attacks/dagger-thrown-poison-human.png
type=blade
range=ranged
damage=7
number=4
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=knives
[/filter_attack]
start_time=-250
missile_start_time=-100
[missile_frame]
duration=100
image=projectiles/dagger-n.png
image_diagonal=projectiles/dagger-ne.png
[/missile_frame]
[frame]
image="units/other/dark-assassin.png:700"
[/frame]
{SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=dagger
[/filter_attack]
start_time=-400
offset=0.0:150,0.0~0.6:250,0.6~0.0:350
[frame]
image="units/other/dark-assassin-attack[1~3].png:175"
[/frame]
[frame]
image="units/other/dark-assassin.png:225"
[/frame]
{SOUND:HIT_AND_MISS dagger-swish.wav {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Archer
name= _ "Quenoth Archer"
image=units/quenoth/archer.png
profile="portraits/quenoth/archer.png"
race=quenoth
hitpoints=36
movement_type=quenoth_horse
[resistance]
pierce=120
[/resistance]
movement=8
experience=90
level=2
alignment=lawful
advances_to=Quenoth Marksman
cost=33
usage=scout
undead_variation=mounted
description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat."
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=6
number=3
icon=attacks/sword-elven.png
movement_used=0
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=7
number=4
icon=attacks/bow-elven.png
movement_used=0
[/attack]
{DEFENSE_ANIM "units/quenoth/archer-defend2.png" "units/quenoth/archer-defend1.png" {SOUND_LIST:HORSE_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/archer.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-100
[missile_frame]
duration=100
image=projectiles/missile-n.png
image_diagonal=projectiles/missile-ne.png
[/missile_frame]
start_time=-380
[frame]
image=units/quenoth/archer.png:470
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Champion
name= _ "Quenoth Champion"
race=quenoth
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
image=units/quenoth/champion.png
profile="portraits/quenoth/champion.png"
hitpoints=55
movement_type=quenoth_foot
movement=5
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=44
usage=fighter
description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses."
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}
[/abilities]
[attack]
name=glaive
description= _"glaive"
type=pierce
range=melee
damage=14
number=3
icon=attacks/glaive.png
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
[/attack]
[attack]
name=glaive
description= _"glaive"
type=blade
range=melee
damage=9
number=4
icon=attacks/glaive.png
[/attack]
{DEFENSE_ANIM "units/quenoth/champion-defend2.png" "units/quenoth/champion-defend1.png" {SOUND_LIST:ELF_HIT}}
[attack_anim]
[filter_attack]
name=glaive
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/champion.png"
[/frame]
{SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Corrupted Quenoth Elf
name= _ "Corrupted Elf"
race=quenoth
image=units/quenoth/corrupted-elf.png
hitpoints=60
movement_type=quenoth_foot
movement=5
experience=150
level=3
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=100
usage=fighter
do_not_list=yes
description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords."
die_sound={SOUND_LIST:ELF_HIT}
[attack]
name=glaive
description= _"glaive"
type=pierce
range=melee
damage=12
number=4
icon=attacks/spear.png
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
[/attack]
[attack]
name=magic
description= _"magic"
icon=attacks/dark-missile.png
type=cold
range=ranged
damage=12
number=3
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/corrupted-elf.png" "units/quenoth/corrupted-elf.png" {SOUND_LIST:ELF_HIT}}
[attack_anim]
[filter_attack]
name=glaive
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/corrupted-elf.png"
[/frame]
{SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=magic
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=200
image=projectiles/darkmissile-n.png
image_diagonal=projectiles/darkmissile-ne.png
[/missile_frame]
start_time=-200
[frame]
image=units/quenoth/corrupted-elf.png:200
[/frame]
{SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -200}
[/attack_anim]
[/unit_type]
[unit_type]
id=Defeated Corrupted Quenoth Elf
image=units/quenoth/corrupted-elf-defeated.png
[base_unit]
id=Corrupted Quenoth Elf
[/base_unit]
do_not_list=yes
hide_help=yes
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Divine Avatar
name= _ "female^Divine Avatar"
gender=female
race=quenoth
image=units/quenoth/eloh.png
# The baseframe is larger than usual to make compositing with the back haloin animations trivial.
bar_offset_x,bar_offset_y=0,0
profile=portraits/eloh.png
hitpoints=60
movement_type=woodland
movement=1
experience=100
level=2
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=100
usage=null
do_not_list=yes
description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection."
{DEFENSE_ANIM "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" magicmissile.wav}
die_sound=magic-holy-miss-2.ogg
[attack]
name=fist
#textdomain wesnoth-units
description= _"fist"
type=arcane
range=melee
damage=7
number=3
[/attack]
[attack]
name=lightbeam
description= _"lightbeam" # wmllint: no spellcheck (until name->id)
#textdomain wesnoth-utbs
type=arcane
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=11
number=3
[/attack]
[standing_anim]
start_time=0
[frame]
image="halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):100"
[/frame]
[/standing_anim]
[attack_anim]
[filter_attack]
name=fist
[/filter_attack]
start_time=-250
[frame]
image="halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):400"
[/frame]
{SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=lightbeam
[/filter_attack]
{MISSILE_FRAME_LIGHT_BEAM}
start_time=-350
[frame]
image="halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):500"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
[base_unit]
id=Divine Avatar
[/base_unit]
id=Divine Incarnation
name= _ "female^Divine Incarnation"
hitpoints=70
movement=4
experience=150
level=3
do_not_list=yes
description= _ "Divine Incarnations are said to be the closest thing to a god’s actual presence in this world. They can be both awe-inspiring and terrifying."
[attack]
damage=9
[/attack]
[attack]
damage=14
[/attack]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Druid
name= _ "female^Quenoth Druid"
race=quenoth
gender=female
image=units/quenoth/druid.png
profile="portraits/quenoth/druid.png"
hitpoints=45
movement_type=quenoth_foot
movement=5
experience=180
level=3
alignment=neutral
advances_to=Quenoth Shyde
cost=48
usage=healer
[abilities]
{UTBS_ABILITY_CURES}
[/abilities]
description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids’ unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers."
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff
#textdomain wesnoth-units
description= _"staff"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=9
number=2
range=melee
icon=attacks/druidstaff.png
[/attack]
[attack]
name=sand
description= _"sand"
type=impact
range=ranged
damage=6
number=3
icon=attacks/sand-storm.png
[specials]
{WEAPON_SPECIAL_DAZE}
[/specials]
[/attack]
[attack]
name=thorns
#textdomain wesnoth-units
description= _"thorns"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=7
number=4
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/druid-defend2.png" "units/quenoth/druid-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} }
[healing_anim]
start_time=-250
[frame]
image="units/quenoth/druid.png:50"
[/frame]
[frame]
image="units/quenoth/druid.png:350"
halo=halo/elven/shaman-heal-halo-[1~7].png
[/frame]
[frame]
image="units/quenoth/druid.png:50"
[/frame]
[/healing_anim]
[attack_anim]
[filter_attack]
name=staff
[/filter_attack]
start_time=-250
[frame]
image="units/quenoth/druid.png:400"
[/frame]
{SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sand
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=320
offset=0.75~1.1,1.1~1.25
halo="projectiles/sand-storm-[1~8].png:40"
auto_vflip=no
[/missile_frame]
start_time=-320
[frame]
image="units/quenoth/druid.png:450"
sound=petrified.ogg
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=thorns
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=200
image="projectiles/thorns.png"
image_diagonal="projectiles/thorns-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/druid.png:500"
halo="halo/elven/nature-halo[1~8].png"
[/frame]
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Dustbok
#po: Made-up animal name derived from 'dust' (sand) and 'bok' as in real-world steenbok or springbok antelope
name= _ "Dustbok"
image=units/quenoth/dustbok.png
race=monster
hitpoints=22
movement_type=quenoth_horse
movement=8
experience=100
level=0
alignment=lawful
advances_to=null
cost=12
usage=scout
description= _ "Dustboks are nimble, graceful creatures whose timid and peaceful nature stands in sharp contrast to the harsh land in which they live. Because the scorched land cannot support herds or even territorial neighbors, dustboks are solitary wanderers and yet still social, curious, and willing to cooperate with anyone if it leads to food. While this behavior has led to the death of many a foolish dustbok, it has made them excellent partners to the Quenoth Elves, who value their speed and agility."
die_sound=horse-die.ogg
[attack]
name=ram
#textdomain wesnoth-units
description= _"ram"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=4
number=3
icon=attacks/blank-attack.png
[/attack]
{DEFENSE_ANIM "units/quenoth/dustbok.png" "units/quenoth/dustbok.png" {SOUND_LIST:HORSE_HIT}}
[attack_anim]
[filter_attack]
name=ram
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/dustbok.png"
[/frame]
{SOUND:HIT_AND_MISS club.ogg club-miss.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Fighter
name= _ "Quenoth Fighter"
race=quenoth
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
image=units/quenoth/fighter.png
profile="portraits/quenoth/fighter.png"
hitpoints=30
movement_type=quenoth_foot
movement=5
experience=40
level=1
alignment=lawful
advances_to=Quenoth Warrior,Quenoth Flanker
cost=15
usage=fighter
description= _ "Long ago, during more prosperous times, elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault."
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}
[/abilities]
[attack]
name=spear
#textdomain wesnoth-units
description= _"spear"
#textdomain wesnoth-utbs
type=pierce
range=melee
damage=9
number=2
icon=attacks/spear.png
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/fighter-defend-2.png" "units/quenoth/fighter-defend-1.png" {SOUND_LIST:ELF_HIT}}
[attack_anim]
[filter_attack]
name=spear
[/filter_attack]
offset=0.0:130,0.0~0.6:170,0.6~0.0:230
start_time=-300
[frame]
image="units/quenoth/fighter-attack[1,2,3,4,5].png:[80,70,100,50,230]"
[/frame]
{SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}
[/attack_anim]
[/unit_type]
#define QUENOTH_FIGHTER_VARIANT SUFFIX_NUMBER COST
[unit_type]
id=Quenoth Fighter{SUFFIX_NUMBER}
[base_unit]
id=Quenoth Fighter
[/base_unit]
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef
{QUENOTH_FIGHTER_VARIANT 1 16}
{QUENOTH_FIGHTER_VARIANT 2 17}
{QUENOTH_FIGHTER_VARIANT 3 18}
{QUENOTH_FIGHTER_VARIANT 4 19}
{QUENOTH_FIGHTER_VARIANT 5 20}
{QUENOTH_FIGHTER_VARIANT 6 21}
{QUENOTH_FIGHTER_VARIANT 7 22}
{QUENOTH_FIGHTER_VARIANT 8 23}
{QUENOTH_FIGHTER_VARIANT 9 24}
{QUENOTH_FIGHTER_VARIANT 10 25}
#undef QUENOTH_FIGHTER_VARIANT
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Flanker
name= _ "Quenoth Flanker"
race=quenoth
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
image=units/quenoth/flanker.png
profile="portraits/quenoth/flanker.png"
hitpoints=43
movement_type=quenoth_foot
movement=5
experience=90
level=2
alignment=lawful
advances_to=Quenoth Ranger
cost=28
usage=fighter
description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish."
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_SKIRMISHER}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
#textdomain wesnoth-utbs
type=blade
range=melee
damage=8
number=4
icon=attacks/sword-elven.png
[/attack]
[attack]
name=blowgun
description= _"blowgun"
type=pierce
range=ranged
damage=2
number=4
icon=attacks/blowgun.png
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/flanker-defend2.png" "units/quenoth/flanker-defend1.png" {SOUND_LIST:ELF_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/flanker.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=blowgun
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/missile-n.png~SCALE_SHARP(36,36)"
image_diagonal="projectiles/missile-ne.png~SCALE_SHARP(36,36)"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/flanker.png:450"
[/frame]
{SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Marksman
name= _ "Quenoth Marksman"
image=units/quenoth/marksman.png
profile="portraits/quenoth/marksman.png"
race=quenoth
hitpoints=46
movement_type=quenoth_horse
[resistance]
pierce=120
[/resistance]
movement=8
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=44
usage=scout
undead_variation=mounted
description= _ "In times past, the elves’ supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle.
A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback."
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=6
number=3
icon=attacks/sword-elven.png
movement_used=0
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=9
number=5
icon=attacks/bow-elven.png
movement_used=0
[specials]
{WEAPON_SPECIAL_MARKSMAN}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/marksman.png" "units/quenoth/marksman.png" {SOUND_LIST:HORSE_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/marksman.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-100
[missile_frame]
duration=100
image=projectiles/missile-n.png
image_diagonal=projectiles/missile-ne.png
[/missile_frame]
start_time=-380
[frame]
image=units/quenoth/marksman.png:470
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Mystic
name= _ "female^Quenoth Mystic"
race=quenoth
gender=female
image=units/quenoth/mystic/mystic.png
profile="portraits/quenoth/mystic.png"
hitpoints=25
movement_type=quenoth_foot
movement=5
experience=28
level=1
alignment=neutral
advances_to=Quenoth Shaman,Quenoth Sun Singer
cost=16
usage=healer
[abilities]
{UTBS_ABILITY_HEALS}
[/abilities]
description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves’ new powers, which they employ to great effect in their homes in the deserts."
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff
#textdomain wesnoth-units
description= _"staff"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=4
number=2
range=melee
icon=attacks/druidstaff.png
[/attack]
[attack]
name=sand
description= _"sand"
type=impact
range=ranged
damage=3
number=2
icon=attacks/sand-storm.png
[specials]
{WEAPON_SPECIAL_DAZE}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/mystic/mystic-defend-2.png" "units/quenoth/mystic/mystic-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} }
[healing_anim]
start_time=-450
[frame]
image="units/quenoth/mystic/mystic.png:50"
[/frame]
[frame]
image="units/quenoth/mystic/mystic-heal-[1~8].png:70"
halo=halo/elven/shaman-heal-halo-[1~7].png
[/frame]
[frame]
image="units/quenoth/mystic/mystic.png:50"
[/frame]
[/healing_anim]
[attack_anim]
[filter_attack]
name=staff
[/filter_attack]
start_time=-250
[frame]
image="units/quenoth/mystic/mystic.png:400"
[/frame]
{SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sand
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=320
offset=0.75~1.1,1.1~1.25
halo="projectiles/sand-storm-[1~8].png:40"
auto_vflip=no
[/missile_frame]
start_time=-320
[frame]
image="units/quenoth/mystic/mystic.png:450"
sound=petrified.ogg
[/frame]
[/attack_anim]
[/unit_type]
#define QUENOTH_MYSTIC_VARIANT SUFFIX_NUMBER COST
[unit_type]
id=Quenoth Mystic{SUFFIX_NUMBER}
[base_unit]
id=Quenoth Mystic
[/base_unit]
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef
{QUENOTH_MYSTIC_VARIANT 1 19}
{QUENOTH_MYSTIC_VARIANT 2 20}
{QUENOTH_MYSTIC_VARIANT 3 21}
{QUENOTH_MYSTIC_VARIANT 4 22}
{QUENOTH_MYSTIC_VARIANT 5 23}
{QUENOTH_MYSTIC_VARIANT 6 24}
{QUENOTH_MYSTIC_VARIANT 7 25}
{QUENOTH_MYSTIC_VARIANT 8 26}
{QUENOTH_MYSTIC_VARIANT 9 27}
{QUENOTH_MYSTIC_VARIANT 10 28}
#undef QUENOTH_MYSTIC_VARIANT
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Outrider
name= _ "Quenoth Outrider"
image=units/quenoth/outrider.png
profile="portraits/quenoth/outrider.png"
race=quenoth
hitpoints=54
movement_type=quenoth_horse
[resistance]
pierce=120
[/resistance]
movement=8
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=42
usage=scout
undead_variation=mounted
description= _ "Described as riders who ‘rush like the wind’, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert."
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
#textdomain wesnoth-utbs
type=blade
range=melee
damage=10
number=4
icon=attacks/sword-elven.png
movement_used=0
[/attack]
[attack]
name=bolas
description= _"bolas"
type=impact
range=ranged
damage=8
number=3
icon=attacks/bolas.png
movement_used=0
[specials]
{WEAPON_SPECIAL_SLOW}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/outrider-defend2.png" "units/quenoth/outrider-defend1.png" {SOUND_LIST:HORSE_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/outrider.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=bolas
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image=projectiles/bolas-n.png
image_diagonal=projectiles/bolas-ne.png
[/missile_frame]
start_time=-300
[frame]
image=units/quenoth/outrider.png:400
[/frame]
{SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Pathfinder
name= _ "Quenoth Pathfinder"
image=units/quenoth/pathfinder.png
profile="portraits/quenoth/pathfinder.png"
race=quenoth
hitpoints=40
movement_type=quenoth_horse
[resistance]
pierce=120
[/resistance]
movement=8
experience=80
level=2
alignment=lawful
advances_to=Quenoth Outrider
cost=31
usage=scout
undead_variation=mounted
description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap."
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
#textdomain wesnoth-utbs
type=blade
range=melee
damage=7
number=4
icon=attacks/sword-elven.png
movement_used=0
[/attack]
[attack]
name=bolas
#textdomain wesnoth-units
description= _"bolas"
#textdomain wesnoth-utbs
type=impact
range=ranged
damage=8
number=2
icon=attacks/bolas.png
movement_used=0
[specials]
{WEAPON_SPECIAL_SLOW}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/pathfinder-defend2.png" "units/quenoth/pathfinder-defend1.png" {SOUND_LIST:HORSE_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/pathfinder.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=bolas
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image=projectiles/bolas-n.png
image_diagonal=projectiles/bolas-ne.png
[/missile_frame]
start_time=-300
[frame]
image=units/quenoth/pathfinder.png:400
[/frame]
{SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Ranger
name= _ "Quenoth Ranger"
race=quenoth
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
image=units/quenoth/ranger.png
profile="portraits/quenoth/ranger.png"
hitpoints=53
movement_type=quenoth_foot
movement=6
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=42
usage=fighter
description= _ "The title ‘Ranger’ is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available."
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_SKIRMISHER}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
#textdomain wesnoth-utbs
type=blade
range=melee
damage=10
number=4
icon=attacks/sword-elven.png
[/attack]
[attack]
name=blowgun
description= _"blowgun"
type=pierce
range=ranged
damage=3
number=5
icon=attacks/blowgun.png
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/ranger-defend2.png" "units/quenoth/ranger-defend1.png" {SOUND_LIST:ELF_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/ranger.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=blowgun
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/missile-n.png~SCALE_SHARP(36,36)"
image_diagonal="projectiles/missile-ne.png~SCALE_SHARP(36,36)"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/ranger.png:450"
[/frame]
{SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Scout
name= _ "Quenoth Scout"
image=units/quenoth/scout.png
profile="portraits/quenoth/scout.png"
race=quenoth
hitpoints=26
movement_type=quenoth_horse
movement=8
experience=40
level=1
alignment=lawful
advances_to=Quenoth Pathfinder,Quenoth Archer
cost=17
usage=scout
undead_variation=mounted
description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen."
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}
[/abilities]
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
#textdomain wesnoth-utbs
type=blade
range=melee
damage=6
number=3
icon=attacks/sword-elven.png
movement_used=0
[/attack]
[attack]
name=sling
#textdomain wesnoth-units
description= _"sling"
#textdomain wesnoth-utbs
type=impact
range=ranged
damage=8
number=2
icon=attacks/sling.png
movement_used=0
[/attack]
{DEFENSE_ANIM "units/quenoth/scout-defend-2.png" "units/quenoth/scout-defend-1.png" {SOUND_LIST:HORSE_HIT}}
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/scout.png"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sling
[/filter_attack]
offset=0.0
start_time=-400
[if]
hits=yes
{MISSILE_FRAME_STONE_HIT 5 -6}
[frame]
image="units/quenoth/scout.png:450"
sound=sling.ogg
[/frame]
[/if]
[else]
hits=no
{MISSILE_FRAME_STONE_MISS 5 -6}
[frame]
image="units/quenoth/scout.png:450"
sound=sling-miss.ogg
[/frame]
[/else]
[/attack_anim]
[/unit_type]
#define QUENOTH_SCOUT_VARIANT SUFFIX_NUMBER COST
[unit_type]
id=Quenoth Scout{SUFFIX_NUMBER}
[base_unit]
id=Quenoth Scout
[/base_unit]
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef
{QUENOTH_SCOUT_VARIANT 1 18}
{QUENOTH_SCOUT_VARIANT 2 19}
{QUENOTH_SCOUT_VARIANT 3 20}
{QUENOTH_SCOUT_VARIANT 4 21}
{QUENOTH_SCOUT_VARIANT 5 22}
{QUENOTH_SCOUT_VARIANT 6 23}
{QUENOTH_SCOUT_VARIANT 7 24}
{QUENOTH_SCOUT_VARIANT 8 25}
{QUENOTH_SCOUT_VARIANT 9 26}
{QUENOTH_SCOUT_VARIANT 10 27}
#undef QUENOTH_SCOUT_VARIANT
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Shaman
name= _ "female^Quenoth Shaman"
race=quenoth
gender=female
image=units/quenoth/shaman.png
profile="portraits/quenoth/shaman.png"
hitpoints=35
movement_type=quenoth_foot
movement=5
experience=65
level=2
alignment=neutral
advances_to=Quenoth Druid
cost=33
usage=healer
[abilities]
{UTBS_ABILITY_CURES}
[/abilities]
description= _ "Like the elves of old, many Quenoth Elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again."
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff
#textdomain wesnoth-units
description= _"staff"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=6
number=2
range=melee
icon=attacks/druidstaff.png
[/attack]
[attack]
name=sand
description= _"sand"
type=impact
range=ranged
damage=6
number=2
icon=attacks/sand-storm.png
[specials]
{WEAPON_SPECIAL_DAZE}
[/specials]
[/attack]
[attack]
name=thorns
#textdomain wesnoth-units
description= _"thorns"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=6
number=3
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/shaman-defend2.png" "units/quenoth/shaman-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} }
[healing_anim]
start_time=-250
[frame]
image="units/quenoth/shaman.png:50"
[/frame]
[frame]
image="units/quenoth/shaman.png:350"
halo=halo/elven/shaman-heal-halo-[1~7].png
[/frame]
[frame]
image="units/quenoth/shaman.png:50"
[/frame]
[/healing_anim]
[attack_anim]
[filter_attack]
name=staff
[/filter_attack]
start_time=-250
[frame]
image="units/quenoth/shaman.png:400"
[/frame]
{SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sand
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=320
offset=0.75~1.1,1.1~1.25
halo="projectiles/sand-storm-[1~8].png:40"
auto_vflip=no
[/missile_frame]
start_time=-320
[frame]
image="units/quenoth/shaman.png:450"
sound=petrified.ogg
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=thorns
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=200
image="projectiles/thorns.png"
image_diagonal="projectiles/thorns-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/shaman.png:500"
halo="halo/elven/nature-halo[1~8].png"
[/frame]
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Shyde
name= _ "female^Quenoth Shyde"
race=quenoth
gender=female
image=units/quenoth/shyde.png
profile="portraits/quenoth/shyde.png"
hitpoints=55
movement_type=quenoth_float
movement=6
experience=200
level=4
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=60
usage=healer
[abilities]
{UTBS_ABILITY_SUPER_CURES}
[/abilities]
description= _ "From the teachings of Analia, the healer of the Emerald Blossom:
“... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”"
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff
#textdomain wesnoth-units
description= _"staff"
#textdomain wesnoth-utbs
type=impact
range=melee
damage=11
number=2
range=melee
icon=attacks/druidstaff.png
[/attack]
[attack]
name=sand
description= _"sand"
type=impact
range=ranged
damage=6
number=4
icon=attacks/sand-storm.png
[specials]
{WEAPON_SPECIAL_DAZE}
[/specials]
[/attack]
[attack]
name=thorns
#textdomain wesnoth-units
description= _"thorns"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=9
number=4
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/shyde.png" "units/quenoth/shyde.png" {SOUND_LIST:ELF_FEMALE_HIT} }
[healing_anim]
start_time=-250
[frame]
image="units/quenoth/shyde.png:50"
[/frame]
[frame]
image="units/quenoth/shyde.png:350"
halo=halo/elven/shaman-heal-halo-[1~7].png
[/frame]
[frame]
image="units/quenoth/shyde.png:50"
[/frame]
[/healing_anim]
[attack_anim]
[filter_attack]
name=staff
[/filter_attack]
start_time=-250
[frame]
image="units/quenoth/shyde.png:400"
[/frame]
{SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sand
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=320
offset=0.75~1.1,1.1~1.25
halo="projectiles/sand-storm-[1~8].png:40"
auto_vflip=no
[/missile_frame]
start_time=-320
[frame]
image="units/quenoth/shyde.png:450"
sound=petrified.ogg
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=thorns
[/filter_attack]
missile_start_time=-200
[missile_frame]
duration=200
image="projectiles/thorns.png"
image_diagonal="projectiles/thorns-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/shyde.png:500"
halo="halo/elven/nature-halo[1~8].png"
[/frame]
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Sun Singer
name= _ "female^Quenoth Sun Singer"
race=quenoth
gender=female
image=units/quenoth/sun_singer/sun-singer.png
profile="portraits/quenoth/sun_singer.png"
hitpoints=36
movement_type=quenoth_foot
movement=5
experience=105
level=2
alignment=lawful
advances_to=Quenoth Sun Sylph
cost=36
usage=healer
[abilities]
{UTBS_ABILITY_HEALS}
[/abilities]
description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdya’s flora, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned to harness the power of the suns Sela and Naia - the twin stars that had razed the forests of Irdya to ashes, yet still spring forth the energy required for sparking life. Those who master this new magic sing of the dual nature of these embodiments of fire: flames that are both life and life’s demise."
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=touch
#textdomain wesnoth-units
description= _"touch"
type=fire
range=melee
damage=8
number=2
icon=attacks/touch-faerie.png
[/attack]
[attack]
name=faerie fire
description= _"faerie fire"
#textdomain wesnoth-utbs
type=arcane
range=ranged
damage=9
number=3
icon=attacks/faerie-fire-sun.png
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
{DEFENSE_ANIM "units/quenoth/sun_singer/sun-singer-defend2.png" "units/quenoth/sun_singer/sun-singer-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} }
[standing_anim]
start_time=0
flame_start_time=0
backglow_start_time=0
[frame]
image="units/quenoth/sun_singer/sun-singer-stand.png"
[/frame]
[flame_frame]
image="{QUENOTH_FLAME_POS 38 0}"
layer=42
auto_vflip=no
auto_hflip=yes
[/flame_frame]
[backglow_frame]
image="units/quenoth/sun_singer/sun-singer-backglow.png"
layer=41
auto_vflip=no
auto_hflip=yes
[/backglow_frame]
[/standing_anim]
[healing_anim]
start_time=-270
[frame]
image="units/quenoth/sun_singer/sun-singer-heal-[1,2].png:70"
[/frame]
[frame]
image="units/quenoth/sun_singer/sun-singer-heal-[3~8].png:90"
halo=halo/elven/shaman-heal-halo-[1~7].png~O(0.8)~CS(30,-15,-35)~SCALE(108,108)
[/frame]
[frame]
image="units/quenoth/sun_singer/sun-singer.png:50"
[/frame]
[/healing_anim]
[attack_anim]
[filter_attack]
name=touch
[/filter_attack]
start_time=-250
[frame]
image="units/quenoth/sun_singer/sun-singer.png:400"
[/frame]
{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}
[/attack_anim]
[attack_anim]
[filter_attack]
name=faerie fire
[/filter_attack]
start_time=-350
{MISSILE_FRAME_FAERIE_FIRE}
missile_blend_color=255,180,0
missile_blend_ratio=0.5
missile_halo_mod=~CS(255,-40,-155)
[frame]
image="units/quenoth/sun_singer/sun-singer.png"
duration=500
halo=halo/elven/faerie-fire-halo[1~7].png
halo_x,halo_y=14,0
halo_mod=~CS(255,-40,-155)
[/frame]
{SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Sun Sylph
name= _ "female^Quenoth Sun Sylph"
race=quenoth
gender=female
image=units/quenoth/sun_sylph/sun-sylph.png
profile="portraits/quenoth/sun_sylph.png"
halo=halo/illuminates-aura.png~CS(50,20,-70)
hitpoints=46
movement_type=quenoth_float
movement=6
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=53
usage=healer
[abilities]
{UTBS_ABILITY_HEALS}
{ABILITY_ILLUMINATES}
[/abilities]
description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction."
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=touch
#textdomain wesnoth-units
description= _"touch"
type=fire
range=melee
damage=12
number=2
icon=attacks/touch-faerie.png
[/attack]
[attack]
name=faerie fire
description= _"faerie fire"
#textdomain wesnoth-utbs
type=arcane
range=ranged
damage=10
number=4
icon=attacks/faerie-fire-sun.png
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
# filtering whether she is floating or standing
{DEFENSE_ANIM_FILTERED "units/quenoth/sun_sylph/sun-sylph-fly-defend2.png" "units/quenoth/sun_sylph/sun-sylph-fly-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} (
terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
)}
{DEFENSE_ANIM_FILTERED "units/quenoth/sun_sylph/sun-sylph-defend2.png" "units/quenoth/sun_sylph/sun-sylph-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} (
terrain_type=!,{QUENOTH_UNWALKABLE_TERRAINS}
)}
[movement_anim]
# flame frames are absent because they do some weird lagging thing
start_time=0
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly1.png:150"
[/frame]
[/movement_anim]
[standing_anim]
start_time=0
flame_start_time=0
backglow_start_time=0
[if]
terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly[1~6].png:150"
[/frame]
[/if]
[else]
[frame]
image="units/quenoth/sun_sylph/sun-sylph-stand.png"
[/frame]
[/else]
[flame_frame]
image="{QUENOTH_FLAME_POS 44 0}"
halo="{QUENOTH_FLAME_POS 4 4}"
layer=42
auto_vflip=no
auto_hflip=yes
[/flame_frame]
[backglow_frame]
image="units/quenoth/sun_sylph/sun-sylph-backglow.png"
layer=41
auto_vflip=no
auto_hflip=yes
[/backglow_frame]
[/standing_anim]
[healing_anim]
start_time=-250
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly1.png:50"
[/frame]
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly[2~5].png:[80*4]"
halo=halo/elven/shaman-heal-halo-[1~7].png
[/frame]
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly6.png:50"
[/frame]
[/healing_anim]
[attack_anim]
[filter_attack]
name=touch
[/filter_attack]
start_time=-250
offset="0~0.6:200,0.6~0:200"
[if]
terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly1.png:400"
[/frame]
[/if]
[else]
[frame]
image="units/quenoth/sun_sylph/sun-sylph.png:400"
[/frame]
[/else]
missile_start_time=0
[if]
hits=yes
{FIRE_BURST_SMALL}
[/if]
{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}
[/attack_anim]
[attack_anim]
[filter_attack]
name=faerie fire
[/filter_attack]
start_time=-350
elfhalo_start_time=-350
{MISSILE_FRAME_FAERIE_FIRE}
missile_blend_color=255,180,0
missile_blend_ratio=0.5
missile_halo_mod=~CS(255,-40,-155)
[if]
terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
[frame]
image="units/quenoth/sun_sylph/sun-sylph-fly1.png"
[/frame]
[/if]
[else]
[frame]
image="units/quenoth/sun_sylph/sun-sylph.png"
[/frame]
[/else]
[elfhalo_frame]
duration=500
halo=halo/elven/faerie-fire-halo[1~7].png
halo_x,halo_y=14,0
halo_mod=~CS(255,-40,-155)
[/elfhalo_frame]
{SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Tauroch
name= _ "Tauroch"
image=units/quenoth/tauroch/tauroch.png
# profile="portraits/quenoth/tauroch_rider.png"
race=monster
hitpoints=36
movement_type=quenoth_beast
movement=5
experience=100
level=1
alignment=neutral
advances_to=null
cost=12
usage=fighter
description= _ "Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle."
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[attack]
name=trample
description= _"trample"
type=impact
range=melee
damage=7
number=2
icon=attacks/trample.png
[/attack]
{DEFENSE_ANIM "units/quenoth/tauroch/tauroch.png" "units/quenoth/tauroch/tauroch.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"}
[attack_anim]
[filter_attack]
name=trample
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=100
image="units/quenoth/tauroch/tauroch.png"
[/frame]
[frame]
duration=350
image="units/quenoth/tauroch/tauroch.png"
sound=club.ogg
[/frame]
{SOUND:HIT squishy-hit.wav -150}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Tauroch Flagbearer
name= _ "Tauroch Flagbearer"
image=units/quenoth/tauroch/flagbearer.png
image_icon="units/quenoth/tauroch/flagbearer.png~CROP(0,0,72,72)"
profile="portraits/quenoth/tauroch_flagbearer.png"
race=quenoth
# Base movement of 4 is too little, but we don't want them to get 6 either
# if they're quick, so instead they just have 5 movement but can't get quick
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=65
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
village=60
[/defense]
movement=5
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=52
usage=mixed fighter
undead_variation=beast_rider
description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts."
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
[attack]
name=ram
#textdomain wesnoth-units
description= _"ram"
type=impact
range=melee
damage=10
number=3
icon=attacks/ram.png
[specials]
{WEAPON_SPECIAL_SHOCK}
[/specials]
[/attack]
[attack]
name=javelin
description= _"javelin"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=8
number=3
icon=attacks/javelin-human.png
[/attack]
{DEFENSE_ANIM "units/quenoth/tauroch/flagbearer-defend-2.png" "units/quenoth/tauroch/flagbearer-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"}
[attack_anim]
[filter_attack]
name=ram
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=50
image="units/quenoth/tauroch/flagbearer.png"
[/frame]
[frame]
duration=400
image="units/quenoth/tauroch/flagbearer.png"
sound=tail.ogg
[/frame]
{SOUND:HIT mace.ogg -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=javelin
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/spear-n.png"
image_diagonal="projectiles/spear-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/tauroch/flagbearer.png:450"
sound={SOUND_LIST:THROW}
[/frame]
{SOUND:HIT spear.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Tauroch Protector
name= _ "Tauroch Protector"
image=units/quenoth/tauroch/protector.png
image_icon="units/quenoth/tauroch/protector.png~CROP(0,0,72,72)"
profile="portraits/quenoth/tauroch_protector.png"
race=quenoth
# Base movement of 4 is too little, but we don't want them to get 6 either
# if they're quick, so instead they just have 5 movement but can't get quick
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=71
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
village=60
[/defense]
[resistance]
blade=70
pierce=80
impact=70
[/resistance]
movement=5
experience=150
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
cost=48
usage=mixed fighter
undead_variation=beast_rider
description= _ "From the journal of Syniel, the Sand Skipper:
The orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the tauroch’s wounds, then I succumbed to fatigue and I remember little after that.
-----------------------
I woke up today in the village, tired, but alive. My friends told me that the tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together."
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_STEADFAST}
[/abilities]
[attack]
name=trample
description= _"trample"
type=impact
range=melee
damage=14
number=2
icon=attacks/trample.png
[/attack]
[attack]
name=javelin
#textdomain wesnoth-units
description= _"javelin"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=11
number=3
icon=attacks/javelin-human.png
[/attack]
{DEFENSE_ANIM "units/quenoth/tauroch/protector-defend-2.png" "units/quenoth/tauroch/protector-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"}
[attack_anim]
[filter_attack]
name=trample
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=100
image="units/quenoth/tauroch/protector.png"
[/frame]
[frame]
duration=350
image="units/quenoth/tauroch/protector.png"
sound=club.ogg
[/frame]
{SOUND:HIT squishy-hit.wav -150}
[/attack_anim]
[attack_anim]
[filter_attack]
name=javelin
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/spear-n.png"
image_diagonal="projectiles/spear-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/tauroch/protector.png:450"
sound={SOUND_LIST:THROW}
[/frame]
{SOUND:HIT spear.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Tauroch Rider
name= _ "Tauroch Rider"
image=units/quenoth/tauroch/rider.png
image_icon="units/quenoth/tauroch/rider.png~CROP(0,0,72,72)"
profile="portraits/quenoth/tauroch_rider.png"
race=quenoth
# Base movement of 4 is too little, but we don't want them to get 6 either
# if they're quick, so instead they just have 5 movement but can't get quick
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=42
movement_type=quenoth_beast
movement=5
experience=34
level=1
alignment=lawful
advances_to=Tauroch Vanguard,Tauroch Stalwart
cost=20
usage=mixed fighter
undead_variation=beast_rider
description= _ "Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans."
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[attack]
name=trample
description= _"trample"
type=impact
range=melee
damage=8
number=2
icon=attacks/trample.png
[/attack]
[attack]
name=javelin
#textdomain wesnoth-units
description= _"javelin"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=6
number=3
icon=attacks/javelin-human.png
[/attack]
{DEFENSE_ANIM "units/quenoth/tauroch/rider-defend-2.png" "units/quenoth/tauroch/rider-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"}
[attack_anim]
[filter_attack]
name=trample
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=100
image="units/quenoth/tauroch/rider.png"
[/frame]
[frame]
duration=350
image="units/quenoth/tauroch/rider.png"
sound=club.ogg
[/frame]
{SOUND:HIT squishy-hit.wav -150}
[/attack_anim]
[attack_anim]
[filter_attack]
name=javelin
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/spear-n.png"
image_diagonal="projectiles/spear-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/tauroch/rider.png:450"
sound={SOUND_LIST:THROW}
[/frame]
{SOUND:HIT spear.ogg -100}
[/attack_anim]
[/unit_type]
#define QUENOTH_RIDER_VARIANT SUFFIX_NUMBER COST
[unit_type]
id=Tauroch Rider{SUFFIX_NUMBER}
[base_unit]
id=Tauroch Rider
[/base_unit]
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef
{QUENOTH_RIDER_VARIANT 1 21}
{QUENOTH_RIDER_VARIANT 2 22}
{QUENOTH_RIDER_VARIANT 3 23}
{QUENOTH_RIDER_VARIANT 4 24}
{QUENOTH_RIDER_VARIANT 5 25}
{QUENOTH_RIDER_VARIANT 6 26}
{QUENOTH_RIDER_VARIANT 7 27}
{QUENOTH_RIDER_VARIANT 8 28}
{QUENOTH_RIDER_VARIANT 9 29}
{QUENOTH_RIDER_VARIANT 10 30}
#undef QUENOTH_RIDER_VARIANT
|
#textdomain wesnoth-utbs
[unit_type]
id=Tauroch Stalwart
name= _ "Tauroch Stalwart"
image=units/quenoth/tauroch/stalwart.png
image_icon="units/quenoth/tauroch/stalwart.png~CROP(0,0,72,72)"
profile="portraits/quenoth/tauroch_stalwart.png"
race=quenoth
# Base movement of 4 is too little, but we don't want them to get 6 either
# if they're quick, so instead they just have 5 movement but can't get quick
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=56
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
village=60
[/defense]
[resistance]
blade=70
pierce=90
impact=70
[/resistance]
movement=5
experience=80
level=2
alignment=lawful
advances_to=Tauroch Protector
cost=33
usage=mixed fighter
undead_variation=beast_rider
description= _ "When encountering wild taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall."
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_STEADFAST}
[/abilities]
[attack]
name=trample
description= _"trample"
type=impact
range=melee
damage=11
number=2
icon=attacks/trample.png
[/attack]
[attack]
name=javelin
#textdomain wesnoth-units
description= _"javelin"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=8
number=3
icon=attacks/javelin-human.png
[/attack]
{DEFENSE_ANIM "units/quenoth/tauroch/stalwart-defend-2.png" "units/quenoth/tauroch/stalwart-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"}
[attack_anim]
[filter_attack]
name=trample
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=100
image="units/quenoth/tauroch/stalwart.png"
[/frame]
[frame]
duration=350
image="units/quenoth/tauroch/stalwart.png"
sound=club.ogg
[/frame]
{SOUND:HIT squishy-hit.wav -150}
[/attack_anim]
[attack_anim]
[filter_attack]
name=javelin
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/spear-n.png"
image_diagonal="projectiles/spear-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/tauroch/stalwart.png:450"
sound={SOUND_LIST:THROW}
[/frame]
{SOUND:HIT spear.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Tauroch Vanguard
name= _ "Tauroch Vanguard"
image=units/quenoth/tauroch/vanguard.png
image_icon="units/quenoth/tauroch/vanguard.png~CROP(0,0,72,72)"
profile="portraits/quenoth/tauroch_vanguard.png"
race=quenoth
# Base movement of 4 is too little, but we don't want them to get 6 either
# if they're quick, so instead they just have 5 movement but can't get quick
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{TRAIT_HEALTHY}
hitpoints=51
movement_type=quenoth_beast
#mostly like a foot Elf, but they are bad at defending in villages
[defense]
village=60
[/defense]
movement=5
experience=85
level=2
alignment=lawful
advances_to=Tauroch Flagbearer
cost=35
usage=mixed fighter
undead_variation=beast_rider
description= _ "The massive and fearless taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts."
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
[attack]
name=ram
#textdomain wesnoth-units
description= _"ram"
type=impact
range=melee
damage=8
number=3
icon=attacks/ram.png
[specials]
{WEAPON_SPECIAL_SHOCK}
[/specials]
[/attack]
[attack]
name=javelin
description= _"javelin"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=7
number=3
icon=attacks/javelin-human.png
[/attack]
{DEFENSE_ANIM "units/quenoth/tauroch/vanguard-defend-2.png" "units/quenoth/tauroch/vanguard-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"}
[attack_anim]
[filter_attack]
name=ram
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=50
image="units/quenoth/tauroch/vanguard.png"
[/frame]
[frame]
duration=400
image="units/quenoth/tauroch/vanguard.png"
sound=tail.ogg
[/frame]
{SOUND:HIT mace.ogg -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=javelin
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/spear-n.png"
image_diagonal="projectiles/spear-ne.png"
[/missile_frame]
start_time=-300
[frame]
image="units/quenoth/tauroch/vanguard.png:450"
sound={SOUND_LIST:THROW}
[/frame]
{SOUND:HIT spear.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Quenoth Warrior
name= _ "Quenoth Warrior"
race=quenoth
ignore_race_traits=yes
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
image=units/quenoth/warrior.png
profile="portraits/quenoth/warrior.png"
hitpoints=44
movement_type=quenoth_foot
movement=5
experience=80
level=2
alignment=lawful
advances_to=Quenoth Champion
cost=29
usage=fighter
description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren."
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}
[/abilities]
[attack]
name=glaive
description= _"glaive"
type=pierce
range=melee
damage=14
number=2
icon=attacks/glaive.png
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
[/attack]
[attack]
name=glaive
description= _"glaive"
type=blade
range=melee
damage=8
number=3
icon=attacks/glaive.png
[/attack]
{DEFENSE_ANIM "units/quenoth/warrior-defend-2.png" "units/quenoth/warrior-defend-1.png" {SOUND_LIST:ELF_HIT}}
[attack_anim]
[filter_attack]
name=glaive
[/filter_attack]
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
start_time=-300
[frame]
duration=450
image="units/quenoth/warrior.png"
[/frame]
{SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
#define KALEH_DESCRIPTION
_"Kaleh is still a young elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."#enddef
#define NYM_DESCRIPTION
_"Nym is Kaleh’s childhood friend, a young, rebellious lady with quick wits and strong will. Her high spirits are a great boon in dark times."#enddef
#define QUENOTH_YOUTH_DESCRIPTION
{KALEH_DESCRIPTION}+"
"+{NYM_DESCRIPTION}#enddef
#define HEAL_EFFECTS
# Make the XP bar blue instead of purple.
major_amla=yes
[effect]
apply_to=hitpoints
heal_full=yes
[/effect]
[effect]
apply_to=status
remove=poisoned
[/effect]
[effect]
apply_to=status
remove=slowed
[/effect]
[effect]
apply_to=status
remove=dazed
[/effect]
#enddef
#define XP_INCREASE_EFFECT
[effect]
apply_to=max_experience
increase=20%
[/effect]
#enddef
#define QUENOTH_YOUTH_ADVANCEMENTS EXTRA_EFFECTS
[advancement]
id=warrior_1
description= _ "Warrior"
image=attacks/sword-elven.png
[effect]
[filter]
type=Quenoth Youth
[/filter]
apply_to=type
name=Quenoth Youth 2
[/effect]
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=attack
name=sword
increase_damage=2
[/effect]
[effect]
apply_to=attack
name=bow
increase_damage=2
increase_attacks=1
[/effect]
[/advancement]
[advancement]
id=hunter_1
description= _ "Hunter"
image=attacks/bolas.png
[effect]
[filter]
type=Quenoth Youth
[/filter]
apply_to=type
name=Quenoth Youth 2
[/effect]
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=new_attack
name=bolas
description= _"bolas"
type=impact
range=ranged
damage=10
number=2
icon=attacks/bolas.png
[specials]
{WEAPON_SPECIAL_SLOW}
[/specials]
[/effect]
[effect]
apply_to=movement
increase=1
[/effect]
[/advancement]
[advancement]
id=leader_1
description= _ "Leader"
image=attacks/leader.png
[effect]
[filter]
type=Quenoth Youth
[/filter]
apply_to=type
name=Quenoth Youth 2
[/effect]
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=attack
name=sword
increase_damage=1
[/effect]
[effect]
apply_to=attack
name=bow
increase_damage=1
[/effect]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
[/effect]
[/advancement]
[advancement]
id=warrior_2_1
require_amla=warrior_1
description= _ "Warrior (choose only one): specialize in melee combat"
image=attacks/sword-elven.png
exclude_amla=warrior_2_1,warrior_2_2
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=attack
name=sword
increase_damage=2
increase_attacks=1
[/effect]
[/advancement]
[advancement]
id=warrior_2_2
require_amla=warrior_1
description= _ "Warrior (choose only one): specialize in archery"
image=attacks/sword-elven.png
exclude_amla=warrior_2_1,warrior_2_2
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=attack
name=bow
increase_damage=3
[set_specials]
mode=append
{WEAPON_SPECIAL_MARKSMAN}
[/set_specials]
[/effect]
[/advancement]
[advancement]
id=hunter_2_1
require_amla=hunter_1
description= _ "Hunter (choose only one): specialize in surprise attacks"
image=attacks/bolas.png
exclude_amla=hunter_2_1,hunter_2_2
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=attack
name=sword
[set_specials]
mode=append
{WEAPON_SPECIAL_BACKSTAB}
[/set_specials]
[/effect]
[effect]
apply_to=attack
name=bolas
increase_damage=3
increase_attacks=1
[/effect]
[/advancement]
[advancement]
id=hunter_2_2
require_amla=hunter_1
description= _ "Hunter (choose only one): specialize in skirmishing"
image=attacks/bolas.png
exclude_amla=hunter_2_1,hunter_2_2
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=new_ability
[abilities]
{ABILITY_SKIRMISHER}
[/abilities]
[/effect]
[effect]
apply_to=attack
name=bolas
increase_damage=3
increase_attacks=1
[/effect]
[/advancement]
[advancement]
id=leader_2_1
require_amla=leader_1
description= _ "Leader (choose only one): specialize in supporting allies"
image=attacks/leader.png
exclude_amla=leader_2_1,leader_2_2
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=new_ability
[abilities]
{ABILITY_SUPPORT}
[/abilities]
[/effect]
[effect]
apply_to=attack
name=sword
increase_damage=1
[/effect]
[effect]
apply_to=attack
name=bow
increase_damage=1
[/effect]
[/advancement]
[advancement]
id=leader_2_2
require_amla=leader_1
description= _ "Leader (choose only one): specialize in distracting enemies"
image=attacks/leader.png
exclude_amla=leader_2_1,leader_2_2
[effect]
[filter]
type=Quenoth Youth 2
[/filter]
apply_to=type
name=Quenoth Youth 3
[/effect]
{HEAL_EFFECTS}
{EXTRA_EFFECTS}
[effect]
apply_to=new_ability
[abilities]
{ABILITY_DISTRACT}
[/abilities]
[/effect]
[effect]
apply_to=attack
name=sword
increase_damage=1
[/effect]
[effect]
apply_to=attack
name=bow
increase_damage=1
[/effect]
[/advancement]
#enddef
#define KALEH_ANIMATIONS
{LEADING_ANIM "units/quenoth/kaleh-lead2.png" "units/quenoth/kaleh-lead1.png" (12,-32)}
{DEFENSE_ANIM_RANGE "units/quenoth/kaleh-defend-2.png" "units/quenoth/kaleh-defend-1.png" {SOUND_LIST:ELF_HIT} melee}
{DEFENSE_ANIM_FILTERED "units/quenoth/kaleh-bow-defend-2.png" "units/quenoth/kaleh-bow-defend-1.png" {SOUND_LIST:ELF_HIT} (
[filter_second_attack]
name=bow
[/filter_second_attack]
)}
{DEFENSE_ANIM_FILTERED "units/quenoth/kaleh-defend-2.png" "units/quenoth/kaleh-defend-1.png" {SOUND_LIST:ELF_HIT} (
[filter_second_attack]
name=bolas
[/filter_second_attack]
)}
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-100
[missile_frame]
duration=100
image=projectiles/missile-n.png
image_diagonal=projectiles/missile-ne.png
[/missile_frame]
start_time=-380
[frame]
image=units/quenoth/kaleh-bow.png:470
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
start_time=-420
offset=0.0:210,0.0~0.5:210,0.5~0.0:250,0.0:1
[frame]
image="units/quenoth/kaleh-sword[1,2,3,4,5,6,7].png:[80,80,80,80,100,125,125],units/quenoth/kaleh.png:1"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=bolas
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image=projectiles/bolas-n.png
image_diagonal=projectiles/bolas-ne.png
[/missile_frame]
start_time=-400
[frame]
image=units/quenoth/kaleh-bolas[1,2,3,4].png:[70,80,100,200]
[/frame]
{SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}
[/attack_anim]
#enddef
#define NYM_ANIMATIONS
{LEADING_ANIM "units/quenoth/nym-lead2.png" "units/quenoth/nym-lead1.png" (12,-32)}
{DEFENSE_ANIM_RANGE "units/quenoth/nym-defend-2.png" "units/quenoth/nym-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} melee}
{DEFENSE_ANIM_FILTERED "units/quenoth/nym-bow-defend-2.png" "units/quenoth/nym-bow-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} (
[filter_second_attack]
name=bow
[/filter_second_attack]
)}
{DEFENSE_ANIM_FILTERED "units/quenoth/nym-defend-2.png" "units/quenoth/nym-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} (
[filter_second_attack]
name=bolas
[/filter_second_attack]
)}
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-100
[missile_frame]
duration=100
image=projectiles/missile-n.png
image_diagonal=projectiles/missile-ne.png
[/missile_frame]
start_time=-380
[frame]
image=units/quenoth/nym-bow.png:470
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
start_time=-420
offset=0.0:210,0.0~0.5:210,0.5~0.0:250,0.0:1
[frame]
image="units/quenoth/nym-sword[1,2,3,4,5,6,7].png:[80,80,80,80,100,125,125],units/quenoth/nym.png:1"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=bolas
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image=projectiles/bolas-n.png
image_diagonal=projectiles/bolas-ne.png
[/missile_frame]
start_time=-400
[frame]
image=units/quenoth/nym-bolas[1,2,3,4].png:[70,80,100,200]
[/frame]
{SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}
[/attack_anim]
#enddef
[unit_type]
id=Quenoth Youth
race=quenoth
ignore_race_traits=yes
gender=male,female
name= _ "Quenoth Youth"
image=units/quenoth/kaleh.png
movement_type=quenoth_foot
movement=6
hitpoints=32
experience=40
level=1
profile=portraits/kaleh.png
alignment=lawful
advances_to=null
cost=14
usage=fighter
description={QUENOTH_YOUTH_DESCRIPTION}
die_sound={SOUND_LIST:ELF_HIT}
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=5
number=4
icon=attacks/sword-elven.png
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=4
number=3
icon=attacks/bow-elven.png
[/attack]
{KALEH_ANIMATIONS}
[male]
description={KALEH_DESCRIPTION}
[/male]
[female]
gender=female
name= _ "female^Quenoth Youth"
image="units/quenoth/nym.png"
profile=portraits/nym.png
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
description={NYM_DESCRIPTION}
{NYM_ANIMATIONS}
[/female]
{QUENOTH_YOUTH_ADVANCEMENTS ()}
[/unit_type]
[unit_type]
id=Quenoth Youth 2
race=quenoth
ignore_race_traits=yes
gender=male,female
name= _ "Quenoth Youth"
image=units/quenoth/kaleh.png
movement_type=quenoth_foot
movement=6
hitpoints=40
experience=90
level=2
profile=portraits/kaleh.png
alignment=lawful
advances_to=null
cost=14
usage=fighter
description={QUENOTH_YOUTH_DESCRIPTION}
die_sound={SOUND_LIST:ELF_HIT}
hide_help=yes
do_not_list=yes
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=5
number=4
icon=attacks/sword-elven.png
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=4
number=3
icon=attacks/bow-elven.png
[/attack]
{KALEH_ANIMATIONS}
[male]
description={KALEH_DESCRIPTION}
[/male]
[female]
gender=female
name= _ "female^Quenoth Youth"
image="units/quenoth/nym.png"
profile=portraits/nym.png
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
description={NYM_DESCRIPTION}
{NYM_ANIMATIONS}
[/female]
{QUENOTH_YOUTH_ADVANCEMENTS ()}
[/unit_type]
[unit_type]
id=Quenoth Youth 3
race=quenoth
ignore_race_traits=yes
gender=male,female
name= _ "Quenoth Youth"
image=units/quenoth/kaleh.png
movement_type=quenoth_foot
movement=6
hitpoints=52
experience=150
level=3
profile=portraits/kaleh.png
alignment=lawful
advances_to=null
cost=14
usage=fighter
description={QUENOTH_YOUTH_DESCRIPTION}
die_sound={SOUND_LIST:ELF_HIT}
hide_help=yes
do_not_list=yes
[attack]
name=sword
#textdomain wesnoth-units
description= _"sword"
type=blade
range=melee
damage=5
number=4
icon=attacks/sword-elven.png
[/attack]
[attack]
name=bow
description= _"bow"
#textdomain wesnoth-utbs
type=pierce
range=ranged
damage=4
number=3
icon=attacks/bow-elven.png
[/attack]
{KALEH_ANIMATIONS}
[male]
description={KALEH_DESCRIPTION}
[/male]
[female]
gender=female
name= _ "female^Quenoth Youth"
image="units/quenoth/nym.png"
profile=portraits/nym.png
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
description={NYM_DESCRIPTION}
{NYM_ANIMATIONS}
[/female]
{QUENOTH_YOUTH_ADVANCEMENTS {XP_INCREASE_EFFECT}}
{AMLA_DEFAULT}
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
[base_unit]
id=Ghost
[/base_unit]
id=EGhost
name= _ "Ethereal Ghost"
[movement_costs]
impassable=1
[/movement_costs]
[defense]
impassable=50
[/defense]
experience=30
advances_to=EWraith,EShadow
description= _ "It is one of the greater mercies of creation that a human soul is immutable, and cannot be destroyed. However, the many things a necromancer can do, despite this, are entirely horrifying.
Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit."
{NOTE_ETHEREAL}
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
[base_unit]
id=Nightgaunt
[/base_unit]
id=ENightgaunt
name= _ "Ethereal Nightgaunt"
[movement_costs]
impassable=1
[/movement_costs]
[defense]
impassable=50
[/defense]
[abilities]
# Remove inherited nightstalk
[hides]
__remove=yes
[/hides]
[/abilities]
description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe."
{NOTE_ETHEREAL}
[special_note]
note=_"SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night."
[/special_note]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
[base_unit]
id=Shadow
[/base_unit]
id=EShadow
name= _ "Ethereal Shadow"
[movement_costs]
impassable=1
[/movement_costs]
[defense]
impassable=50
[/defense]
[abilities]
# Remove inherited nightstalk
[hides]
__remove=yes
[/hides]
[/abilities]
advances_to=ENightgaunt
description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why.
That is a question which is easily answered by a necromancer."
{NOTE_ETHEREAL}
[special_note]
note=_"SPECIAL_NOTE^Unlike normal Shadows, Ethereal Shadows cannot hide at night."
[/special_note]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
[base_unit]
id=Spectre
[/base_unit]
id=ESpectre
name= _ "Ethereal Spectre"
[movement_costs]
impassable=1
[/movement_costs]
[defense]
impassable=50
[/defense]
description= _ "Sometimes called the ‘hollow men’, spectres form the right arm of their master’s power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their master’s domain.
The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."
{NOTE_ETHEREAL}
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
[base_unit]
id=Wraith
[/base_unit]
id=EWraith
name= _ "Ethereal Wraith"
[movement_costs]
impassable=1
[/movement_costs]
[defense]
impassable=50
[/defense]
advances_to=ESpectre
description= _ "These tortured forms of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them, as through air itself. What inspires such fear is the thought that these beasts are invincible, a belief that is actually far from the truth.
Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them."
{NOTE_ETHEREAL}
[/unit_type]
|
#textdomain wesnoth-utbs
# same as a ghost, except that a haunt can't move
[unit_type]
[base_unit]
id=Wraith
[/base_unit]
id=Haunt
name= _ "Haunt"
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
shallow_water={UNREACHABLE}
deep_water={UNREACHABLE}
[/movement_costs]
experience=30
description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over."
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Spider Lich
name= _ "Spider Lich"
race=undead
image="units/undead/spider-lich.png"
{DEFENSE_ANIM "units/undead/spider-lich-defend.png" "units/undead/spider-lich.png" {SOUND_LIST:LICH_HIT} }
hitpoints=52
movement_type=undeadfoot
movement=6
experience=100
{AMLA_DEFAULT}
level=2
alignment=chaotic
advances_to=null
cost=62
usage=fighter
description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. "
die_sound=lich-die.ogg
[attack]
name=touch
#textdomain wesnoth-units
description= _"touch"
type=cold
range=melee
damage=5
number=3
icon=attacks/touch-undead.png
[specials]
{WEAPON_SPECIAL_DRAIN}
[/specials]
[/attack]
[attack]
name=chill wave
description= _"chill wave"
type=cold
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=9
number=3
icon=attacks/iceball.png
[/attack]
[attack]
name=shadow wave
description=_"shadow wave"
#textdomain wesnoth-utbs
type=arcane
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=6
number=3
icon=attacks/dark-missile.png
[/attack]
[attack_anim]
[filter_attack]
name=chill wave
[/filter_attack]
offset=0
{MISSILE_FRAME_CHILL_TEMPEST 0 -15}
start_time=-355
[frame]
image="units/undead/spider-lich-magic-[1,2].png:75"
[/frame]
[frame]
image="units/undead/spider-lich-magic-3.png"
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}
[frame]
image="units/undead/spider-lich-magic-[2,1].png:50"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=shadow wave
[/filter_attack]
{MISSILE_FRAME_SHADOW_WAVE}
start_time=-675
[frame]
image="units/undead/spider-lich-magic-[1,2].png:75"
[/frame]
[frame]
image="units/undead/spider-lich-magic-3.png"
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/frame]
[frame]
image="units/undead/spider-lich-magic-3.png:200"
[/frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}
[frame]
image="units/undead/spider-lich-magic-[2,1].png:50"
[/frame]
[frame]
image="units/undead/spider-lich.png:50"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=touch
[/filter_attack]
start_time=-250
[frame]
image="units/undead/spider-lich.png:50"
[/frame]
[frame]
image="units/undead/spider-lich-melee-[1~2].png:[100,200]"
[/frame]
{SOUND:HIT_AND_MISS wail-sml.wav {SOUND_LIST:MISS} -100}
[frame]
image="units/undead/spider-lich-melee-1.png:75"
[/frame]
[frame]
image="units/undead/spider-lich.png:75"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-utbs
[unit_type]
id=Skeleton Rider
name= _ "Skeleton Rider"
race=undead
image="units/undead-skeletal/rider.png"
{DEFENSE_ANIM "units/undead-skeletal/rider-defend.png" "units/undead-skeletal/rider.png" {SOUND_LIST:SKELETON_HIT} }
[movement_anim]
start_time=0
[frame]
image="units/undead-skeletal/rider-moving.png:150"
[/frame]
[/movement_anim]
hitpoints=36
movement_type=mounted
movement=7
# a cross between the mounted and undeadfoot resistances
[resistance]
blade=80
pierce=70
impact=110
fire=120
cold=40
arcane=150
[/resistance]
experience=50
level=1
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=19
usage=scout
description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the sands by unholy magic to spread fear and destruction."
die_sound={SOUND_LIST:SKELETON_DIE}
[attack]
name=axe
#textdomain wesnoth-units
description= _"axe"
#textdomain wesnoth-utbs
type=blade
range=melee
damage=6
number=3
[/attack]
[attack_anim]
[filter_attack]
name=axe
[/filter_attack]
start_time=-250
horse_sound_start_time=-250
[frame]
image="units/undead-skeletal/rider-moving.png:150"
[/frame]
[frame]
image="units/undead-skeletal/rider-attack.png:200"
[/frame]
[frame]
image="units/undead-skeletal/rider-moving.png:50"
[/frame]
[horse_sound_frame]
sound=horse-canter.wav
[/horse_sound_frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-help
# These are all direct clones of the mainline healing abilities, except that
# they are set to exclude units suffering from dehydration. Dehydration is only
# delayed by healers, so they must not actually heal a dehydrated unit any
# hitpoints.
#
# The ability macros go into wesnoth textdomain since the strings are identical
# to their core counterparts, but the special notes belong to wesnoth-utbs.
#define UTBS_ABILITY_HEALS
[heals]
value=4
id=healing
affect_allies=yes
name= _ "heals +4"
female_name= _ "female^heals +4"
description= _ "Allows the unit to heal adjacent allied units at the beginning of our turn.
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
special_note=_"This unit is capable of basic healing and slowing dehydration."
affect_self=no
poison=slowed
[affect_adjacent]
[filter]
[not]
status=dehydration_slowed_by_healer
[/not]
[/filter]
[/affect_adjacent]
[/heals]
#enddef
#define UTBS_ABILITY_EXTRA_HEAL_NO_NOTES
[heals]
value=8
id=healing
affect_allies=yes
name= _ "heals +8"
female_name= _ "female^heals +8"
description= _ "This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
affect_self=no
poison=slowed
[affect_adjacent]
[filter]
[not]
status=dehydration_slowed_by_healer
[/not]
[/filter]
[/affect_adjacent]
[/heals]
#enddef
#define UTBS_ABILITY_EXTRA_HEAL
{UTBS_ABILITY_EXTRA_HEAL_NO_NOTES}
[+heals]
special_note=_"This unit is capable of basic healing and slowing dehydration."
[/heals]
#enddef
#define UTBS_ABILITY_SUPER_HEAL_NO_NOTES
[heals]
value=12
id=healing
affect_allies=yes
name= _ "heals +12"
female_name= _ "female^heals +12"
description= _ "This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
A unit cared for by this healer may heal up to 12 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
affect_self=no
poison=slowed
[affect_adjacent]
[filter]
[not]
status=dehydration_slowed_by_healer
[/not]
[/filter]
[/affect_adjacent]
[/heals]
#enddef
#define UTBS_ABILITY_SUPER_HEAL
{UTBS_ABILITY_SUPER_HEAL_NO_NOTES}
[+heals]
special_note=_"This unit is capable of basic healing and slowing dehydration."
[/heals]
#enddef
#define UTBS_NOTE_CURES
[+heals]
special_note=_"This unit is capable of healing those around it, slowing dehydration, and curing them of poison."
[/heals]
#enddef
#define UTBS_ABILITY_CURES
{INTERNAL:ABILITY_UNPOISON_NO_NOTES}
{UTBS_ABILITY_EXTRA_HEAL}
{UTBS_NOTE_CURES}
#enddef
#define UTBS_ABILITY_SUPER_CURES
{INTERNAL:ABILITY_UNPOISON_NO_NOTES}
{UTBS_ABILITY_SUPER_HEAL}
{UTBS_NOTE_CURES}
#enddef
#textdomain wesnoth-utbs
#define NOTE_ETHEREAL
[special_note]
note=_"SPECIAL_NOTE^This unit is able to move through solid stone walls."
[/special_note]
#enddef
# This is the Teaching ability owned by Garak
#define ABILITY_TEACHING
[dummy]
id=teaching
name= _ "teaching"
female_name= _ "female^teaching"
description= _ "At the start of every turn, this unit redistributes its experience points to all the units of the same side adjacent to it. If no suitable unit is adjacent, its experience just goes back to zero."
[/dummy]
#enddef
#define WEAPON_SPECIAL_SHOCK
# Canned definition of the Shock ability to be included in a
# [specials] clause.
[attacks]
id=shock
name= _ "shock"
description= _ "When this attack is used on offense, the opponent will retaliate with one less strike than normally, to a minimum of one strike."
special_note=_"This unit’s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."
sub=1
active_on=offense
apply_to=opponent
[filter_base_value]
greater_than=1
[/filter_base_value]
[/attacks]
#enddef
#define FORMATION ID GREATER_THAN COUNT
[chance_to_hit]
id={ID}
apply_to=opponent
sub=10
[filter_base_value]
greater_than_equal_to={GREATER_THAN}
[/filter_base_value]
[filter_self]
[filter_adjacent]
is_enemy=no
count={COUNT}
ability=formation
[/filter_adjacent]
[/filter_self]
[/chance_to_hit]
#enddef
#define ABILITY_FORMATION
[dummy]
id=formation
name= _ "formation"
female_name= _ "female^formation"
description= _ "This unit gains a +10% bonus to defense when another unit with the same ability is adjacent to it. However, this cannot raise the unit’s defense above 70%."
special_note=_"Groups of units of this type are able to shield each other in combat."
[filter]
[filter_adjacent]
ability=formation
is_enemy=no
count=1-5
[/filter_adjacent]
[/filter]
[/dummy]
{FORMATION formation1 40 1-5}
{FORMATION formation2 50 2-5}
{FORMATION formation3 60 3-5}
{FORMATION formation4 70 4-5}
{FORMATION formation5 80 5}
#enddef
#define ABILITY_DISENGAGE
[dummy]
id=disengage
name= _ "disengage"
female_name= _ "female^disengage"
description= _ "If this unit doesn’t move before attacking, it will retain its movement points after the attack."
special_note=_"This unit can move either before or after attacking."
[/dummy]
#enddef
#define WEAPON_SPECIAL_DAZE
[dummy]
id=daze
name= _ "daze"
description= _ "When hit with this attack, an enemy suffers a 10% penalty both to their defense and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.
Magical attacks will still have a 70% chance to hit.
Marksman attacks are only affected if the chance to hit is greater than 60%."
special_note=_"This unit can daze its enemies, reducing their accuracy and defense until they end a turn."
[/dummy]
#enddef
#define ABILITY_DISTRACT
[skirmisher]
id=distract
name= _ "distract"
female_name= _ "female^distract"
description= _ "This unit negates enemy Zones of Control around itself for allied units (but not for itself)."
special_note=_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."
affect_self=no
affect_allies=yes
[affect_adjacent]
[/affect_adjacent]
[/skirmisher]
#enddef
#define ABILITY_SUPPORT
[dummy]
id=support
name= _ "support"
female_name= _ "female^support"
description= _ "The upkeep costs of adjacent friendly units are lowered by 1."
[/dummy]
#enddef
#define ABILITY_DISENGAGE_EVENTS
[event]
name=attack end
first_time_only=no
[filter]
ability=disengage
[not]
[filter_wml]
moves=$this_unit.max_moves
[/filter_wml]
[/not]
[/filter]
{VARIABLE unit.moves 0}
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[/event]
#enddef
#define WEAPON_SPECIAL_DAZE_EVENTS
[event]
id=weapon_special_daze_event_2
name=attacker hits
first_time_only=no
[filter_attack]
special_id=daze
[/filter_attack]
[filter_second]
[not]
[filter_wml]
[status]
dazed=yes
[/status]
[/filter_wml]
[/not]
[/filter_second]
{VARIABLE second_unit.status.dazed yes}
[unstore_unit]
variable=second_unit
find_vacant=no
text= _ "dazed"
female_text = _ "female^dazed"
red,green,blue=196,196,128
[/unstore_unit]
[object]
silent=yes
duration=scenario
[filter]
x,y=$x2,$y2
[not]
ability=self_dazed
[/not]
[/filter]
[effect]
apply_to=new_ability
[abilities]
[chance_to_hit]
id=enemy_dazed
name=""
description=""
add=10
apply_to=opponent
[filter_student]
[filter_wml]
[status]
dazed=yes
[/status]
[/filter_wml]
[/filter_student]
[filter_opponent]
[filter_weapon]
[not]
special_id=magical
[/not]
[not]
special_id_active=marksman
[/not]
[/filter_weapon]
[/filter_opponent]
[/chance_to_hit]
[chance_to_hit]
id=enemy_dazed
name=""
description=""
add=10
apply_to=opponent
[filter_base_value]
greater_than_equal_to=60
[/filter_base_value]
[filter_student]
[filter_wml]
[status]
dazed=yes
[/status]
[/filter_wml]
[/filter_student]
[filter_opponent]
[filter_weapon]
special_id_active=marksman
[/filter_weapon]
[/filter_opponent]
[/chance_to_hit]
[chance_to_hit]
id=self_dazed
name=""
description=""
sub=10
[filter_student]
[filter_weapon]
[not]
special_id=magical
[/not]
[not]
special_id_active=marksman
[/not]
[/filter_weapon]
[filter_wml]
[status]
dazed=yes
[/status]
[/filter_wml]
[/filter_student]
[/chance_to_hit]
[chance_to_hit]
id=self_dazed
name=""
description=""
sub=10
[filter_base_value]
greater_than_equal_to=70
[/filter_base_value]
[filter_student]
[filter_weapon]
special_id_active=marksman
[/filter_weapon]
[filter_wml]
[status]
dazed=yes
[/status]
[/filter_wml]
[/filter_student]
[/chance_to_hit]
[/abilities]
[/effect]
[/object]
[/event]
[event]
id=weapon_special_daze_event_3
name=side turn
first_time_only=no
[event]
name=side turn
delayed_variable_substitution=no
#{DEBUG_MSG "side $|side_number turn started, clearing daze from side $side_number units"}
[modify_unit]
[filter]
side=$side_number
[filter_wml]
[status]
dazed=yes
[/status]
[/filter_wml]
[/filter]
[status]
dazed=no
[/status]
[/modify_unit]
[/event]
[/event]
#enddef
#define ABILITY_SUPPORT_EVENTS
[event]
name=unit placed
first_time_only=no
[filter]
side=1
[not]
level=0
[/not]
[filter_wml]
upkeep=full
[/filter_wml]
[filter_adjacent]
ability=support
[/filter_adjacent]
[/filter]
{VARIABLE unit.variables.original_upkeep $unit.upkeep}
{VARIABLE unit.variables.upkeep_supported yes}
{VARIABLE unit.upkeep "$($unit.level - 1)"}
[unstore_unit]
variable=unit
find_vacant=no
fire_event=no
[/unstore_unit]
[/event]
[event]
name=set_support_upkeep
first_time_only=no
[foreach]
array=update_support_units
variable=support_unit
[do]
[if]
[have_unit]
x,y=$support_unit.x,$support_unit.y
[not]
level=0
[/not]
[filter_wml]
upkeep=full
[/filter_wml]
[filter_adjacent]
ability=support
[/filter_adjacent]
[/have_unit]
[then]
{VARIABLE support_unit.variables.original_upkeep $support_unit.upkeep}
{VARIABLE support_unit.variables.upkeep_supported yes}
{VARIABLE support_unit.upkeep "$($support_unit.level - 1)"}
[/then]
[else]
[if]
[have_unit]
x,y=$support_unit.x,$support_unit.y
[not]
level=0
[/not]
[filter_wml]
[variables]
upkeep_supported=yes
[/variables]
[/filter_wml]
[not]
[filter_adjacent]
ability=support
[/filter_adjacent]
[/not]
[/have_unit]
[then]
{VARIABLE support_unit.upkeep $support_unit.variables.original_upkeep}
{VARIABLE support_unit.variables.upkeep_supported no}
[/then]
[else]
[continue][/continue]
[/else]
[/if]
[/else]
[/if]
[unstore_unit]
variable=support_unit
find_vacant=no
fire_event=no
[/unstore_unit]
[/do]
[/foreach]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
ability=support
[/filter]
[store_unit]
[filter]
[filter_wml]
upkeep=full
[/filter_wml]
[filter_adjacent]
x,y=$x1,$y1
[/filter_adjacent]
[or]
[filter_wml]
[variables]
upkeep_supported=yes
[/variables]
[/filter_wml]
[filter_location]
[filter_adjacent_location]
x,y=$x2,$y2
[/filter_adjacent_location]
[/filter_location]
[/or]
[/filter]
kill=no
variable=update_support_units
[/store_unit]
[fire_event]
name=set_support_upkeep
[/fire_event]
{CLEAR_VARIABLE update_support_units}
[on_undo]
[store_unit]
[filter]
[filter_wml]
upkeep=full
[/filter_wml]
[filter_location]
[filter_adjacent_location]
x,y=$x2,$y2
[/filter_adjacent_location]
[/filter_location]
[or]
[filter_wml]
[variables]
upkeep_supported=yes
[/variables]
[/filter_wml]
[filter_location]
[filter_adjacent_location]
x,y=$x1,$y1
[/filter_adjacent_location]
[/filter_location]
[/or]
[/filter]
kill=no
variable=update_support_units
[/store_unit]
[fire_event]
name=set_support_upkeep
[/fire_event]
{CLEAR_VARIABLE update_support_units}
[/on_undo]
[allow_undo]
[/allow_undo]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
[not]
ability=support
[/not]
[and]
[filter_wml]
upkeep=full
[/filter_wml]
[filter_adjacent]
side=1
ability=support
[/filter_adjacent]
[or]
[filter_wml]
[variables]
upkeep_supported=yes
[/variables]
[/filter_wml]
[not]
[filter_adjacent]
side=1
ability=support
[/filter_adjacent]
[/not]
[/or]
[/and]
[/filter]
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
kill=no
variable=update_support_units
[/store_unit]
[fire_event]
name=set_support_upkeep
[/fire_event]
{CLEAR_VARIABLE update_support_units}
[on_undo]
[store_unit]
[filter]
x,y=$x2,$y2
[/filter]
kill=no
variable=update_support_units
[/store_unit]
[fire_event]
name=set_support_upkeep
[/fire_event]
{CLEAR_VARIABLE update_support_units}
[/on_undo]
[allow_undo]
[/allow_undo]
[/event]
[event]
name=die,post advance
first_time_only=no
[filter]
side=1
ability=support
[/filter]
[store_unit]
[filter]
side=1
[filter_adjacent]
x,y=$x1,$y1
[/filter_adjacent]
[/filter]
kill=no
variable=update_support_units
[/store_unit]
[fire_event]
name=set_support_upkeep
[/fire_event]
{CLEAR_VARIABLE update_support_units}
[/event]
[event]
name=post advance
first_time_only=no
[filter]
side=1
[filter_adjacent]
ability=support
[/filter_adjacent]
[/filter]
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
kill=no
variable=update_support_units
[/store_unit]
[fire_event]
name=set_support_upkeep
[/fire_event]
{CLEAR_VARIABLE update_support_units}
[/event]
#enddef
|
#textdomain wesnoth-utbs
# Macros for setting animations.
# Quenoth elf animation macros
#define QUENOTH_FLAME_INTERNAL X Y Y2
misc/blank-hex.png~BLIT(units/quenoth/fire/flame-color.png,{X},{Y2})~MASK(units/quenoth/fire/flame-mask.png,{X},{Y}):75#enddef
#define QUENOTH_FLAME_POS X Y
{QUENOTH_FLAME_INTERNAL {X} {Y} 15},
{QUENOTH_FLAME_INTERNAL {X} {Y} 14},
{QUENOTH_FLAME_INTERNAL {X} {Y} 13},
{QUENOTH_FLAME_INTERNAL {X} {Y} 12},
{QUENOTH_FLAME_INTERNAL {X} {Y} 11},
{QUENOTH_FLAME_INTERNAL {X} {Y} 10},
{QUENOTH_FLAME_INTERNAL {X} {Y} 9},
{QUENOTH_FLAME_INTERNAL {X} {Y} 8},
{QUENOTH_FLAME_INTERNAL {X} {Y} 7},
{QUENOTH_FLAME_INTERNAL {X} {Y} 6},
{QUENOTH_FLAME_INTERNAL {X} {Y} 5},
{QUENOTH_FLAME_INTERNAL {X} {Y} 4}#enddef
# Not all unwalkable, but still supposed to provide some visual cue that movement is different.
# This is only used for animation, it's the list of terrains on which the Sun Sylph will fly.
# Both the old ^Uf* and new ^Tf* mushrooms are supported here - if the Quenoth elves are moved
# to core then it seems sensible to still have the old behavior on old maps.
#define QUENOTH_UNWALKABLE_TERRAINS
{DRAKE_UNWALKABLE_TERRAINS},A*^*,Uu*^*,Uh*^*,*^Uf*,Tb*^*,*^Tf*#enddef
|
#textdomain wesnoth-utbs
#define KALEH
id=Kaleh
name= _ "Kaleh"
gender=male
type=Quenoth Youth
canrecruit=yes
unrenamable=yes
#enddef
#define NYM
type=Quenoth Youth
id=Nym
name= _ "Nym"
gender=female
unrenamable=yes
random_traits=no
profile=portraits/nym.png
upkeep=loyal
[modifications]
{TRAIT_LOYAL_HERO}
{TRAIT_DEXTROUS}
[/modifications]
#enddef
#define GARAK
type=Quenoth Champion
id=Garak
name= _ "Garak"
profile=portraits/garak.png
unrenamable=yes
[modifications]
{TRAIT_LOYAL_HERO}
{TRAIT_STRONG}
[object]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_TEACHING}
[/abilities]
[/effect]
[effect]
apply_to=max_experience
increase=850
[/effect]
[/object]
[/modifications]
#enddef
#define ZHUL
type=Quenoth Shaman
id=Zhul
name= _ "Zhul"
profile=portraits/zhul.png
unrenamable=yes
[modifications]
{TRAIT_LOYAL_HERO}
{TRAIT_INTELLIGENT}
[object]
[effect]
[filter]
type=Quenoth Shyde
[/filter]
apply_to=profile
portrait=portraits/zhul_shyde.png
[/effect]
[/object]
[/modifications]
#enddef
|
#textdomain wesnoth-utbs
# This file contains message to display when heroes die
# Some of these are conditional on in_final_fight, which
# will be set to true for the final battle.
[event]
name=last breath
[filter]
id=Kaleh
[/filter]
#ifdef UTBS_IN_FINAL_FIGHT
[message]
speaker=unit
message= _ "To die on the cusp of victory. Oh, the irony!"
[/message]
#else
[message]
speaker=unit
message= _ "I’m too young to die. What will happen to my people?"
[/message]
#endif
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=last breath
[filter]
id=Nym
[/filter]
[message]
speaker=unit
message= _ "Save me, Kaleh, I’m dying..."
image=portraits/nym_moody.png
[/message]
#ifdef UTBS_IN_FINAL_FIGHT
{VARIABLE_OP allies_killed add 1}
#else
[endlevel]
result=defeat
[/endlevel]
#endif
[/event]
[event]
name=last breath
[filter]
id=Zhul
[/filter]
[message]
speaker=unit
message= _ "Eloh protect us, I have fallen."
[/message]
#ifdef UTBS_IN_FINAL_FIGHT
{VARIABLE_OP allies_killed add 1}
#else
[endlevel]
result=defeat
[/endlevel]
#endif
[/event]
#ifdef UTBS_GARAK_MUST_LIVE
[event]
name=last breath
[filter]
id=Garak
[/filter]
[message]
speaker=unit
message= _ "Aaargh! Curse you!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#endif
[event]
name=last breath
[filter]
id=Grog,Nog,Rogrimir,Jarl
[/filter]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=unit
message= _ "I go now to join my forefathers..."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "No, $unit.name can’t die now!"
[/message]
[/else]
[/if]
#ifdef UTBS_IN_FINAL_FIGHT
{VARIABLE ally_died_in_final_fight yes}
{VARIABLE_OP allies_killed add 1}
#else
[if]
[variable]
name=ally_must_live
boolean_equals=yes
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "Without his guidance, how can we escape from these infernal caves? We are lost without him!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "He was a brave warrior and a true ally. He will be missed."
[/message]
[/else]
[/if]
#endif
[/event]
[event]
name=last breath
[filter]
id=Esanoo
[/filter]
[message]
speaker=unit
message= _ "Farewell Nym, I go to the sea god. You elves must go on without me."
[/message]
[message]
speaker=Nym
message= _ "Farewell Esanoo. You were my favorite of the merfolk."
image=portraits/nym_moody.png
[/message]
[/event]
#ifndef UTBS_IN_FINAL_FIGHT
[event]
name=last breath
[filter]
id=Kromph
[/filter]
[message]
speaker=unit
message= _ "Aaurrgghh!!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Elyssa
[/filter]
[message]
speaker=unit
message= _ "This can’t be the end, I have too much left to see."
[/message]
[message]
speaker=Kaleh
message= _ "How could we have let her die? I’ve never seen fire magic like that before. She will be sorely missed."
[/message]
[/event]
#endif
|
#textdomain wesnoth-utbs
#define HYDRATING_TILES
Ww*, *^V* #enddef
#define DEHYDRATING_TILES
Hd, Dd*, Dd^E*, Rd #enddef
#define DEHYDRATABLE_UNITS_FILTER
[not]
race=undead
[/not]
[not]
type=Giant Scorpion
[/not]
[not]
type=Dust Devil
[/not]
[not]
# traveller's ring
role=immune
[/not]
[and]
side=1
[/and]
#enddef
# This dehydrates the given units. However, if the unit is adjacent to a
# friendly healer, the dehydration will be delayed instead: the unit suffers no
# ill effects, but it cannot receive any healing on this turn either. Basically,
# dehydration works just like poison.
#
# Each turn of dehydration lowers the unit’s attack damage by 1 point and
# decreases hitpoints by -$dehydration_loss.
#define APPLY_DEHYDRATION_EFFECT FILTER
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=dehydrating_units
[/store_unit]
[for]
array=dehydrating_units
[do]
[if]
[have_unit]
x,y=$dehydrating_units[$i].x,$dehydrating_units[$i].y
[filter_adjacent]
is_enemy=no
[and]
ability=healing
[or]
ability=curing
[/or]
[/and]
[/filter_adjacent]
[/have_unit]
[then]
{VARIABLE dehydrating_units[$i].resting no}
{VARIABLE dehydrating_units[$i].status.dehydration_slowed_by_healer yes}
[unstore_unit]
variable=dehydrating_units[$i]
find_vacant=no
[/unstore_unit]
[/then]
[else]
[modify_unit]
[filter]
id=$dehydrating_units[$i].id
[/filter]
## this object might be obtained multiple times, but that shouldn't be a problem.
[object]
duration=scenario
id="dehydration_effect"
[effect]
apply_to=attack
formula="damage>1"
increase_damage=-1
[/effect]
[/object]
[object]
duration=scenario
id="dehydration_overlay"
[effect]
apply_to=overlay
add="misc/dehydration-icon.png"
[/effect]
[/object]
hitpoints="$(max(1, $dehydrating_units[$i].hitpoints - $dehydration_loss))"
resting=no
[status]
dehydrated=yes
[/status]
[/modify_unit]
[if]
[variable]
name=dehydrating_units[$i].gender
equals=female
[/variable]
[then]
[floating_text]
x=$dehydrating_units[$i].x
y=$dehydrating_units[$i].y
text= _ "female^thirst"
{COLOR_HARM}
[/floating_text]
[/then]
[else]
[floating_text]
x=$dehydrating_units[$i].x
y=$dehydrating_units[$i].y
text= _ "thirst"
{COLOR_HARM}
[/floating_text]
[/else]
[/if]
[/else]
[/if]
[/do]
[/for]
{CLEAR_VARIABLE dehydrating_units}
#enddef
# This rehydrates the given units. The units gain back their full attack damage.
#define APPLY_HYDRATION_EFFECT FILTER
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=hydrating_units
[/store_unit]
[for]
array=hydrating_units
[do]
[if]
[variable]
name=hydrating_units[$i].status.dehydrated
equals=yes
[/variable]
[then]
[remove_object]
x,y=$hydrating_units[$i].x,$hydrating_units[$i].y
object_id=dehydration_effect
[/remove_object]
[/then]
[/if]
[modify_unit]
[filter]
id=$hydrating_units[$i].id
[/filter]
[status]
dehydrated=no
[/status]
[/modify_unit]
[if]
[variable]
name=hydrating_units[$i].gender
equals=female
[/variable]
[then]
[floating_text]
x=$hydrating_units[$i].x
y=$hydrating_units[$i].y
text= _ "female^refreshed"
{COLOR_HEAL}
[/floating_text]
[/then]
[else]
[floating_text]
x=$hydrating_units[$i].x
y=$hydrating_units[$i].y
text= _ "refreshed"
{COLOR_HEAL}
[/floating_text]
[/else]
[/if]
[remove_object]
x,y=$hydrating_units[$i].x,$hydrating_units[$i].y
object_id=dehydration_overlay
[/remove_object]
[/do]
[/for]
{CLEAR_VARIABLE hydrating_units}
#enddef
#
# Events
#
#define DEHYDRATION_EVENTS
[event]
name=prestart
# dehydration loss - a variable for the dialogue
#ifdef EASY
{VARIABLE dehydration_loss 3}
#endif
#ifdef NORMAL
{VARIABLE dehydration_loss 5}
#endif
#ifdef HARD
{VARIABLE dehydration_loss 7}
#endif
[/event]
[event]
name=side turn
first_time_only=no
# dehydration:
# only at dawn, morning, mid-day, afternoon and dusk
{APPLY_DEHYDRATION_EFFECT (
side=$side_number
{DEHYDRATABLE_UNITS_FILTER}
[filter_location]
terrain={DEHYDRATING_TILES}
[not]
time_of_day_id=short_dark,long_dark1,long_dark2,long_dark3,long_dark4
[/not]
[/filter_location]
)}
[/event]
[event]
name=side turn
first_time_only=no
# rehydration in water, villages or when next to healers
{APPLY_HYDRATION_EFFECT (
side=$side_number
status=dehydrated
[and]
[filter_location]
terrain={HYDRATING_TILES}
[/filter_location]
[/and]
)}
[/event]
[event]
name=turn refresh
first_time_only=no
[if]
[variable]
name=side_number
equals=1
[/variable]
[then]
{MODIFY_UNIT (
side=1
status=dehydration_slowed_by_healer
) status.dehydration_slowed_by_healer no}
[/then]
[/if]
[/event]
[event]
name=advance
first_time_only=no
[filter]
status=dehydrated
[/filter]
{VARIABLE unit.status.dehydrated no}
[unstore_unit]
variable=unit
find_vacant=no
male_text= _ "refreshed"
female_text= _ "female^refreshed"
{COLOR_HEAL}
advance=no
[/unstore_unit]
[remove_object]
x,y=$unit.x,$unit.y
object_id=dehydration_overlay
[/remove_object]
[/event]
[event]
name="victory"
[modify_unit]
[filter]
status=dehydrated
[/filter]
[status]
dehydrated=no
[/status]
[/modify_unit]
[modify_unit]
[filter]
status=dehydration_slowed_by_healer
[/filter]
[status]
dehydration_slowed_by_healer=no
[/status]
[/modify_unit]
[/event]
#enddef
|
#textdomain wesnoth-utbs
# check to see if the Dust Devil is the unit
# triggering the event, and if it is, use Nym
# as the speaker
#define CHECK_EXPLORER
[if]
[variable]
name=unit.type
equals=Dust Devil
[/variable]
[or]
[variable]
name=unit.type
equals="Flesh Golem"
[/variable]
[/or]
[then]
[store_unit]
variable=explorer
kill=no
[filter]
id=Nym
[/filter]
[/store_unit]
[/then]
[else]
[store_unit]
variable=explorer
kill=no
[filter]
x=$unit.x
y=$unit.y
[/filter]
[/store_unit]
[/else]
[/if]
#enddef
# for second_unit
#define CHECK_SPEAKER
[if]
[variable]
name=second_unit.type
equals=Dust Devil
[/variable]
[or]
[variable]
name=second_unit.type
equals="Flesh Golem"
[/variable]
[/or]
[then]
[store_unit]
variable=speaking_unit
kill=no
[filter]
id=Nym
[/filter]
[/store_unit]
[/then]
[else]
[store_unit]
variable=speaking_unit
kill=no
[filter]
x=$second_unit.x
y=$second_unit.y
[/filter]
[/store_unit]
[/else]
[/if]
#enddef
#define MESSAGE_DEPEND_ON_ALLY GROG_WML NOG_WML ROGRIMIR_WML JARL_WML
[switch]
variable=ally_name
[case]
value=Grog
{GROG_WML}
[/case]
[case]
value=Nog
{NOG_WML}
[/case]
[case]
value=Rogrimir
{ROGRIMIR_WML}
[/case]
[case]
value=Jarl
{JARL_WML}
[/case]
[/switch]
#enddef
|
#textdomain wesnoth-utbs
# event for the teaching ability
#define ABILITY_TEACHING_EVENT
[event]
name=turn refresh,victory
id=garak_teaching
first_time_only=no
[lua]
# wmllint: markcheck off
code=<<
local _ = wesnoth.textdomain "wesnoth-utbs"
local teachers = wesnoth.units.find_on_map { ability = "teaching", side = wesnoth.current.side }
for i, teacher in ipairs(teachers) do
local students = wesnoth.units.find_on_map { side = wesnoth.current.side, { "filter_adjacent", { id = teacher.id } } }
if #students > 0 then -- don't divide by zero
wesnoth.interface.scroll_to_hex(teacher.x, teacher.y)
local function cf(u1, u2)
-- criteria: the unit with lower level comes first
-- if level is equal, the unit with less experience comes first
if u1.level < u2.level then return true end
if u1.level > u2.level then return false end
if u1.experience < u2.experience then return true end
return false
end
table.sort(students, cf)
-- now we need to divide Garak's xp between all the units
-- we can't just round the result of the division, because this will mean
-- either not redistributing all the XP points, or generating them out of thin air
-- so we perform both a division and a modulo
-- # (length) has a higher precedence than *, / and %
local div = math.floor(teacher.experience / #students)
local mod = teacher.experience % #students
for j, student in ipairs(students) do
-- the modulo operation is used to redistribute every remaining XP
-- so at the start of each turn Garak goes back to 0 XP
-- concrete example: we have 9 XP and 4 units
-- the first unit will receive 3 XP, while the other units 2
local xp_to_add = div
if j <= mod then
xp_to_add = xp_to_add + 1
end
-- having a message that tells you that the unit gained 0 XP is simply obnoxious
if xp_to_add > 0 then
student.experience = student.experience + xp_to_add
-- po: Floating text shown when Garak's teaching ability transfers experience points
local xp_string = _ "+$amount XP"
xp_string = xp_string:vformat{amount = xp_to_add}
wesnoth.interface.float_label(student.x, student.y, "<span color='cyan'>" .. xp_string .. "</span>")
if student.experience >= student.max_experience then
-- advance unit, animate and fire events
student:advance(true, true)
end
end
end
end
-- in case that Garak has no "students", his experience goes wasted instead of being redistributed...
teacher.experience = 0
end
>>
# wmllint: markcheck off
[/lua]
[/event]
#enddef
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